Ranger
| Level | Proficiency Bonus | Features | Favored Enemy | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Favored Enemy, Natural Explorer | 2 | 2 | 2 | — | — | — | — |
| 2nd | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | — | — | — | — |
| 3rd | +2 | Ranger Subclass | 2 | 4 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 3 | 6 | 4 | 2 | — | — | — |
| 6th | +3 | Roving | 3 | 6 | 4 | 2 | — | — | — |
| 7th | +3 | Subclass feature | 3 | 7 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — |
| 9th | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | — | — |
| 10th | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | — | — |
| 11th | +4 | Subclass feature | 4 | 10 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | — | — |
| 13th | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Nature’s Veil | 5 | 11 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Subclass feature | 5 | 12 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Foe Slayer | 6 | 15 | 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: 1d10 + 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: none
- Saving Throws: Strength, Dexterity
- Skills: Choose 3 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
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Spellcasting
1st level Ranger
You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description.
Spell Slots
1st level Ranger
The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
1st level Ranger
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells
1st level Ranger
Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability
1st level Ranger
Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus
1st level Ranger
You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Favored Enemy
1st level Ranger
You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Natural Explorer
1st level Ranger
Choose two types of terrain. You have Advantage on Intelligence (Nature) checks about the chosen terrains, and you have Advantage on Wisdom (Survival) checks to track creatures in them. Whenever you finish a Long Rest, you can meditate and replace one of the chosen terrain types with a different one from the list.
| Terrains |
|---|
| Arctic |
| Coast |
| Desert |
| Forest |
| Grassland |
| Mountain |
| Swamp |
| Underdark |
Deft Explorer
2nd level Ranger
Thanks to your travels, you gain the following benefits:
- Expertise: Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages: You know two languages of your choice from the language tables in chapter 2.
Fighting Style
2nd level Ranger
You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior
You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Ranger Subclass
3rd level Ranger
You gain a Ranger subclass of your choice. The Beast Master, Fey Wanderer, Gloom Stalker, and Hunter subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.
Ability Score Improvement
4th level Ranger
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Extra Attack
5th level Ranger
You can attack twice instead of once whenever you take the Attack action on your turn.
Roving
6th level Ranger
Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Ranger Subclass
7rd level Ranger
You gain a Ranger subclass of your choice. The Beast Master, Fey Wanderer, Gloom Stalker, and Hunter subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.
Ability Score Improvement
8th level Ranger
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Expertise
9th level Ranger
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Tireless
10th level Ranger
Primal forces now help fuel you on your journeys, granting you the following benefits:
- Temporary Hit Points: As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Decrease Exhaustion: Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Ranger Subclass
11rd level Ranger
You gain a Ranger subclass of your choice. The Beast Master, Fey Wanderer, Gloom Stalker, and Hunter subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.
Ability Score Improvement
12th level Ranger
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Relentless Hunter
13th level Ranger
Taking damage can’t break your Concentration on Hunter’s Mark.
Nature’s Veil
14th level Ranger
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Ranger Subclass
15rd level Ranger
You gain a Ranger subclass of your choice. The Beast Master, Fey Wanderer, Gloom Stalker, and Hunter subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.
Ability Score Improvement
16th level Ranger
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Precise Hunter
17th level Ranger
You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.
Feral Senses
18th level Ranger
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
Ability Score Improvement
19th level Ranger
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Foe Slayer
20th level Ranger
The damage die of your Hunter’s Mark is a d10 rather than a d6.
Beast Master
A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.
Primal Companion
3rd level Beast Master feature
You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block:
- Beast of the Land
- Beast of the Sea
- Beast of the Sky
You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.
The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.
The Beast in Combat. In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast’s Strike action. If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dodge action.
Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.
Beast of the Land
Medium Beast, Neutral
- Armor Class 13 (plus your Wisdom modifier)
- Hit Points 10
- Speed 40 ft., Climb 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
- Saving Throws Str +2, Dex +2, Con +2, Int -1, Wis +2, Cha +0
- Senses Darkvision 60 ft., passive Perception 12
- Languages Understands the languages you know
- Challenge None (0 XP)
HP Notes. Equals 5 plus five times your Ranger level (base included). The beast has a number of Hit Dice (d8s) equal to your Ranger level.
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft., one target. Hit: 1d8 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast). If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 1d6 damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.
Beast of the Sea
Medium Beast, Neutral
- Armor Class 13 (plus your Wisdom modifier)
- Hit Points 10
- Speed 5 ft., Swim 60 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
- Saving Throws Str +2, Dex +2, Con +2, Int -1, Wis +2, Cha +0
- Senses Darkvision 90 ft., passive Perception 12
- Languages Understands the languages you know
- Challenge None (0 XP)
HP Notes. Equals 5 plus five times your Ranger level (base included). The beast has a number of Hit Dice (d8s) equal to your Ranger level.
Amphibious. The beast can breathe air and water.
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 2 plus your Wisdom modifier Bludgeoning or Piercing damage (your choice when you summon the beast), and the target has the Grappled condition (escape DC equals your spell save DC).
Beast of the Sky
Small Beast, Neutral
- Armor Class 13 (plus your Wisdom modifier)
- Hit Points 8
- Speed 10 ft., Fly 60 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
- Saving Throws Str -2, Dex +3, Con +1, Int -1, Wis +2, Cha +0
- Senses Darkvision 60 ft., passive Perception 12
- Languages Understands the languages you know
- Challenge None (0 XP)
HP Notes. Equals 4 plus four times your Ranger level (base included). The beast has a number of Hit Dice (d6s) equal to your Ranger level.
Flyby. The beast doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d4 + 3 plus your Wisdom modifier Slashing damage.
Exceptional Training
7th level Beast Master feature
When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.
In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.
Bestial Fury
11th level Beast Master feature
When you command your Primal Companion beast to take the Beast’s Strike action, the beast can use it twice.
In addition, the first time each turn it hits a creature under the effect of your Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.
Fey Wanderer
Wield Fey Mirth and Fury
A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
| d6 | Gift |
|---|---|
| 1 | Illusory butterflies flutter around you while you take a Short or Long Rest. |
| 2 | Flowers bloom 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 each dawn. |
Dreadful Strikes
3rd level Fey Wanderer feature
You can augment your weapon strikes with mind-scarring magic drawn from the murky 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 Ranger level 11.
Fey Wanderer Spells
3rd level Fey Wanderer feature
When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3 | Charm Person |
| 5 | Misty Step |
| 9 | Summon Fey |
| 13 | Dimension Door |
| 17 | Mislead |
You also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.
Otherworldly Glamour
3rd level Fey Wanderer feature
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 these skills of your choice: Deception, Performance, or Persuasion.
Beguiling Twist
7th level Fey Wanderer feature
The magic of the Feywild guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Fey Reinforcements
11th level Fey Wanderer feature
You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way 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
15th level Fey Wanderer feature
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 yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Gloom Stalker
Draw on Shadow Magic to Fight Your Foes
Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.
Dread Ambusher
3rd level Gloom Stalker feature
You have mastered the art of creating fearsome ambushes, granting you the following benefits.
-
Ambusher’s Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.
-
Dreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Short Rest.
-
Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.
Gloom Stalker Spells
3rd level Gloom Stalker feature
When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3 | Disguise Self |
| 5 | Rope Trick |
| 9 | Fear |
| 13 | Greater Invisibility |
| 17 | Seeming |
Umbral Sight
3rd level Gloom Stalker feature
You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.
Iron Mind
7th level Gloom Stalker feature
You have honed your ability to resist mind-altering powers. 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
11th level Gloom Stalker feature
The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.
-
Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon’s range.
-
Mass Fear. The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.
Shadowy Dodge
15th level Gloom Stalker feature
When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.
Hunter
Protect Nature and People from Destruction
You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.
Hunter’s Lore
3rd level Hunter feature
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Hunter’s Prey
3rd level Hunter feature
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
-
Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.
-
Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.
Defensive Tactics
7th level Hunter feature
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
-
Escape the Horde. Opportunity Attacks have Disadvantage against you.
-
Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.
Superior Hunter’s Prey
11th level Hunter feature
Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.
Superior Hunter’s Defense
15th level Hunter feature
When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.