##### The Ranger
–Spell Slots per Spell Level–
| Level | Proficiency
Bonus | Features | Bonus
Initiative | 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Ambuscade, Prowess (x2) | +2 | — | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting | +2 | 2 | — | — | — | — |
| 3rd | +2 | Endangered Quarry, Ranger Conclave | +2 | 3 | ─ | — | — | — |
| 4th | +2 | Ability Score Improvement | +2 | 3 | ─ | — | — | — |
| 5th | +3 | Extra Attack | +3 | 4 | 2 | — | — | — |
| 6th | +3 | Instinctive Action | +3 | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Conclave Feature | +3 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement, Prowess (x3) | +3 | 4 | 3 | — | — | — |
| 9th | +4 | — | +4 | 4 | 3 | 2 | — | — |
| 10th | +4 | Climate Tenacity, Hunter's Eye | +4 | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Conclave Feature | +4 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement, Unerring Focus | +4 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | +5 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Adrenaline Rush | +5 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Conclave Feature | +5 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement, Prowess (x4) | +5 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | +6 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses, Unerring Focus Improvement | +6 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | +6 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Foe Slayer | +6 | 4 | 3 | 3 | 3 | 2 |
### Ambuscade
Beginning at 1st level, executing an ambush comes naturally to you. You gain a bonus to your initiative detailed in the Ranger table. You have also advantage on attack rolls against any creature that hasn't yet taken a turn in combat.
### Prowess
At 1st level, you choose two of your skill proficiencies and gain their benefits listed below. You can choose another skill you are proficient in and gain its benefit or gain proficiency in another ranger skill at 8th and 16th level.
***Animal Handling.*** You learn the *find familiar* spell, which you can cast as a ritual without material components. If you cast it in this way, your familiar remains a beast and can't make spell attacks.
Additionally, you can calm wild animals with your Animal Handling skill.
***Athletics.*** Climbing and swimming does not cost you extra movement, and your jump distance doubles when you Dash.
***Acrobatics.*** Your walking speed increases by 5 feet. You also ignore nonmagical difficult terrain while you benefit from the Dash action.
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