##### The Ranger
–Spell Slots per Spell Level–
| Level | Proficiency
Bonus | Features | Hunter
Bonus | 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Hunt for Blood, Prowess (x2) | +2 | — | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting | +2 | 2 | — | — | — | — |
| 3rd | +2 | Ambuscade, Ranger Conclave | +2 | 3 | ─ | — | — | — |
| 4th | +2 | Ability Score Improvement | +2 | 3 | ─ | — | — | — |
| 5th | +3 | Extra Attack | +3 | 4 | 2 | — | — | — |
| 6th | +3 | Primal Instinct | +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 | Natural Endurance | +4 | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Conclave Feature | +4 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | +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 | +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 |
### Hunt for Blood
Beginning at 1st level, you can spot injured prey and finish them off. As long as you can see the creature, you know if it's bloodied; its hit points are equal to or fewer than half its maximum, or the creature sufficiently injured (DM's discretion). This doesn't reveal the creature's exact hit points.
You can add your Hunter Bonus (+2 at 1st level) to attack rolls on weapon attacks against bloodied creatures. This bonus increases at later levels, as detailed in the ranger chart.
Additionally, you have advantage on Wisdom (Survival) checks to track creatures that have been bloodied in the last 24 hours.
### Prowess
At 1st level, you choose two of your skill proficiencies and gain their benefits listed below. You can choose another skill proficiency and gain its listed benefit or gain proficiency in another ranger skill at 8th and 16th level.
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***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 deliver spells or Help. You can also calm wild animals with your Animal Handling skill.
***Athletics.*** Climbing and swimming doesn't cost you extra movement, and your jump distance doubles when you Dash.
***Acrobatics.*** Your walking speed increases by 5 feet, and you can ignore nonmagical difficult terrain when you Dash.
***Insight.*** You learn one language of your choice. Creatures that share a language with you have disadvantage on Deception and Intimidation checks against you.
***Investigation.*** You add your proficiency bonus to ability checks you make to create and deploy traps. You have advantage on Wisdom (Perception) checks to detect traps and Intelligence (Investigation) checks to disable them.
***Nature.*** You can 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 gain proficiency in the Medicine skill and can use an Herbalism kit as a Healer's Kit.
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