Ranger Class
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, 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
| Level | Proficiency Bonus | Features | Spell slots: 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|---|
| 1 | 2 | Favored Enemy, Natural Explorer | - | - | - | - | - |
| 2 | 2 | Fighting Style, Spellcasting, Hunters Mark | 2 | - | - | - | - |
| 3 | 2 | Ranger Conclave | 3 | - | - | - | - |
| 4 | 2 | Ability Score Improvement | 3 | - | - | - | - |
| 5 | 3 | Extra Attack | 4 | 2 | - | - | - |
| 6 | 3 | Favored Enemy Improvement | 4 | 2 | - | - | - |
| 7 | 3 | Ranger Conclave Feature | 4 | 3 | - | - | - |
| 8 | 3 | Ability Score Improvement | 4 | 3 | - | - | - |
| 9 | 4 | Land's Stride | 4 | 3 | 2 | - | - |
| 10 | 4 | Improved Hunters Mark, Natures Veil | 4 | 3 | 2 | - | - |
| 11 | 4 | Ranger Conclave Feature | 4 | 3 | 3 | - | - |
| 12 | 4 | Ability Score Improvement | 4 | 3 | 3 | - | - |
| 13 | 5 | - | 4 | 3 | 3 | 1 | - |
| 14 | 5 | Favored Enemy Improvement | 4 | 3 | 3 | 1 | - |
| 15 | 5 | - | 4 | 3 | 3 | 2 | - |
| 16 | 5 | Ability Score Increase | 4 | 3 | 3 | 2 | - |
| 17 | 6 | - | 4 | 3 | 3 | 3 | 1 |
| 18 | 6 | Feral Senses | 4 | 3 | 3 | 3 | 1 |
| 19 | 6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20 | 6 | Foe Slayer | 4 | 3 | 3 | 3 | 2 |
Favored Enemy
At 1st level. Choose one of the creature types from the following list {Aberrations, Beasts, Celestial, Constructs, Dragons, Elementals, Fey, Fiend, Giants, Monstrosity, Ooze, Plant, Undead}, you have spent many years following, studying and fighting these creatures and have an almost supernatural edge, whenever making an attack roll, skill check or saving throw against that creature type you have advantage.
Natural Explorer
also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. 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.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling with only primal classes, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
_ While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fighting Style
At 2nd level, You adopt a particular style of fighting as your specialty. Choose an option from the fighting styles article that you meet the prerequisites for. You can't take a Fighting Style option more than once, even if you later get to choose again. You may instead choose to gain proficiency in an exotic weapon of your choice.
Spell Casting
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.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger 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 amount of spells know you have at each level is equal to half your ranger level(rounded down) + your wisdom modifier. 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
Spellcasting Focus (Optional) At 2nd level, you gain proficiency in one Primal Foci of your choice which you can use 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 living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Hunters Mark
Also at 2nd level, as a bonus action you may conjure a primal mark on a target you can see within 90 feet. This is a spell like ability which requires the ability to speak to create. Your choice of conclave may change the casting, appearance or behavior of the mark. The mark lasts for 1 hour or until you dismiss it as a free action. A you gain the following benefits on a creature that is "marked" this way:
-Whenever you hit a creature under the effects of your hunters mark, you may deal an additional d6 damage of the same type as your weapon.
-If the Creature moves out of your melee weapon reach, you may use your reaction to make a melee weapon attack against the creature.
-When making knowledge checks against the creature you may choose to use nature, even if it would normally be a different check.
-You have a rough sense of what direction a creature marked this way is and as long as the mark is active you know track them.
-As a reaction to the creature being reduced to 0 hp while you can see it, you may transfer the mark to another creature within 60ft that you can also see.
Once you have used this feature, you cannot do so again until you complete a short or long rest.
Additionally, if you have no use of hunters mark, you may expend a first level spell slot to create another one.
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Conclave Options
-Beast Master
-Briar Knight
-Fey Wanderer
-Gloom Stalker
-Horizon Walker
-Hunter
-Monster Slayer
-Swarm Keeper
-Drake Warden
Ability Score Increase
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. Moreover, if you use your action to cast a Paladin spell, you can make one weapon attack as a bonus action on that turn.
Favored Enemy Improvement
At 6th level you've learned the how to counter the fighting styles of the creatures you have studied. You gain a benefit based on your chosen favored enemy:
Aberrations - You gain resistance to Psychic Damage, and have advantage on mind altering saves.
Beasts - When you would create, set, or activate a trap such as caltrops, ball bearings, or a hunting trap, the DC of any saves or checks related to the trap uses your spell save DC instead (As long as it is higher).
Celestial - As a reaction to healing being applied, you may make an attack against the creature attempting to apply healing
Constructs - Your melee attacks gain the Siege weapon property, which automatically applies to constructs who have an armor class higher than your attack ability score (Strength or Dex)
Dragons - If you succeed on a Dex save to avoid an area of effect ability, you may also move up to your movement for free.
Elementals - You have absorb elements prepared at all times(not counting against your normal prepared spells). you may cast it without using a spell slot once per short or long rest.
Fey - If you hit an illusion and it is dispelled, the castor takes psychic damage equal to your ranger level. Whenever there is an ally being charmed by a creature there is an invisible thread between the charmed and the charmer, you may attack this thread dealing the damage directly as psychic damage to the caster.
Fiend - You gain resistance to fire and poison damage, as well as advantage on saves against domination effects
Giants - You have advantage on dex saves, as well as any skill checks made to move on or about creatures that are 2 or more size categories larger than you.
Monstrosity - You gain DR/non-magical physical damage, equal to your wisdom mod
Ooze - You are used to fighting creatures which are multiple bodies of the same mind, whenever you hit an attack roll against a creature which has multiple "bodies" or sections, you may immediately deal the same damage to another segment/body within your weapon reach.
Plant - You cannot be grappled by creatures of your size or smaller, and have advantage on checks to resist grappling from all others. You deal an extra d12 weapon damage against a creature that is grappling another creature
Undead - Your max HP, and ability scores cannot be reduced. You gain an additional "exhaustion" threshold, as the first level of exhaustion you take has no effect, then the second level functions as if you had one level, ect moving death by exhaustion to 7 levels.
Land's Stride
Starting at 9th 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
Improved Hunters Mark
Beginning at 10th level, your hunters mark grows in duration and reliability.
- It no longer takes you reaction to transfer your mark to another creature when a marked creature dies.
- The Damage dealt to the marked creature is increased to d8 extra damage.
Natures Veil
At 10th level you can 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.
Favored Enemy Improvement
Beginning at 14th level you may choose a second creature type from the favored enemies list. you gain the benefits of the 1st level favored enemy feature, but not the 6th level feature for this second creature type.
Feral Senses
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.
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. Whenever you make an attack against a creature which is a favored enemy, you may add your wisdom score to the damage.
You no longer need to rest or expend a spell slot to create hunters marks, however you may only have one active at once.

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