Ranger: Level 2, ID:227900
fighting Style
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.
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.
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. See chapter 10
for the general rules of spellcasting and chapter
11 for the ranger spell list.
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 2ndlevel 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