Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Strider, Woodland Companion
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Companion Upgrade, Ranger Archetype 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack, Companion Upgrade 4 4 2
6th +3 Mystic Companion, Terrain Mastery 4 4 2
7th +3 Companion Upgrade, Ranger Archetype Feature 5 4 3
8th +3 Ability Score Improvement, Wild Bond 5 4 3
9th +4 Camouflage 6 4 3 2
10th +4 Companion Upgrade 6 4 3 2
11th +4 Ranger Archetype Feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Companion Upgrade 8 4 3 3 1
15th +5 Ranger Archetype Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Companion Upgrade 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Call of the Wild 11 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: 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: None

  • Saving Throws: Strength, Wisdom
  • 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) studded leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • one ranged weapon along with 20 pieces of ammunition for that weapon

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing

Ability Score Minimum: Wisdom 13, Your choice of Dexterity or Strength 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

Armor: light armor, medium armor, shields

Weapons: simple weapons, martial weapons

Skills: Choose 1 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Strider

1st-level Ranger Feature


Your movement is unaffected by difficult terrain and cannot be slowed by magical means.


When you reach level 5 in this class increase your walking speed by 10 feet.

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Woodland Companion

1st-level Ranger Feature


You gain a spirit companion that accompanies you on your adventures and is able to take the form of various beasts to fight alongside you, though it is a fey instead of its normal creature types and has an alignment of your choice. Additionally, its Intelligence becomes 10 and it gains the ability to understand one language of your choice that you speak. While your companion is within 1 mile of you, you can communicate with it telepathically. Additionally, as an action, you can see through your companions's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses.

Conjuring a form for your companion takes 10 minutes and level of spell slot determined by the CR of the form you wish to conjure or for free during a long rest.Your ranger level determines the beasts your companion can become. This is all shown in the Companion Forms table.

At 1st level, for example, conjuring your companion takes no spell slot. It can take the form of any beast that has a challenge rating of 0 and is size medium or smaller.

Companion Forms
Level MaxCR Limitations Spell Slot Level to Conjure
1st 0 Medium or Smaller -
3rd 1/8 Medium or Smaller -
5th 1 Large or Smaller 1
7th 2 Large or Smaller 2
10th 3 Huge or Smaller 3
14th 4 Huge or Smaller 4
18th 5 - 5

Your companion acts on your turn and always obeys your commands. You have full control of its movement and any actions it takes (no action required by you). When your companion drops to 0 hit points, it disappears, leaving behind no physical form.

You can dismiss your companion's conjured form as an action, returning it to its home plane.

If you are incapacitated or absent, your companion acts on its own, focusing on protecting you and itself. Should you die, your companion continues to exist for 24 hours before returning to its home plane.

You can't have more than one companion at a time. If you use this ability while you already have a companion, you instead cause it to adopt a new form.


Fighting Style

2nd-level Ranger Feature


You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Druidic Warrior

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. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

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Spellcasting

2nd-level Ranger Feature


You have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

The Ranger 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 Ranger 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 5th 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

Ranger Archetype

3rd-level Ranger Feature


You choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Companion Upgrade

3rd-level Ranger Feature


The types of forms your companion may take have been improved, as seen in the Companion Forms table. They now have access to beasts with the following restrictions:

  • 1/8 CR or lower
  • Medium Size or Smaller

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.

If your DM allows the use of feats, you may instead take a feat.

Companion Upgrade

5th-level Ranger Feature


The types of forms your companion may take have been improved, as seen in the Companion Forms table. They now have access to beasts with the following restrictions:

  • 1CR or lower
  • Large Size or Smaller

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Extra Attack

5th-level Ranger Feature


You can attack twice, instead of once, whenever you take the Attack action on your turn.

Mystic Companion

6th-level Ranger Feature


Your companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, your companion gains a +1 bonus to their attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.

Terrain Mastery

6th-level Ranger Feature


You gain swim and climb speeds equal to your walking speed.

Companion Upgrade

7th-level Ranger Feature


The types of forms your companion may take have been improved, as seen in the Companion Forms table. They now have access to beasts with the following restrictions:

  • 2CR or lower
  • Large Size or Smaller

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Wild Bond

8th-level Ranger Feature


Your bond with nature allows you to take on certain bestial aspects.

As a bonus action, you may gain one of the following benefits for its duration or until you use this feature again.

You can use this bonus action a number of times equal to your Wisdom Modifier (a minimum of once), unless you expend a spell slot of 2nd level or higher to use it again. You regain all expended uses when you finish a long rest.

Keen Senses

You gain advantage on perception checks for 1 hour.

Aquatic Adaptation

You can breathe underwater for 1 hour.

Grasping Limb

One of your hands and any one-handed weapon it is holding merge, taking the shape of a tentacle or claw for 1 minute. The weapon gains the following benefits:

  • Range increased by 5 feet.
  • When you hit a target with this weapon you may take the grapple action as part of the attack.
  • While grappling a target this weapon cannot attack another target.

Trampling Charge

Your choice of antlers or horns grow from your head. If you move at least 20 feet straight toward a target your next melee attack against that target deals an extra 2d6 weapon damage. If the target is a creature at most 1 size larger than you, you may take the shove action before making your first attack. This benefit lasts for 1 minute.

Corrosive Spines

Both of your hands and a ranged weapon they are holding merge, taking the form spines or quills emerging from your arms. The weapon's damage type becomes piercing, and any target hit by this weapon must make a constitution saving throw against your spell save DC, suffering 2d6 acid damage on a failed save, or half as much damage on a successful one. This benefit lasts for 1 minute.

Camouflage

9th-level Ranger Feature


You gain an enhanced version of the skulker feat, granting the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

In addition, if you already have the skulker feat, you may take an additional feat.

Companion Upgrade

10th-level Ranger Feature


The types of forms your companion may take have been improved, as seen in the Companion Forms table. They now have access to beasts with the following restrictions:

  • 3CR or lower
  • Huge Size or Smaller

Companion Upgrade

14th-level Ranger Feature


The types of forms your companion may take have been improved, as seen in the Companion Forms table. They now have access to beasts with the following restrictions:

  • 4CR or lower
  • Huge Size or Smaller

Companion Upgrade

18th-level Ranger Feature


The types of forms your companion may take have been improved, as seen in the Companion Forms table. They now have access to beasts with the following restrictions:

  • 5CR or lower

Call of the Wild

20th-level Ranger Feature


You have attracted a second fey spirit to your side, allowing you to have 2 Woodland Companions simultaneously. Any class or subclass features that reference your companion affect both companions.

Ranger Archetypes

Beast Master

The Beast Master archetype embodies the friendship between a ranger and their companion. United in focus, even the most monstrous foes cannot stand before your combined ferocity.

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Archetype Companions

3rd-level Beast Master Archetype Feature


Your connection with the wild allows grants additional forms to your Woodland Companion. You have access to additional companion forms as found on the Expanded Companion Forms Table (you ignore the limitations column of the Companion Forms Table).

Expanded Companion Forms
Level Extra Form
3rd Tressym, Young Kruthik
5th Crag Cat, Giant Strider
7th Peryton, Carrion Crawler
10th Manticore, Winter Wolf
14th Guardian Wolf, Kamadan
18th Bulette, Gorgon

Fight as One

3rd-level Beast Master Archetype Feature


Your companion gains a bonus to its AC and damage rolls equal to your proficiency bonus.

Tag Team

7th-level Beast Master Archetype Feature


When you or your companion make your first attack on your turn, you can choose to Tag Team your enemies. Doing so grants you and your companion advantage on attack rolls against a creature if at least one of you is within 5 feet of the creature and is not incapacitated until the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) , unless you expend a spell slot of 2nd level or higher to use it again. You regain all expended uses when you finish a long rest.

Spirit Bond

11th-level Beast Master Archetype Feature


When you or your companion take damage, they can choose to gain resistance to that damage. Doing so causes the other to take the same amount of damage.

Beastial Wrath

15th-level Beast Master Archetype Feature


Your companion can use a bonus action to enter a frenzied state. Doing so grants them the following bonuses for 1 minute:

  • 25 temporary hit points.
  • Additional 1d12 damage dealt by melee damage rolls
  • Can attack an additional time when taking the attack or multiattack action.

Once your companion uses this feature they cannot do so again until you finish a long rest.


Deadeye

Those that follow Deadeye archetype specialize in long range combat. With unparalleled accuracy their shots sow chaos and confusion amongst their enemies. Whether looking to kill or disable, the Deadeye ranger always has another string to their bow.

Additional Fighting Style: Archery

3rd-level Deadeye Archetype Feature


You gain the Archery fighting style. If you already have that style, you may select another from level 2 ranger feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Split the Arrow

3rd-level Deadeye Archetype Feature


You are capable of extreme feats of accuracy.

When you hit a target with a ranged attack you can make an additional ranged attack as a bonus action against the same target.

In addition, you do not suffer disadvantage from making attacks against prone targets.

Trick Shot

3rd-level Deadeye Archetype Feature


You learn trick shots that grant your ranged attacks additional effects at the cost of focus.

Before you make an attack with a ranged weapon that you are proficient with, you can choose one Trick Shot to apply to that attack.

You start with three Trick Shots and gain additional options at levels 7 and 11.

Focus. You have a number of Focus Points equal to your ranger level. At the beginning of your turn if you did not spend any focus points since the beginning of your last turn, gain a number of Focus points equal to your Proficiency bonus.

Distracting Shot

Spend 1 Focus Point. If the attack hits, in addition to dealing damage, the target has disadvantage on its next attack roll.

Kneecap

Spend 1 Focus Point. If the attack hits, in addition to dealing damage, the target's speed is reduced by 10ft.

Pinning Shot

Spend 2 Focus Points. If the attack hits, in addition to dealing damage, the target is knocked prone if it is no more than one size larger than you.

Expanded Trick Shot

7th-level Deadeye Archetype Feature


You learn the following trick shot.

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Blinding Shot

Spend 2 Focus Points. If the attack hits, in addition to dealing damage, the target must succeed on a Wisdom saving throw against your spell save DC or be blinded until the end of your next turn.

Ricochet

7th-level Deadeye Archetype Feature


When you hit a target with a Trick Shot, you may apply the non-damage effects to another target within 10ft of the original target.

Defensive Roll

11th-level Deadeye Archetype Feature


You gain the following benefits:

  • You can use your bonus action to take the disengage action.
  • 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.

Expanded Trick Shot

11th-level Deadeye Archetype Feature


You learn the following trick shot.

Rapid Shot

Spend 3 Focus Points. Before making a ranged attack roll you can choose to target an additional creature within range.

Improved Archery Fighting Style

11th-level Deadeye Archetype Feature


Your Archery Fighting Style now provides a +4 bonus to attack rolls you make with ranged weapons.

Volley

15th-level Deadeye Archetype Feature


You can use your action to make a ranged attack against any number of creatures within 20 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 with a -3 penalty for each target.

Each attack deals an additional 1d8 weapon damage.

Gloom Stalker

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.


Archetype Companions

3rd-level Gloom Stalker Archetype Feature


Your connection with the dark parts of the world allows grants additional forms to your Woodland Companion. You have access to additional companion forms as found on the Expanded Companion Forms Table (you ignore the limitations column of the Companion Forms Table).

Expanded Companion Forms
Level Extra Form
3rd Infant Basilisk, Blood-Toll Harpy
5th Death Dog, Young Basilisk
7th Ettercap, Shadow Mastiff
10th Basilisk, Displacer Beast
14th Girallon, Kamadan
18th Banderhobb, Umber Hulk

From the Shadows

3rd-level Gloom Stalker Archetype Feature


You gain proficiency in the stealth skill. If you are already proficient you gain proficiency in a skill of your choice Your proficiency bonus is doubled for any stealth ability checks.

While your companion is within 100 feet of you, they may substitute your stealth skill for their own. If a stealth check would allow you both to roll stealth, they may use your roll.

Attacks made by you and your companion while hidden deal an additional 1d8 weapon damage

Umbral Sight

7th-level Gloom Stalker Archetype Feature


You gain the following benefits:

  • You learn Darkness as an additional spell. It counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
  • You and your companion can see through the darkness created by your own Darkness spell.

Into the Shadows

11th-level Gloom Stalker Archetype Feature


When an enemy damages you with an attack you can use your reaction to immediately take the hide action and move up to half your speed.

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Umbral Terror

15th-level Gloom Stalker Archetype Feature


You can channel your connection to the shadows to instill fear in your enemies.

As an action you can cause a dark aura to radiate from you. It has a 60ft radius. Creatures of your choice that meet any of the following criteria must make a wisdom saving throw against your spell save DC:

  • In the aura when you activated it
  • Enter the aura for the first time on a turn
  • Start their turn within the aura

Any creature that fails this saving throw is frightened of you for the duration of this ability. A creature may attempt to save again at the end of each of their turns. Once they succeed, they are immune to this ability for the rest of its duration.

Any attacks made against creatures frightened by this ability by you or your companion are made with advantage and all hits become critical hits.

Once you use this feature you cannot do so again until you finish a long rest.

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.

Archetype Companions

3rd-level Horizon Walker Archetype Feature


Your exploration of other planes allows grants additional forms to your Woodland Companion. You have access to additional companion forms as found on the Expanded Companion Forms Table (you ignore the limitations column of the Companion Forms Table).

Expanded Companion Forms
Level Extra Form
3rd Boggle, Valenar Hawk
5th Dragon Wyrmling (Brass or Copper), Quickling
7th Guard Drake (any color), Meenlock
10th Dragon Wyrmling (Blue or Gold), Redcap
14th Dragon Wyrmling (Red), Yeth Hound
18th Elemental (Air, Earth, Fire, or Water), Xorn

Distant Strike

3rd-level Horizon Walker Archetype Feature


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.

Planar Resistance

7th-level Horizon Walker Archetype Feature


When you finish a short or long rest, choose one of the following damage types, you and your companion have resistance to that damage type until your next short or long rest.

  • Poison
  • Acid
  • Fire
  • Cold
  • Radiant
  • Necrotic
  • Lightning
  • Thunder
  • Force
  • Psychic

Flickering Defense

11th-level Horizon Walker Archetype Feature


You and your companion may cast the Blink spell as a bonus action without expending a spell slot.

Each of you can use this feature once. You cannot do so again until you finish a long rest unless you expend a spell slot of 3rd level or higher to use it again.

Planar Breach

15th-level Horizon Walker Archetype Feature


You can use an action to open a series of portals to different planes. These disturbances have a 20-foot radius and follow you, protecting you from harm and damaging your enemies.

Choose two of the following damage types. You gain resistance to one damage type and any creature of your choice that enters the aura for the first time on a turn or begins its turn in the aura suffers 5d8 of the other chosen damage type.

  • Poison
  • Acid
  • Fire
  • Cold
  • Radiant
  • Necrotic
  • Lightning
  • Thunder
  • Force
  • Psychic

Once you use this feature you cannot do so again until you finish a long rest.

Steel Dancer

Steel Dancers spend their days mastering the two-weapon fighting style unique to their archetype. Their flashing blades serve as both offense and defense, striking down foes before quickly intercepting a return blow.

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Additional Fighting Style: Two-Weapon Fighting

3rd-level Steel Dancer Archetype Feature


You gain the Two-Weapon fighting style. If you already have that style, you may select another from level 2 ranger feature.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Weaving Parry

3rd-level Steel Dancer Archetype Feature


You gain the ability to adopt a defensive stance. If you are wielding a one-handed weapon in each hand, you can use a reaction do the following when you are hit by an attack:

Your twin weapons flash before you, creating a barrier of steel. Until the start of your next turn, you have bonus to AC equal to your Strength or Dexterity modifier (your choice), including against the triggering attack.

You can use this reaction a number of times equal to your proficiency score, unless you expend a spell slot to use it again. You regain all expended uses when you finish a long rest.

Paired Weapons

7th-level Steel Dancer Archetype Feature


The Steel Dancer's body acts as a conduit between their weapons, channeling the magical properties as they choose.

When dual wielding at least one weapon with magical properties you may choose which weapon’s properties you wish to apply when you make an attack.

Swift Strike

7th-level Steel Dancer Archetype Feature


If you use your bonus action to make an attack using Two-Weapon Fighting, you can make one additional weapon attack as part of that bonus action. Your two-weapon fighting style applies to this attack as well.

Masterful Stroke

11th-level Steel Dancer Archetype Feature


Before you make an attack with a one-handed melee weapon that you are proficient with, you can choose to take a penalty equal to your proficiency to the attack roll. If the attack hits, you add twice your proficiency to the attack's damage.

Blade Dance

15th-level Steel Dancer Archetype Feature


You can move through the enemy lines, striking nearby targets as you go.

As an action you move up to your full movement. This movement does not trigger attacks of opportunity.

You can make one melee attack against any creature you were adjacent to during this movement. These attacks deal an additional 1d8 weapon damage.

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