# Ranger ## 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 armour, medium armour, 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 #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* Scale Mail or *(b)* Leather Armour - *(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 ``` ```
##### The Ranger | Level | Proficiency Bonus | Features | Hunter's Quarry | |:---:|:---:|:---|:---:| | 1st | +2 | Hunter's Quarry, Natural Explorer | 1d6 | | 2nd | +2 | Cover Of Darkness, Fighting Style | 1d6 | | 3rd | +2 | Ranger Conclave | 1d6 | | 4th | +2 | Ability Score Improvement | 1d6 | | 5th | +3 | Extra Attack | 2d6 | | 6th | +3 | Hunter's Guard | 2d6 | | 7th | +3 | Conclave Feature | 2d6 | | 8th | +3 | Ability Score Improvement | 2d6 | | 9th | +4 | Natural Antivenom, Superior Mobility | 3d6 | | 10th | +4 | Ability Score Improvement | 3d6 | | 11th | +4 | Conclave Feature | 3d6 | | 12th | +4 | Ability Score Improvement | 3d6 | | 13th | +5 | Lethal Hunter | 4d6 | | 14th | +5 | Counterattack | 4d6 | | 15th | +5 | Conclave Feature | 4d6 | | 16th | +5 | Ability Score Improvement | 4d6 | | 17th | +6 | Resolute Hunter | 5d6 | | 18th | +6 | Feral Senses | 5d6 | | 19th | +6 | Ability Score Improvement | 5d6 | | 20th | +6 | Foe Slayer | 5d6 |
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### Hunter's Quarry At 1st level, you have trained yourself to pick out and track specific targets. On your turn, as a bonus action, you may designate a visible enemy as your Quarry. This designation lasts for 1 hour, until the quarry drops to 0 hit points, or you designate a different target. Once per round, you can deal an extra 1d6 damage to your Designated Quarry when you hit it with a weapon attack, you may also add your Hunter's Quarry die to any Wisdom (Survival and Perception) or Intelligence (Investigation) checks you make to find it. Your Hunter's Quarry damage increases as you gain levels in this class, as shown in the Hunter's Quarry column of the Ranger table. ### Natural Explorer At 1st level, you are particularly familiar with the natural environment and are adept at traveling and surviving in such regions. You gain proficiency in the Survival Skill, if you already have proficiency in this skill then you gain proficiency in one skill from the Ranger class list. Your proficiency modifier is doubled for any ability check that uses the Survival skill. .
In addition, you can choose Herbalism Kit or one skill from the following that you are already proficient in: Animal Handling, Athletics, Investigation, Nature, Perception, or Stealth. Your proficiency bonus is doubled for any ability check you make that uses Herbalism Kit or the selected skill. Whilst travelling for an hour or more in natural terrain you gain the following benefits: * You gain advantage on Wisdom (Survival) checks. * If you are travelling alone, you can move stealthily at a normal pace. * When you forage, with a successful skill check, you find twice as much food as you normally would. ### Swift Response At 2nd level you learn to react with swift and decisive action when attacked. This grants you the following benefits: - You can add your proficiency bonus to initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
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\page ``` ``` ### 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. #### Defence While you are wearing armour, you gain a +1 bonus to AC. #### Duelling When you are wielding a melee weapon in one hand and no other weapons or a versatile weapon in 2 hands, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 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. 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. ### Ranger Paths At 3rd level, you choose to emulate the ideals and training of a ranger path: the Path of the Beast Master, Path of the Bounty Hunter, the Path of the Seeker or the Path of the Stalker, all 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 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. ### Hunter's Guard At 6th level your ability to read your Quarry's movement better allows you to protect yourself or your allies against their attacks. As a reaction, when your Designated Quarry hits you or a creature within 5 feet of you with an attack, you can impose a penalty equal to 1d6 + your Proficiency Bonus on the attack roll, potentially causing it to miss.
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\page ### Superior Mobility Beginning at 9th level, you can use the Dash action as a bonus action on your turn. ### Natural Antivenom Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. ### Lethal Hunter At 13th level, whenever you attack your Designated Quarry, once per round you may attack with advantage. ### Counterattack At 14th level, you learn to strike back as you defend. If your Designated Quarry misses an attack due to your Hunter's Guard, you can make one weapon attack at the creature as part of the same reaction. ### Resolute Hunter Starting at 17th level, you are now able to to totally focus your mind on your Designated Quarry. Once per round, when you use your Hunter's Guard and Counterattack, you may do so without using your reaction. ### Feral Senses 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. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. ### Foe Slayer At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Additionally, you may now deal Hunter's Quarry damage to your Designated Quarry whenever you hit it with an attack rather than once per round. Finally, whenever your Designated Quarry drops to 0 hit points you may immediately designate another Quarry without expending a bonus action.
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\page ## Ranger Paths ### Path of the Beast Master Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Beast Master Rangers develop a close bond with a beast. #### Animal Companion At 3rd level, you learn to tame and befriend a creature of the natural world. You gain proficiency in the Animal Handling skill, if you already have proficiency in this skill then you gain proficiency in one skill from the Ranger class list. With 8 hours of work and the expenditure of 50 gp worth of fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. During these 8 hours, you're developing a wary sense of trust between you and the animal and at the end of it, you gain the Companion's Bond ability. You can have only one animal companion at a time. Your animal companion is exceptionally difficult to slay, especially with you watching over them. The companion has its own death saving throw meter and they add your proficiency modifier to those saves. Should they fail their death saving throws, they still are not completely dead and with 8 hours of work and the expenditure of 25 gp worth of rare herbs and medicines you can stabilise them, provided you tend to them within an hour of final failed death saving throw. ``` ``` #### Companion’s Bond Your animal companion gains a variety of benefits while it is accompanying you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
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\page ``` ``` Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” Your animal companion gains the benefits of your Favoured Enemy feature, and of your Greater Favoured Enemy feature when you gain that feature at 6th level. It uses the favoured enemies you selected for those features. | D6 | Personality Trait | |:----:|:----:| | 1 | I’m dauntless in the face of adversity. | | 2 | Threaten my friends, threaten me. | | 3 | I stay on alert so others can rest. | | 4 | People see an animal and underestimate me. I use that to my advantage. | | 5 | I have a knack for showing up in the nick of time.| | 6 | I put my friends’ needs before my own in all things. | | D6 | Flaw | |:----:|:----:| | 1 | If there’s food left unattended, I’ll eat it. | | 2 | I growl at strangers, and all people except my ranger are strangers to me. | | 3 | Anytime is a good time for a belly rub. | | 4 | I’m deathly afraid of water. | | 5 | My idea of hello is a flurry of licks to the face.| | 6 | I jump on creatures to tell them how much I love them. | #### Beast’s Defence At 7th level, the animal companion’s attacks are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. In addition, whilst your companion can see you, it has advantage on all saving throws. #### Storm of Claws and Fangs At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. Also, once per round, when your companion hits your quarry with an attack, it deals extra damage equal to your Quarry Damage die. #### Superior Beast’s Defence At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
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\page ### Path of the Demon Hunter Specialised to face the most profane of creatures, these rangers fight undead, fiends, and other creatures of the night. Experts in wounding, tracking, and crushing their quarry, these rangers are fearless in the face of death. . #### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the *Player's Handbook* for the general rules of spellcasting, and the end of this document for the Seeker spell list. ***Cantrips.*** You learn two cantrips of your choice from the Demon Hunter spell list. You learn an additional Demon Hunter cantrip of your choice at 10th level. ***Spell Slots.*** The Demon Hunter Spellcasting table shows how many spell slots you have to cast your 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 *Healing Word* and have a 1st-level and a 2nd-level spell slot available, you can cast *Healing Word* using either slot. ***Spells Known of 1st-Level and Higher.*** You know three 1st-level Demon Hunter spells of your choice. The Spells Known column of the Demon Hunter Spellcasting table shows when you learn more Demon Hunter spells of 1st level or higher. 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. Whenever you gain a level in this class, you can replace one of the Demon Hunter spells you know with another spell of your choice from the Demon Hunter spell list. The new spell must be of a level for which you have spell slots ``` ``` ***Spellcasting Ability.*** Wisdom is your spellcasting ability for your Demon Hunter spells, since you learn your spells through study and memorisation. 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 Demon Hunter 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

#### Demonic Lore You gain proficiency in either the Arcana or Religion skill, if you already have proficiency in these skills then you gain proficiency in one skill from the Ranger class list. #### Locate Origin When you choose this path at 3rd level, you gain the ability to track the source of your slain prey. When your Designated Quarry is reduced to 0 hit points, you can choose to designate the creature's place of origin as your Quarry. If the creature was created or summoned into this plane, the creator or summoner becomes your new designated quarry. If the creature entered the plane by a portal or teleportation magic, the location they first entered this plane becomes your new designated quarry. If the creature is native to this plane and was not created by magic, the creature's den, lair, or place of residence becomes your designated quarry.
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\page ##### Demon Hunter Spellcasting | Ranger Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:----:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 3 | 3 | — | — | — | | 5th | 2 | 4 | 3 | — | — | — | | 6th | 2 | 4 | 3 | — | — | — | | 7th | 2 | 5 | 4 | 2 | — | — | | 8th | 2 | 5 | 4 | 2 | — | — | | 9th | 2 | 6 | 4 | 2 | — | — | | 10th | 3 | 6 | 4 | 3 | — | — | | 11th | 3 | 7 | 4 | 3 | — | — | | 12th | 3 | 7 | 4 | 3 | — | — | | 13th | 3 | 8 | 4 | 3 | 2 | — | | 14th | 3 | 8 | 4 | 3 | 2 | — | | 15th | 3 | 9 | 4 | 3 | 2 | — | | 16th | 3 | 9 | 4 | 3 | 3 | — | | 17th | 3 | 10 | 4 | 3 | 3 | — | | 18th | 3 | 10 | 4 | 3 | 3 | — | | 19th | 3 | 11 | 4 | 3 | 3 | 1 | | 20th | 3 | 11 | 4 | 3 | 3 | 1 | #### Unshakable 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). #### Undercut Resistances At 11th level, you learn how to make your weapon strikes undercit acreature's resistance. When you hit a creature with a weapon attack, it loses any resistance is has until the end of your next turn. #### Regeneration At 15th level, your dealings with the unholy has imparted supernatural healing upon yourself. At the start of each of your turns, you gain temporary hit points equal to your Wisdom modifier. You lose these temporary hit points if exposed to sunlight.
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\page ``` ``` ### Path of the Gloomstalker Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. #### 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, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. 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.
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\page ### Path of the Hunter Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. #### Hunter's Prey When you choose this path at 3rd level, you gain one of the following features of your choice. ##### Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. ##### Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. ##### 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 that is within 5 feet of the original target and within range of your weapon. #### Investigative When you choose this Path at 3rd level, you develop techniques to obtain information and find your Designated Quarry. You gain proficiency in the Investigation skill, if you already have proficiency in this skill then you gain proficiency in one skill from the Ranger class list. If you spend at least ten minutes interrogation, questioning, or conversing with your Quarry your proficiency bonus is doubled on checks made against that person pertaining to information regarding a specific creature. #### Defensive Tactics At 7th level, you gain one of the following features of your choice. ##### Escape the Horde. Opportunity attacks against you are made with disadvantage. ##### Multiattack Defense When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. ##### Steel Will. You have advantage on saving throws against being frightened.
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\page #### Multiattack At 11th level, you gain one of the following features of your choice. ##### 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. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. #### Superior Hunter's Defense At 15th level, you gain one of the following features of your choice. ##### Evasion. 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 a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the 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.
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\page ### Path of the Horizon Walker Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. #### 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. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. #### 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 of you. 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 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. #### Ethereal Step At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature. Once you use this feature, you can't use it again until you finish a short or long rest. #### Distant Strike At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 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. #### 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.
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### Path of the Seeker Some rangers take a more mystical path, learning magic to aid both in their exploration and in their combat ability. As a seeker, you are both a hunter and a mystic. You attune yourself to the wilderness you call your home, but you are equally tied to the spirits that dwell in the world around you. #### Breath of the Wild At 3rd level, your knowledge of the wild allows you to establish a powerful link to beasts the land around you. You gain proficiency in the Nature skill, if you already have proficiency in this skill then you gain proficiency in one skill from the Ranger class list. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. 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. You cannot use this ability against a creature that you have attacked within the past 10 minutes. #### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the *Player's Handbook* for the general rules of spellcasting, and the end of this document for the Seeker spell list. ***Cantrips.*** You learn two cantrips of your choice from the Seeker spell list. You learn an additional Seeker cantrip of your choice at 10th level. .
***Spell Slots.*** The Seeker Spellcasting table shows how many spell slots you have to cast your 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 *Healing Word* and have a 1st-level and a 2nd-level spell slot available, you can cast *Healing Word* using either slot. ***Spells Known of 1st-Level and Higher.*** You know three 1st-level Seeker spells of your choice. The Spells Known column of the Seeker Spellcasting table shows when you learn more Seeker spells of 1st level or higher. 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. Whenever you gain a level in this class, you can replace one of the Seeker spells you know with another spell of your choice from the Seeker spell list. The new spell must be of a level for which you have spell slots ***Spellcasting Ability.*** Wisdom is your spellcasting ability for your Seeker spells, since you learn your spells through study and memorization. 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 Seeker 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

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\page ##### Seeker Spellcasting | Ranger Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:----:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 3 | 3 | — | — | — | | 5th | 2 | 4 | 3 | — | — | — | | 6th | 2 | 4 | 3 | — | — | — | | 7th | 2 | 5 | 4 | 2 | — | — | | 8th | 2 | 5 | 4 | 2 | — | — | | 9th | 2 | 6 | 4 | 2 | — | — | | 10th | 3 | 6 | 4 | 3 | — | — | | 11th | 3 | 7 | 4 | 3 | — | — | | 12th | 3 | 7 | 4 | 3 | — | — | | 13th | 3 | 8 | 4 | 3 | 2 | — | | 14th | 3 | 8 | 4 | 3 | 2 | — | | 15th | 3 | 9 | 4 | 3 | 2 | — | | 16th | 3 | 9 | 4 | 3 | 3 | — | | 17th | 3 | 10 | 4 | 3 | 3 | — | | 18th | 3 | 10 | 4 | 3 | 3 | — | | 19th | 3 | 11 | 4 | 3 | 3 | 1 | | 20th | 3 | 11 | 4 | 3 | 3 | 1 | #### Spiritbond Starting at 7th level, you gain a special bond with primal spirits and gain the following abilities. You may use each one a number of times equal to your Wisdom Modifier (minimum 1). You regain all expended uses when you complete a long rest. ##### Inevitable Strike. When you miss a creature with a weapon attack, you can call to the spirtits to guide your attack to another target. You can use your Hunter's Technique to make another weapon attack as part of the same action. ##### Spirits' Rebuke. When a creature misses you with an attack, you can use your reaction to make a weapon attack against the creature. If you hit, the attack does damage equal to your Quarry Damage + your Wisdom modifier. #### Expert Skirmisher Starting at 11th level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when a hostile creature moves within 5 feet of you. This movement doesn't provoke opportunity attacks. #### Nature's Guardian At 15th level, your connection with the wild allows you to more easily deal with threats. Whenever you use your Expert Skirmisher feature, you can make a weapon attack as part of that reaction either before or after you move.
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\page ### Demon Slayer Spell List **Cantrips (0 Level)** Guidance Light Mending Resistance Sacred Flame Thaumaturgy Toll the Dead Word of Radiance
**1st Level** Absorb Elements Bane Bless Ceremony Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Divine Favor Fog Cloud Guiding Bolt Heroism Inflict Wounds Protection from Evil and Good Sanctuary Shield of Faith Wrathful Smite
**2nd Level** Aid Augury Blindness/Deafness Branding Smite Calm Emotions Continual Flame Darkvision Enhance Ability Find Traps Gentle Repose Hold Person Lesser Restoration Locate Object Magic Weapon Silence Zone of Truth
``` ``` **3rd Level** Blinding Smite Clairvoyance Crusader's Mantle Dispel Magic Elemental Weapon Glyph of Warding Magic Circle Mass Healing Word Protection from Energy Remove Curse Sending Spirit Guardians Tongues
**4th Level** Banishment Death Ward Divination Freedom of Movement Guardian of Faith Locate Creature
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\page ### Seeker Spell List **Cantrips (0 Level)** Create Bonfire Frostbite Guidance Gust Mending Mold Earth Poison Spray Produce Flame Resistance Shillelagh Thorn Whip Thunderclap
**1st Level** Alarm Animal Friendship Cure Wounds Detect Magic Detect Poison and Disease Entangle Ensnaring Strike Fog Cloud Healing Word Jump Longstrider Speak with Animals Thunderwave
**2nd Level** Animal Messenger Barkskin Beast Sense Cordon of Arrows Darkvision Enhance Ability Find Traps Healing Spirit Lesser Restoration Locate Animals or Plants Locate Object Moonbeam Pass without Trace Protection from Poison Silence Spike Growth ``` ``` **3rd Level** Call Lightning Conjure Animals Cunjure Barrage Daylight Flame Arrows Lightning Arrow Meld into Stone Nondetection Plant Growth Protection from Energy Speak with Plants Water Breathing Water Walk Wind Wall
**4th Level** Blight Conjure Woodland Beings Freedom of Movement Grasping Vine Guardian of Nature Locate Creature Stoneskin
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