My Documents
Become a Patron!
## Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales. Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. ### Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization - humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that allow them to hunt even the fiercest of prey. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. ### Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first - and possibly the last - line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways. \columnbreak ### Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain - perhaps by the same kind of monsters that you now hunt? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer? #### Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background. ## Class Features As a ranger, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per ranger level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather armor - *(a)* two shortswords or *(b)* two simple melee weapons - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - A longbow and a quiver of 20 arrows \pagebreakNum
##### The Ranger | Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Deft Explorer (Canny), Favored Foe | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting | 2 | — | — | — | — | | 3rd | +2 | Ranger Archetype, Keen Senses | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | — | — | — | — | | 5th | +3 | Extra Attack | 4 | 2 | — | — | — | | 6th | +3 | Deft Explorer (Roving), Hunter's Mark improvement | 4 | 2 | — | — | — | | 7th | +3 | Ranger Archetype feature | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement, Fleet of Foot | 4 | 3 | — | — | — | | 9th | +4 | — | 4 | 3 | 2 | — | — | | 10th | +4 | Deft Explorer (Tireless), Nature's Veil | 4 | 3 | 2 | — | — | | 11th | +4 | Ranger Archetype Feature | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — | | 13th | +5 | — | 4 | 3 | 3 | 1 | — | | 14th | +5 | Hunter's Mark Improvement, Vanish | 4 | 3 | 3 | 1 | — | | 15th | +5 | Ranger Archetype feature | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 4 | 3| 3 | 2 | — | | 17th | +6 | — | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Feral Senses | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Foe Slayer | 4 | 3 | 3 | 3 | 2 |
### Deft Explorer You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. #### Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. #### Roving (6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. #### Tireless (10th Level) As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. ### Favored Foe Your mystical training allows you to mark an enemy as your quarry, gaining insight into its defenses and behavior. When you hit a creature with an attack, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute. When you hit your favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level, and to 1d8 at 14th level. \pagebreakNum ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the ranger spell list. #### Preparing and Casting Spells The Ranger table shows how many spell slots you have to cast your spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. \columnbreak
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
### Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. ### Keen Senses Starting at 3rd level, you can use the Search action as a bonus action on your turn, and you have advantage on checks to discern illusions. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Fleet of Foot Beginning at 8th level, you can use the Dash action as a bonus action on your turn. In addition, moving through difficult terrain costs you no extra movement. ### Nature's Veil You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. ### Feral Sense At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. \pagebreakNum ### Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. You can add your Wisdom modifier to the damage roll of any attack you make against a creature affected by Favored Foe. ## Beast Master The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike. #### Primal Companion You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and always obeys your commands. Choose its stat black - Beast of the Land, Beast of the Earth or Beast of the Air. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Once you have given your companion a command to attack a target, it will continue attacking that target to the best of its ability until it receives a new command. Your primal beast has a number of d6 hit dice equal to your ranger level. Like any creature, the beast can spend hit dice during a short rest. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die. \columnbreak ___ > ## Beast of the Air >*Small beast, neutral* > ___ > - **Armor Class** 13 > - **Hit Points** equal the beast's Constitution modifier + your Wisdom modifier + five times your ranger level > - **Speed** 10 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|16 (+3)|13 (+1)|8 (-1)|14 (+2)|11 (+0)| >___ > - **Saving Throws** Dex +5, Con +3, Wis +4 > - **Skills** Perception +4, Stealth +5 > - **Senses** darkvision 60ft., passive Perception 14 > - **Languages** understands the languages you speak > ___ > > ***Nature's Bond.*** The following numbers add your proficiency bonus to their total: the beast’s AC, skill and saving throw bonuses (above), and the bonuses to hit and damage of its attacks. > ### Actions > ***Shred.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1d6 + 3 slashing damage ___ > ## Beast of the Earth >*Medium beast, neutral* > ___ > - **Armor Class** 13 > - **Hit Points** equal the beast's Constitution modifier + your Wisdom modifier + five times your ranger level > - **Speed** 40 ft., climb or swim 40 ft. (your choice when you bond with the beast) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|15 (+2)|8 (-1)|14 (+2)|11 (+0)| >___ > - **Saving Throws** Dex +4, Con +4, Wis +4 > - **Skills** Athletics +5, Perception +4, Stealth +4 > - **Senses** darkvision 60ft., passive Perception 14 > - **Languages** understands the languages you speak > ___ > > ***Nature's Bond.*** The following numbers add your proficiency bonus to their total: the beast’s AC, skill and saving throw bonuses (above), and the bonuses to hit and damage of its attacks. > ### Actions > ***Maul.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1d6 + 3 bludgeoning, piercing, or slashing damage (your choice when you bond with the beast) \pagebreakNum #### Natural Traits At 3rd level, your primal beast companion alters its form to match your spirit. Choose two of the following traits to add to your companion when you first bond with it: ***Aquatic (Beast of the Earth Required)*** Your companion’s swim speed increases to 60, but its walking speed becomes 5. In addition, it can breathe only underwater. ***Blindsight*** Your companion gains a blindsight of 30 feet. ***Burrowing (Beast of the Earth Required)*** Your companion gains a burrowing speed of 10 feet. It can choose to leave a tunnel behind when it burrows. ***Charge (Beast of the Earth Required)*** If your companion moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an additional 1d6 damage, and must succeed on a Dexterity saving throw against your spell save DC or be knocked prone. ***Flyby (Beast of the Air Required)*** Your companion doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. ***Keen Senses*** Your companion can add twice your proficiency bonus to its Perception skill. ***Massive*** Your companion grows to become one size larger. ***Pack Tactics*** Your companion has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated. ***Spider Climb (Beast of the Earth Required)*** Your companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and it ignores movement restrictions caused by webbing. ***Venemous*** Your companion’s attacks deal an additional 1d4 poison damage. #### Exceptional Training Beginning at 7th level, your companion’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Ties that Bind Once you’ve reached 11th level, your beast companion has advantage on all saving throws as long as it can see or hear you. #### Share Spells Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. \columnbreak