Ranger
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Natural Explorer, Scout | — | — | — | — | — |
| 2nd | +2 | Cover of Darkness, Fighting Style, Nature's Blessing | 2 | — | — | — | — |
| 3rd | +2 | Animal Empathy, Ranger Conclave feature | 3 | ─ | ─ | — | — |
| 4th | +2 | Ability Score Improvement | 3 | ─ | ─ | — | — |
| 5th | +3 | Ranger Conclave feature | 4 | 2 | ─ | — | — |
| 6th | +3 | Alacrity | 4 | 2 | ─ | — | — |
| 7th | +3 | Ranger Conclave feature | 4 | 3 | ─ | — | — |
| 8th | +3 | Ability Score Improvement, Land's Stride | 4 | 3 | ─ | — | — |
| 9th | +4 | 4 | 3 | 2 | — | — | |
| 10th | +4 | Hide in Plain Sight, Natural Explorer Improvement | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Conclave feature | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | 4 | 3 | 3 | 1 | — | |
| 14th | +5 | Cunning Vigilance | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Conclave 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 | Master Scout | 4 | 3 | 3 | 3 | 2 |
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 ( 6 ) + your Constitution modifier per ranger level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: Trapper's Kit
- Languages: select any three
- Saving Throws: Dexterity, Strength
- Skills: Choose three from Acrobatics, 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 short swords or (b) a long sword and a short sword
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
Natural Explorer
You are a master of navigating and surviving. This grants you the following abilities:
- You don't suffer a penalty to your passive Wisdom (Perception) checks while moving at a fast pace.
- You can follow tracks at a fast pace without penalty.
In addition, while traveling for an hour or more, you gain the following benefits:
- Difficult terrain does not slow your group’s travel.
- If you are traveling alone, you can move stealthily at a normal pace.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
Scout
Starting at 1st level, if you are proficient in Survival, your proficiency bonus is doubled for any ability check you make that uses the Survival skill.
In addition, you can choose Trapper's Kit or one skill from the following that you are already proficient in: Animal Handling, Investigation, Nature, Perception, or Stealth. Your proficiency bonus is doubled for any ability check you make that uses Trapper's Kit or the selected skill.
Cover Of Darkness
At 2nd level, your sense has sharpened from traveling in variable amounts of light. You gain Darkvision up to 60 feet. If you already possess this ability, the distance increases by 30 feet. Or you can choose to nullify Sunlight Sensitivity, eliminating all disadvantages attached to it.
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.
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
While you are not wearing heavy armor, your additional attack does not cost you your bonus action.
Nature's Blessing
At 2nd level, you can choose to either retain the Spell Casting feature or forgo spells and choose the Herbalist feature which includes compensatory abilities. Each feature is detailed on ppgs 7 through 9.
Animal Empathy
At 3rd level, using your action, you make a successful Wisdom (Animal Handling) check to communicate with animals and convince them that your intentions are harmless. You learn its emotional state, whether it is affected by magic of any sort, its short term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
The beast must be within 30 feet of you and within line of sight. If the beast's Intelligence is 4 or greater, you are ignored. You have advantage on your check when attempting to communicate with domesticated beasts. You can affect a group of similar beasts. The number of beasts influenced is equal to half of your ranger level, rounded down.
You cannot use this ability against a creature that you have attacked within the past 10 minutes. The effect lasts for 24 hours or ends earlier if you or your allies attempt to cause it any harm.
Ranger Conclave
At 3rd level, you choose between the conclaves detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th, 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.
Alacrity
Starting at 6th level, you possess innate instincts that enable you to react with swift and decisive action. This grants you the following benefits:
- You add your proficiency bonus to your Initiative checks.
- You have advantage on attack rolls against creatures that have not yet acted.
- Your movement speed increases by 10 feet while you are not wearing heavy armor.
Land's Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
Hide In Plain Sight
At 10th level, you are an expert in concealment. You can use dirt, rocks, plants, animal excrements, and other naturally occurring materials to camouflage yourself or your campsite. You can spend 1 minute to camouflage yourself or 30 minutes to camouflage a campsite or small area for up to 8 medium size creatures.
Creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. Creatures that attempt to detect your camp take a -5 penalty to their Wisdom (Perception) check. You are still automatically detected if any effect or action causes you to reveal yourself or your campsite such as moving or building a campfire. If you are still hidden until the start of your next turn, then you or your campsite can continue to gain this benefit until you are detected.
Natural Explorer Improvement
At 10th level, your adeptness at traveling and surviving in any type of environment have improved. Swimming and climbing no longer costs you extra movement.
Cunning Vigilance
Starting at 14th level, you can use the Dash, Hide, and Search actions as a bonus action on your turn.
Also, you cannot be tracked by nonmagical means, unless you choose to leave a trail.
Feral Senses
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.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden and you are able to hear or see.
Master Scout
At 20th level, you are an expert with all types of natural environments and are adept at traveling and surviving in regions which include the arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check while traveling in natural terrains, your proficiency bonus is doubled if you are using a skill that you are proficient in, excluding skills that already include double proficiency.
In addition, rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack, Dash, or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.
Herbalist Features
The Ranger
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Natural Explorer, Scout |
| 2nd | +2 | Cover of Darkness, Fighting Style, Nature's Blessing |
| 3rd | +2 | Animal Empathy, Ranger Conclave feature |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Ranger Conclave feature |
| 6th | +3 | Alacrity |
| 7th | +3 | Ranger Conclave feature |
| 8th | +3 | Ability Score Improvement, Land's Stride |
| 9th | +4 | Evasion |
| 10th | +4 | Hide in Plain Sight, Natural Explorer Improvement |
| 11th | +4 | Ranger Conclave feature |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Nature's Stamina |
| 14th | +5 | Cunning Vigilance |
| 15th | +5 | Ranger Conclave feature |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Ambush Master |
| 18th | +6 | Feral Senses |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Master Scout |
Nature's Gift
At 2nd level, you gain the Herbalism kit as a tool. You can create special herbal liquids, poultices, and salves that have power comparable to some potions and spells. You are assumed to be carrying or able to forage sufficient ingredients to prepare your mixtures. Using your Survival skill (Foraging PHB ppg183), you can spend 1 hour gathering herbs and prepare herbal mixtures to create a maximum number of mixtures equal to your Wisdom modifier (minimum 1). For example, if your Wisdom modifier is 2, you could have one Cure Wounds poultice and one Goodberry Gruel.
These mixtures you create cannot be applied by anyone but yourself. After 24 hours, any mixtures that you have not used lose their potency.
Mixtures Known
The table below shows the types of mixtures you can create and at what Ranger level they become available. Choose your known mixtures from the table below.
Ranger level
| 2nd level | 5th level | 9th level |
|---|---|---|
| Cure Wounds Elixir | Beast Sense | Dispel Magic |
| Cure Wounds Poultice | Blindness or Deafness | |
| Detect Magic | Lesser Restoration | |
| Detect Poison and Disease | See Invisibility | |
| Fog Cloud | Spider Climb | |
| Goodberry Gruel | Web | |
| Sleep | ||
Beast Sense. If you spend 1 minute to imbibe one of your liquids, thereby expending its usage, you can see through your beast’s eyes and hear what it hears for up to one hour. You and your Beast Companion must be within one mile of one another. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Blindness or Deafness. You can spend an action to throw this vial up to 30 feet from you containing liquids that, when exposed to air, will explode in a 5 foot radius affecting one creature. This explosion will cause the target to be either blind or deaf for 1 minute unless it succeeds on a Constitution saving throw vs DC 8 + your proficiency bonus + your Wisdom modifier. At the end of each turn, the creature can make a constitution saving throw to end the effect.
Cure Wounds Poultice. If you spend 1 minute applying one of your bandages treated with one of your poultices to a wounded creature, thereby expending its use, that creature regains 1d6 hit points for every two Ranger levels you have, rounded down. Once used, a creature cannot benefit from this poultice until after a short or long rest.
Cure Wounds Elixir. You spend an action to imbibe one of your liquids, thereby expending its usage, that creature regains 1d6 hit points for every four Ranger levels you have, rounded down.
Detect Magic. If you spend 1 minute applying this liquid to an object, thereby expending its usage, the effect that occurs helps determine if the object is magical. Each vial has five uses.
Detect Poison and Disease. If you spend 1 minute applying this liquid to a creature or object, thereby expending its usage, the effect that occurs can help you determine if the creature or object is poisoned or diseased. You have advantage on Wisdom (nature) check to identify the poison or disease if it is found in nature. If not natural, you can roll a Wisdom (medicine) check to attempt to identify it.
Dispel Magic. If you spend 1 minute applying this liquid to a creature, object, or person, thereby expending its usage, the effect is to dispel a spell or magical effect. Make an ability check using your Wisdom modifier. The DC equals 10 + the spell’s level. On a successful check, the effect ends.
Fog Cloud. You can spend an action to throw this vial up to 60 feet from you containing liquids that, when exposed to air, will release a 20 foot radius sphere of fog. This fog spreads around corners and the area is heavily obscured. It lasts for 1 hour or until a wind of moderate or greater speed (at least 10 mph) disperses it.
Goodberry Gruel. You can spend an action to imbibe this gruel. It provides enough nourishment to sustain a creature for 1 day. It also heals 1 hit point for every ranger level you have. The number of creatures that can benefit from the gruel is equal to your Proficiency modifier. Once used, a creature needs a long rest before able to gain this benefit again.
Lesser Restoration. You can spend an action to apply one of your poultices to a blinded, deafened, diseased, or poisoned creature, thereby expending its use. That creature gains advantage on its’ saving throws.
See Invisibility. You can spend 1 action applying one of your poultices to your eyes or your beasts eyes, thereby expending its use, you or your beast can see invisible creatures and objects as if they were visible for 1 hour.
Sleep. You can spend an action to throw this vial up to 60 feet from you containing liquids that, when exposed to air, will release a 10 foot radius sphere of sleeping gas. It can also be placed into a drink or with food. The total number of hit points of creatures it affects is 2d8 plus 1d8 for every five Ranger levels, rounded down. It lasts for 1 minute.
Spider Climb. You can spend 1 action applying one of your poultices to your hands and feet or your beasts’ paws, thereby expending its use. You or your beast can move up, down, and across vertical surfaces and upside down along ceilings. The climbing speed is equal to the walking speed. It lasts for 1 hour. You are unable to attack and it takes 1 action to remove the poultice from your hands and feet.
Web. You can spend an action to throw this vial up to 60 feet from you containing liquids that, when successfully rolling an attack roll against a creature, explodes into a mass of thick, sticking webbing. The creature is restrained for 1 minute unless it succeeds on a Strength saving throw DC 8 + your proficiency bonus + your Wisdom modifier. Creatures whose size is larger or larger automatically succeed on its saving throw. The creature can use its action using a Strength check to break free. It lasts for 1 minute.
Evasion
Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make Dexterity saving throw for only half damage, you instead take no damage if you succeed on the saving throw. You take only half damage if you fail.
Nature's Stamina
At 13th level, you gain one of the following features of your choice.
- Your ability to endure harsh climates and survive encounters with aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, and undead have strengthened your core. You gain proficiency in Constitution saving throws.
- You have developed great mental strength in your interactions with aberrations, celestials, dragons, elementals, fey, fiends, monstrosities, and undead who have attempted to charm, frighten, or possess you. You gain proficiency in Wisdom saving throws.
Ambush Master
Starting at 17th level, you excel at leading ambushes. You can use a bonus action on your turn in the first round of the combat to grant each ally within 30 feet of you a bonus to their initiative roll that lasts until the end of their next turn. The bonus is equal to your Wisdom modifier, minimum 1.
Each ally also receives a 10 foot increase to speed that lasts until the beginning of the their next turn.
Spell Casting Features
Spell Casting
At 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spell casting and chapter 11 for the ranger spell list in the PHB.
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 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 meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spell casting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spell casting 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.
Spell Save DC
Spell Attack modifier
Hunter's Mark
Beginning at 3rd level, when you can cast the Hunter’s Mark spell using a spell slot, you can choose to cast it without the concentration requirement. The duration of the spell is decreased to 1 minute. You can use this feature once. You regain any expended uses when you finish a short or long rest.
You gain one additional use for every 5 levels you have in the ranger class, rounded down.
Spells Added to Ranger Spell List
| Spell Level | Spells added to ranger's spell list |
|---|---|
| 1 | Calm Beasts (new spell), Comprehend Languages, Protection from Evil and Good |
| 2 | Primeval Awareness (new spell), Revivify Beast (new spell), See Invisibility, Warding Bond |
| 3 | Dispel Magic, Elemental Weapon, Tongues |
| 5 | Swift Attack (originally Swift Quiver) |