# 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 ``` ```
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### 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.
### 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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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.
### 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.
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#### 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
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***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.
##### 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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### 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.
### 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.
##### 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.