Player's Handbook p89, Unearthed Arcana, DnD Beyond
The |
Ranger |
|
|
Spell |
Slots |
per |
Spell |
Level |
Level |
Proficiency Bonus |
Features |
Spells Known |
1st |
2nd |
3rd |
4th |
5th |
1 |
+2 |
Favoured Enemy, Natural Explorer, Deft Explorer (optional) |
- |
- |
- |
- |
- |
- |
2 |
+2 |
Fighting Style, Spellcasting |
2 |
2 |
- |
- |
- |
- |
3 |
+2 |
Primeval Awareness, Primal Awareness (optional), Ranger Conclave |
3 |
3 |
- |
- |
- |
- |
4 |
+2 |
Ability Score Improvement, Martial Versatility (optional) |
3 |
3 |
- |
- |
- |
- |
5 |
+3 |
Conclave Feature |
4 |
4 |
2 |
- |
- |
- |
6 |
+3 |
Greater Favored Enemy, Deft Explorer Improvement (optional) |
4 |
4 |
2 |
- |
- |
- |
7 |
+3 |
Conclave Feature |
5 |
4 |
3 |
- |
- |
- |
8 |
+3 |
Ability Score Improvement, Fleet of Foot, Martial Versatility (optional) |
5 |
4 |
3 |
- |
- |
- |
9 |
+4 |
- |
6 |
4 |
3 |
2 |
- |
- |
10 |
+4 |
Hide in Plain Sight, Nature's Veil (optional), Deft Explorer Improvement (optional) |
6 |
4 |
3 |
2 |
- |
- |
11 |
+4 |
Conclave Feature |
7 |
4 |
3 |
3 |
- |
- |
12 |
+4 |
Ability Score Improvement, Martial Versatility (optional) |
7 |
4 |
3 |
3 |
- |
- |
13 |
+5 |
- |
8 |
4 |
3 |
3 |
1 |
- |
14 |
+5 |
Vanish |
8 |
4 |
3 |
3 |
1 |
- |
15 |
+5 |
Conclave Feature |
9 |
4 |
3 |
3 |
2 |
- |
16 |
+5 |
Ability Score Improvement, Martial Versatility (optional) |
9 |
4 |
3 |
3 |
2 |
- |
17 |
+6 |
- |
10 |
4 |
3 |
3 |
3 |
1 |
18 |
+6 |
Feral Senses |
10 |
4 |
3 |
3 |
3 |
1 |
19 |
+6 |
Ability Score Improvement, Martial Versatility (optional) |
11 |
4 |
3 |
3 |
3 |
2 |
20 |
+6 |
Foe Slayer |
11 |
4 |
3 |
3 |
3 |
2 |
hit dice:
1d10 per level
hit points at 1st level:
1d10 + Constitution modifier
hit points at higher levels:
1d10 + Constitution Modifier per level
armor proficiencies:
Light armor, Medium armor, Shields
weapon proficiencies:
Simple weapons, Martial weapons
tools:
None
saving throws:
Strength, Dexterity
skills:
Choose three from the following: 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 o f nature to cast spells, much as a druid does. 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
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.
Spells Known
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.
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.
class features:
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type.
Additionally, 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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
- You ignore difficult Terrain
- You have advantage on initiative rolls
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
- 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.
Deft Explorer (optional)
Replaces Natural Explorer.
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 below when you reach 6th level and 10th level in this class.
Canny. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice.
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 more than once, even if you later get to choose it again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Druidic Warrior. You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom 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.
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.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Primeval Awareness
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.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you.
This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.
Primal Awareness (optional)
Replaces Primeval Awareness.
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.
Ranger Level |
Spell |
3rd |
Speak with Animals |
5th |
Beast Sense |
9th |
Speak with Plants |
13th |
Locate Creature |
17th |
Commune with Nature |
Martial Versatility (optional)
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
Deft Explorer Improvement (optional)
You gain an additional benefit when you reach 6th level in this class.
Roving. Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either
voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Nature's Veil (optional)
Replaces Hide in Plain Sight.
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.
Deft Explorer Improvement (optional)
You gain an additional benefit when you reach 10th level in this class.
Tireless. 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.
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 non-magical 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 in ability 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 hunter. 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
subclass options: