Ranger

by Devan

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Ranger

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

The Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Stalker's Quarry, Natural Explorer
2nd +2 Fighting Style, Spellcasting 2
3rd +2 Ranger Archetype, Primeval Awareness 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Stalker's Quarry and Natural Explorer Improvements 4 2
7th +3 Ranger Archetype Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Eye of the Hunter 4 3 2
10th +4 Natural Explorer Improvement, Vanish 4 3 2
11th +4 Ranger Archetype Feature, Additional Fighting Style 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Stalker's Quarry Improvement 4 3 3 1
14th +5 Hide in Plain Sight 4 3 3 1
15th +5 Ranger Archetype Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Additional Fighting Style 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 Foe Slayer 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 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Herbalism Kit

  • Saving Throws: Strength, Dexterity
  • Skills: Choose four from 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 simple melee weapons or (b) One martial weapon and a shield
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a longbow and a quiver of 20 arrows or (b) a light crossbow and 20 bolts

Natural Explorer

You are particularly adept when traveling in natural terrains and able to adapt to these terrains quickly. Choose one type of focused terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.

When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if using a skill that you’re proficient in. When you complete a long rest in a terrain that is not your focused terrain, you may switch your focused terrain at that time.

While traveling for an hour or more in your focused terrain, you gain the following benefits:

  • You and your companions gain an additional +1 per hit die when you take a short rest in your favored terrain.
  • You have advantage on Constitution saving throws when traveling in extreme weather conditions.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. Initiative rolls you make in your favored terrain are made with advantage.
  • Your group can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

At level 6 your movement cannot be slowed by non-magical difficult terrain in your focused terrain, at level 10 you cannot be surprised in your focused terrain

Stalker's Quarry

Beginning at 1st level, you have significant experience in studying, and then hunting a chosen quarry.

Choose a type of quarry: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.

Alternatively, you can select one race of humanoid (such as gnolls or orcs) as a quarry. If you spend at least 1 minute observing a creature type outside combat or 1 minute studying the tracks of that creature type, or you defeat a creature type in combat, you may switch your quarry selection to that new creature type. Once you change your quarry you may not do so again until you have taken a long rest or use the Eye of the Hunter Ranger feature.

You have advantage on Wisdom (Survival) checks to track your quarry, Wisdom (Perception) checks to detect them, Dexterity (Stealth) checks to hide from them and Charisma (Deception) or Charisma (Intimidate) when interacting with your quarry.

At 6th level, whenever you do damage to a quarry, you ignore any resistance to that damage type. At 13th level, any attacks against your quarry score a critical on a 19 or 20.

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. You may choose an addiitonal fighting style from this list at 11th and 17th levels.

Archery

You gain a +1 bonus to attack rolls with ranged weapons.

Blind Fighting

You have blind sight with a range of 10 feet.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

While wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.

Thrown Weapon Fighting.

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of your off-hand attacks.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells.

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Preparing and Casting Spells

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. The spells must be of a level for which you have spell slots.

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 quiet contemplation and preparation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting 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

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Preparation

At 3rd level you know to come prepared for whatever you may run up against. Whenever you finish a long rest you may choose one damage type from: bludgeoning, piercing, slashing, fire, cold, poison, thunder, acid, lightning. You gain resistance to that damage type until your next long rest.

Ability Score Improvement

When you reach 4th level, and again at 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Eye of the Hunter

Starting at 9th level, your keen hunting senses allow you to use the Hunter's Mark spell to greater effect.

  • You always have the hunter's mark spell prepared and it doesn’t count against the number of spells you can prepare each day.
  • When you place a hunter's mark on a creature, you may immediately change your Stalker's Quarry to that creature type. You may use this feature a number of times equal to your Wisdom modifier. You recover any expended uses after you complete a long rest.
  • When you cast hunter's mark it does not require your concentration.

Vanish

Starting at 10th level, you can use the Hide action as a bonus action on your turn. Also, you and anyone who you choose who is travelling with you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Hide In Plain Sight

Starting at 14th level, You can spend 1 minute creating camouflage for yourself. You must have access to mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you may hide from a creature that can see you if you are in a lightly obscured area. If you take a long rest, the camouflage must be replaced.

Blindsense

At 18th level, your senses have reached a preternatural level. You gain Blindsight to a range of 30 feet. If you already had blindsight, extend its range by 30 feet.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. When attacking your Stalker's Quarry the base weapon damage dice of whatever weapon you are using for the attack are doubled. For example a longbow would have a base damage of 2d8 and a greatsword 4d6.

Beast Master

Ranger's Companion

At 3rd level, you gain a faithful animal companion that is trained to fight alongside you. Choose a stat block from amongst those on the next page that best fits your companion. If you ever gain a new companion you may change the stat block to a new one. Your comanion adds your proficiency bonus (PB) to many of their statistics as shown in their stat block.

When your beast completes a short rest, it regains all of its hitpoints. If reduced to zero hit points in combat, the beast rolls death saving throws as a player character normally would. You can obtain a new companion by magically bonding with a beast that isn’t hostile to you and that meets the size and challenge rating requirements over the course of a long rest. You may only have one companion at a time and must dismiss an old one if you gain a new one in this manner.

Combat Training

While in combat, your faithful friend shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, or Hide action.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

Share Spells

Beginning at 7th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Bestial Fury

Starting at 11th level, when you command your animal companion to take the Attack action, the beast can make an additional attack.

Exceptional Training

Beginning at 15th level, commanding the creature to take the Help or Hide Action no longer requires a bonus action by you.

Whenever your companion is subjected to an effect, such as a green dragon’s poison breath or a lightning bolt spell, that allows you to make a saving throw to take only half damage, your companion instead takes no damage if they succeed on the saving throw, and only half damage if they fail.


Beast of the Land

Medium or Large Beast


  • Armor Class 13 + PB
  • Hit Points 5 times your ranger level
  • Speed 40 ft + 40 ft climb

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

  • Charge. If the beast moves at least 20 feet toward a target and hits a creature with a maul attack on the same turn, the target takes an extra ld6 slashing damage, and must succeed on a Strength save against your spell save DC or be knocked prone.
  • Primal Bond Adds your proficiency bonus to any ability check or saving throw.

Actions

Maul. Your spell attack modifier to hit, reach 5 ft. Hit: 1d8 + 2 + PB slashing damage.


Beast of the Sea

Medium or Large Beast


  • Armor Class 13 + PB
  • Hit Points 5 times your ranger level
  • Speed 30 ft + 40 ft swim

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

  • Amphibious: The beast can breathe both air and water.
  • Primal Bond Adds your proficiency bonus to any ability check or saving throw.

Actions

Binding Strike. Your spell attack modifier to hit, reach 5 ft. Hit: 1d6 + 2 + PB piercing or bludgeoning damage, and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.


Beast of the Sky

Small Beast


  • Armor Class 13 + PB
  • Hit Points 4 times your ranger level
  • Speed 10 ft + 60 ft fly

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

  • Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
  • Primal Bond Adds your proficiency bonus to any ability check or saving throw.

Actions

Maul. Your spell attack modifier to hit, reach 5 ft. Hit: 1d4 + 3 + PB slashing damage.

Gloomstalker

Gloomstalker Magic

You learn an additional spells when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spells count as a ranger spells for you, but don't count against the number of ranger spells you know.

Ranger Level Spell
3 Disguise Self
5 Rope Trick
9 Fear
13 Greater Invisibility
17 Seeming

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

Starting at 15th level, whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Fey Wanderer

Dreadful Strikes

At 3rd level, you can augment your weapons with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class. Fey Wanderer Magic

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3 Charm Person
5 Misty Step
9 Dispel Magic
13 Dimension Door
17 Mislead

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

d6 Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.

Otherworldly Glamour

Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

You also gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist

Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, when you or a creature you can see within 120 feet succeeds on a save against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom save against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns.

Fey Reinforcements

At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Misty Wanderer

When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Horizon Walker

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spell
3 Protection from Evil and Good
5 Misty Step
9 Haste
13 Banishment
17 Teleportation Circle

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 damage from the attack. At 11th level in this class, the extra damage increases to 2d8.

Distant Strike

At 7th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 30 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Ethereal Step

At 11th level, once per short or long rest, as a bonus action on your turn, you can cast the Etherealness spell, without expending a spell slot.

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

Hunter

Hunter's Prey

At 3rd level, you gain one of the following features:

Colossus Slayer. When you hit a creature with a weapon attack, the creature takes an extra 1d6 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. After a Large or larger creature within 5 feet attacks you, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. If your attack hits it deals an extra 2d8 of your weapon's damage type.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature within 5 feet of the original target and within your range.

Defensive Tactics

At 7th level, you gain one of the following features:

Escape the Horde. Your movement does not provoke attacks of opportunity. +10 to your movement speed.

Multiattack Defense. Whenever you are hit with an attack, all subsequent attacks against you until the beginning of your next turn are made with disadvantage.

Steel Will. You are immune to the charmed and frightened conditions.

Multi attack

At 11th level, you gain one of the following features:

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. When you take the attack action with a melee weapon, you may make a single attack against each enemy within that weapons range rather than your normal number of attacks. You may still attack with any off-hand weapons as normal.

Superior Hunter’s Defense

At 15th level, you gain one of the following features:

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Monster Slayer

Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3 Protection from Evil and Good
5 Zone of Truth
9 Magic Circle
13 Banishment
17 Hold Monster

Hunter's Sense

At 3rd level, as an action, choose one creature you can see within 60 feet. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier per long rest.

Slayer's Prey

At 3rd level, as a bonus action, you designate one creature you can see within 60 feet as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This ends if you choose a different creature.

Supernatural Defense

At 7th level, whenever the target of your Slayer’s Prey forces you to make a save or when you make an ability check to escape that target's grapple, add 1d6 to your roll.

Magic-User's Nemesis

At 11th level, once per short or long rest, when you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom save against your spell DC, or its magic fails.

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Swarmkeeper

Gathered Swarm

At 3rd level, a swarm of intangible nature spirits has bonded itself to you. The swarm remains in your space, crawling, flying, or skittering around.

Once on each of your turns, you can cause the swarm to assist in one of the following ways, immediately after you hit a creature with an attack:

  • The attack's target takes 1d6 piercing damage.
  • The attack's target must succeed on a Strength save against your spell DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally.

Swarmkeeper Magic

Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. You also learn additional spells when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3 Faerie Fire, Mage Hand
5 Web
9 Gaseous Form
13 Arcane Eye
17 Insect Plague

Writhing Tide

Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a 10 ft fly speed. This lasts for 1 minute.

You can use this a number of times equal to your proficiency bonus per long rest.

Mighty Swarm

At 11th level, your Gathered Swarm grows mightier:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its save against being moved by the Gathered Swarm, you can also knock them prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Swarming Dispersal

When you reach 15th level, when you take damage, you can use your reaction to give yourself resistance to that damage. Vanishing into your swarm, then teleporting to an unoccupied space you can see within 30 feet, where you reappear with the swarm.

You can use this feature a number of times equal to your proficiency bonus per long rest.

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