Ranger
The forests are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home (as indeed they are), and he knows his prey in deadly detail.
Ranger
Vast areas of Faerûn are covered with ancient forests and populated by fantastic creatures. The rangers of Faerûn, along with the druids, occasional barbarians, and clerics of deities such as Silvanus and Mielikki, are the masters of the “empty” spaces.
Unlike clerics, druids, and paladins, Faerûnian rangers do not have to choose a patron deity until they reach 4th level and acquire divine spellcasting ability (without a patron deity, a ranger cannot cast spells). Many rangers choose a patron deity before then, but others start by devotion to the ranger’s way of life instead of to one of the gods. Rangers and druids have similar preferences for deities, although some rangers with odd interests (such as hunting undead) choose different patrons.
Good rangers of the North often find themselves acting in concert with groups such as the Harpers, and some eventually join that organization. However, not all rangers of Faerûn are good, and places such as the forest of Cormanthor and the High Forest are a battleground—good rangers who seek to defend the forest and its inhabitants against evil rangers who follow deities that find it natural to inflict pain on others.
Preferred Character Regions: Rangers are found on the fringes of civilization in places such as Aglarond, the Chondalwood, Chult, the Dalelands, Damara, Evermeet, the Great Dale, Luiren, the High Forest, the Hordelands, Lake of Steam, Narfell, the North, Rashemen, the Shaar, Silverymoon, Tashalar, Vaasa, Vilhon Reach, and the Western Heartlands. Moon elves, wild elves, wood elves, deep gnomes, lightfoot halflings, strongheart halflings, and half-orcs are often rangers, too.
Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP
You have learned to channel the magical essence of nature to cast spells.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. At 4th level, choose three level 1 Ranger spells.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots.
If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 1: 1st Favored Enemy
You always have the Hunter’s Mark spell prepared. You can cast it a number of times equal to your ranger level without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels.
In addition, you may pick one "subtype" from the Ranger Favored Enemies list. Any enemy you encounter of that type will always have the effect of Hunter' Mark for you, even if you don't cast it.
Type (Subtype) | Examples |
---|---|
Aberrations | aboleths, beholders, mind flayers, and slaadi |
Beasts | ordinary animals, dinosaurs, and giant versions of animals. |
Celestial | angels, animal lords, sphinxes |
Construct | golems, modrons, helmed horrors, animated armor |
Dragon (Black) | black dragons |
Dragon (Red) | red dragons |
Dragon (Blue) | blue dragons |
Dragon (Green) | green dragons |
Dragon (White) | white dragons |
Elemental | daos, djinnis, elementals, mephits, efreetis |
Fey | hags, fairies, dryads, pixies, satyrs, sprites |
Fiend | devils, demons, night hags |
Giant | hill giants, stone giants, cloud giants, fire giants |
Humanoid (aquatic) | merfolk, tritons |
Humanoid (dwarf) | dwarves |
Humanoid (elf) | elves |
Humanoid (goblinoid) | goblins, hobgoblins, orcs, bugbears, |
Humanoid (halfling) | halflings |
Humanoid (human) | humans |
Humanoid (planetouched) | aasimars, tieflings, genasi |
Humanoid (reptilian) | kobolds, yuan-tis, lizardfolk, troglodytes |
Monstrosity | worgs, owl bears, hook horrors, krakens, mimics, driders, chimeras, lycanthropes |
Ooze | puddings, blobs, gelatinous cubes, jellies |
Plant | awakened trees and shrubs, fungi, myconids, blights |
Undead | banshees, zombies, ghosts, ghasts, ghouls, revenants, vampires, mummies |
Level 1: Track
You have advantage on Perception (Survival) checks made to find tracks in the ground.
Level 1: Wild Empathy
You gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and creatures, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favour for you, at the DM's discretion, such as delivering a letter, or a verbal message to someone who can also speak with beasts.
Level 2: Combat Style
You select one of two combat styles to pursue: Archery or Two-Weapon Fighting.
Two-Weapon Defense
You gain a +1 bonus to Armour Class while wielding a melee weapon in each hand.
Archery Defense
You gain a +1 bonus to Armour Class while wielding a ranged weapon in both hands.
Level 3: Deft Explorer
Harsh conditions or long exertions do not easily tire you. You have advantage on all saves made to resist exhaustion, running out of breath, starvation and thirst, heat and cold. You also gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages. You know two languages of your choice.
Level 4: Animal Companion
As an action, you can choose a beast that you can see within 30 feet of you. It must be able to see and hear you. Make a Wisdom (Animal Handling) check, contested by the target’s Wisdom (Insight) check. You obtain a magical success if the target is a beast with a challenge rating of 1/8 or lower. A beast automatically wins the contest if its Intelligence score is 4 or higher. If you win the contest, the beast becomes a permanent companion and obeys your commands as best as it can. It takes its turn on your initiative. 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, or Help action. If you don't issue a command, the beast takes the Dodge 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.
You start with one of the following animals as a companion: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel.
If you releases your companion from service, you may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
Level 4: Deity
Choose one Forgotten Realms deity with the Nature Domain.
Nature
1st level Cleric, Paladin, Druid, or 4th level Ranger
Level 1 (Level 4 Ranger): Acolyte of Nature
You also proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Level 2 (Level 5 Ranger): Charm Animals and Plants
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Level 6: Dampen Elements
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Level 8: Divine Strike
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 10th level, the extra damage increases to 2d8.
Level 9: Master of Nature
You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Cleric level | Druid level | Ranger level | Spells |
---|---|---|---|
1st | 1st | 4th | animal friendship, speak with animals |
3rd | 3rd | 5th | barkskin, spike growth |
5th | 5th | 6th | plant growth, wind wall |
7th | 7th | 7th | dominate beast, grasping vine |
9th | 9th | 9th | insect plague, tree stride |
Level 5: 2nd Favored Enemy
You may pick one more "subtype" from the Ranger Favored Enemies list. Any enemy you encounter of that type will always have the effect of Hunter' Mark for you, even if you don't cast it.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6: Improved Combat Style
Your aptitude in your chosen combat style (Archery or Two-Weapon Fighting) improves.
Dual Wielder
(Prerequisite: Two-Weapon Defense)
You can use Two-Weapon Fighting even if your weapons aren't Light. You cannot dual-wield Heavy weapons.
Multi-Arrow
(Prerequisite: Archery Defense)
You can fire up to five arrows simultaneously against one target that you can see within 30 feet of you. The arrows use the same attack roll and receive a -2 for every arrow you fire after the 1st.
Level 7: Woodland Stride
Any sort of non-magic undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) no longer counts as difficult terrain. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you.
Level 8: Relentless Hunter
Taking damage can’t break your Concentration on Hunter’s Mark.
Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 9: Feral Senses
Your proficiency bonus is doubled for Dexterity saving throws.
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
Level 10: 3rd Favored Enemy
You may pick one more "subtype" from the Ranger Favored Enemies list. Any enemy you encounter of that type will always have the effect of Hunter' Mark for you, even if you don't cast it.
Level 10: Tireless Foe Slayer
Primal forces now help fuel you on your journeys, granting you the following benefits.
Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
In addition, the damage die of your Hunter’s Mark is a d12 rather than a d6.
Level | Proficiency Bonus | Ranger Class Features | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | |
---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Track, 1st Favored Enemy, Wild Empathy | - | 0 | - | - | - | - | - | |
2 | +2 | Combat Style | - | 0 | - | - | - | - | - | |
3 | +2 | Deft Explorer | - | 0 | - | - | - | - | - | |
4 | +2 | Deity, Animal companion | - | 5 | 3 | - | - | - | - | |
5 | +3 | Extra Attack, 2nd Favored Enemy | - | 6 | 4 | 2 | - | - | - | |
6 | +3 | Improved Combat Style | - | 6 | 4 | 2 | - | - | - | |
7 | +3 | Woodland Stride | - | 7 | 4 | 3 | - | - | - | |
8 | +3 | Relentless Hunter | - | 7 | 4 | 3 | - | - | - | |
9 | +4 | Feral Senses | - | 9 | 4 | 3 | 2 | - | - | |
10 | +4 | 3rd Favored Enemy, Tireless Foe Slayer | - | 9 | 4 | 3 | 2 | - | - | |
Ranger Spell List
This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
Level 1 Ranger Spells | ||
---|---|---|
Spell | School | Special |
Alarm | Abjuration | R |
Animal Friendship | Enchantment | — |
Cure Wounds | Abjuration | — |
Detect Magic | Divination | C, R |
Detect Poison and Disease | Divination | C, R |
Ensnaring Strike | Conjuration | C |
Entangle | Conjuration | C |
Fog Cloud | Conjuration | C |
Goodberry | Conjuration | — |
Hail of Thorns | Conjuration | — |
Hunter’s Mark | Divination | C |
Jump | Transmutation | — |
Longstrider | Transmutation | — |
Speak with Animals | Divination | R |
Level 2 Ranger Spells | ||
---|---|---|
Spell | School | Special |
Aid | Abjuration | — |
Animal Messenger | Enchantment | R |
Barkskin | Transmutation | — |
Beast Sense | Divination | C, R |
Cordon of Arrows | Transmutation | — |
Darkvision | Transmutation | — |
Enhance Ability | Transmutation | C |
Find Traps | Divination | — |
Gust of Wind | Evocation | C |
Lesser Restoration | Abjuration | — |
Locate Animals or Plants | Divination | R |
Locate Object | Divination | C |
Magic Weapon | Transmutation | — |
Pass without Trace | Abjuration | C |
Protection from Poison | Abjuration | — |
Silence | Illusion | C, R |
Spike Growth | Transmutation | C |
Summon Beast | Conjuration | C, M |
Level 3 Ranger Spells | ||
---|---|---|
Spell | School | Special |
Conjure Animals | Conjuration | C |
Conjure Barrage | Conjuration | — |
Daylight | Evocation | — |
Dispel Magic | Abjuration | — |
Elemental Weapon | Transmutation | C |
Lightning Arrow | Transmutation | — |
Meld into Stone | Transmutation | R |
Nondetection | Abjuration | M |
Plant Growth | Transmutation | — |
Protection from Energy | Abjuration | C |
Revivify | Necromancy | M |
Speak with Plants | Transmutation | — |
Summon Fey | Conjuration | C, M |
Water Breathing | Transmutation | R |
Water Walk | Transmutation | R |
Wind Wall | Evocation | C |
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