With a heightened knowledge of nature around them, and keen primeval senses, the ranger excels in tracking targets. Those who would walk the path of the ranger can become peerless archers, forge bonds with beasts, and even command nature itself.
Hit Dice | 1d10 per level |
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HP at Level 1 | 10 + CON modifier |
HP at higher levels | 1d10 (or 5) + CON modifier per level |
Armour | Light armour, medium armour, shields |
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Weapons | Simple weapons, martial weapons |
Tools | None |
Saving Throws | STR, DEX |
Skills | Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival |
Spell slots per spell level | |||||||||
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Level | Proficiency Bonus | Abilities | Skills Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
1 | +2 | Favoured Enemy (1), Deft Explorer (Canny), Hunt Prey | 1 | - | - | - | - | - | - |
2 | +2 | Fighting Style, Spellcasting | 2 | 3 | 2 | - | - | - | - |
3 | +2 | Primal Awareness, Martial Maneuver | 3 | 4 | 3 | - | - | - | - |
4 | +2 | Ability Score Improvement, Disrupt Prey* | 4 | 5 | 3 | - | - | - | - |
5 | +3 | Extra Attack | 4 | 6 | 4 | 2 | - | - | - |
6 | +3 | Favoured Enemy (2), Deft Explorer (Roving) | 5 | 6 | 4 | 2 | - | - | - |
7 | +3 | Martial Maneuver | 6 | 7 | 4 | 3 | - | - | - |
8 | +3 | Ability Score Improvement | 7 | 7 | 4 | 3 | - | - | - |
9 | +4 | Fleet of Foot | 7 | 8 | 4 | 3 | 2 | - | - |
10 | +4 | Deft Explorer (Tireless), Martial Maneuver | 8 | 8 | 4 | 3 | 2 | - | - |
11 | +4 | Multiattack | 9 | 9 | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Improvement | 10 | 9 | 4 | 3 | 3 | - | - |
13 | +5 | - | 10 | 10 | 4 | 3 | 3 | 1 | - |
14 | +5 | Favoured Enemy (3), Veil of Nature | 11 | 10 | 4 | 3 | 3 | 1 | - |
15 | +5 | Martial Maneuver | 12 | 11 | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Improvement | 13 | 11 | 4 | 3 | 3 | 2 | - |
17 | +6 | - | 13 | 12 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Keen Eyes | 14 | 12 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement | 15 | 13 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Foe Slayer | 16 | 13 | 4 | 3 | 3 | 3 | 2 |
You start with the following equipment, in addition to the equipment granted by your background:
Or, you could choose to start with 5d4 × 10 gp and purchase your equipment.
Beginning at 1st level, you have significant experience studying, tracking, and hunting a certain type of enemy.
Choose a type of creature as a favoured enemy:
Or, choose two humanoid creatures as favoured enemies (such as Goblins or Seeq).
You have advantage on WIS (Survival) checks to track your favoured enemies, as well as on INT checks to recall information about them. Also, you learn one language of your choice typically spoken by your favoured enemy or creatures associated with it. However, if there is no language associated with them, or if you already know those languages, then you are free to pick any language you wish to learn.
You choose one additional favoured enemy, Level 6 and also at Level 14, along with an associated language. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
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 when you reach 6th level and 10th level in this class.
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
Your walking speed increases by 2m, and you gain a climbing speed and a swimming speed equal to your walking speed.
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
You are able to hunt your targets with supreme focus and intent. You learn the Hunter's Mark spell and it does not count towards the number of Ranger spells known for you. Furthermore, you gain the following benefits:
At Level 2, 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. 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.
You gain a +2 bonus to attack rolls made with ranged weapons.
While you are wearing armour, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons (a shield does not count as a weapon), you gain a +2 bonus to damage rolls with that weapon.
You learn two cantrips of your choice from the Geomancer 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 Geomancer spell list.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. You can use two-weapon fighting even when your main-hand weapon is non-Light, provided that your off-hand weapon is a Dagger.
The table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Ranger 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.
At Level 2, you learn three Level 1 Ranger spells. You gain new Ranger spells at certain levels, as shown by the Ranger Table. Further, every time you gain a level, you may swap one of your Ranger spells with another one. These spells must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your Ranger spells, since the power of your magick relies on your bond with the nature around you. You use your WIS whenever a spell refers to your spellcasting ability. In addition, you use your WIS 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 WIS modifier
Spell attack modifier = your proficiency bonus + your WIS modifier
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 |
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3rd | Speak with Animals |
5th | Beast Sense |
9th | Speak with Plants |
13th | Libra |
17th | Commune with Nature |
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
At Levels 3, 7, 10, and 15, you can learn some techniques that you can employ in combat which show your martial prowess. See the Martial Maneuvers page.
At Levels 4, 8, 12, 16, and 19, 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 skill.
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.
From 4th Level onwards, you are able to take advantage of the drop in guard when your hunted prey moves while in your reach. You can choose to forgo spending a skill point to learn the Disrupt Prey reaction below:
Reaction Trigger: Your hunted prey within your reach makes a ranged attack, leaves a square during its movement, or casts a spell with somatic (S) or material (M) components.
Effect: Make a melee weapon attack against the creature.
*Attack of Opportunity variant: You can only learn this feature if you are using this variant.
At 5th Level, when you take the Attack action on your turn, you can attack twice instead of once.
Starting at 9th level, moving through nonmagickal Difficult Terrain costs you no extra movement. You can also pass through nonmagickal 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 magickally created or manipulated to impede movement, such as those created by the Entangle spell.
At 11th Level, your mastery over the weapon you specialise in has allowed you to be adept in dealing with multiple foes around you. You learn the following special actions:
You unleash a quick burst of arrows to several targets in an area. You can use your action to make a ranged attack against any number of creatures within 4m of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
You swiftly strike any number of creatures surrounding you in a blur of steel. You can use your action to make a melee attack against any number of creatures within range of you, with a separate attack roll for each target. You can move up to 4m as part of this action, and opportunity attacks made against you during this movement are made with Disadvantage.
(For example, you can attack one creature at your original destination, and then move 4m, incurring an attack of opportunity against the original creature, and then attack two creatures at the second destination.)
At 14th Level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to DEX (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Also, you can use the Hide action as a bonus action on your turn, and you can't be tracked by nonmagickal means, unless you choose to leave a trail.
At 18th Level, you have trained your eyes and ability to manipulate Mist to them in such a way that for a brief duration, your sight becomes superhuman. As an action, you may activate this ability and magickally gain the following benefits for 1 minute:
You can use this ability once every long rest.
At Level 20, you become an unparalleled hunter of your enemies. You can now add your WIS modifier to the attack roll and the damage roll of any attack that you make.