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The Ranger
Level | Proficiency Bonus |
Features | Focus die |
Spells Known |
1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Honed Focus, Natural Explorer | 1d4 | — | — | — | — | — | — |
2nd | +2 | Eye for Weakness, Fighting Style, Spellcasting | 1d4 | 3 | 2 | — | — | — | — |
3rd | +2 | Ranger Archetype, Always Ready | 1d4 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 1d4 | 4 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 1d6 | 5 | 4 | 2 | — | — | — |
6th | +3 | Fleet of Foot | 1d6 | 6 | 4 | 2 | — | — | — |
7th | +3 | Ranger Archetype feature | 1d6 | 6 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 1d6 | 7 | 4 | 3 | — | — | — |
9th | +4 | — | 1d8 | 8 | 4 | 3 | 2 | — | — |
10th | +4 | feature | 1d8 | 9 | 4 | 3 | 2 | — | — |
11th | +4 | Ranger Archetype feature | 1d8 | 9 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 1d8 | 10 | 4 | 3 | 3 | — | — |
13th | +5 | — | 1d10 | 11 | 4 | 3 | 3 | 1 | — |
14th | +5 | feature | 1d10 | 12 | 4 | 3 | 3 | 1 | — |
15th | +5 | Ranger Archetype feature | 1d10 | 12 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 1d10 | 13 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 1d12 | 14 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | feature | 1d12 | 15 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 1d12 | 15 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Capstone | 1d12 | 16 | 4 | 3 | 3 | 3 | 2 |
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
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: Choose one type of artisan's tools, one musical instrument, or the herbalism kit.
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) chain shirt
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a melee weapon or (b) a shield
- a one-handed melee weapon, a ranged weapon, and a fitting container with 20 pieces of ammunition
Honed Focus
Focus die
You can focus on a specific task like no other. You can add your Focus die to certain rolls. The Focus die starts as 1d4 and increases at certain levels as stated in the Ranger Table. You can add the Focus die multiple times to the same die roll if there are multiple features allowing you to do so.
Focus on Prey
You know how to read the behavior and movement of a creature. As a Bonus Action you can focus on a creature within 120 feet that you can see. You can add your Focus die to any Wisdom check related to the creature or saving throw against this creature. You loose your focus after one hour, when you're knocked unconscious or when you focus on another creature. Once you've used this feature a number of times equal to your Wisdom modifier (minimum of 1) you can't do so again until you complete a long rest.
Natural Explorer
You are a master of navigating the natural world, tracking, hunting and reading the signs of nature. Starting at 1st level you gain the following benefits
- You can add your Focus die to any Wisdom (Survival) checks.
- Even when you are engaged in another activity (such as foraging, navigating, or tracking), you remain alert to danger.
- You learn two languages of your choice.
- You can add your Focus die to saving throws or ability checks against Weather, Wilderness Hazards and Dungeon Hazards such as extreme temperatures, frigid water, razorvines or damaging or movement impeding plants (natural or magical), molds and webs.
Eye for Weakness
Starting at 2nd level you know how to use your abilities to create possibilities to hit your enemies where it hurts most. Under certain conditions you inflict extra damage on your hits. You can add one Focus die to the damage of your first hit with an attack during a turn for each of the following conditions:
- You haven't attacked another target since the start of your last turn
- The target hasn't taken a turn in combat yet
- The target's movement speed is reduced
The extra damage is of the same type as your attack.
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.
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.
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. The weapon must have the two-handed or versatile property for you to gain this benefit.
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 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
Ritual Casting
You can cast any Ranger spell you know as a ritual if that spell has the ritual tag.
Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate: Hunter, Beast master, Skulker, Warden or Channeler. All detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Always Ready
Beginning at 3rd level, you are quick to react when faced with a challenge. You can add you Focus die to your initiative.
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.
Fleet of Foot
Beginning at 6th level, you have learned to act while moving. You can use the Dash or Disengage action as a bonus action on your turn.
In addition, moving through nonmagical difficult terrain costs you no extra movement.
Ranger Archetypes
Slayer
Slayers specialize in killing their enemies. These Rangers dedicate their lives to free the world of certain threats.
Archetype spell
As part of the Archetype you've chosen you learn certain archetype spells at 3rd, 5th, 9th, 13th and 17th level. Once you gain access to a archetype spell, the spell counts as a ranger spell for you, but it doesn’t count against the number of spells you know.
Ranger Level | Spells |
---|---|
3rd | bane |
5th | earthbind |
9th | slow |
13th | banishment |
17th | hold monster |
Favored Enemy
At 3rd level, you have significant experience studying, hunting, and fighting 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 can add one Focus die to a damage roll of the first time you hit a favored enemy during a turn.
You can change one of your favored enemies by reading book about them or meditating on previous encounters with them for at least 1 hour after a long rest.
Target Focus
At 3rd level, when you use you Honed Focus to focus on a creature and that creature is reduced to 0 HP, you can use your Reaction to focus on a new creature without expanding another use of the Honed Focus ability.
Feral hunters
Some Rangers choose to become part of the wilds, letting their body and mind change to a more primal state. These feral hunters often have hairy bodies, long teeth and claws as a result of this choice.
Archetype spell
As part of the Archetype you've chosen you learn certain archetype spells at 3rd, 5th, 9th, 13th and 17th level. Once you gain access to a archetype spell, the spell counts as a ranger spell for you, but it doesn’t count against the number of spells you know. If the spells have a range of Touch, you can only cast them on yourself.
Ranger Level | Spells |
---|---|
3rd | cause fear |
5th | spider climb |
9th | haste |
13th | freedom of movement |
17th | contagion |
Primal strength
At 3rd level, as a result of releasing your inner beast, your body changes. Your movement increases by 10 feet. Your long jump distance is also increased by 10 feet and your high jump distance by 3 feet.
Additionally, You may add your Focus die to Strength (Athletics) checks.
Fury of the Beast
At 3rd level, you grow claws which you can use to attack your enemies. Your unarmed strikes now deal 1d8 slashing damage instead of their normal value. You can add one Focus die to a damage roll of the first time you hit a target during a turn with an unarmed strike.
Additionally, when you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.
Warden
Wardens try to become one with the land, knowing of all its secrets and powers. As a warden you learn to draw magical powers from nature.
Archetype spell
As part of the Archetype you've chosen you learn certain archetype spells at 3rd, 5th, 9th, 13th and 17th level. Once you gain access to a archetype spell, the spell counts as a ranger spell for you, but it doesn’t count against the number of spells you know.
Ranger Level | Spells |
---|---|
3rd | entangle, earth tremor |
5th | dust devil, gust of wind |
9th | call lightning, meld into stone |
13th | control water, stone shape |
17th | awaken, control winds |
Power of Nature
At 3rd level, you learn to focus your connection with nature into pure magical power. You get natural power charges equal to half your ranger level (rounded down). You regain all natural power charges when you finish a long rest.
You can use these natural power charges to cast your archetype spells at 1 charge per spell level. Additionally you can add your Focus die to Wisdom (Nature) checks and you learn the druidcraft cantrip and one druid cantrip of your choice.
Infused Attacks
Starting at 3rd level you learn to use your magic to infuse your weapon with the power of nature. Whenever you hit a target with a weapon attack, you can use your bonus action you to infuse your weapon with magical power by spending one natural power charge. The hit deals extra damage equal to your Focus die. You can choose if this damage is acid, cold, fire, lightning or thunder damage.
Skulker
Some rangers specialize in hiding in the shadows, in order to creep up on their prey. Skulkers are trained in remaining unseen and taking targets out from hiding.
Archetype spell
As part of the Archetype you've chosen you learn certain archetype spells at 3rd, 5th, 9th, 13th and 17th level. Once you gain access to a archetype spell, the spell counts as a ranger spell for you, but it doesn’t count against the number of spells you know.
Ranger Level | Spells |
---|---|
3rd | disguise self |
5th | darkness |
9th | nondetection |
13th | greater invisibility |
17th | mislead |
Withdraw from Sight
At 3rd level, you can use the Hide action as a bonus action, additionally you can add your Focus die to Dexterity (Stealth) checks.
You also gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Channeler
You learn to communicate with the spirits of nature and use its power. As a Channeler you connect yourself to a spirit animal to enhance your abilities.
Archetype spell
As part of the Archetype you've chosen you learn certain archetype spells at 3rd, 5th, 9th, 13th and 17th level. Once you gain access to a archetype spell, the spell counts as a ranger spell for you, but it doesn’t count against the number of spells you know. If the spell allows you to choose a spectral form, it takes the form of your spirit animal. This doesn't change the stats.
Ranger Level | Spells |
---|---|
3rd | unseen servant |
5th | warding bond |
9th | spirit guardians |
13th | Mordenkainen's faithful hound |
17th | far step |
Spirit Animal
At 3rd level, you chose one of the following animals to become your spirit animal: Bear, Eagle, Tiger, Wolf. You gain one feature for your spirit animal.
Bear. After you finish a long rest, you gain temporary hit points equal to your Ranger level + Wisdom modifier (minimum of 1).
Eagle. You can add your Focus die to Wisdom (perception) checks that rely on sight.
Tiger. Your speed increases by 10 feet. Additionally, opportunity attacks against you are made with disadvantage.
Wolf. You don’t provoke opportunity attacks from that creature as long as one of your allies is within 5 feet of it.
Spirit Animal Attack
At 3rd level, you can use your spiritual bond to aid you in combat. As an action you can call on your spirit animal to make a single attack against a creature within 30 feet of you. It appears within 5 feet of the target and to make a single melee weapon attack against the creature, using your proficiency modifier + your Wisdom modifier as it's attack bonus. On a hit, the target takes force damage equal to twice your Focus die + your Wisdom modifier. After the attack your spirit animal vanishes until you use this feature again.