Ranger
Hit Die: d10 · Primary Ability: Dexterity and Wisdom · Ranger Subclass at Level 3
Hit Died10
Primary AbilityDexterity and Wisdom
Saving ThrowsStrength, Dexterity
SpellcastingWIS
Subclasses4
Subclass AtLevel 3
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness.
Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Strength, Dexterity
Skills: [object Object]
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Strength, Dexterity
Skills: [object Object]
Class Progression (Levels 1–20)
| Lvl | Prof | Favored Enemy | Spells Prep. | 1st | 2nd | 3rd | 4th | 5th | Features |
|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | 2 | 2 | 2 | — | — | — | — | Spellcasting, Favored Enemy, Weapon Mastery |
| 2 | +2 | 2 | 3 | 2 | — | — | — | — | Deft Explorer, Fighting Style |
| 3 | +2 | 2 | 4 | 3 | — | — | — | — | Ranger Subclass |
| 4 | +2 | 2 | 5 | 3 | — | — | — | — | Ability Score Improvement |
| 5 | +3 | 3 | 6 | 4 | 2 | — | — | — | Extra Attack |
| 6 | +3 | 3 | 6 | 4 | 2 | — | — | — | Roving |
| 7 | +3 | 3 | 7 | 4 | 3 | — | — | — | Subclass feature |
| 8 | +3 | 3 | 7 | 4 | 3 | — | — | — | Ability Score Improvement |
| 9 | +4 | 4 | 9 | 4 | 3 | 2 | — | — | Expertise |
| 10 | +4 | 4 | 9 | 4 | 3 | 2 | — | — | Tireless |
| 11 | +4 | 4 | 10 | 4 | 3 | 3 | — | — | Subclass feature |
| 12 | +4 | 4 | 10 | 4 | 3 | 3 | — | — | Ability Score Improvement |
| 13 | +5 | 5 | 11 | 4 | 3 | 3 | 1 | — | Relentless Hunter |
| 14 | +5 | 5 | 11 | 4 | 3 | 3 | 1 | — | Nature's Veil |
| 15 | +5 | 5 | 12 | 4 | 3 | 3 | 2 | — | Subclass feature |
| 16 | +5 | 5 | 12 | 4 | 3 | 3 | 2 | — | Ability Score Improvement |
| 17 | +6 | 6 | 14 | 4 | 3 | 3 | 3 | 1 | Precise Hunter |
| 18 | +6 | 6 | 14 | 4 | 3 | 3 | 3 | 1 | Feral Senses |
| 19 | +6 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | Epic Boon |
| 20 | +6 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | Foe Slayer |
Ranger Subclass
Beast Master
A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.
Lv 3: Primal CompanionLv 7: Exceptional TrainingLv 11: Bestial FuryLv 15: Share Spells
Fey Wanderer
A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess…
Lv 3: Dreadful StrikesLv 3: Otherworldly GlamourLv 7: Beguiling TwistLv 11: Fey ReinforcementsLv 15: Misty Wanderer
Gloom Stalker
Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.
Lv 3: Dread AmbusherLv 3: Umbral SightLv 7: Iron MindLv 11: Stalker's FlurryLv 15: Shadowy Dodge
Hunter
You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.
Lv 3: Hunter's LoreLv 3: Hunter's PreyLv 7: Defensive TacticsLv 11: Superior Hunter's PreyLv 15: Superior Hunter's Defense
Class Features
Spellcasting Level 1
You have learned to channel the magical essence of nature to cast spells. Wisdom is your spellcasting ability for your Ranger spells. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells. To start, choose two level 1 Ranger spells to prepare. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Spell slots are shown in the Ranger Features table; you regain all expended slots when you finish a Long Rest. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Favored Enemy Level 1
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Weapon Mastery Level 1
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
Deft Explorer Level 2
Thanks to your travels, you gain the following benefits. Expertise: Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill. Languages: You know two languages of your choice from the language tables in chapter 2.
Fighting Style Level 2
You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the Druidic Warrior option: You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Ranger Subclass Level 3
You gain a Ranger subclass of your choice: Beast Master, Fey Wanderer, Gloom Stalker, or Hunter. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.
Ability Score Improvement Level 4
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Extra Attack Level 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Roving Level 6
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Expertise Level 9
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Tireless Level 10
Primal forces now help fuel you on your journeys, granting you the following benefits. Temporary Hit Points: As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. Decrease Exhaustion: Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Relentless Hunter Level 13
Taking damage can't break your Concentration on Hunter's Mark.
Nature's Veil Level 14
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Precise Hunter Level 17
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Feral Senses Level 18
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
Epic Boon Level 19
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Foe Slayer Level 20
The damage die of your Hunter's Mark is a d10 rather than a d6.