The Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Natural Explorer, Favored Enemy - - - - -
2nd +2 Fighting Style, Spellcasting, Way of the Hunt 2 - - - -
3rd +2 Acute Focus, Ranger Conclave 3 - - - -
4th +2 Ability Score Improvement 3 - - - -
5th +3 Extra Attack 4 2 - - -
6th +3 Greater Favored Enemy 4 2 - - -
7th +3 Ranger Conclave Feature 4 3 - - -
8th +3 Ability Score Improvement, Strider 4 3 - - -
9th +4 - 4 3 2 - -
10th +4 Hunter's Brand, Way of the Hunt (d8) 4 3 2 - -
11th +4 Ranger Conclave Feature 4 3 3 - -
12th +4 Ability Score Improvement 4 3 3 - -
13th +5 - 4 3 3 1 -
14th +5 Blessing of the Hunt, Way of the Hunt (d10) 4 3 3 1 -
15th +5 Ranger Conclave Feature 4 3 3 2 -
16th +5 Ability Score Improvement 4 3 3 2 -
17th +6 - 4 3 3 3 1
18th +6 Feral Senses 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Ambuscade 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 the 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None


Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, 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 short swords or (b) a long sword and a short sword
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A martial ranged weapon and 20 pieces of ammunition

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Natural Explorer

At 1st level, you are a master of navigating the natural world. You are familiar with the natural environment and are adept at traveling and surviving in such regions. You have advantage on Intelligence and Wisdom checks related to natural terrains.

In addition, while traveling in natural terrain for an hour or more, you gain the following benefits:

  • Difficult nonmagical terrain doesn't slow your group's travel.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • You have advantage on Constitution saving throws against effects that cause exhaustion.

Favored Enemy

Starting at 1st level, you serve as an enforcer who's skilled at tracking specific creatures, choose one type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Fighting Style

At 2nd level, 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.

Defense

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

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.

Spellcasting

Beginning at 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Preparing and Casting Spells

The ranger table shows how many spell slots you have to cast your spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.


You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in peaceful harmony with your surroundings: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC: 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier: your proficiency bonus + your Wisdom modifier

Way of the Hunt

At 2nd level, your ability to cast spells allow you to incorporate magic into your hunt. You always have the spell Hunter's Mark prepared and it doesn't count against the number of spells you can prepare each day. Whenever you reduce an enemy that's affected by your Hunter's Mark to 0 hit points, you can mark a new creature without using a bonus action.

Additionally, the extra damage of your Hunter's Mark increases to a d8 when you reach 10th level in this class and to a d10 when you reach 14th level in this class.

Acute Focus

Starting At 3rd level, you can focus on observing and taking in the information of your surroundings. By spending 1 uninterrupted minute in concentration, your senses drastically improve, this effect ends if you move or are moved.

You gain darkvision out to a range of as far as you can see. You can focus your hearing on a point that you can see, which allows you to discern sound coming from that area with accuracy. You are also aware of any creature that has its attention on you.

You can use this feature a number of times equal to 1 + your Wisdom modifier. You regain all expended uses when you finish a long rest.

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Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Conclave spells

Each conclave has a list of associated spells. You gain access to these spells at the levels specified in the conclave description. Once you gain access to a conclave spell, you always have it prepared. Conclave spells don't count against the number of spells you can prepare each day.

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.

Greater Favored Enemy

When you reach 6th level, you are ready to hunt even deadlier game. Choose one type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants.

You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language.

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 against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.


Strider

At 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also use the Dash or Disengage action as a bonus action on your turn.

Hunter's Brand

Starting at 10th level, you have mastered the art of marking targets. You can cast Hunter's Mark at the lowest level without expending spell slots a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

If you cast this spell expending a spell slot, concentration is no longer required, but only one instance of Hunter's Mark can be cast.

Blessing of the Hunt

Beginning at 14th level, you're able to hunt with inhuman persistence. Whenever you cast a spell using a spell slot of a level up to your Wisdom modifier, you regain the expended spell slot after a number of hours equal to the spell slot's level.

Feral Senses

At 18th level, you gain preternatural senses, 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 deafened.

Ambuscade

By the time you reach 20th level, you strike first and strike hard. When you roll for initiative, you gain a special turn that takes place before other creatures can act. On this turn, your action can only be used to take either the Attack, Dash, or Hide action.

If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.

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Ranger Conclaves

Beast Master

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Master Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.

Beast Master Conclave Spells

You gain conclave spells at the ranger levels listed.

Ranger level Spell
3rd Command
5th Enlarge/Reduce
9th Conjure Animals
13th Dominate Beast
17th Wrath of Nature

Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50gp worth of rare herbs and 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 an animal for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your animal companion appears along with a statuette that resembles them and gains all of the benefits of your Companion's Bond ability. You can have only one animal companion at a time. If you summon another animal while you are already bonded, your bonded animal disappears along with its statuette and you create a new bond with the animal you summoned.

If your animal companion is ever slain, its essence returns to its statuette which allows you to bring it back to existence. You can use your bonus action to call forth your companion from its statuette, but doing so takes a toll on your body and causes you to gain one level of exhaustion.


Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you.

The animal companion loses its Multiattack action, if it has one.

The companion obeys your commands as best it can. On your turn, you can telepathically command it where to move and to take the Attack, Dash, Disengage, Dodge, or Help action. If you are incapacitated or absent, your companion acts on its own.

Your animal companion has abilities and game statistics determined in part by your level. Your animal 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 you 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. In addition, your animal companion gains temporary hit points equal to half your maximum hit points when you finish a long rest.

Whenever you gain an 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.

Bond of Protection

Starting at 7th level, while your animal companion can see you, it has advantage on all saving throws. In addition, any creature within 5 feet of your animal companion has disadvantage on opportunity attacks made against you.

Beastial Fury

At 11th level, you have taught your companion special actions.

Stunning Blow. You command your companion to use its action to stun an enemy. Choose a creature that your companion can see and is within 5 feet of it, the target must make a Constitution saving throw against your spell save DC or be stunned until the end of your next turn.

Frightful Glare. You command your companion to use its action to strike fear into an enemy. Choose a creature that your companion can see, the target must make a Wisdom saving throw against your spell save DC or be frightened of your companion until the end of your next turn.

If a creature is affected by one of your animal companion's special actions, it cannot be targeted by another special action until the previous effect wears off.

You can command your companion to use a special action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

Bond of Sacrifice

Beginning at 15th level, whenever you would take damage and if your animal companion can see you, your animal companion can use its reaction to redirect the damage onto itself.

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Warden

Emulating the Warden conclave means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Warden'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.

Warden Conclave Spells

You gain conclave spells at the ranger levels listed.

Ranger Level Spell
3rd Entangle
5th Blindness/Deafness
9th Haste
13th Find Greater Steed
17th Hold Monster

Skirmisher

Beginning at 3rd level, your tenacity can wear down the most powerful of foes. You gain one of the following features of your choice.

Art of war. Your skill in combat with hordes allow you to move through their ranks without fear of reprisal. During your turn, when you hit a creature with a melee weapon attack, you don't provoke opportunity attacks from that creature for the rest of the turn.

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.

Swift Counter. When a 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.

Titan Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a ranged weapon, the creature takes extra damage depending on your ranger level and its size. You can deal this extra damage only once per turn.

Titan Slayer
Ranger Level and Creature Size Bonus Damage
3rd and Tiny or Small +1d4
3rd and Medium +1d6
5th and Large +1d8
7th and Huge +1d10
11th and Gargantuan +1d12

Defensive Tactics

Starting 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 proficiency in Wisdom saving throws.

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 15 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and make a separate attack roll for each target.

Whirlwind Attack. You can use your action to move up to half your remaining movement, maximum 20 feet, and make a melee attack against any number of creatures that comes within range of your path. This movement can provoke opportunity attacks, and you must make a separate attack roll for each target.

Superior Warden's Defense

Beginning 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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