Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
Source: Unearthed Arcana 8, Ranger
The Ranger (Ambuscade) | |||
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Level | Proficiency Bonus | Features | |
1st | +2 | Ambuscade, Natural Explorer | |
2nd | +2 | Fighting Style, Skirmisher’s Stealth | |
3rd | +2 | Primeval Awareness, Spirit Path | |
4th | +2 | Ability Score Improvement | |
5th | +3 | Extra Attack |
As a ranger, you gain the following class features.
Hit Dice:
2d6 per ranger level
Hit Points at 1st Level:
12 + your Constitution modifier
Hit Points at Higher Levels:
2d6 (or 7) + your Constitution modifier per ranger level after 1st
Armor:
Light armor, shields
Weapons:
Simple weapons, martial weapons
Tools:
Herbalism kit
Saving Throws:
Dexterity, Wisdom
Skills:
Choose three from from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack 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.
Also at 1st level, 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:
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.
Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence.
At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.
At 3rd level, you form a bond with a nature spirit—a companion forged by your link to the wild. This spirit companion protects you as you travel and watches your back in battle. You choose a ranger path that shapes your spirit companion and its magic: the Guardian, the
Seeker, or the Stalker.
Ranger Paths |
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Guardian |
Seeker |
Stalker |
All rangers gain a spirit companion and the ability to invoke its magical power. (Your spirit companion grants you one benefit you can call
on in this playtest version of the revised ranger, with more benefits gained at higher levels.) You regain your ability to call on your spirit companion in this way when you finish a short or long rest.
Once per day as a bonus action, you can command your spirit companion to materialize as a living creature, determined by the ranger
path you choose. Your spirit companion manifests as an animal for 1 minute or until your concentration is broken (as if you are
concentrating on a spell). You can also dismiss it as a bonus action.
The manifested creature gains a bonus to attack rolls and saving throws equal to your Wisdom modifier. It uses the hit points in the animal’s stat block or half your hit point maximum, whichever is higher.
The manifested creature takes its turn on your initiative and acts immediately after you. You control its actions, even if you are unconscious or otherwise unable to act.
When you reach 4th 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.
See Also: Official Published Ranger Class