Ranger

Ranger

Ranger

Rangers are skilled and versatile adventurers with a deep connection to nature and a talent for survival in the wilderness. They are guardians of the natural world, often living as nomads or wanderers, and have an innate bond with animals and the land.

Rangers possess exceptional tracking and hunting abilities, making them formidable scouts and hunters. They can navigate difficult terrains, identify tracks, and uncover hidden dangers, making them valuable companions in the wilderness.

With a wide range of combat skills, rangers excel in both ranged and melee combat. They are proficient in archery and can wield weapons with deadly precision. Additionally, rangers have a unique ability to cast spells focused on nature and survival, such as healing wounds, communing with animals, and enhancing their own abilities.

Rangers choose a favored enemy and a favored terrain, gaining specialized abilities against their chosen foes and in their familiar environments. This further reflects their role as protectors of the natural world and skilled hunters.

Class Features

As a ranger, you gain the following features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor, Shield

Weapon: Martial Weapon, Simple Weapon

Saving Throw: Strength, Dexterity

Skills: You have 3 of the following skills: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival.

Starting Gold

You start with 5d4 x 10 gold pieces (GP) unless you choose to take the equipment below

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) (2x) shortsword or (b) any simple melee weapon
  • (a) dungeoneer's pack or (b) explorer's pack
  • longbow

Ranger Features Table

LVL Pro+ Features Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th
1st +2 Favored Enemy, Natural Explorer
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Ranger Archetype, Primeval Awareness, Ranger Archetypes Feature 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Favored Enemy improvement, Natural Explorer improvement 4 4 2
7th +3 Ranger Archetypes Feature 5 4 3
8th +3 Land’s Stride, Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Natural Explorer improvement, Hide in Plain Sight 6 4 3 2
11th +4 Ranger Archetypes Feature 7 4 3 3
12th +4 Ability Score Improvement 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 Archetypes Feature 9 4 3 3 2
16th +5 Ability Score Improvement 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 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

Class Features at Level

Level 1

Favored Enemy

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.

Level 1

Natural Explorer

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, or swamp. 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.
Level 2

Fighting Style

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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.

Two-Weapon Fighting

When you engage in two‑weapon fighting, you can add your ability modifier to the damage of the second attack.

Level 2

Spellcasting

You have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots

The 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 Higher

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.

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 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.

Level 3

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Level 3

Primeval Awareness

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.

Level 3

Ranger Archetypes Feature

Your Ranger Archetypes grants you abilities at this level.

Level 4

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 5

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6

Favored Enemy improvement

You choose one additional favored enemy, as well as an associated language. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Level 6

Natural Explorer improvement

You choose an additional favored terrain type.

Level 7

Ranger Archetypes Feature

Your Ranger Archetypes grants you abilities at this level.

Level 8

Land’s Stride

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.

Level 8

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 10

Natural Explorer improvement

You choose an additional favored terrain type.

Level 10

Hide in Plain Sight

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.

Level 11

Ranger Archetypes Feature

Your Ranger Archetypes grants you abilities at this level.

Level 12

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 14

Favored Enemy improvement

You choose one additional favored enemy, as well as an associated language. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Level 14

Vanish

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.

Level 15

Ranger Archetypes Feature

Your Ranger Archetypes grants you abilities at this level.

Level 16

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 18

Feral Senses

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.

Level 19

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Foe Slayer

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.

Ranger Archetypes

A classic expression of the ranger ideal is the Hunter.

Beast Warden

Beast Warden

Rangers who adopt the Beast Warden archetype forge a profound bond with the animal kingdom. They learn to communicate, understand, and even influence animals on an instinctual level. Over time, these rangers cultivate a menagerie of animal allies, who assist them in their quests and daily life.

Beast Warden Features Table

LVL Pro+ Features Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th
1st +2
2nd +2 2 2
3rd +2 Animal Empathy, Pack Tactics 3 3
4th +2 3 3
5th +3 4 4 2
6th +3 4 4 2
7th +3 Menagerie 5 4 3
8th +3 5 4 3
9th +4 6 4 3 2
10th +4 6 4 3 2
11th +4 Animal Guardian 7 4 3 3
12th +4 7 4 3 3
13th +5 8 4 3 3 1
14th +5 8 4 3 3 1
15th +5 Master of the Wild 9 4 3 3 2
16th +5 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 10 4 3 3 3 1
19th +6 11 4 3 3 3 2
20th +6 11 4 3 3 3 2
Level 3

Animal Empathy

Starting at 3rd level, you gain the ability to communicate with animals as if you were using the Speak with Animals spell. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.

Level 3

Pack Tactics

Also at 3rd level, when you have an animal companion or summoned creature within 5 feet of a hostile creature, you have advantage on attack rolls against that creature.

Level 7

Menagerie

At 7th level, you can use a bonus action to summon an animal from your “menagerie,” a pool of animals you have befriended. Choose an animal from the list of beasts with a challenge rating of 1/2 or lower. The summoned animal appears within 30 feet of you and acts on your initiative. It obeys your commands and lasts for 1 hour or until reduced to 0 hit points. Once you use this feature, you can’t use it again until you finish a short or long rest.

Level 11

Animal Guardian

Starting at 11th level, when an ally within 30 feet of you takes damage, you can use your reaction to command one of your animal allies to interpose. The damage is then taken by the animal instead.

Level 15

Master of the Wild

At 15th level, you can use your Animal Empathy feature to cast the Animal Friendship spell without using a spell slot. Additionally, the challenge rating of animals you can summon with your Menagerie feature increases to 1.

Hunter

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 Features Table

LVL Pro+ Features Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th
1st +2
2nd +2 2 2
3rd +2 Hunter’s Prey 3 3
4th +2 3 3
5th +3 4 4 2
6th +3 4 4 2
7th +3 Defensive Tactics 5 4 3
8th +3 5 4 3
9th +4 6 4 3 2
10th +4 6 4 3 2
11th +4 Multiattack 7 4 3 3
12th +4 7 4 3 3
13th +5 8 4 3 3 1
14th +5 8 4 3 3 1
15th +5 Superior Hunter’s Defense 9 4 3 3 2
16th +5 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 10 4 3 3 3 1
19th +6 11 4 3 3 3 2
20th +6 11 4 3 3 3 2
Level 3

Hunter’s Prey

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.

Level 7

Defensive Tactics

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.

Level 11

Multiattack

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.

Level 15

Superior Hunter’s Defense

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.

Pathfinder

Pathfinder

Rangers who follow the path of the Pathfinder specialize in navigating difficult terrain and leading others safely through the wilderness. Highly skilled in survival and reconnaissance, these rangers are the first into uncharted lands and the last to leave, ensuring that no one is left behind.

Pathfinder Features Table

LVL Pro+ Features Spells Known Spell Slots per Spell Level
1st2nd3rd4th5th
1st +2
2nd +2 2 2
3rd +2 Expert Navigator, Guided Strike 3 3
4th +2 3 3
5th +3 4 4 2
6th +3 4 4 2
7th +3 Trailblazer 5 4 3
8th +3 5 4 3
9th +4 6 4 3 2
10th +4 6 4 3 2
11th +4 Resilient Escort 7 4 3 3
12th +4 7 4 3 3
13th +5 8 4 3 3 1
14th +5 8 4 3 3 1
15th +5 Unyielding Pathfinder 9 4 3 3 2
16th +5 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 10 4 3 3 3 1
19th +6 11 4 3 3 3 2
20th +6 11 4 3 3 3 2
Level 3

Expert Navigator

Starting at 3rd level, difficult terrain doesn’t slow your group’s travel, and you have advantage on Wisdom (Survival) checks made to navigate or find your way. Additionally, you and up to six companions traveling with you can’t become lost except by magical means.

Level 3

Guided Strike

At 3rd level, when you hit a creature with a weapon attack, you can use your bonus action to guide the attacks of your allies. The next attack roll against the target made by an ally other than you has advantage if the attack is made before the start of your next turn.

Level 7

Trailblazer

Starting at 7th level, you can use your action to mark a trail that lasts for 1 hour and extends for up to a 1-mile radius. While within this radius, you and your allies have advantage on Wisdom (Perception) and Wisdom (Survival) checks. The trail is visible only to you and your allies. You can have only one trail active at a time.

Level 11

Resilient Escort

At 11th level, you and your allies gain the benefits of the freedom of movement spell while within your marked Trailblazer radius. This effect ends if an ally leaves the radius or if the trail is dispelled or deactivated.

Level 15

Unyielding Pathfinder

At 15th level, you become a master of guiding others through danger. When an ally within 30 feet of you must make a saving throw, you can use your reaction to grant them advantage on the roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

L Title Class Range
1 Alarm Ranger, Wizard 30 feet
1 Animal Friendship Bard, Druid, Ranger 30 feet
2 Animal Messenger Bard, Druid, Ranger 30 feet
2 Barkskin Druid, Ranger Touch
5 Commune With Nature Druid, Ranger Self
3 Conjure Animals Druid, Ranger 60 feet
4 Conjure Woodland Beings Druid, Ranger 60 feet
1 Cure Wounds Bard, Cleric, Druid, Paladin, Ranger Touch
2 Darkvision Druid, Ranger, Sorcerer, Wizard Touch
3 Daylight Cleric, Druid, Paladin, Ranger, Sorcerer 60 feet
1 Detect Magic Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard Self
1 Detect Poison and Disease Cleric, Druid, Paladin, Ranger Self
2 Find Traps Cleric, Druid, Ranger 120 feet
1 Fog Cloud Druid, Ranger, Sorcerer, Wizard 120 feet
4 Freedom of Movement Bard, Cleric, Druid, Ranger Touch
1 Goodberry Druid, Ranger Touch
1 Hunter's Mark Ranger 90 feet
1 Jump Druid, Ranger, Sorcerer, Wizard Touch
2 Lesser Restoration Bard, Cleric, Druid, Paladin, Ranger Touch
2 Locate Animals or Plants Bard, Druid, Ranger Self
4 Locate Creature Bard, Cleric, Druid, Paladin, Ranger, Wizard Self
2 Locate Object Bard, Cleric, Druid, Paladin, Ranger, Wizard Self
1 Longstrider Bard, Druid, Ranger, Wizard Touch
3 Nondetection Bard, Ranger, Wizard Touch
2 Pass Without Trace Druid, Ranger Self
3 Plant Growth Bard, Druid, Ranger 150 feet
3 Protection From Energy Cleric, Druid, Ranger, Sorcerer, Wizard Touch
2 Protection from Poison Cleric, Druid, Paladin, Ranger Touch
2 Silence Bard, Cleric, Ranger 120 feet
1 Speak with Animals Bard, Druid, Ranger Self
3 Speak with Plants Bard, Druid, Ranger Self
2 Spike Growth Druid, Ranger 150 feet
4 Stoneskin Druid, Ranger, Sorcerer, Wizard Touch
5 Tree Stride Druid, Ranger Self
3 Water Breathing Druid, Ranger, Sorcerer, Wizard 30 feet
3 Water Walk Cleric, Druid, Ranger, Sorcerer 30 feet
3 Wind Wall Druid, Ranger 120 feet

Credits: SRD 5.1