The Ranger
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Natural Explorer, Favoured Enemy, Ranger's Trick | — | — | — | — | — |
2nd | +2 | Fighting Style, Spellcasting, Hunter’s Mark | 2 | — | — | — | — |
3rd | +2 | Expertise, Ranger Style | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Favoured Enemy: Instinctive Preparation, Ranger's Trick | 4 | 2 | — | — | — |
7th | +3 | Ranger Style feature | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Expertise, Favoured Enemy: Reliable Knowledge | 4 | 3 | 2 | — | — |
11th | +4 | Ranger Style feature, Honed Instincts | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | Ranger's Trick | 4 | 3 | 3 | 1 | — |
14th | +5 | Natural Explorer: Heart of the Land | 4 | 3 | 3 | 1 | — |
15th | +5 | Ranger Style feature | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Eternal Hunter | 4 | 3 | 3 | 3 | 2 |
Creating a Ranger
As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain? Or perhaps you learned your skills as a part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, either through book study in a civilized environment, or as a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.
Is your adventuring career a continuation of your work in protecting the borderlands? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
Quick Build
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on heavier weapons would instead make their Strength higher than their Dexterity.) Second, choose the outlander background.
Class Features
As a ranger, you gain the following class 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, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
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 scimitars, (b) two simple melee weapons, or (c) one martial melee weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- (a) A longbow and a quiver of 20 arrows or (b) a large quiver containing 10 Javelins
Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose two types of Favoured terrain: arctic, cave, coast, desert, forest, grassland, mountain, swamp or urban. When you make an Intelligence or Wisdom check related to your Favoured terrain, you add the modifiers of both your Intelligence and Wisdom to the roll.
While traveling for an hour or more in your Favoured terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your guidance allows your companions to also add your wisdom modifier to rolls where they attempt to forage for food or evade dangers unique to that locale (things like quicksand pits or cliffs concealed by jungle foliage, at your DM's discretion). If both you and another ranger or creature with this feature would grant their companions this benefit, each creature only adds the highest bonus it has been granted.
- You can move stealthily at a normal pace while traveling alone, or while accompanied only by a familiar, animal companion, or other such follower granted by a spell, background, or class feature.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
You also gain one additional favoured terrain at level 14, and all of your favoured terrains also gain a new benefit at that level.
Favoured 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 Favoured 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 Favoured enemies.
Creatures who have "Hybrid Nature" can be chosen via either of their types. For example, if you wanted to be a grizzled warrior seasoned at fighting centaurs, the UA Centaur race counts as both Humanoid and Monstrosity, so you could either take Favoured Enemy (Centaur) and still select one other kind of Humanoid, or, if you chose monstrosity, Centaurs would still be affected by it.
You have advantage on Wisdom (Survival) checks to track your Favoured 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 Favoured enemies, if they speak one at all. If you select Beasts, instead, you can speak to, and understand, one sub-category of beasts (such as canines or birds) as if you shared a language.
You choose one additional Favoured enemy, as well as an associated language, at 6th and 10th level. When you reach those levels, you also gain additional benefits which apply to all of your chosen favoured enemies.
Ranger's Trick
Rangers don't rely solely on their spells and skill, both on the battlefield and off it. A ranger's tricks represent those surprises a Ranger can pull out of the bag without seemingly having had enough time or resources to prepare such things, convenient and useful items nobody can ever quite remember how they came to possess, or risky maneuvers they still manage to pull off, despite looking exhausted.
Finally, also at 1st level, you learn two tricks of your choice, from a list given at the end of the class description. If a ranger trick calls for a saving throw, the DC is equal to your Spell Save DC.
While each trick is a specific skill or item you happen to have on your person, even a well-prepared person's luck runs out eventually. You can use one of the Ranger's Tricks you know once. You must then finish a short or long rest to use your Ranger's Tricks again.
You have a pool of Trick points equal to your wisdom modifier, which you expend to use Ranger Tricks. You recover all expended points when you finish a short or long rest.
Whenever you gain a level in this class, you can swap one Trick out for any other you meet the pre-requisites for.
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 on 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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be using a Shield in order to do this.
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 have the 1st-level spell Ensnaring Strike prepared, and have a 1st-level and a 2nd level spell slot available, you can cast Ensnaring Strike using either slot.
Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list.
When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least I minute per spell level for each spell on your list.
Rough Approximation
Your spells are more, tricks you've arranged, via research and hard work, or through an instinctive empathetic connection with nature formed while you do other things.
As such, whilst you can still use a Druidic Focus or Component Pouch, you also know how to improvise.
Given 1 minute of work within one of your favoured terrains, or an hour outside of one, you can scrounge together a bag full of bits and bobs. Having this bag on your person at all satisfies the material components of any Ranger spells you know, as long as that cost doesn't exceed an amount equal to three times your ranger level.
For more expensive components, you still need to have the actual item on your person.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic comes from an empathetic connection with nature, or instincts honed through hard work. 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
Spell attack modifier
Hunter’s Mark
Starting at 2nd level, as a bonus action, you can expend a spell slot to designate one target you can see within 120 feet of you as your quarry. You have advantage on Wisdom (Perception) checks to spot your target and Wisdom (Survival) checks to track it.
In combat, when you hit the target with a weapon attack, you deal an additional 1d6 damage of the weapon's type.
For up to a minute after the creature dies, you can use your bonus action to transfer it to another creature within range.
If you take damage while this feature is active, you must make a concentration check to maintain it, as if you were concentrating on a spell. Otherwise, this feature lasts until you take a short or long rest, until you use a bonus action to change the target of your mark, or until a creature you've marked has remained dead for more than one minute without you transferring it to another.
Hunter's Mark
This feature is intended to replace the 1st level ranger spell of the same name. While this homebrew is being used, the spell Hunter's Mark should be removed from the ranger spell list.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
Ranger Styles
People who would fit into the ranger class do not necessarily have a recognisable pattern in terms of combat style, source of their magical abilities, or moral ideals. However, there are certainly identifiable trends in how a ranger's more specialised skills take shape, even if they were learned in different ways. These are sometimes colloquially called a Ranger's Style.
You gain your first Ranger Style Feature when you choose your Style at 3rd, and it grants you additional features at levels 7, 11 and 15.
The majority of styles work exactly as presented in the PHB or Xanathar's Guide to Everything, but the Beastmastery style has been revised and will be included at the end of the document, after the Ranger Tricks.
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, when you make an Attack action on your turn.
Instinctive Preparation
After you've reached level 6, the acts of preparing to combat your favoured enemies are so instinctive you don't even notice doing them, and your depth of knowledge ensures you're never unprepared to take one down.
Choose 2 damage types. When attacking your favoured Enemies using that damage type, you ignore resistance to it, and creatures who would normally be immune to it still take half damage.
When you gain an additional favoured enemy at 10, you can also choose another damage type to overcome resistances to in this manner.
Reliable Knowledge
When you've reached 10th level, your knowledge on your favoured enemies is reaching unparalleled levels, and there's nearly no tale or fact about such creatures that you haven't heard. When making intelligence and wisdom checks regarding your favoured enemies, you can treat a d20 roll of 9 or lower as a 10.
Honed Instincts
When you reach 11th level, your instincts have become so finely honed that they contribute as much to your combat as sheer skill does.
When you hit a creature with a weapon attack, that creature takes additional damage equal to your wisdom modifier.
Heart of the Land
Reaching 14th level has honed your understanding of the natural world to such an extent that the basic benefits of Natural Explorer apply to all terrains. Instead, you have the following benefits while traveling in your favoured terrains.
- Your knowledge of the patterns and layouts these areas tend to take prevent you from getting lost, except via magical means.
- You don't need to purchase or spend additional time collecting materials in order to protect yourself and a number of creatures up to your ranger level from the conditions inflicted by extreme heat or cold, at least as it occurs in those areas
- You, and any companions that travel with you, can move stealthily at a normal or fast pace.
- You can attempt a foraging roll even where it'd normally be impossible for anyone else, and gain twice as much food if you succeed, regardless of the difficulty.
Feral Senses
At 18th level, you've honed your senses to an almost supernatural level, which helps 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.
Eternal Hunter
When you reach 20th level, you mark your quarry almost instinctively. You no longer need to expend a spell slot in order to use your hunter's mark feature, and if you don't use it again, or move it to a different target, the mark will stay active until the affected creature dies or is targeted by an effect that removes curses or dispels magic.
Ranger's Tricks
If an Ranger Trick has prerequisites, you must meet them to learn it. You can learn the Trick at the same time that you meet its prerequisites.
When a Ranger Trick calls for a saving throw, use your Ranger Spell Save DC as the DC for that saving throw.
Close the Gap
As a bonus action, you can expend 1 trick point to take the dash action, charging across the field of battle unnaturally fast to close into melee range with an enemy.
As a side effect of this sudden burst of speed, opportunity attacks against you have disadvantage until the end of your turn.
Sickening Cocktail
As a bonus action, you can expend 1 trick point to pull a few random vials out of hidden pockets and just pour them on either one melee weapon, or up to three pieces of ammunition. This mixture just so happens to induce a sickening effect if it gets into a creature's bloodstream within a minute of being mixed.
The first time a creature is hit with the weapon or piece of ammunition before this poison loses it's potency, the creature hit must make a Constitution saving throw, or the next attack roll it attempts is made at disadvantage.
This counts as an attempt to inflict the poisoned condition, for purposes of resistance and immunity to this effect.
Backyard Blessing
It might or might not involve an actual god, but you've learned how to expend a trick point to grind 25 GP worth of silver into powder, and combine it with some water to create something that functions as if it were holy water. This process takes you a minute.
Hunting Team
After the end of a short or long rest, you can immediately expend 1 trick point share the effects of your Favoured Enemy feature with one creature you've spent some time conversing with during the rest. You can choose one of your favoured enemies, and the creature you share the feature with benefits from both the basic Favoured Enemy feature and any feature which adds benefits to your Favoured Enemy feature, against the chosen creature type, until the end of your next short or long rest.
Terrain Tutor
After the end of a short or long rest, you can immediately expend 1 trick point share some of the effects of your Natural Explorer feature with one creature you've spent some time conversing with during the rest. You can choose one of your favoured terrains, and the creature you share the feature with benefits from both the basic Natural Explorer feature, and any feature which adds benefits to your Natural Explorer feature, while in the chosen terrain, until the end of your next short or long rest.
Focused Instincts
You have trained yourself to attune your senses to the world around yourself, to an almost supernatural degree, in order 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.
Crippling retreat
When you use the disengage action on your turn, you can expend 1 trick point to make a weapon attack using either a melee weapon in your hand, or a piece of ammunition, which is treated as a simple finesse weapon that deals 1d4 piercing damage.
On a hit, the target must make a dexterity saving throw. If it fails that saving throw, it's land movement speed is also reduced by 10' until the end of it's next turn.
Different Tack
You learned your abilities and magic in a different way to most other rangers. When you learn this trick, select Intelligence, Wisdom or Charisma. This permanently becomes your spellcasting ability modifier for your ranger spells, and also replaces any other references to your Wisdom score in your Ranger class features.
In addition, your method of casting spells is so different you can use it to catch people off guard.
When you cast a spell on a creature who hasn't seen you cast a spell before, you can expend 1 trick point to impose disadvantage upon the first saving throw they make against that spell.
You can try to use this trick on a creature who has seen you casting before, however, you have to succeed on a Charisma(Deception) check contested by the creature's Wisdom(Insight). If you win the contest, they also take disadvantage on the first saving throw they make against the spell. If they win the contest, the Trick point is still expended, but the spell is only cast normally.
Improvised Snare
As an action, you can expend a trick point and 50' of rope to increase your movement speed by 30 feet until the end of your current turn.
Within the path that you pass through during that turn, select a 50' line to set your snare along. This line can be curved or broken up however you like, but you must set at least 5' of the snare at a time.
These Snares are concealed, if a creature doesn't see you placing them, they need to succeed on a Perception check against your Spell Save DC or be unaware of their presence.
When a creature passes through the space, they must succeed on a dexterity saving throw or be knocked prone and have their movement reduced to 0 until the end of it's current turn.
A creature can avoid this penalty by spending twice as much movement to move through the space, if it is aware of the snare.
You can recover the rope used in this way by spending a minute retracing your path slowly, removing the snare carefully.
Shift Grip
On your turn, when you hit a creature with a weapon attack, you can expend a trick point to change the style of the strike, and how you use your current weapon. Select one damage type of bludgeoning, piercing or slashing which your weapon doesn't currently deal. The weapon does that damage type until you either use a bonus action to end this effect, or you finish a short or long rest.
Hunter's Quarry
Pre-Requisite: Hunter or Monster Slayer Style
When you use your hunter's mark feature on a creature, you can spend a Trick point to make the feature last 24 hours while it remains on that creature, and if you can see that creature while the mark remains, you can take the dash action as a bonus action, as long as you move towards the marked creature.
Shadow Weaver
Pre-Requisite: Gloom Stalker Style
As a bonus action while in darkness or dim light, you can spend a Trick point as a bonus action to gather some of these shadows around you as you try and leap out to ambush your foes.
The first time after spending this Trick point that you step out of the concealment that Darkness or Dim Light would offer you, you can move a number of feet equal to your wisdom score without being considered in plain view, or losing the benefits of any stealth check you might have made to hide in those shadows.
Planar Knowledge
Pre-Requisite: Horizon Walker
You have seen so much of the planes that you can spend a Trick point as an action to focus on recalling your knowledge of a certain plane.
When you do this, select one Plane that isn't the material plane, and one type of creature native to that plane. You treat the Plane as a favoured terrain, and the chosen creatures as your Favoured Enemy, until the end of your next Short or Long Rest.
You can also select a creature type you already count as a Favoured Enemy in order to temporarily add the benefits of making different choices with your Instinctive Preparation feature.
Beastmastery Style
Animal Companion
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion.
Your companion can be any medium or smaller creature of CR 1/4 or lower.
At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Companion's Bond
Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It does not roll initiative if it fights alongside you, it uses your initiative and acts as part of your turn. Since it knows you're the one with more strategic understanding, while it is fighting alongside you, it defers to your judgement. You can direct its movement for free every turn, and use your bonus action to command it to take any action it can. If you have already used your bonus action for something else, and then take the Attack action, you can also instruct your companion to take the attack action instead of making one of those weapon attacks. If you are incapacitated or absent, your companion acts on its own, to the best of it's understanding following what it thinks would have pleased you.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
Your companion gains an additional natural weapon attack, which deals 1d6 damage, and has the finesse property, adding the companion's strength or dexterity modifier to hit and damage as appropriate.
For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
Sympathetic Bond
Beginning at 7th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
Additionally, if you would bypass a creature's resistances or immunities to a damage type, either through the favoured enemy feature, or through wielding a magical weapon, your companion's attacks also interact with that creature's resistances or immunities in the same way.
And, finally, you can communicate with your animal companion as if you shared a language.
Bestial Fury
Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.
Honed Instincts
As you begin tackling more and more dangerous challenges, you train your companion even harder to help them hold their own in such a dangerous world. Starting at 15th level, whenever a creature that your companion can see deals damage to it, your companion can use its reaction to halve this damage. (this reduction is applied before resistance or vulnerability are taken into account, if such things apply.)
Monster Slayer, Horizon Walker and Gloom Stalker Styles: Spells
The bonus spells known added to these subclasses instead become bonus spells which are added to the Ranger list and automatically prepared, not counting against the number of spells you can prepare.