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PHB, Xanathar's Guide to Everything, Fizban's Treasury of Dragons, Deep Magic Vol. 1

Ranger

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 and humanoid hordes that press in from the wild.

You must have a Dexterity and Wisdom score of 13 or higher in order to multiclass in or out of this class.

If playing using achievements and milestones, selecting this class duirng character creation grants the player the achievement "Big Iron".

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 proficiencies: Light Armor, Medium Armor, Shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Dexterity
skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
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) two shortswords 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

spellcasting:

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.

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 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 to 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
class features:

Favored Enemy

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.

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, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, our proficiency bonus is doubled if you are using a skill you are 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 travels.
  • 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.
  •  

    You choose additional favored terrain types at 6th and 10th level.

    Fighting Style

    At 2nd level, you adopt a 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 get to choose again later.

    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.

    Ranger Archetype

    At 3rd level, you choose an archetype that you strive to emulate. Choose from the archetypes listed below. Your choice grants you a feature at 3rd level and again at 7th, 11th, and 15th level.

    Primeval Awareness

    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.

    Ability Score Improvement

    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.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Land's Stride

    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.

    Hide in Plain Sight

    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.

    Vanish

    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.

    Feral Senses

    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.

    Foe Slayer

    At 20th level, you become an unparalleled hunger of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or 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 not before any effects of the roll are applied.

    Level
    Proficiency Bonus
    Features
    Spells Known
    1st2nd3rd4th5th
    1st
    +2
    Favored Enemy, Natural Explorer
    -
    -----
    2nd
    +2
    Fighting Style, Spellcasting
    2
    2----
    3rd
    +2
    Ranger Archetype, Primeval Awareness
    3
    3----
    4th
    +2
    Ability Score Improvement
    3
    3----
    5th
    +3
    Extra Attack
    4
    42---
    6th
    +3
    Favored Enemy and Natural Explorer improvements
    4
    42---
    7th
    +3
    Ranger Archetype feature
    5
    43---
    8th
    +3
    Ability Score Improvement, Land's Stride
    5
    43---
    9th
    +4
    -
    6
    432--
    10th
    +4
    Natural Explorer improvement, Hide in Plain Sight
    6
    432--
    11th
    +4
    Ranger Archetype feature
    7
    433--
    12th
    +4
    Ability Score Improvement
    7
    433--
    13th
    +5
    -
    8
    4331-
    14th
    +5
    Favored Enemy improvement, Vanish
    8
    4331-
    15th
    +5
    Ranger Archetype feature
    9
    4332-
    16th
    +5
    Ability Score Improvement
    9
    4332-
    17th
    +6
    -
    10
    43331
    18th
    +6
    Feral Senses
    10
    43331
    19th
    +6
    Ability Score Improvement
    11
    43332
    20th
    +6
    Foe Slayer
    11
    43332

    Created by

    ColTigh128.

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