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##### Core Ranger Traits
| | | |:-|:-| | **Primary Ability** | Dexterity and Wisdom | | **Hit Point Die** | D10 per Ranger level | | **Saving Throw Proficiencies** | Strength and Dexterity | | **Skill Proficiencies** | *Choose 3:* **Animal Handling**, **Athletics**, **Insight**, **Investigation**, **Nature**, **Perception**, **Stealth**, or **Survival** | | **Weapon Proficiencies** | Simple and Martial weapons | | **Tool Proficiencies** | **Herbalism Kit** or *Choose one type of Artisan’s Tools* | | **Armor Training** | Light and Medium armor and Shields | | **Starting Equipment** | *Choose A or B:* (A) **Studded Leather Armor**, **Scimitar**, **Shortsword**, **Longbow**, 20 **Arrows**, **Quiver**, **Druidic Focus** (**sprig of mistletoe**), **Explorer’s Pack**, and 7 GP; or (B) 150 GP |
### Ranger Features | Level | Proficiency
Bonus | Class Features | Primal
Sense | Prepared
Spells | Level
1 | Level
2 | Level
3 | Level
4 | Level
5 | |:-:|:-:|-|:-:|:-:|:-:|:-:|:-:|:-:|:-:| | 1 | +2 | Natural Prowess,
Weapon Mastery, Spellcasting | — | 2 | 2 | — | — | — | — | | 2 | +2 | Fighting Style, Primal Sense | 2 | 3 | 2 | — | — | — | — | | 3 | +2 | Nomadic Profession | 2 | 4 | 3 | — | — | — | — | | 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — | | 5 | +3 | Extra Attack | 2 | 6 | 4 | 2 | — | — | — | | 6 | +3 | Wild Reflexes | 3 | 7 | 4 | 2 | — | — | — | | 7 | +3 | Nomadic Profession Feature | 3 | 8 | 4 | 3 | — | — | — | | 8 | +3 | Ability Score Improvement | 3 | 9 | 4 | 3 | — | — | — | | 9 | +4 | Environmental Endurance | 3 | 10 | 4 | 3 | 2 | — | — | | 10 | +4 | Primal Ascension | 3 | 10 | 4 | 3 | 2 | — | — | | 11 | +4 | Nomadic Profession Feature | 3 | 11 | 4 | 3 | 3 | — | — | | 12 | +4 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | — | — | | 13 | +5 | Survival Instincts | 3 | 12 | 4 | 3 | 3 | 1 | — | | 14 | +5 | Terrestrial Mantle | 4 | 12 | 4 | 3 | 3 | 1 | — | | 15 | +5 | Nomadic Profession Feature | 4 | 13 | 4 | 3 | 3 | 2 | — | | 16 | +5 | Ability Score Improvement | 4 | 13 | 4 | 3 | 3 | 2 | — | | 17 | +6 | True Grit | 4 | 14 | 4 | 3 | 3 | 3 | 1 | | 18 | +6 | Primal Apex | 4 | 14 | 4 | 3 | 3 | 3 | 1 | | 19 | +6 | Epic Boon | 4 | 15 | 4 | 3 | 3 | 3 | 2 | | 20 | +6 | Two Extra Attacks | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
\pagebreak ### Natural Prowess ___ *Level 1 Ranger Feature* ___ Throughout the ages, Rangers have traversed the realms, gaining worldly experience only the wilds can teach.
You possess this natural prowess for exploration, learning unique languages and skills during your travels. You gain the following benefits. ___ ***Strider.*** You gain a Climb Speed and a Swim Speed equal to your Speed. ___ ***Linguist.*** You learn one language of your choice. You learn one additional language of your choice again at Ranger levels 5, 9, 13, and 17. ___ ***Expert.*** You gain Expertise in one skill proficiency of your choice. You gain Expertise in one additional skill proficiency of your choice again at Ranger levels 5, 9, 13, and 17. ___ ### Weapon Mastery *Level 1 Ranger Feature* ___ Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. ___ Whenever you finish a Long Rest, you can practice weapon drills to change one of those weapon choices. For example, you could switch to using the mastery property of Scimitars or Shortbows. ___ When you reach Ranger level 10, you gain the ability to use the mastery property of one more weapon of your choice, provided have proficiency with that weapon. \columnbreak ### Spellcasting *Level 1 Ranger Feature* ___ You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting.
The information below details how you use those rules with Ranger spells, which appear on the Ranger spell list later in the class’s description. ___ ***Cantrips.*** You know two cantrips of your choice from the Ranger spell list. ___ Whenever you gain a Ranger level, you can replace one of your cantrips with another cantrip of your choice from the Ranger spell list. ___ When you reach Ranger level 10, you learn one additional cantrip of your choice from the Ranger spell list. ___ ***Spell Slots.*** The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. ___ ***Prepared Spells of Level 1+.*** You prepare the list of level 1+ spells that are available for you to cast with this feature.
To start, choose two level 1 spells from the Ranger spell list. ___ The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional spells from the Ranger spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination. ___ If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. ___ ***Changing Your Prepared Spells.*** Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Ranger spells for which you have spell slots. ___ ***Spellcasting Ability.*** Wisdom is your spellcasting ability for your Ranger spells. ___ ***Spellcasting Focus.*** You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells. \pagebreak ### Fighting Style *Level 2 Ranger Feature* ___ You have honed your martial prowess and gain a Fighting Style feat of your choice. ___ Whenever you gain a Ranger level, you can replace the feat you chose with a different Fighting Style feat. ___ ### Primal Sense *Level 2 Ranger Feature* ___ You can call upon your bond with nature to enhance your awareness and intuition. These heightened senses allow you to perceive subtle changes in your surroundings and discern the strengths and weaknesses of your enemies. ___ You can activate your Primal Sense as a Bonus Action, and it lasts for 1 hour, or until you have the **Incapacitated** condition. While your Primal Sense is active, you gain the following benefits. ___ ***Wisdom Advantage.*** You have Advantage on your Wisdom ability checks. ___ ***Tremorsense.*** You have **Tremorsense** with a range of 30 feet. This range increases by 5 feet each time you gain a Ranger level. ___ ***Detect Strengths & Weaknesses.*** As a Bonus Action, choose a creature you can see (or sense via Tremorsense) within 30 feet of yourself. You learn whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you learn what they are. This range also increases by 5 feet each time you gain a Ranger level. ___ You can activate your Primal Sense twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. ___ You gain additional uses when you reach certain Ranger levels, as shown in the Primal Sense column of the Ranger Features table. ___ ### Nomadic Profession *Level 3 Ranger Feature* ___ You embrace a Nomadic Profession (Ranger subclass) of your choice. This specialization grants you features at Ranger levels 3, 7, 11, and 15. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower. ___ The **Beast Master**, **Bounty Hunter**, **Fey Wanderer**, and **Gloom Stalker** subclasses are detailed after this class's description. ___ \columnbreak ### Ability Score Improvement *Level 4 Ranger Feature* ___ You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16. ___ ### Extra Attack *Level 5 Ranger Feature* ___ You can attack twice instead of once whenever you take the Attack action on your turn. ___ ### Wild Reflexes *Level 6 Ranger Feature* ___ With the precision of a predator, your quick reflexes allow you to react swiftly to danger. ___ You have Advantage on your Initiative rolls, and you can take the Dash or Hide Action as Bonus Action. ___ ### Environmental Endurance *Level 9 Ranger Feature* ___ As your connection with the natural world deepens, you learn to how to endure its extreme conditions. ___ Whenever you finish a Short or Long Rest, your **Exhaustion** level decreases by 1 level more than normal, and you gain resistance to one damage type of your choice: Cold, Fire, or Poison. This resistance lasts until you finish a Short or Long Rest. ___ ### Primal Ascension *Level 10 Ranger Feature* ___ Your bond with nature nourishes your ability to navigate the realms. ___ You no longer need to have your Primal Sense active to use your ***Detect Strengths & Weaknesses*** feature. ___ You also gain the following additional benefits while your Primal Sense is active. ___ ***Unhindered Movement.*** You don't spend extra movement when moving through Difficult Terrain. ___ ***Blindsight.*** You have **Blindsight** with a range of 70 feet. This range increases by 5 feet each time you gain a Ranger level. ___ \pagebreak ### Survival Instincts *Level 13 Ranger Feature* ___ Trekking across inhospitable terrain has forged your body and mind into bastions of resolve. ___ You gain proficiency in Constitution and Wisdom saving throws. ___ ### Terrestrial Mantle *Level 14 Ranger Feature* ___ Your ability to blend seamlessly into your surroundings becomes unparalleled. ___ You are able to take the Hide action while you are Lightly Obscured or behind Half-Cover. ___ Additionally, whenever you would normally gain the benefits of Half Cover, you instead gain the benefits of Three-Quarters Cover, and whenever you would normally gain the benefits of Three-Quarters cover, you gain the benefits of Total Cover. ___ ### True Grit *Level 17 Ranger Feature* ___ Your unwavering resolve allows you to withstand even the harshest effects, embodying relentless perseverance. ___ When you're subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. ___ You don’t benefit from this feature if you have the **Incapacitated** condition. ___ \columnbreak ### Primal Apex *Level 18 Ranger Feature* ___ You bond with nature evolves your mobility and awareness beyond mortal comprehension. ___ You no longer need to have your Primal Sense active to use your ***Unhindered Movement*** feature. ___ You also gain the following additional benefits while your Primal Sense is active. ___ ***Condition Immunities.*** You have Immunity to the following conditions: **Grappled**, **Paralyzed**, and **Restrained**. ___ ***Truesight.*** You have **Truesight** with a range of 110 feet. This range increases by 5 feet each time you gain a Ranger level. ___ ### Epic Boon *Level 19 Ranger Feature* ___ You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. The Boon of Recovery is recommended. ___ ### Two Extra Attacks *Level 20 Ranger Feature* ___ You can attack three times instead of once whenever you take the Attack action on your turn. ___ \pagebreak ### Ranger Spell List ___ This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. ___ In the Special column, *C* means the Spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material Component. ___ Finally, spells denoted with (X) have been brought in from **Xanathar's Guide to Everything**, spells denoted with (ℵ) are new additions to the Ranger class, and spells denoted with (Δ) are different than they appear in the both the **2024 Player's Handbook** and **Xanathar's Guide to Everything**. All spell changes are listed after this section. ##### Level 0 Ranger Spells (Cantrips) | Spell | School | Special | |:-|:-|:-:| | **Guidance** | Divination | C | | **True Strike** | Divination | — | | **Light** | Evocation | — | | **Elementalism** | Transmutation | — | | **Mending** | Transmutation | — | | **Shillelagh** | Transmutation | — | | **Thorn Whip** | Transmutation | — | ##### Level 1 Ranger Spells | Spell | School | Special | |:-|:-|:-:| | **Absorb Elements** (X, Δ) | Abjuration | — | | **Alarm** | Abjuration | R | | **Animal Friendship** | Enchantment | — | | **Create or Destroy Water** (ℵ) | Transmutation | — | | **Cure Wounds** | Abjuration | — | | **Detect Magic** | Divination | C, R | | **Detect Poison and Disease** | Divination | C, R | | **Ensnaring Strike** (Δ) | Conjuration | C | | **Entangle** | Conjuration | C | | **Find Familiar** (ℵ) | Conjuration | M, R | | **Fog Cloud** | Conjuration | C | | **Goodberry** | Conjuration | — | | **Grease** (ℵ) | Conjuration | — | | **Hail of Thorns** (Δ) | Conjuration | — | | **Jump** | Transmutation | — | | **Longstrider** | Transmutation | — | | **Purify Food and Drink** (ℵ) | Transmutation | R | | **Snare** (X, Δ) | Abjuration | M | | **Speak with Animals** | Divination | R | | **Zephyr Step** (X, Δ) | Transmutation | C | ##### Level 2 Ranger Spells | Spell | School | Special | |:-|:-|:-:| | **Aid** | Abjuration | — | | **Animal Messenger** | Enchantment | R | | **Barkskin** | Transmutation | — | | **Beast Sense** | Divination | C, R | | **Cordon of Arrows** | Transmutation | — | | **Darkvision** | Transmutation | — | | **Enhance Ability** | Transmutation | C | | **Find Traps** | Divination | — | | **Gust of Wind** | Evocation | C | | **Invisibility** (ℵ) | Illusion | C | | **Lesser Restoration** | Abjuration | — | | **Locate Animals or Plants** | Divination | R | | **Locate Object** | Divination | C | | **Magic Weapon** | Transmutation | — | | **Pass without Trace** | Abjuration | C | | **Protection from Poison** | Abjuration | — | | **Rope Trick** (ℵ) | Transmutation | — | | **See Invisibility** (ℵ) | Divination | — | | **Silence** | Illusion | C, R | | **Spike Growth** | Transmutation | C | | **Summon Beast** | Conjuration | C, M | ___ \pagebreak ##### Level 3 Ranger Spells | Spell | School | Special | |:-|:-|:-:| | **Conjure Animals** | Conjuration | C | | **Conjure Barrage** | Conjuration | — | | **Daylight** | Evocation | — | | **Dispel Magic** | Abjuration | — | | **Elemental Weapon** | Transmutation | C | **Haste** (ℵ) | Transmutation | C | | **Lightning Arrow** | Transmutation | — | | **Meld into Stone** | Transmutation | R | | **Nondetection** | Abjuration | M | | **Plant Growth** | Transmutation | — | | **Protection from Energy** | Abjuration | C | | **Revivify** | Necromancy | M | | **Speak with Plants** | Transmutation | — | | **Summon Fey** | Conjuration | C, M | | **Tongues** (ℵ) | Divination | — | | **Water Breathing** | Transmutation | R | | **Water Walk** | Transmutation | R | | **Wind Wall** | Evocation | C | ___ ##### Level 4 Ranger Spells | Spell | School | Special | |:-|:-|:-:| | **Conjure Minor Elementals** (ℵ) | Conjuration | C | | **Conjure Woodland Beings** | Conjuration | C | | **Dominate Beast** | Enchantment | C | | **Fabricate** (ℵ) | Transmutation | — | | **Freedom of Movement** | Abjuration | — | | **Grasping Vine** | Conjuration | C | | **Greater Invisibility** (ℵ) | Illusion | C | | **Guardian of Nature** (X) | Transmutation | C | | **Hallucinatory Terrain** (ℵ) | Illsuion | — | | **Locate Creature** | Divination | C | | **Mordenkainen's Faithful Hound** (ℵ) | Conjuration | — | | **Stoneskin** | Transmutation | C, M | | **Summon Elemental** | Conjuration | C, M | ___ \columnbreak ##### Level 5 Ranger Spells | Spell | School | Special | |:-|:-|:-:| | **Commune with Nature** | Divination | R | | **Conjure Elemental** (ℵ) | Conjuration | C | | **Conjure Volley** | Conjuration | — | | **Greater Restoration** | Abjuration | M | | **Hold Monster** (ℵ) | Enchantment | C | | **Legend Lore** (ℵ) | Divination | M | | **Passwall** (ℵ) | Transmutation | — | | **Steel Wind Strike** | Conjuration | M | | **Swift Quiver** | Transmutation | C, M | | **Tree Stride** | Conjuration | C | | **Wall of Stone** (ℵ) | Evocation | C | | **Wrath of Nature** (X) | Evocation | C | \pagebreak ### Spell Changes
These changes include some "quality of life" improvements, similar to how the **2024 PHB** improves many other spells.
I believe they successfully balance the Ranger class (after taking away the **Hunter's Mark** spell). | Spell | Source | Summary of Change | Reason for Change | |:-|:-|:-|:-| | Absorb Elements | XGtE | Adds Poison
Triggers with any Weapon | More use at Range | | Ensnaring Strike | 2024PHB | Auto Damage
Save at end of turn | Better Consistency | | Hail of Thorns | 2024PHB | Triggers with any Weapon
Increased Radius | More use in Melee | | Zephyr Step | XGtE | Name, More Speed
Cast Higher Level | useful with Higher Casting | | Snare | XGtE | Many | Better Functionality |
### *Absorb Elements* *Level 1 Abjuration (Druid, Ranger, Sorcerer, Wizard)* ___ - **Casting Time:** Reaction, which you take when you take acid, cold, fire, poison, lightning, or thunder damage - **Range:** Self - **Components:** S - **Duration:** 1 round ___ The spell captures some of the incoming energy, lessening its effect on you and storing it for your next weapon attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a weapon attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. ___ ***Using a Higher-Level Spell Slot.*** The damage increases by 1d6 for each spell slot level above 1. ___ ### *Ensnaring Strike* *Level 1 Conjuration (Ranger)* ___ - **Casting Time:** Bonus Action, which you take immediately after hitting a creature with a weapon - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ As you hit the target, a mass of writhing vines envelops the creature. The target takes 1d6 Piercing damage and makes a Strength saving throw. On a failed save, the target has the **Restrained** condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. ___ While **Restrained**, the target takes 1d6 Piercing damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. ___ ***Using a Higher-Level Spell Slot.*** The damage increases by 1d6 for each spell slot level above 1. \columnbreak ### *Hail of Thorns* *Level 1 Conjuration (Ranger)* ___ - **Casting Time:** Bonus Action, which you take immediately after hitting a creature with a weapon - **Range:** Self - **Components:** V - **Duration:** Instantaneous ___ As you hit the target, a torrent of jagged thorns erupts from the creature. The target of the attack and each creature of your choice within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful save. ___ ***Using a Higher-Level Spell Slot.*** The damage increases by 1d10, and the eruption radius expands by 5 feet, for each spell slot level above 1. ___ ### *Zephyr Step* *Level 1 Transmutation (Ranger)* ___ - **Casting Time:** Bonus Action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ You move like the wind. Until the spell ends, your Speed increases by 10 feet, and your movement doesn't provoke opportunity attacks. ___ ***Zephyr Strike.*** Before the spell ends, you can give yourself Advantage on one weapon attack roll. On a hit, that attack deals an additional 1d8 damage, and all of the damage for that attack becomes Force damage. ___ ***Using a Higher-Level Spell Slot.*** Before the spell ends, you can use ***Zephyr Strike*** again; one additional use for each spell slot level above 1. \pagebreak ### *Snare* *Level 1 Abjuration (Druid, Ranger, Wizard)* ___ - **Casting Time:** 1 minute or Ritual - **Range:** Touch - **Components:** S, M (A continuous piece of nonmagical rope, which the spell consumes) - **Duration:** 8 hours ___ While casting this spell, you can magically stick the rope to any nonmagical object or surface, creating a design of your choice. When you finish casting this spell, the rope disappears, and the surrounding area becomes an invisible magic trap. ___ When a creature you can see comes within 5 feet of the trap, you can use your **Reaction** to trigger it, and the target must make a Dexterity saving throw. On a successful save, the spell ends, leaving the target unaffected. ___ On a failed save, the target gains the **Prone** and **Restrained** conditions. The target, or another creature within 5 feet of the target, can use their **Action** to make a Strength (Athletics) or an Intelligence (Arcana) check against your spell save DC. On a successful save, the target is freed and the spell ends. ___ For 1 minute after the trap is triggered, creatures have Disadvantage on this check. After 10 minutes, creatures have Advantage on this check. ___