Leveling Guide: Ranger Level 1-5 in Eldridth | World Anvil

Leveling Guide: Ranger Level 1-5

LevelProficiency BonusFeaturesSpells Known1st2nd3rd4th5th
1st+2Favored Enemy, Natural Explorer--2--------
2nd+2Fighting Style, Spellcasting22--------
3rd+2Ranger Archetype, Primeval Awareness33--------
4th+2New Feat33--------
5th+3Extra Attack442------

1st Level

1st Level Ranger

  • Initial HP = 10 + Constitution (CON) Modifier
  • Armor Proficiency: Light Armor, Medium Armor, Shields
  • Weapon Proficiency: Simple Weapons, Martial Weapons
  • One (1) 1d10 Hit Die
  • +2 Proficiency Bonus
  • Proficiency Bonus added to STR and DEX saving throws
  • Choice of Proficiency Bonus to Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival (Choose three)
  • Favored Enemy
  • Natural Explorer
  • 2nd Level

    2nd Level Ranger

  • Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  • One (1) additional 1d10 Hit Die
  • Two (2) new 1st level spells from the Ranger spell list
  • Two (2) new 1st level spell slots
  • Fighting Style
  • Spellcasting
  • 3rd Level

    3rd Level Ranger

  • Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  • One (1) additional 1d10 Hit Die
  • One (1) additional 1st level spell from the Ranger spell list
  • One (1) additional 1st level spell slot
  • Ranger Archetype (First Ranger Archetype Feature)
  • Primeval Awareness
  • 4th Level

    4th Level Ranger

  • Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  • One (1) additional 1d10 Hit Die
  • New Feat
  • 5th Level

    5th Level Ranger

  • Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  • One (1) additional 1d10 Hit Die
  • One (1) additional 1st-2nd level spell from the Ranger spell list
  • One (1) additional 1st level spell slot
  • Two (2) new 2nd level spell slots/access to 2nd level Ranger spells
  • Extra Attack
  • Proficiency Bonus is increased by 1

  • Level 1

    Favored Enemy

    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 gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

    Favored Enemy Types

    • Aberrations
    • Beasts
    • Celestials
    • Constructs
    • Dragons
    • Elementals
    • Fey
    • Fiends
    • Giants
    • Monstrosities
    • Oozes
    • Plants
    • Undead
    You can also select two races of humanoids instead.

     

    Natural Explorer

    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 alone, 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.

    Favored Terrain Types

    • Arctic
    • Coast
    • Desert
    • Forest
    • Grassland
    • Mountain
    • Swamp


    Level 2

    Fighting Style

    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.
    Defense: While you are wearing armor, you gain a +1 bonus to AC.
    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.
    Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
     

    Spellcasting

    You can cast two first level spells between long rests. 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
     

    Spells Known

    You can know two 1st level spells from the Ranger Spell List.

    Level 3

    Primeval Awareness

    You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
     

    Ranger Archetype

    Beast Master

    Ranger's Companion
    You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (the hawk, mastiff, and panther as examples).
    Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.
    The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you).
    You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
    While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. lf the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

    Hunter

    Hunter's Prey
    You gain one of the following features of your choice.
    Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
    Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
    Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

    Medjay

    Desert Magic
    Add Create or Destroy Water to your known spells in addition to your others.
    Dust Devil
    As a bonus action, you may cause sand, dust, small pebbles, or earth to swirl around you in a 10-foot diameter vortex. For one minute, you are lightly obscured and have half-cover, and ranged attacks made against you do so with disadvantage. Your own sight and ranged attacks are unaffected. After you have used this feature, you cannot do so again until you have completed a short or long rest.
    Eyes of the Desert
    Your vision is no longer hampered by swirling or blowing dust, sand, ash, snow, or similar obstructions, and you do not suffer disadvantage when attacking into, firing into, or operating in such environments.

    Spellcasting

    You can cast three 1st level spells between Long Rests.
     

    Spells Known

    You know three 1st level spells from the Ranger Spell List.

    Level 4

    New Feat

    Select a feature you meet the prerequisite for from the list Linked Here.

    Level 5

    Extra Attack

    You can attack twice, instead of once, whenever you take the Attack action on your turn.
     

    Proficency Bonus

    Proficiency Bonus is increased by 1, to a total of +3.
     

    Spell Casting

    You can now cast four 1st level spells, and two 2nd level spells between Long Rests.
     

    Spells Known

    You can learn four spells, from either 1st or 2nd levels on the Ranger Spell List.

    Ranger Leveling Chart

    LevelProficiency BonusFeaturesSpells Known1st2nd3rd4th5th
    1st+2Favored Enemy, Natural Explorer------------
    2nd+2Fighting Style, Spellcasting22--------
    3rd+2Ranger Archetype, Primeval Awareness33--------
    4th+2New Feat33--------
    5th+3Extra Attack442------
    6th+3Favored Enemy and Natural Explorer Improvements442------
    7th+3Ranger Archetype Feature543------
    8th+3New Feat, Land's Stride543------
    9th+4--6432----
    10th+4Natural Explorer Improvement, Hide in Plain Sight6432----
    11th+4Ranger Archetype Feature7433----
    12th+4New Feat7433----
    13th+5--84331--
    14th+5Favored Enemy Improvement, Vanish84331--
    15th+5Ranger Archetype Feature94332--
    16th+5New Feat94332--
    17th+6--1043331
    18th+6Feral Senses1043331
    19th+6New Feat1143332
    20th+6Foe Slayer1143332

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