My Documents
Become a Patron!
## Ranger
##### Ranger | Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Natural Explorer, Scout | — | — | — | — | — | | 2nd | +2 | Fighting Style, Hunter's Eye, Spellcasting | 2 | — | — | — | — | | 3rd | +2 | Perceptive Eye, 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 | Cover of Darkness | 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 Hunter | 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:** Choose one from Artisan tool, Herbalism kit, Navigator's tool, Trapper's kit, or Vehicles ___ - **Saving Throws:** Dexterity, Strength - **Skills:** Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival \columnbreak
#### 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 \pagebreakNum ### Natural Explorer Starting at 1st level, you are a master of navigating and surviving in the natural environment. 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. In addition, you learn to read, write, and speak two languages of your choice.
### Scout Starting at 1st level, 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, or Perception. Your proficiency bonus is doubled for any ability check you make that uses the selected tool or skill.
### 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 a 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, even if the new roll is a 1 or a 2. 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.
> ##### Two-Weapon Fighting Style > This change is applicable to any class that has this fighting style. \columnbreak ### Spellcasting 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
### 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. \pagebreakNum ### Hunter's Eye At 2nd level, your vision has sharpened from traveling in variable amounts of light. You gain one of the following features of your choice: * You gain darkvision up to 60 feet. If you already have darkvision, the distance increases by 30 feet. * You don't suffer penalties from *Sunlight Sensitivity*.
### Perceptive Eye At 3rd level, your keen eyes allow you to ignore effects that compromise vision. You don't suffer penalties on your Wisdom (Perception) checks when you are moving or tracking at a fast pace.
### 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. You add your proficiency bonus to your Initiative checks. In addition, you have advantage on attack rolls against creatures that have not yet acted.
### 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. \columnbreak ### Hide in Plain Sight Starting at 10th level, using your Wisdom (Survival) skill to hide, you can spend 1 minute using mud, dirt, plants, soot, animal excrement, and other naturally occurring materials to camouflage yourself. Once you are camouflaged this way, you can try to hide yourself by pressing against a solid surface. You gain a + 10 bonus to your Wisdom (Survival) checks to avoid being detected as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
### Natural Explorer Improvement At 10th level, you are adept in moving through various types of terrains and using them to your advantage. You can use the Dash action as a bonus action on your turn. In addition, your climbing and swimming speed are equal to your walking speed.
### Cover of Darkness Beginning at 14th level, you have learned how to evade your pursuers. You can use the Hide action as a bonus action on your turn and you cannot be tracked by nonmagical means, unless you choose to leave a trail. In addition, your movement speed increases 10 feet. The increase also applies to your climbing and swimming speed.
### 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.
### Master Hunter At 20th level, 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. In addition, you have become an unparalleled hunter. Once on each of your turns you can add your Wisdom modifier (minimum 1) to the attack roll or the damage roll. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. \pagebreakNum ### Spells Added to Ranger Spell List
##### 1st Level - Calm Beasts (new spell) - Comprehend Languages - Protection from Evil and Good ##### 2nd Level - Primeval Awareness (new spell) - Revivify Beast (new spell) - See Invisibility - Warding Bond ##### 3rd Level - Dispel Magic - Elemental Weapon - Leomund's Tiny Hut ##### 5th Level - Swift Attack (replaces Swift Quiver)
\columnbreak ### Spells
#### Beast Sense *2nd-level divination (ritual)* ___ - **Casting Time:** Casting Time - **Range:** Touch. 3 miles if Beast Companion. - **Components:** S - **Duration:** Concentration, up to 1 hour ___ You touch a willing beast. You can cast this spell on your Beast Companion if you are both within 3 miles of one another. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. 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. Also on Druids spell list.
#### Calm Beast *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You attempt to suppress strong emotions in a group of beasts. Each beast in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a beast can choose to fail this saving throw if it wishes. If a beast fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the beast becomes hostile again, unless the DM rules otherwise. Also on Druid's spell list.
#### Dayvision *2nd-level transmutation* ___ - **Casting Time:** 1 actionCasting Time - **Range:** Touch - **Components:** V, S, M (either a pinch of dried carrot or any black gem or pearl) - **Duration:** 8 hours ___ You touch a willing creature to grant it the ability to ignore the penalties of *Sunlight Sensitivity*. For the duration, that creature can see in the sunlight out to a range of 60 feet. Also on Druid's and Sorcerer's spell list \pagebreakNum #### Primeval Awareness *1st-level divination* ___ - **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S M (diamonds worth 100 gp) - **Duration:** Instantaneous ___ You can attune your senses to determine if any of your enemies lurk nearby. By spending 1 uninterrupted minute in concentration, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fiends, and undead. This feature reveals which of the enemies are present, the general direction, and approximate distance from you. If there are multiple groups of your enemies within range, you learn this information for each group. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the range increases by 1 mile for each slot above 1st.
#### Revivify Beast *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S M (diamonds worth 100 gp, which the spell consumes) - **Duration:** Instantaneous ___ You touch a beast that has died within the last 10 minute. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts. Also on Druid's spell list.
#### Swift Attack *5th-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (a quiver containing at least one piece of ammunition or a melee weapon) - **Duration:** Concentration, up to 1 minute ___ There are two forms of transformations that can occur. **Swift Quiver:** You may transmute your quiver so it produces an endless supply of non-magical ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of non-magical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends. **Whirling Blades:** Your magic flows through your body and into your melee weapon(s), becoming as one. As long as the melee weapon(s) remains in your hand(s), on each of your turns until the spell ends, you can use a bonus action to make two attacks. \columnbreak ### Adventuring
#### Camouflage If you are proficient in the Wisdom (Survival) skill, you can spend 30 minutes to use fresh mud, dirt, plants, soot, animal excrement, and other naturally occurring materials to camouflage an area for up to 8 medium size creatures to evade detection by creatures. Once someone moves or takes an action or a reaction, you must camouflage the area again to gain this benefit. If you have expertise in the Wisdom (Survival) skill, you have advantage on your Wisdom (Survival) check to avoid detection.