My Documents
Become a Patron!
##### Ranger | Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Talents, Talents | — | — | — | — | — | | 2nd | +2 | Talents, Fighting Style, Spell Casting | 2 | — | — | — | — | | 3rd | +2 | Talents, Ranger Conclave feature | 3 | ─ | ─ | — | — | | 4th | +2 | Ability Score Improvement | 3 | ─ | ─ | — | — | | 5th | +3 | Ranger Conclave feature | 4 | 2 | ─ | — | — | | 6th | +3 | Talents | 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 | Talents | 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 | Talents | 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 | Talents | 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 any Artisan tool, Herbalism kit, or Navigator's tool ___ - **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 ### Talents You train to develop skills and abilities that allow you to survive in the world. At 1st level, you gain two talents of your choice. Your talents options are detailed at the end of the class description. When you gain certain ranger levels, you gain additional talents of your choice, as shown in the Features column of the Ranger table.
### 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. \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
#### Ritual Casting You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.
### 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 ### 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 ***Prerequisite: 18th level*** 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. \pagebreakNum # Talents ### Canny ***Prerequisite: 1st level*** Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.
### Expertise I ***Prerequisite: 1st level*** Choose two of your skill that you have proficiency in. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
### Favored Foe ***Prerequisite: 1st level*** You learn the *Hunter's Mark* spell and Wisdom is your spellcasting ability for it. You can cast it without expending a spell slot and without requiring concentration. You can only have one instance of this spell active at a time. You can cast *Hunter's Mark* in this way a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. When you gain the Spellcasting feature at 2nd level, you always have *Hunter's Mark* prepared, and it doesn't count against the total number of spells you can prepare.
### Natural Explorer ***Prerequisite: 1st level*** 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. \columnbreak ### Animal Empathy ***Prerequisite: 2nd level*** Using your action, you make 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 your Wisdom modifier, minimum 1. If you have expertise in Animal Handling, the number of beasts influenced are doubled. 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.
### Dayvision ***Prerequisite: 2nd level*** You don't suffer penalties from *Sunlight Sensitivity*.
### Nightvision ***Prerequisite: 2nd level*** You gain darkvision up to 60 feet.
### Tireless ***Prerequisite: 2nd level*** As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. \pagebreakNum ### Keen Eye ***Prerequisite: 3rd level*** You don't suffer penalties on your Wisdom (Perception) checks when you are moving or tracking at a fast pace.
### Perceptive Eye ***Prerequisite: 3rd level*** You can take the Wisdom (Perception) check as a bonus action.
### Alacrity ***Prerequisite: 6th level*** You add your proficiency bonus to your Initiative checks. In addition, you have advantage on attack rolls against creatures that have not yet acted.
### Cunning Move ***Prerequisite: 6th level*** You gain three of the following. * You can take the Dash action as a bonus action. * You can take the Disengage action as a bonus action. * You can take the Hide action as a bonus action. * You can take the Intelligence (Investigation) check action as a bonus action. * You can take the Wisdom (Perception) check action as a bonus action. * You can take the Wisdom (Survival) check action as a bonus action.
### Expertise II ***Prerequisite: 6th level, Expertise I*** Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
### Roving ***Prerequisite: 6th level*** Your climbing and swimming speed are equal to your walking speed. In addition, you gain one of the following. * Your movement speed increases 5 feet. The increase also applies to your climbing and swimming speed. * You can take the Dash action as a bonus action, \columnbreak ### Evasion ***Prerequisite: 10th 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.
### Hidden in Plain Sight ***Prerequisite: 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. In addition, you gain two of the following. * You cannot be tracked by nonmagical means, unless you choose to leave a trail. * You can take the Hide action as a bonus action on your turn. * Your climbing speed is equal to your movement speed. * Your swimming speed is equal to your movement speed.
### Nature's Stamina ***Prerequisite: 10th level*** You gain proficiency in either Constitution or Wisdom saving throws, your choice.
### Self Awareness ***Prerequisite: 10th level*** You can’t be surprised while you are conscious or when sleeping naturally. In addition, creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. \pagebreakNum ### Vanish ***Prerequisite: 10th level*** You can take the Hide action as a bonus action and you cannot be tracked by nonmagical means, unless you choose to leave a trail. In addition, you gain one of the following. * Your movement speed increases 5 feet. This increase also applies to your climbing and swimming speed. * You can take the Dash action as a bonus action. * You can take the Disengage action as a bonus action.
### Ambush Master ***Prerequisite: 14th level*** 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 increase to their speed that lasts until the beginning of the their next turn. \columnbreak ### Foe Slayer ***Prerequisite: 20th level*** When you hit an creature with an attack, you can choose to deal an additional 8d8 damage, and force the creature to make a Constitution saving throw. On a failed save, you choose one of the following conditions to inflict upon them: blinded, deafened, or frightened until the end of its next turn. Once you use this feature you must complete a short or long rest before you can use it again.
### Master Hunter ***Prerequisite: 20th level*** 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, 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.
> ##### Ranger without Spells > For those wanting a ranger without spells, substitute the spellcasting feature for a different feature and select a feature for levels 9, 13, and 17. You can select a feature designated for 10th level for the 9th level feature.