As a
Ranger, you gain the following class
Features.
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
You are proficient with the following
items, in addition to any
Proficiencies provided by your
race or
background.
Armor:
Light Armor,
Medium armor,
ShieldsWeapons: simple
Weapons, martial
WeaponsTools: none
Saving Throws: Strength, DexteritySkills: Choose three from
Animal Handling,
Athletics,
Insight,
Investigation,
Nature,
Perception,
Stealth, and
SurvivalYou start with the following
Equipment, in addition to the
Equipment granted by your background:
• (a)
Scale Mail or (b)
leather armor• (a) two
shortswords or (b) two simple melee
Weapons• (a) a
dungeoneer's pack or (b) an
explorer's pack• A
longbow and a
quiver of 20
Arrows
Beginning at
1st Level, you have significant experience studying,
Tracking, hunting, and even talking to a certain type of enemy.
Choose a
type of favored enemy:
Aberrations,
Beasts,
Celestials,
Constructs,
Dragons,
Elementals, fey,
Fiends,
Giants,
Monstrosities, oozes,
Plants, or
Undead. Alternatively, you can select two races of
Humanoid (such as
Gnolls and orcs) as
Favored Enemies.
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.
You choose one additional
Favored enemy, as well as an associated
Language, at 6th and 14th level. As you gain levels, your choices should reflect the types of
Monsters you have encountered on your
Adventures.
You are particularly familiar with one type of natural
Environment and are adept at traveling and surviving in such
Regions. Choose one type of
Favored terrain:
Arctic, coast,
Desert,
Forest,
Grassland,
Mountain, swamp, or the
Underdark.
When you make an
Intelligence or
Wisdom check related to your
Favored terrain, your
Proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your
Favored terrain, you gain the following benefits:
-
Difficult terrain doesn't slow your group's Travel.
- Your group can't become lost except by Magical means.
- Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
-
When you Forage, you find twice as much food as you normally would.
- While Tracking other Creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional
Favored terrain types at 6th and 10th level.
By the time you reach
2nd Level, you have learned to use the
Magical essence of
Nature to cast
Spells, much as a
druid does.
Spell SlotsThe
Ranger 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
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 HigherYou know two 1st-level
Spells of your choice from the
ranger spell list.
You learn an additional
Ranger spell of your choice at each odd numbered level thereafter. 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 AbilityWisdom 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.
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.
You gain a +2 bonus to
Attack rolls you make with
Ranged Weapons.
While you are wearing armor, you gain a +1 bonus to AC.
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.
When you engage in two-weapon
Fighting, you can add your ability modifier to the damage of the second
Attack.
At
3rd Level, you choose an
archetype that you strive to emulate, such as the
Hunter. Your choice grants
Features at
3rd Level, and again at 7th, 11th, and 15th level.
Beginning at
3rd Level, you can use your
Action and expend one
Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following
types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your
Favored terrain):
Aberrations,
Celestials,
Dragons,
Elementals, fey,
Fiends, and
Undead. This feature doesn't reveal the creatures'
Location or number.
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.
Beginning at
5th Level, you can
Attack twice, instead of once, whenever you take the
Attack Action on
Your Turn.
Starting at
8th Level, moving through nonmagical
difficult terrain costs you no extra
Movement. You can also pass through nonmagical
Plants without being slowed by them and without
Taking Damage from them if they have thorns, spines, or a similar hazard.
In addition, you have
advantage on
Saving Throws against
Plants that are magically created or manipulated to impede
Movement, such those created by the
entangle spell.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt,
Plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to
Dexterity (Stealth) checks as long as you remain there without moving or taking
ACTIONS. Once you move or take an
Action or a
Reaction, you must camouflage yourself again to gain this benefit.
Starting at 14th level, you can use the
Hide Action as a bonus
Action on
Your Turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
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.
At 20th level, you become an unparalleled
Hunter of your
Enemies. 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.
A classic expression of the
Ranger ideal is 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
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.
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.
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:
When you are subjected to an
Effect, such as a red dragon’s fiery breath or a
lightning bolt spell, 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.