Ranger
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. A ranger attacks and defends from range, utilizing their specialized skills to track down threats and prevent them from causing more harm- or perhaps, perpetuate it.
Ranger
Level | Proficiency Bonus | Features | Hunter's Mark |
---|---|---|---|
1st | +2 | Hunter's Mark, Favored Enemy | 1d6 |
2nd | +2 | Fighting Style, Favored Terrain | 1d6 |
3rd | +2 | Ranger Conclave | 1d6 |
4th | +2 | Feat | 1d6 |
5th | +3 | Extra Attack | 1d8 |
6th | +3 | Ranger Conclave feature | 1d8 |
7th | +3 | Land's Stride, Favored Enemy, Favored Terrain | 1d8 |
8th | +3 | Feat | 1d8 |
9th | +4 | Antivenom, Venomous Strikes | 1d8 |
10th | +4 | In Plain Sight | 1d8 |
11th | +4 | Land's Stride Improvement | 1d10 |
12th | +4 | Feat | 1d10 |
13th | +4 | Primeval Awareness, Favored Terrain | 1d10 |
14th | +5 | Ranger Conclave feature | 1d10 |
15th | +5 | Favored Enemy | 1d10 |
16th | +5 | Feat | 1d10 |
17th | +5 | Feral Senses | 1d12 |
18th | +6 | Ranger Conclave Feature | 1d12 |
19th | +6 | Feat | 1d12 |
20th | +6 | Foe Slayer | 1d12 |
You must have a Dexterity score and a Wisdom score of 15 or higher in order to multiclass in or out of this class.
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, buckler shields, kite 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 (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to your targets. 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 have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you complete a short or long rest, you can replace your Favored Enemy with another option on this list. To do so, you must spend at least 30 minutes of the rest studying the lore of those creatures.
You choose one additional favored enemy at 7th and 15th level.
Hunter's Mark
Also at 1st level, you have an uncanny ability to focus your firepower into single targets to deal massive damage. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target with a magical symbol for 1 minute.
When you hit the marked target and deal damage to it, including when you mark it, you increase that damage by 1d4. If the target is of a creature type associated with your Favored Enemy, you increase the damage by 2d4, instead of 1d4.
Additionally, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a marked creature (+5 if the target is your Favored Enemy).
You can use this feature to mark a favored enemy a number of times equal to your Wisdom modifier + your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
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.
- Brutal Bow. You ignore the Disengage action while wielding a ranged weapon.
- Close Quarters Shooter. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
- 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. 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.
- Readied Ranger. When a creature comes within 10ft of you, you can make a ranged weapon attack as your reaction.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Favored Terrain
Also at 2nd level, you are particularly familiar with natural environments and are adept at traveling and surviving in such regions. Choose one of the following types of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, the Underdark, or urban. While in this environment, you gain the following benefits:
- When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
- You gain a climbing speed and a swimming speed equal to your walking speed, as you understand how best to traverse the terrain.
- You can’t become lost except by magical means.
- You can't be tracked by nonmagical means, unless you choose to leave a trail.
- You and your group travel 2 miles for every 1 mile you travel through your favored terrain.
When you level up in this class, you can replace your Favored Terrain with another option on this list.
You choose additional favored terrain types at 7th and 13th level.
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave- groups of more specialized trackers and hunters. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
Feat
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's Stride
Starting at 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
At 11th level, you can also move through magical difficult terrain at no extra movement cost.
Antivenom
By 9th level, you know how to create a powerful, wide-ranging antivenom that cures most poisons. You are resistant to Poison damage, and you have advantage on saving throws against being Poisoned.
Additionally, as an action, you can apply your antivenom to a creature you can touch (including possibly yourself), curing one effect causing it to be Poisoned.
Venomous Strikes
Also at 9th level, your knowledge of the venoms and poisons found in nature allows you to infuse your weapon strikes with debilitating poisons. When you hit an attack roll against a creature marked by your Hunter's Mark, you can force it to make a Constitution saving throw, where the DC equals 8 + your Wisdom modifier + your Proficiency Bonus. On a failed save, the target takes additional Poison damage equal to one roll of your Hunter's Mark die, and becomes Poisoned for the next minute.
Creatures can repeat this save on this save at the end of their turns, ending the effect on a success. Undead and Constructs are immune to this effect.
In Plain Sight
By 10th level, you gain the ability to 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.
Primeval Awareness
At 13th level, you can call upon your connection with nature to focus your awareness on your immediate surroundings. As an action, you open your senses to a 60 feet radius sphere around you (or within 120 feet if you are in your Favored Terrain) for the next minute. Within this range you know the location of all creatures that aren’t hidden from Divination magic.
Additionally, you treat creatures of a type associated with your Favored Enemy that you perceive through this ability as if they were marked by your Hunter's Mark.
You can use this feature a number of times per day equal to your Proficiency Bonus, regaining all expended uses after a long rest.
Superior Venom
By 14th level, you have perfected your venoms, making you an even deadlier opponent. When you use your Venomous Strikes, you ignore any resistance to Poison damage the target has. If it is immune, you treat it as resistant instead.
Feral Senses
At 17th level, you gain preternatural senses that help 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.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. When you roll your Hunter’s Mark dice, you roll twice the number of Hunter's Mark dice.
Conclave: Arcane Archer
Arcane Archer Spellcasting Spell Slots
Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Spellcasting
At 3rd level, you draw power from your connection of nature, discovering the secrets of druidic magic.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Arcane Archer Spellcasting table shows how many spell slots you have to cast your druid 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 Entangle and have a 1st-level and a 2nd-level spell slot available, you can cast Entangle using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level druid spells of your choice from the druid spell list.
The Spells Known column of the Arcane Archer Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells. 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 druid spell you cast and when making an attack roll with one.
Spell Save DC
= 8 + your proficiency bonus +Spell attack modifier
Power Shot
Also at 3rd level, you intertwine your magic and weapons. Once per turn when you hit a ranged weapon attack, you can expend one spell slot and deal additional Force damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Magic Shot
At 6th level, you gain the ability to infuse your ranged attacks with magic. Whenever you make a ranged weapon attack, you can make the ammunition magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the ammunition immediately after it hits or misses its target.
Additionally, you can ignore the loading property if your ranged weapons have it.
If one of your ranged weapons lacks ammunition, a mystical piece of ammunition is created when you make a ranged attack with it. Ammunition created in this way vanishes the instant after it hits or misses a target.
Bursting Arrows
At 14th level, your arcane-infused arrows split into many upon impact. When you hit a creature with a ranged weapon attack and use your Power Shot, creatures within 10ft of the target must make a Dexterity saving throw against your spell save DC. On a failed save, they take the same damage the original target took.
Seeking Arrows
By 18th level, you are so reliable with your arcane arrows that it is difficult for you to miss. When you roll an attack roll with a ranged weapon against a creature marked by your Hunter's Mark, you ignore any half or three-quarters cover it has, as well as any effect that obscures it from you, such as the Fog Cloud spell.
Conclave: Beast Master
Ranger Companion
At 3rd level when you choose this conclave, you gain the service of a beast companion. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Ranger Companion stat block, which uses your proficiency bonus (PB) in several places. You determine your companion's appearance; your choice has no effect on its game statistics.
In combat, your companion shares your initiative count, but takes their turn immediately after yours. They can move and use their reactions on their own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your Eidolons can take any action of their choice, not just Dodge. If your companion is slain, it vanishes in a harmless puff of smoke, and you can perform a 1 hour ritual to revive it.
Ranger Companion
Medium Beast, Any Alignment
- Armor Class 15 (natural armor)
- Hit Points 2 + your Wisdom modifier + 5 times your ranger level (your companion has a number of Hit Dice [d8s] equal to your ranger level)
- Speed 30ft
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 6 (-2)
- Saving Throws Strength +2 plus PB, Constitution +2 plus PB
- Skills Athletics +2 plus PB, Perception +0 plus PB
- Damage Resistances —
- Condition Immunities Charmed, Poisoned
- Senses Darkvision 60 ft., passive 10 + (PB x 2)
- Languages understands the languages you speak
- Challenge —
Vigilant. The companion can't be surprised.
Pack Tactics. The companion has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't Incapacitated.
Actions
Bite. Melee Weapon Attack: your Intelligence modifier to hit, 5ft reach, one target. Hit: 1d8 + your Wisdom modifier Piercing damage.
Exceptional Training
Also at 3rd level, you and your companion have trained together to become nimbler. On any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
Additionally, you can Dash, Disengage, or Help as a bonus action on your turn.
Bestial Fury
Starting at 6th level, you have trained your companion to be a most nimble attacker. When you command your Ranger Companion to take the Attack action, it can make two attacks, instead of one.
Greater Bond
At 14th level, your bond to your companion reaches new heights. While your companion is summoned, you and your companion gain the following benefits:
- Empowered Attacks. Your attacks are considered magical for the purposes of overcoming resistances.
- Wilden Ward. You are resistant to all damage, and when you take damage, your Companion takes that same damage, and vice versa.
Apex Predators
By 18th level, you have bonded with your companion perfectly, and exemplify each other's best traits. You gain the following traits:
- When you use your In Plain Sight feature, you can also turn your companion invisible.
- When you deal the killing blow to a creature, you can command your companion to make one melee attack as its reaction, and vice versa.
- You have advantage on attack rolls against a creature if your companion is within 5 feet of the creature and isn't incapacitated.
Conclave: Hunter
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of zombies to towering giants and terrifying dragons.
Hunter's Sense
Beginning at 3rd level when you choose this conclave, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses after a long rest.
Trick Shots
Also at 3rd level, you can perform several special attacks with your ranged weapons to debilitate your prey, called trick shots. You can only perform one trick shot per attack. When you hit a creature with a ranged weapon attack, you can cause one of the following effects:
- Immobilizing Shot. The target's movement speed becomes 0 until the start of your next turn
- Forceful Shot. The target is launched 10ft directly away from you.
- Volley. You make an attack against one creature within 10ft of the original target.
Sniper's Talent
By 6th level, you have mastered hit-and-run maneuvers to maintain powerful positioning. When you make an attack roll against a creature within 5ft, that creature can't make opportunity attacks against you until the start of its next turn.
Counterattack
At 14th level, you gain the ability to counterattack when your prey tries to sabotage you. If a creature marked by your Hunter's Mark forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Hunter's Defense
By 18th level, you are a master of defense and control. You gain the following effects:
- Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail
- Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Credits
Collaborators and Creators on this Project
- Evan | Discord: @esteban_7581
- Sofia | Discord: @guitarrongamer