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##### Ranger | Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | **Feat, Feat** | — | — | — | — | — | | 2nd | +2 | **Feat**, Fighting Style, Spell Casting| 2 | — | — | — | — | | 3rd | +2 | **Feat**, Ranger Conclave feature | 3 | ─ | ─ | — | — | | 4th | +2 | Ability Score Improvement | 3 | ─ | ─ | — | — | | 5th | +3 | Extra Attack (Ranger Conclave feature) | 4 | 2 | ─ | — | — | | 6th | +3 | **Feat** | 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 | **Feat** | 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 | **Feat** | 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 | **Feat** | 4 | 3 | 3 | 3 | 2 |
##### Ranger Feats | Level | Choose any 2 Feats | Or | | Choose any 1 Feat | |:---:|:---:|:---|:---:|:---:| | 1st | Expertise, Favored Enemy, Natural Explorer, Survivalist | | | ─ | | 2nd | ─ | | | Animal Empathy, Camping Ground, Hunter's Eye, Survivalist Improved | | 3rd | ─ | | | Animal Empathy, Hunter's Eye | | 6th | Favored Enemy, Natural Explorer | | | Alacrity, Cunning Action | | 10th | Hide in Plain Sight, Natural Explorer, Survivalist Improved | | | Alacrity, Cunning Action, Evasion, Nature's Stamina | | 14th | Favored Enemy, Skirmisher, Vanish | | | Alacrity, Cunning Action | | 20th | Ambuscade, Ambush Master | | | ─ |
\pagebreakNum ## 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:** Choose any one tool - **Languages:** Three languages of your choice ___ - **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
### 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. \columnbreak > ##### Two-Weapon Fighting Style > These changes are applicable to any class that has this fighting style.
### 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** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell Attack modifier** =
your proficiency bonus +
your Wisdom modifier
\pagebreakNum ### Conclave Spells Beginning at 3rd level, each conclave has a list of associated spells. You gain access to these spells at the levels specified in the conclave description. Once you gain access to a conclave spell, you always have it prepared. Conclave spells don’t count against the number of spells you can prepare each day. If you gain a conclave spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
### 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.
### 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.
### 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. Also, if you are able to hear or see, you are also aware of the location of any invisible or hidden creatures within 30 feet of you. \columnbreak ## Feats
### Alacrity 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.
### Ambuscade Rngers 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.
### Ambush Master 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.
### Animal Empathy 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. \pagebreakNum ### Camping Grounds You can spend 30 minutes preparing your campsite to help revitalize up to 8 medium size creatures. At the end of a long rest, each creature in your campsite regains one additional Hit Die and loses one additional level of exhaustion. Hit Dice gained in this way cannot exceed the creature's maximum number of Hit Dice.
### Cunning Action Starting at 14th level, you can use the Dash, Disengage, or Hide action as a bonus action on your turn.
### Evasion 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.
### Expertise - Can choose only once If you are proficient in the Survival skill, your proficiency bonus is doubled for any ability check you make that uses the Survival skill. In addition, you can choose a tool 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 the selected tool or skill.
### Favored Enemy As in PHB.
### Hide In Plain Sight 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. Creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) and Intelligence (Investigation) checks as long as you remain there without moving or taking actions. Once you move or take an action, you must camouflage yourself again to gain this benefit. You can spend 30 minutes to camouflage a campsite or small area for up to 8 medium size creatures. Creatures that attempt to detect your camp take a −5 penalty to their Wisdom (Perception) and Intelligence (Investigation) checks. If the camp is still hidden at the start of your next turn, then your campsite can continue to gain this benefit until you are detected. The camp is automatically detected if any effect or action causes you to reveal your campsite such as moving, taking actions, or building a campfire. \columnbreak ### Hunter's Eye Your senses has sharpened from traveling in variable amounts of light. You gain Darkvision up to 60 feet. If you already have darkvision, the distance increases by 30 feet. Or you can choose to nullify Sunlight Sensitivity, eliminating all disadvantages attached to it. In addition, you can use the Search action as a bonus action on your turn.
### Natural Explorer As in PHB.
### Nature's Stamina Your encounters with aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, and undead have strengthened your physical and mental fortitude. You gain proficiency in either Constitution or Wisdom saving throws, your choice.
### Skirmisher Starting at 14th level, you can use the Dash or Disengage action as a bonus action on your turn.
### Survivalist 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 track creatures while traveling 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.
### Survivalist Improvement Your adeptness at traveling and surviving in any type of environment have improved. Swimming and climbing no longer costs you extra movement.
### Vanish At 14th level, you cannot be tracked by nonmagical means, unless you choose to leave a trail.