##### The Ranger
–Spell Slots per Spell Level–
| Level | Proficiency
Bonus | Predator Die | Features | Mark Prey Uses | 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:-:|
| 1st | +2 | d4 | Mark Prey, Natural Explorer | 3 | — | — | — | — | — | — |
| 2nd | +2 | d4| Fighting Style, Gift of the Wild | 3 | 2 | — | — | — | — | —
| 3rd | +2 | d4| Ranger Conclave, Primeval Awareness | 4 | 3 | — | — | — | — | — |
| 4th | +2 | d4 | Ability Score Improvement | 4 | 3 | — | — | — | — | — |
| 5th | +3 | d6 | Extra Attack | 4 | 4 | 2 | — | — | — | — |
| 6th | +3 | d6 | Natural Explorer Improvement, Poultices | 5 | 4 | 2 | — | — | — | — |
| 7th | +3 | d6 | Ranger Conclave Feature | 5 | 4 | 3 | — | — | — | — |
| 8th | +3 | d6 | Ability Score Improvement, Fleet of Foot | 5 | 4 | 3 | — | — | — | —
| 9th | +4 | d8 | - | 5 | 4 | 3 | 2 | — | — | — |
| 10th | +4 | d8 | Poultices Improvement, Hide in Plain Sight | 5 | 4 | 3 | 2 | — | — | — |
| 11th | +4 | d8 | Ranger Conclave Feature | 5 | 4 | 3 | 3 | — | — | — |
| 12th | +4 | d8 | Ability Score Improvement | 6 | 4 | 3 | 3 | — | — | — |
| 13th | +5 | d10 | - | 6 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | d10 | Mark Prey Improvement, Vanish | 6 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | d10 | Ranger Conclave Feature | 6 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | d10 | Ability Score Improvement | 6 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | d12 | - | 7 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | d12 | Feral Senses | 7 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | d12 | Ability Score Improvement | 7 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | d12 | Foe Slayer | Unlimited | 4 | 3 | 3 | 3 | 2 |
### 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 monster that became your favored enemy? 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
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- **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
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- **Armor:** Light armor, medium armor, shields
- **Weapons:** Simple weapons, martial weapons
- **Tools:** Herbalism Kit
___
- **Saving Throws:** Strength, Dexterity
- **Skills:** Choose any three skills
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#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* a scale mail or *(b)* leather armor
- *(a)* two shortswords or *(b)* two simple melee weapons
- *(a)* a dungeoneer’s pack *(b)* an explorer’s pack
- A longbow and a quiver of 20 arrows
### Mark Prey
You study a creature with unerring focus, marking it as your quarry. As a bonus action, you can designate a creature you can see within 100 feet of you as your favored enemy. Alternatively, when you attack a creature, you can choose the target of the attack as you favored enemy.
While a creature is designated as your favored enemy, you gain the following benefits below:
* You have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to detect your favored enemy, or to discover and follow its tracks.
* Once during your turn, you can add a Predator die to a damage roll you make against your favored enemy.
The target remains your favored enemy for a number of hours equal to your Ranger level. This effect ends if you fall unconscious, mark another creature, or dismiss it as a bonus action. You gain a number of uses of this ability equal to the number shown for your ranger level in the Mark Prey column of the Ranger table, and regain all expended uses when you complete a long rest.
Starting at 14th level, you gain advantage on all saving throws made against your favored enemy’s spells, abilities, and effects.
### Natural Explorer
You are particularly familiar with one type of environment and are adept at the skills unique to the region.
Choose one type of favored terrain listed below. If you are traveling within your favored terrain or have spent 8 hours or more in an environment, you move stealthily at a normal pace, and your proficiency bonus is doubled for any Intelligence or Wisdom checks you make that are related to the terrain, provided you are using a skill that you're proficient in.
***Coast*.** You gain a swim speed equal to your speed.
***Desert*.** You gain resistance to fire damage.
***Forest*.** You gain proficiency in Perception and your proficiency bonus is doubled for any ability check you make that uses it.
***Grassland*.** Your speed increases by 10 feet.
***Mountain*.** Whenever you would gain a level of exhaustion, you experience the effects of the level below your current one.
***Swamp*.** You gain resistance to poison damage and are immune to disease.
***Tundra*.** You gain resistance to cold damage.
***Underdark*.** You learn Undercommon. If you do not have darkvision, you gain it with a range of 30 feet. If you have darkvision, you instead gain blindsight with a range of 5 feet.
***Urban*.** You gain a climb speed equal to your speed.
You choose an additional favored terrain type at 6th level.
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### 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.
## Gift of the Wild
Starting at 2nd level, your aptitude and versatility puts you at a crossroads in terms of specializing your particular skill set. You gain one of the following features of your choice.
### Spellcasting
When you choose this option, you learn to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
#### Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these ranger spells, 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 (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 16, your list of prepared spells can include six 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 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent meditating and attuning to nature: at least 1 minute per spell level for each spell on your list.
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#### 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.