Ranger
Warriors of the wilderness, Rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a Druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A Ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Though a Ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that press in from the wild. In some places, Rangers gather in secretive orders or join forces with druidic circles. Many Rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a Ranger might be the first—and possibly the last—line of defense. This fierce independence makes Rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath.
Quick Build
You can make a Ranger quickly by following these suggestions. First, make DEX your highest ability score, followed by WIS. (Some Rangers who focus on Two-Weapon Fighting make Strength higher than Dexterity.) Second, choose the Outlander Background.
Class Features
Hit Points
Hit Dice: 1D10 per Ranger level
At 1st level: 10 + Your CON Modifier
At higher levels: 1D10 or 6 if lower than 6, + CON Modifier
Proficiencies
- Armor
- Light Armor, Medium Armor, Shields
- Weapons
- All Weapons
- Tools
- Cartographer’s Tools
- Saving Throws
- STR, DEX
- Skills
- Choose three from: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
- Spellcasting
- WIS
Starting Equipment
- 1. (a) scale mail or (b) leather armor
- 2. (a) two shortswords or (b) two simple melee weapons
- 3. (a) a dungeoneer’s pack or (b) an explorer’s pack
- 4. A longbow and a quiver of 20 arrows
Ranger Table
| Level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1st | 2 | — | |||
| 2nd | 3 | — | |||
| 3rd | 4 | 2 | — | ||
| 4th | 4 | 3 | — | ||
| 5th | 4 | 3 | 2 | — | |
| 6th | 4 | 3 | — | ||
| 7th | 4 | 3 | 1 | — | |
| 8th | 4 | 3 | 2 | — | |
| 9th | 4 | 3 | 1 | ||
| 10th | 4 | 3 | 2 | ||
| 11th | 4 | 3 | 2 | ||
| 12th | 4 | 3 | 2 | ||
| 13th | 4 | 3 | 2 | ||
| 14th | 4 | 3 | 2 | ||
| 15th | 4 | 3 | 2 | ||
| 16th | 4 | 3 | 2 | ||
| 17th | 4 | 3 | 2 | ||
| 18th | 4 | 3 | |||
| 19th | 4 | 3 | |||
| 20th | 4 | 3 |
Class Features
Spellcasting
WIS is your spellcasting ability for your Ranger spells. Your magic comes from channeling the essence of nature. You use your WIS whenever a spell refers to your spellcasting ability. In addition, you use your WIS 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 WIS modifier
Spell attack modifier = your Proficiency Bonus + your WIS modifier
Choose a number of Ranger spells equal to your WIS modifier (Minimum 1) + half your Ranger level, rounded down (Minimum 1). The spells must be of a level for which you have spell slots.
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.
Favored Enemy
You are always ready to take on a foe that draws your attention. You always have the spell Hunter’s Mark prepared. You can cast it twice per long rest without expending a spell slot.
Weapon Mastery
Your training allows you to use the Weapon Mastery properties of any two weapons.
Fighting Style
You adopt a particular style of fighting as your specialty. You can't take the same Fighting Style option more than once, even if you later get to choose again. You can also choose from the following Fighting Style option
Druidic Warrior: You learn two cantrips of your choice from the Druid spell list. They count as Ranger spells for you, WIS 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.
Ranger Companion
You gain a Beast companion that accompanies you on your adventures and is trained to fight alongside you. You can choose from the following Beasts
Bat, Cat, Crab, Frog, Hawk, Lizard, Octopus, Owl, Quipper, Rat, Raven, Sea Horse, Spider, Weasel, Blood Hawk, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Poisonous Snake, Axe Beak, Boar, Constrictor Snake, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Wolf
Add your Proficiency Bonus to the Beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your Ranger level, whichever is higher.
The Beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the Beast where to move (No action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the Beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the Beast to take the attack action.
If you are Incapacitated or absent, the Beast acts on its own, focusing on protecting you and itself. The Beast never requires your command to use its reaction, such as when making an opportunity attack.
If the Beast dies, you can obtain another one by spending 8 hours magically bonding with another Beast that isn’t hostile to you, either the same type of Beast as before or a different one.
Ranger Conclave
You take up a traditional Ranger style that grants you features at levels 3, 7, 11, and 15.
→ Choose your subclass belowDeft Explorer
You collect a variety of skills in your travels. You gain Expertise in a skill you are proficient in. You learn two languages.
Ability Score Increase
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.
Favored Enemy
You grow adept at facing foes. You can cast Hunter’s Mark three times per long rest without expending a spell slot.
Extra Attack
You can attack twice when you take the attack action from your hard training and diligence with your weapons.
Roving
Speed is a huge asset in a fight and survival and you have honed your abilities. Your speed is increased by 10 ft while you aren’t wearing Heavy armor. You have a Climbing and Swimming speed equal to your movement speed.
Exceptional Training
On any of your turns when your Ranger Companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the Beast’s attacks now count as magical for the purpose of overcoming Resistance and Immunity to non magical attacks and damage.
Ability Score Increase
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.
Favored Enemy
You excel at taking down one enemy at a time to whittle down numbers. You can cast Hunter’s Mark four times per long rest without expending a spell slot.
Expertise
You gain exceptional talent in a few areas. Choose two skills you are proficient in, you gain Expertise in those skills.
Tireless
You can push yourself beyond your limits. As an action you can give yourself temporary hit points equal to 1D10 + your WIS modifier (Minimum 1). You can use this feature a number of times equal to your WIS modifier (Minimum 1) per long rest.
Whenever you finish a short rest, if you have a level in Exhaustion you reduce your Exhaustion level by one.
Bestial Fury
When you command your Ranger Companion to take the Attack action, the Beast can make two attacks, or it can take the Multiattack action if it has that action.
Ability Score Increase
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.
Favored Enemy
You develop your hunting skills further. You can cast Hunter’s Mark five times per long rest without expending a spell slot.
Relentless Hunter
Your subconsciousness can keep tabs on those you hunt. Hunter’s Mark no longer requires concentration.
Nature’s Veil
You invoke the power of nature spirits to hide yourself. As a bonus action you can cause yourself to become Invisible until your next turn.
You can use this feature times per long rest equal to your WIS modifier (Minimum 1).
Share Spells
Your link with your companion has deepend. When you cast a spell targeting yourself, you can also affect your Ranger Companion with the spell if the Beast is within 30 ft of you.
Ability Score Increase
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.
Favored Enemy
You never let an enemy escape. You can cast Hunter’s Mark six times per long rest without expending a spell slot.
Precise Hunter
You hone in on specific targets to inflict devastating damage. You have advantage on attack rolls on targets marked with Hunter’s Mark.
Feral Senses
Your heightened senses give you Blindsight with a range of 30 ft.
Epic Boon
You gain an Epic Boon feat for which you qualify.
Foe Slayer
Your arcane and martial skills combine to slay your enemies. Your Hunter’s Mark damage die becomes 1D10.
Additional Extra Attack
Your skills in arms reach a masterful height that few warriors obtain. You can attack three times when you take the attack action.
Ranger Conclave
Ranger Subclasses (18)
Choose your subclass at the level indicated in the class table above.