Class Attributes
Hit Points
- Starting Hit Points (at 1st Level): 10 + your Constitution modifier
- Hit Points at Higher Levels: 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 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
Multiclassing
- Ability Score Minimum: Dexterity 12, Wisdom 12
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
- Armor: light armor, medium armor, shields
- Weapons: simple weapons, martial weapons
Class Progression
Class Features
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
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 species of humanoid (such as goblins and orcs) as favored enemies.
You gain the following benefits related to your favored enemies:
- Knowledge about your favored enemies is considered native to you.
- You have advantage on Wisdom (Survival) checks to track your favored enemies.
- The first time on each of your turns that you hit the favored enemy and deal damage to it, you can increase that damage by 1d4 . This additional damage increases as you gain levels in this class.
You choose additional favored enemies as you gain levels in this class, your choices
must reflect the types of creatures you have encountered on your adventures.
Natural Explorer
Also at 1st level, You become 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 Gloomlands. You gain the following benefits while traversing your chosen favored terrain:
- Knowledge about the flora, fauna, and environment of your favored terrain are considered native to you.
- Difficult terrain doesn't slow your group's travel outside of combat provided you are leading the group.
- Your base speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
You choose additional favored terrain as you gain levels in this class, your choices
must reflect the types of environments you have encountered on your adventures.
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.
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.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Natural Instincts
When you reach 2nd level, you can channel primal energy to and use your natural instincts fuel to execute maneuvers. You learn one maneuvers of your choice from the ranger maneuvers list. You learn additional maneuvers as you gain levels in this class.
When using maneuvers that augments your attack in some way, you can only use one maneuver per attack. Some of your maneuvers may also require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
- Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
You can use your natural instincts a number of time equal to half your ranger level (rounded down), and you regain all expended uses when you finish a short or long rest.
Ranger Archetype
At 3rd level, you choose a ranger archetype.
Archetype | Description |
Planestrider |
Weilds magic from the astral plane to empower attacks and avoid enemies. |
Beast Master |
Forms a deep bond with a loyal animal companion that they call upon to fight alongside them. |
Hunter |
A precise and capable tracker, excelling at controlling and eliminating single enemies. |
Survivalist |
A rugged wilderness expert, utilizing their unmatched resourcefulness to navigate hostile environments. |
Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Natural Instincts (2 Maneuvers)
At 4th level, you learn an additional maneuver from the Ranger Maneuvers list. In addition, you can replace one of the maneuvers you've previously learned with another ranger maneuver.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ranger Archetype Feature
At 6th level, you gain a feature granted by your chosen Ranger archetype.
Favored Enemy Improvement
At 7th level, you choose one additional favored enemy. Your choice must reflect the types of creatures you have encountered on your adventures.
In addition, the bonus damage from your Favored Enemy feature increases to
1d6 .
Natural Explorer Improvement (2 Environments)
Also at 7th level, you choose one additional favored terrain. Your choice must reflect the types of environments you have encountered.
Natural Instincts (3 Maneuvers)
At 8th level, you learn an additional maneuver from the Ranger Maneuvers list. In addition, you can replace one of the maneuvers you've previously learned with another ranger maneuver.
Hide in Plain Sight
Starting at 9th 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 local to your environment with which to create your camouflage.
While you are camouflaged in this way, you have advantage on Stealth checks and you can magically become invisible on your turn (no action required), along with any equipment you are wearing or carrying, until the start of your next turn. The camouflage lasts for up to an hour, or until you've become invisible a number of times equal to your proficiency bonus, at which point you must camouflage yourself again to gain this benefit.
Ranger Archetype Feature
At 10th level, you gain a feature granted by your chosen Ranger archetype.
Tireless
Starting at 11th level, you can gain a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point) whenever you finish a short rest.
In addition, when you finish a short rest, your exhaustion level, if any, is decreased by 1.
Natural Instincts (4 Maneuvers)
At 12th level, you learn an additional maneuver from the Ranger Maneuvers list. In addition, you can replace one of the maneuvers you've previously learned with another ranger maneuver.
Favored Enemy Improvement
At 13th level, you choose one additional favored enemy. Your choice must reflect the types of creatures you have encountered on your adventures.
In addition, the bonus damage from your Favored Enemy feature increases to
1d8 .
Natural Explorer Improvement (3 Environments)
Also at 13th level, you choose one additional favored terrain. Your choice must reflect the types of environments you have encountered on your adventures.
Ranger Archetype Feature
At 14th level, you gain a feature granted by your chosen Ranger archetype.
Vanish
Starting at 15th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Natural Instincts (5 Maneuvers)
At 16th level, you learn an additional maneuver from the Ranger Maneuvers list. In addition, you can replace one of the maneuvers you've previously learned with another ranger maneuver.
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.
Favored Enemy Improvement
At 18th level, you choose one additional favored enemy. Your choice must reflect the types of creatures you have encountered on your adventures.
In addition, the bonus damage from your Favored Enemy feature increases to
1d10 .
Natural Explorer Improvement (4 Environments)
Also at 18th level, you choose one additional favored terrain. Your choice must reflect the types of environments you have encountered on your adventures.
Natural Instincts (6 Maneuvers)
At 19th level, you learn an additional maneuver from the Ranger Maneuvers list. In addition, you can replace one of the maneuvers you've previously learned with another ranger maneuver.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ranger Maneuvers
Standard Maneuvers
Standard maneuvers are skilled acts of subterfuge and cunning in battle that most competent rangers will be able to perform.
Available Standard Maneuvers
Heroic Maneuvers
Heroic maneuvers are masterful acts of cunning, including tactics that only the most outstanding rangers are able to perform. You must be have 12 or more levels in this class to learn and perform a heroic ranger maneuver. Using a heroic ranger maneuver counts as two uses of your natural instincts.
Available Heroic Maneuvers
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