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.
You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
The Ranger | Spell Slots per Spell Level | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Favored Enemy, Natural Explorer, Deft Explorer (Optional) , Favored Foe (Optional) | - | - | - | - | - | - | ||||
2nd | +2 | Fighting Style, Spellcasting, Spellcasting Focus (Optional) | 2 | 2 | - | - | - | - | ||||
3rd | +2 | Primeval Awareness, Ranger Conclave, Primal Awareness (Optional) | 3 | 3 | - | - | - | - | ||||
4th | +2 | Ability Score Improvement, Martial Versatility (Optional) | 3 | 3 | - | - | - | - | ||||
5th | +3 | Extra Attack | 4 | 4 | 2 | - | - | - | ||||
6th | +3 | Favored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement (Optional) | 4 | 4 | 2 | - | - | - | ||||
7th | +3 | Ranger Conclave feature | 5 | 4 | 3 | - | - | - | ||||
8th | +3 | Ability Score Improvement, Land's Stride, Martial Versatility (Optional) | 5 | 4 | 3 | - | - | - | ||||
9th | +4 | 6 | 4 | 3 | 2 | - | - | |||||
10th | +4 | Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature (Optional) , Nature's Veil (Optional) | 6 | 4 | 3 | 2 | - | - | ||||
11th | +4 | Ranger Conclave feature | 7 | 4 | 3 | 3 | - | - | ||||
12th | +4 | Ability Score Improvement, Martial Versatility (Optional) | 7 | 4 | 3 | 3 | - | - | ||||
13th | +5 | 8 | 4 | 3 | 3 | 1 | - | |||||
14th | +5 | Favored Enemy Improvement, Vanish | 8 | 4 | 3 | 3 | 1 | - | ||||
15th | +5 | Ranger Conclave feature | 9 | 4 | 3 | 3 | 2 | - | ||||
16th | +5 | Ability Score Improvement, Martial Versatility (Optional) | 9 | 4 | 3 | 3 | 2 | - | ||||
17th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | |||||
18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 | ||||
19th | +6 | Ability Score Improvement, Martial Versatility (Optional) | 11 | 4 | 3 | 3 | 3 | 2 | ||||
20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
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
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
You start with the following equipment, in addition to the equipment granted by your background:
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.
This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
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:
You choose additional favored terrain types at 6th and 10th level.
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
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.
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.
The Ranger table shows how many spell slots you have to cast your ranger 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.
You know two 1st-level spells of your choice from the ranger spell list .
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. 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.
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
At 2nd level, 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.
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.
This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
Primal Awareness Spells | |
---|---|
Ranger Level | Spell |
3rd | Speak with Animals |
5th | Beast Sense |
9th | Speak with Plants |
13th | Locate Creature |
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.
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 | Source |
---|---|
Beast Master | Player's Handbook |
Fey Wanderer | Tasha's Cauldron of Everything |
Gloom Stalker | Xanathar's Guide to Everything |
Horizon Walker | Xanathar's Guide to Everything |
Hunter | Player's Handbook |
Monster Slayer | Xanathar's Guide to Everything |
Swarmkeeper | Tasha's Cauldron of Everything |
Drakewarden | Fizban's Treasury of Dragons |
Unearthed Arcana | |
Drakewarden (UA) | Unearthed Arcana 75 - Subclasses, Part 5 |
Archived Unearthed Arcana | |
Ranger, Revised | Unearthed Arcana 17 - The Ranger, Revised |
Deep Stalker | Unearthed Arcana 10 - Light, Dark, Underdark! |
Fey Wanderer | Unearthed Arcana 69 - Subclasses, Part 3 |
Monster Slayer | Unearthed Arcana 35 - A Trio of Subclasses |
Primeval Guardian | Unearthed Arcana 27 - Ranger & Rogue |
Swarmkeeper | Unearthed Arcana 64 - Fighter, Ranger, Rogue |
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.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
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 as those created by the Entangle spell.
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.
This 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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.