[Background Image: 'Rangers' by Imad Awan](https://www.artstation.com/artwork/B2qvl)

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### Bushfighter
As a ranger, you have significant experience moving, tracking, and fighting in the wilderness. While you aren't wearing heavy armor, your movement speed increases by 5 feet and any opportunity attacks provoked by your movement are made with disadvantage. This bonus increases when you reach certain ranger levels: to 10 feet at 6th level and to 15 feet at 14th level.
In addition, your keen senses and eye for detail make you an adept scout and observer. While in natural terrain, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to locate other creatures and track them through the wilderness, as well as on Intelligence checks to learn or recall information about enemies you've defeated during combat.
### Rules of Ranging
Also at 1st level, your self-reliance has made you adept at bushcraft and wilderness survival. Choose two of your skill or tool proficiencies from the ranger class. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
In addition, your extensive experience has taught you to skillfully guide your allies through the untamed wilds. You gain the following benefits while traversing natural terrain for an hour or more:
- ***Adapt and Overcome.*** You have advantage on any Wisdom (Survival) checks made to navigate the wilderness, as well as on your ability checks and saving throws to identify and overcome natural hazards.
- ***Cover your Tracks.*** You can move stealthily while traveling at a normal pace and other creatures have disadvantage on ability checks to locate you.
- ***Live off the Land.*** While foraging, you find twice as many supplies as you normally would if you succeed on the Wisdom (Survival) check and half as many supplies as you normally would if you fail.
- ***Remain Vigilant.*** You don't suffer the -5 penalty to your passive Wisdom (Perception) score while traveling at a fast pace, and even when you are engaged in another activity while traveling — such as foraging, navigating, or tracking — you remain alert to danger.
- ***Study the Foe.*** When you successfully analyze a set of tracks, you also learn the exact number of creatures you are tracking, their sizes, and how long ago they passed through the area.
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### Martial Prowess
By 2nd level, you have undergone extensive training to bolster your skill at arms. . Choose one of the following Fighting Style options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
In addition, choose two weapons with which you are proficient. You can utilize the 1st-degree Martial Exploits associated with those weapons. You can utilize higher tier martial exploits when you reach 5th (2nd degree), 11th (3rd-degree), and 17th (4th degree) levels in this class.
During a long rest, you can alter the focus of your training and replace your chosen Fighting Style or one of your trained weapons with another option available to you.
#### Ambuscade
APC
During the first round of combat,you gain a +10 bonus to the first attack roll you make during that turn.
#### Archery
You gain a +2 bonus to attack rolls you make with bows and crossbows.
#### Defense
While you are wearing armor, you gain a +1 bonus to AC.
#### Dueling
When you are wielding a melee weapon or pistol in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
#### Guerrilla Fighting
APC
You get a +1 bonus to attack and damage rolls you make while hidden or receiving the benefits of at least half-cover.
#### Light-Infantry
APC
While wearing light or medium armor, if you move at least 15 feet away from your starting position prior to making a weapon attack, you get a +2 bonus to the damage roll for that attack.
#### Musketry
APC
You get a +1 bonus to attack and damage rolls you make with firearms.
#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
['Lost Embers in the Moonlit Sylvan Sanctuary'
by timforshadedigital](https://www.deviantart.com/timforshadedigital/art/Lost-Embers-in-the-Moonlit-Sylvan-Sanctuary-1223297132)
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### Spellcasting
By 2nd level, you've learned to weave the primal energy of the world into your mundane herbalism and bushcraft, allowing you to cast spells.
#### Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your ranger 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. 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 a 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 *animal friendship*, 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 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
#### Instinctual Casting
You have a pool of Instinct Points equal to your proficiency bonus. Once on each of your turns, you can use these points to cast a ranger spell without a spell slot if that spell has the Instinct tag and you have the spell prepared.
You regain all expended Instinct Points when you finish a long rest.
#### Spellcasting Focus
You can use a set of tools or a weapon that you are proficient with as a spellcasting focus for your Ranger spells.
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### Marked for Death
Beginning at 2nd level, when you hit a creature with an attack roll, you can focus your senses upon that creature, marking it as your quarry. Your mark lasts until you finish a short or long rest, or until you fall unconscious or use this feature again to mark a another creature.
When you successfully damage your quarry with a weapon attack or a ranger spell that requires an attack roll, you can increase that damage by one roll of your Quarry Die, which is a d6. You can also add your Quarry Die to any Intelligence or Wisdom checks you make to locate your quarry, determine its intentions, or recall information about it. If your current quarry dies before your mark ends, you can automatically transfer your mark to the next target you hit with an attack before the end of your turn.
You can mark quarry the number of times shown for your ranger level in the *Mark Uses* column of the Ranger table. You regain one expended use when you finish a short rest and all expended uses when you finish a long rest.
Your Quarry Die scales when you reach certain ranger levels, as shown in the *Quarry Die* column of the Ranger table.
### Ranger Company
At 3rd level, you choose to emulate the ideals and training of a ranger company, such as the Ghost, Marksman, Pathfinder, or Vanguard. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
['Battle of the Monongahela, 1755'
by Manuel Krommenacker](https://manu67.artstation.com/projects/d0R0bX)
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#### Company Spells
Each Ranger Company has a list of Company Spells that you always have prepared once you reach the Ranger levels noted in your Conclave's description. Your Company Spells count as Ranger spells for you, but they do not count against your total number of spells that you can prepare each day.
### Swift Alacrity
Starting at 3rd level, your swiftness and agility allow you to move quickly and act decisively. After damaging a creature with a weapon attack, you can use your bonus action to take either the Disengage, Hide, or Scout action.
If you damage the target of your *Marked for Death* feature, you can move up to half your speed as a part of this bonus action. This movement doesn't provoke opportunity attacks.
### 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.
### Instinctive Defense
Starting at 6th level, when an attacker you can see hits you with an attack, you can use your reaction to roll your Quarry Die and add the result to your AC, potentially causing that attack to miss you.
If the triggering creature is also the target of your *Marked for Death* feature, you have advantage on saving throws against that creature's spells and innate abilities until the start of your next turn.
### One With the Undergrowth
Starting at 8th level, moving through natural difficult terrain costs you no extra movement. You can also pass through nonmagical environmental hazards without being slowed by them and without taking damage from them.
Further, while in natural terrain, you treat any partial cover bonuses granted by that terrain as one step higher (from one-quarter to half and from hald to three-quarters) and you can attempt to hide even if you are only lightly obscured.
### Fade From Sight
By 10th level, you can call upon primal forces to help obscure you from your foes. When you use your *Swift Alacrity* feature to take the Hide action, you can magically shroud yourself, along with any equipment you are wearing or carrying, until the start of your next turn.
While shrouded in this way, you are considered invisible, and you can't be tracked by nonmagical means unless you choose to leave a trail.
You can use this feature 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.
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['Elven Ranger' by Manuel Krommenacker](https://www.deviantart.com/manuelkrommenacker/art/Elven-Ranger-767098063)
### Hit and Fade
Starting at 14th level, your time in the wilds has shaped you into an experienced wilderness combatant. Once on each of your turns, you can reroll an attack roll or damage roll you make against the target of your *Marked for Death* feature. If you do, you must use the second result.
In addition, while in natural terrain, you can attempt to hide even if you aren’t obscured or are being directly observed by another creature.
### Heightened Senses
By 18th level, your enhanced senses allow you to strike swiftly before vanishing without a trace. As long as you aren't blinded or deafened, you have Blindsight and Tremorsense out to a range of 30 feet.
Additionally, attack rolls made against creatures within 30 feet of you can't be made with disadvantage.
### Master Skirmisher
At 20th level, you are a master of the wilderness and an unparalleled hunter of your foes. You gain the following benefits:
- Your Strength or Dexterity score increases by 2, and your Wisdom score increases by 2. Your maximum for those scores also increases by 2.
- You can add your Wisdom modifier to attack and damage rolls you make against the target of your *Marked for Death* feature.
- As long as you aren't surprised or incapacitated, you are considered to be under the effects of the *Freedom of Movement* spell.