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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—perhaps by the same kind of monster that became your Favored enemy? Or perhaps you learned your Skills as 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, a recluse who learned combat⁠ Skills, Tracking, and even a magical connection to Nature through the necessity of surviving in the wilds.   What’s the source of your particular hatred⁠ of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these Monsters cause and commit yourself to reining in their depredations? Is your Adventuring career a continuation of your work in protecting the borderlands, or a significant change? 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?
hit dice: 1d10
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 + Constitution Modifier per level
armor proficiencies: Light armor, Medium armor, Shields
weapon proficiencies: Simple weapons, Martial weapons
tools: Choose one from Artisan tool, Herbalism kit, Navigator's tool, Trapper's kit, or Vehicles
saving throws: Strength or Dexterity and Wisdom or Intelligence depend on planned builds
skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting 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
Spellcasting:
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 youfinish a long rest.   For example, if you know the 1st-level spell animalfriendship and have a 1st level and a 2nd-level spell slotavailable, 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 theranger 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 learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, youcan 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 rangerspells, 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 fora ranger spell you cast and when making an attack roll with one.  
Spell save DC = 8 + your proficiency bonus + yourWisdom modifier.
Spell attack modifier = your proficiency bonus + yourWisdom modifier.
  Spellcasting Focus You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a livingtree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
class features:
Natural Explorer

Natural Explorer

1st-Level Ranger Feature
Starting at 1st level, you are a master of navigating and surviving in the natural environment. While traveling for an hour or more, you gain the following benefits:
  • Difficult terrain does not slow your group’s travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
In addition, you learn to read, write, and speak two languages of your choice.   At 10th level, you are adept in moving through various types of terrains and using them to your advantage. You can use the Dash action as a bonus action on your turn. In addition, your climbing and swimming speed are equal to your walking speed.
Scout

Scout

1st-Level Ranger Feature
Starting at 1st level, if you are proficient in the Survival skill, your proficiency bonus is doubled for any ability check you make that uses the Survival skill.   In addition, you can choose a tool or one skill from the following that you are already proficient in: Animal Handling, Investigation, Nature, or Perception. Your proficiency bonus is doubled for any ability check you make that uses the selected tool or skill.
Hunter's Eye

Hunter's Eye

2nd-Level Ranger Feature
At 2nd level, your vision has sharpened from traveling in variable amounts of light. You gain one of the following features of your choice:
  • You gain darkvision up to 60 feet. If you already have darkvision, the distance increases by 30 feet.
  • You don't suffer penalties from Sunlight Sensitivity.
Nature's Blessing

Nature's Blessing

2nd-Level Ranger Feature
At 2nd level, you can choose to either retain the Spellcasting feature or forgo spells and choose the Non-spellcasting feature which includes compensatory abilities.   These features are: Animal Empathy, Nature's Stamina, Evasion, Ambush Master
Perceptive eye

Perceptive Eye

3rd-Level Ranger Feature
At 3rd level, your keen eyes allow you to ignore effects that compromise vision. You don't suffer penalties on your Wisdom (Perception) checks when you are moving at a fast pace. Additionally, you can track creatures while traveling at a fast pace.
Alacrity

Alacrity

6th-Level Ranger Feature
Starting at 6th level, you possess innate instincts that enable you to react with swift and decisive action. You add your proficiency bonus to your Initiative checks. In addition, you have advantage on attack rolls against creatures that have not yet acted.
Extra Attack

Extra Attack

5-Level Monk Feature
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack Action on Your Turn.
Land's Stride

Land's Stride

8th-Level Ranger Feature
Starting at 8th 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
Hide in Plain Sight

Hide in Plain Sight

10th-Level Ranger Feature
Starting at 10th level, using your Wisdom (Survival) skill to hide, you can spend 1 minute using mud, dirt, plants, soot, animal excrement, and other naturally occurring materials to camouflage yourself.   Once you are camouflaged this way, you can try to hide yourself by pressing against a solid surface. You gain a + 10 bonus to your Wisdom (Survival) checks to avoid being detected 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.
Cover of Darkness

Cover of Darkness

14th-Level Ranger Feature
Beginning at 14th level, you have learned how to evade your pursuers. You can use the Hide action as a bonus action on your turn and you cannot be tracked by nonmagical means, unless you choose to leave a trail.   In addition, your movement speed increases 10 feet. The increase also applies to your climbing and swimming speed.
Feral Senses

Feral Senses

18th-Level Ranger Feature
At 18th 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.   Also, if you are able to hear or see, you are also aware of the location of any invisible or hidden creatures within 30 feet of you.
Apex Predator

Apex Predator

20th-Level Ranger Feature
At 20th level, rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack, Dash, or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.   In addition, you have become an unparalleled hunter. Once on each of your turns you can add your Wisdom modifier (minimum 1) to the attack roll or the damage roll. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
  Non-Caster Nature's Blessing: Animal Empathy

Animal Empathy

2nd-Level Ranger Feature
At 2nd level, using your action, you make a successful Wisdom (Animal Handling) check to communicate with animals and convince them that your intentions are harmless. You learn its emotional state, whether it is affected by magic of any sort, its short term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. The beast must be within 30 feet of you and within line of sight. If the beast's Intelligence is 4 or greater, you are ignored. You have advantage on your check when attempting to communicate with domesticated beasts. You can affect a group of similar beasts. The number of beasts influenced is equal to half of your ranger level, rounded down. You cannot use this ability against a creature that you have attacked within the past 10 minutes. The effect lasts for 24 hours or ends earlier if you or your allies attempt to cause it any harm.
Evasion

Evasion

9th-Level Ranger Feature
Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make Dexterity saving throw for only half damage, you instead take no damage if you succeed on the saving throw. You take only half damage if you fail.
Nature's Stamina

Nature's Stamina

13th-Level Ranger Feature
Your encounters with aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, and undead have strengthened your physical and mental fortitude. At 13th level, you gain proficiency in either Constitution or Wisdom saving throws, your choice
Ambush Master

Ambush Master

17th-Level Ranger Feature
Starting at 17th level, you excel at leading ambushes. You can use a bonus action on your turn in the first round of the combat to grant each ally within 30 feet of you a bonus to their initiative roll that lasts until the end of their next turn. The bonus is equal to your Wisdom modifier, minimum 1. Each ally also receives a + 10 increase to their speed that lasts until the beginning of the their next turn
LevelProficiency BonusFeaturesSpells Known1st2nd3rd4th5th
1st+2Natural Explorer, Scout NC (Animal Empathy)
2nd+2Fighting Style, Hunter's Eye, Nature's Blessing22
3rd+2Perceptive Eye33
4th+233
5th+3Alacrity, Extra Attack442
6th+3442
7th+3Land's Stride543
8th+3NC (Evasion)543
9th+46432
10th+4Hide in Plain Sight6432
11th+47433
12th+47433
13th+5NC (Nature's Samina)84331
14th+5Cover of Darkness84331
15th+594332
16th+5NC (Ambush Master)94332
17th+61043331
18th+6Feral Senses1043331
19th+61143332
20th+6Apex Preditor1143332

Created by

Raven Gladstone.

Statblock Type

Class (KS)

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