Ranger
Ranger
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Favoured Terrain, Hunter's Quarry |
| 2nd | +2 | Favoured Enemy, Fighting Style |
| 3rd | +2 | Ranger Archetype, Rover |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Favoured Enemy Improvement, Favoured Terrain Improvement |
| 7th | +3 | Ranger Archetype Feature |
| 8th | +3 | Ability Score Improvement, Land's Stride |
| 9th | +4 | ─ |
| 10th | +4 | Additional Favoured Terrain, Tireless |
| 11th | +4 | Ranger Archetype Feature |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | ─ |
| 14th | +5 | Additional Favoured Enemy, Vanish |
| 15th | +5 | Ranger Archetype Feature |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | ─ |
| 18th | +6 | Scent Blood |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Foe Slayer |
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 three 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 shortswords or (b) two simple melee weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A longbow and a quiver of 20 arrows
Favoured Terrain
From 1st level, the terrain in which you trained to become a ranger is so familiar to you that it grants you the upper hand. Choose a type of terrain ─ Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Underdark, or Urban.
When in your favoured terrain, you have advantage on Wisdom (Survival) checks to follow tracks or forage for food, as well as on Intelligence (Nature) checks to recall information about the terrain.
In addition, while within your favoured terrain you have proficiency in Perception and Stealth if you do not already have it. If you already have proficiency in Perception or Stealth, your proficiency bonus is doubled while making ability checks with those skills within your favoured terrain.
At 10th level, you can choose an additional favoured terrain.
Hunter's Quarry
Starting at 1st level you have the iron focus of an experienced tracker.
You may choose one creature you can see within 90 feet and tag it as your prey as a bonus action. You have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find or track it. You also add your proficiency bonus to damage rolls against the target.
Only one creature can be tagged by you at a time. The effect lasts for 8 hours, but you may extend it by another 8 hours by spending 1 minute in contemplation before the 8 hours expires. The effect ends early if the target of your tag ever moves more than 6 miles away from you. You can end the effect early as a free action.
You can activate this feature a number of times equal to your Wisdom modifier and regain all uses when you finish a short or long rest.
Favoured Enemy
Beginning at 2nd level, you have significant experience studying, tracking, and hunting a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. The first attack you make against a creature of this subtype on your turn is made with advantage.
In addition, your proficiency bonus is doubled on Wisdom (Survival) checks made to track your favoured enemies, as well as on Intelligence checks to recall information about them.
At 14th level, you can choose an additional favoured enemy.
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.
Druidic Secrets
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them.
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.
Thrown Weapon Fighting
You gain a +1 bonus on ranged attacks and damage rolls made with thrown weapons.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, you can make two melee attacks when you use your reaction to make an opportunity attack.
Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate: the Beast Master, the Gloom Stalker, the Hunter, or the Wild Warden. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Rover
At 3rd level, you gain the Roving feature detailed in Tasha's Cauldron of Everything.
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.
Favoured Enemy Improvement
At 6th level, you deal an extra 1d8 of your weapon's damage type whenever you hit a favoured enemy with a weapon attack.
Favoured Terrain Improvement
At 6th level, you now have advantage on initiative rolls and can disengage as a bonus action when in your favoured terrain.
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 those created by the entangle spell.
Tireless
At 10th level, you gain the Tireless feature detailed in Tasha's Cauldron of Everything.
Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Scent Blood
Once you reach 18th level, you can sense when a creature has been reduced to half of its maximum hit points. Your first successful attack against a creature after it has been reduced to half of its maximum hit points is a critical hit.
Foe Slayer
Upon reaching 20th level, once per turn when you hit a creature with a weapon attack on which you have advantage, you can force the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your choice of Strength or Dexterity modifier). On a failed save, double the damage of your attack against the creature.
Once a creature fails a saving throw against this feature, you cannot target it with this feature again unless the target is your Favoured Enemy.
Wild Warden Archetype
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Wild Warden 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.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st-Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Wild Warden Spellcasting table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
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
Wild Warden Spellcasting
| Ranger Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | ─ | ─ | ─ |
| 4th | 2 | 4 | 2 | ─ | ─ | ─ |
| 5th | 2 | 4 | 3 | ─ | ─ | ─ |
| 6th | 2 | 4 | 3 | ─ | ─ | ─ |
| 7th | 2 | 5 | 3 | 1 | ─ | ─ |
| 8th | 2 | 6 | 3 | 1 | ─ | ─ |
| 9th | 2 | 6 | 4 | 1 | ─ | ─ |
| 10th | 3 | 7 | 4 | 2 | ─ | ─ |
| 11th | 3 | 8 | 4 | 2 | 1 | ─ |
| 12th | 3 | 8 | 4 | 2 | 1 | ─ |
| 13th | 3 | 9 | 4 | 3 | 1 | ─ |
| 14th | 3 | 10 | 4 | 3 | 2 | ─ |
| 15th | 3 | 10 | 4 | 3 | 2 | 1 |
| 16th | 3 | 11 | 4 | 3 | 2 | 1 |
| 17th | 3 | 11 | 4 | 3 | 3 | 1 |
| 18th | 3 | 11 | 4 | 3 | 3 | 1 |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Attacks with this weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Nature's Fury
Starting at 7th level, when you hit a creature tagged with your Hunter's Quarry with a weapon attack, you can expend one spell slot of 1st level or higher to deal extra damage to the target in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 3d6. The damage is a type of your choice from cold, fire, lightning, or poison.
Bramble Armour
At 11th level, you can summon thorny vines to cover your body as an action. The bramble armour has 5 hit points, and gains an additional 5 hit points at the beginning of each of your turns. Whenever you take damage from a melee attack, the bramble armour takes the damage instead and deals 5 piercing damage to the attacking creature. If an attack reduces the bramble armour to 0 hit points, you take any remaining damage. After one minute, or when the bramble armour is reduced to 0 hit points, it withers and you no longer gain any of its benefits.
Once you use this feature, you cannot do so again until you have finished a short or long rest.
Nature's Blessing
At 15th level, nature bestows upon you a blessing. You learn each of the 5th-level spells listed beside your Favoured Terrains on the Nature's Blessing table below. These spells are considered ranger spells for you and do not count against your spells known.
You can cast a spell learned this way once without expending a spell slot. Once you have used this ability, you cannot do so again until you finish a long rest.
Nature's Blessing Spells
| Favoured Terrain | Spell |
|---|---|
| Arctic | cone of cold, hold monster |
| Coast | control winds, maelstrom |
| Desert | immolation, steel wind strike |
| Forest | tree stride, wrath of nature |
| Grassland | conjure volley, commune with nature |
| Mountain | passwall, wall of stone |
| Swamp | contagion, insect plague |
| Underdark | mislead, transmute rock |
| Urban | mass cure wounds, swift quiver |