At home in the wilderness, rangers hone their skills, becoming experts
in skills such as tracking, and archery. They learn to draw upon the
magic of nature much like a druid would, and to combine that nature with
martial prowess.
Hit Dice: 1d10 per Ranger level
Hit Points: 10 + 10 times your level
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Ability Score Minimum: Dexterity 1, Wisdom 1
Proficiencies Gained: Light armor, medium armor, shields, simple weapons, martial weapons
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) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- a longbow and a quiver of 20 arrows
1st-level Ranger feature
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice.
1st-level Ranger feature
You have a significant amount of experience studying, tracking, hunting, and talking to a wide range of creatures. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You have advantage on the following ability checks related to your favored enemies:
- Wisdom (Survival) and Wisdom (Perception) checks to find them
- Intelligence checks to recall information about them or interpret their language
- Charisma checks to interact with them
1st-level Ranger feature
You are particularly attuned to nature and can adapt to new
environments with ease. Choose one type of favored terrain: arctic,
coast/water, desert, forest, grassland, jungle, mountain, swamp, or
underground.
When you make a
Survival check in your favored terrain,
you can treat a d20 roll of 9 or lower as a 10. Additionally, you
ignore natural difficult terrain within your favored terrain.
2nd-level Ranger feature
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.
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.
In addition, you cannot have disadvantage on attacks against a creature
that you can sense with blindsight.
While you are wearing armor, you gain a +1 bonus to AC.
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.
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.
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.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
In addition, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
2nd-level Ranger feature
As a minor action, you can choose a creature you can see within 90 feet of you and mark it as your quarry. The mark lasts until you finish a long rest, become incapacitated, or die; you use this feature again; or you choose to end it (no action required).
Your quarry counts as one of your favored enemies. Additionally, whenever you deal damage to your quarry with a weapon attack or ranger spell, you can add your Hunter's Mark die to the damage roll. You cannot deal this extra damage more than once per attack or casting of a spell. This damage die starts as a d4 and increases as you gain levels as a ranger, as shown in the Hunter's Mark Die column of the Ranger table.
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 for the general rules of spellcasting and chapter 11 for the ranger spell list.
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 score + 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 animal friendship, you can cast it using a 1st-level or 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 meditation: 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 score hen 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 score
Spell attack modifier = your proficiency bonus + your Wisdom score
Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
3rd-level Ranger feature
You choose an conclave that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 6th, 10th, and 14th levels.
The conclave options are listed below:
3rd-level Ranger feature
You can focus your awareness through the interconnections of nature: you learn an additional spell when you reach certain levels in this class, as shown in the Primal Awareness Spells table. The spell is always prepared and doesn't count against the number of spells you can prepare each day.
Primal Awareness Spells
|
3rd | Speak with Animals |
5th | Far Sense |
9th | Speak with Plants |
13th | Locate |
17th | Commune with Nature |
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
4th-level Ranger feature
You increase one ability score of your choice by 1. As normal, you can't increase an ability score above 5 using this feature.
You gain additional ability score improvements at 8th, 12th, 16th, and 19th levels.
4th-level Ranger feature
Well-traveled and experienced, you can adapt to new situations easily. When you take a long rest or over the course of 8 hours, you can choose one of the following benefits:
- You can change your favored enemy to a different option. The first time you choose an option, you must study a source of information about the creature type, such as a book or physical traces of a creature of that type.
- You can change your favored terrain to a different option. The first time you choose an option, you must be in the new terrain.
5th-level Ranger feature
After you take the
attack action on your turn for the first time, you can take it again as a free action.
7th-level Ranger feature
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
7th-level Ranger feature
When you use your Hunter's Mark feature to mark your quarry, you may expend a spell slot of any level to cast the
Locate spell targeting your quarry as a part of the same free action, requiring concentration as if casting the spell normally.
When you use Hunter's Mark in this way, the locate spell's duration lasts as long as you maintain concentration and your Hunter's Mark remains active. Additionally, locate is cast at a level 4 levels greater than the level of the spell slot expended.
11th-level Ranger feature
Whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. In addition, whenever you finish a short or long rest, you gain temporary hit points equal to 1d10 + your Constitution (minimum of 1).
15th-level Ranger feature
Your connection to nature sustains your magic. You can add your Wisdom to Constitution saving throws you make to maintain concentration. If you are in your favored terrain, you also have advantage on the saving throws.
18th-level Ranger feature
You gain preternatural senses that help you fight creatures you can't see. You gain
blindsight to a range of 30 feet around you.
20th-level Ranger feature
You become an unparalleled hunter of your enemies. Whenever you attack your Hunter's Mark quarry, you may add your Wisdom score to the attack and damage rolls against them.