Ranger

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.

The Ranger Spell Slots per Spell Level
Level Proficiency Bonus Features *Superiority Dice 1st 2nd 3rd 4th 5th
1st +2 Favoured Quarry, Martial Training - - - - - -
2nd +2 Fighting Style, Ranger Type 1d6 2 - - - -
3rd +2 Ranger Conclave 2d6 3 - - - -
4th +2 Ability Score Improvement 2d6 3 - - - -
5th +3 Extra Attack 3d6 4 2 - - -
6th +3 Ranger Type Improvement 3d6 4 2 - - -
7th +3 Ranger Conclave feature 4d6 4 3 - - -
8th +3 Ability Score Improvement 4d6 4 3 - - -
9th +4 Ranger Type Improvement 5d6 4 3 2 - -
10th +4 Tireless 5d6 4 3 2 - -
11th +4 Ranger Conclave feature 6d6 4 3 3 - -
12th +4 Ability Score Improvement 6d6 4 3 3 - -
13th +5 7d6 4 3 3 1 -
14th +5 Ranger Type Improvement 7d6 4 3 3 1 -
15th +5 Ranger Conclave feature 8d6 4 3 3 2 -
16th +5 Ability Score Improvement 8d6 4 3 3 2 -
17th +6 9d6 4 3 3 3 1
18th +6 Feral Senses 9d6 4 3 3 3 1
19th +6 Ability Score Improvement 10d6 4 3 3 3 2
20th +6 Master Ranger 10d6 4 3 3 3 2
*Superiority Dice are only available to rangers with the Trackers type. While Spell Slots are only available to the Warden type

Class Features

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 two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

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) one martial melee weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Martial Training

Your extensive physical training within the chaotic art of combat has allowed you to better utilize Combat Maneuvers, which are used to enhance attacks and provide martial utility in combat. You add your proficiency bonus to the number of maneuvers you can use.
Number of maneuvers = your proficiency bonus + your Intelligence or Wisdom modifier (your choice)
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)  

Favoured Quarry

Rangers have significant experience studying, tracking, hunting, and even talking to certain types of creatures. You choose a Favoured Quarry that represents your ranger's focus of interest, granting you proficiency in certain skills and other enhancements you can use for your adventure.

Quarry Skill
Humanoid Your experience in dealing with brigands of the civilized world, you know what to keep your eyes out for.
Expertise. You get proficiency in one additional skill from the Ranger skills. And choose one of your skill proficiencies and gain expertise in that skill. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
Language. You can speak and write one non extra planar language of your choice. Such as Elvish, Dwarven, Gnomish, or Orkish.
Knight You have sworn to serve a crown or nation and seek to bring its foes to ruin.
Skill Proficiency. Intelligence (History)
Heavy armor. Gain Proficiency with Heavy Armour.
Monster Repelling monsters from the land is a feat few can boast about.
Skill Proficiency. Charisma (Intimidation)
Monstrous Resilience. You have advantage on saving throws against the Frightened condition, and you can cast Cause Fear once per long rest without expending a spell slot.
Beast Your deep understanding of beasts has granted you a deeper appreciation for their kind.
Skill Proficiency. Wisdom (Animal Handling)
Beast Tongue. You know the spell Speak with Animals and can cast it as a ritual without expending a spell slot. Additionally, the spell's duration is extended to 1 hour for you.
Arcane Spellcasters or arcane creatures have been your quarry for some time.
Skill Proficiency. Intelligence (Arcana).
Track Magic. You know Detect Magic and can cast it as a ritual without expending a spell slot. Additionally, you can sense the presence of magic within 30 feet of you as a passive awareness, even without casting.
Giant Pursuing and bringing down lumbering creatures is a rare ability.
Skill Proficiency. Strength (Athletics)
Giant's Defiance. You have advantage on saving throws and ability checks made to resist being moved, knocked prone, or grappled by creatures larger than you. You can also speak and write Giant.
Dragon Staying out of the dragons' sight has imbued you with a sense of deep fear and respect.
Skill Proficiency. Wisdom (Perception)
Breath Ward. You know Absorb Elements and can cast it once per long rest without expending a spell slot. You can also speak and write Draconic.
Unholy You are devoted to smite the dark unnatural that corrupts the land.
Skill Proficiency. Intelligence (Religion)
Sacred Protection. You know Protection from Evil and Good and can cast it once per long rest without expending a spell slot.
 

Fighting Style

At 2nd level, you have honed your martial prowess. You gain one of the following Fighting Style Martial Feats of your choice: Archery, Defence, Great Weapon Fighting, or Two-Weapon Fighting.

Whenever you gain a Feat at later levels, you can pick another Fighting Style and gain its bonus.

Optionally, you can instead choose to learn two cantrips of your choice from the Primal spell type. Where Wisdom is your spellcasting ability for them. You can replace one of these cantrips with another cantrip from the Primal spell list if you perform an 8-hour ritual.

 

Ranger type

Beginning at 2nd level of the ranger class, you choose what type of ranger you wish to be. Each type serves to provide different features related to how the ranger is to support the party.
Warden
The land is home to many. One must safeguard it against those who seek to plunder and despoil it. You have picked up the mantle of guide, protector, and enforcer of the ones who live in these lands.
Tracker
There are plenty of powerful creatures out there in the world, be it the thrill of the hunt or a sense of duty, the opportunity to seek out these creatures is a call you cannot refuse.

Warden

Warden rangers seek to safeguard the environment around where they inhabit. Drawing upon the land energies to remove those that would upset its balance. They tend to congregate with druids who share their interest in protecting nature, but wardens tend to assume a more proactive approach.

 

Spellcasting

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. Your magical ability replaces the need for Superiority Dice.

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 you finish a long rest.

 
Prepared Spells

You are also capable of preparing a number of spells equal to your Wisdom Modifier + half your Ranger level.

To be able to prepare spells, you need a spellbook, an object that serves the function of a spellbook, and the ability to read and write in one language. This will serve as your repertoire of magic. Through 1 hour of reading with your spellbook, you can change out one of your spells with another written in your book.

Spellbook Rules
Your spellbook

The spells that you add to your spellbook reflect the magic research you conduct on your own, insight into the power you draw from, and how it can be used. To expand this knowledge, you must seek out locations, people, and powerful entities to learn from. Seeking out organisations dedicated to magic is a safe bet to find new spells. You could also discover a spell recorded on a scroll, the mural on the wall in a temple, or in a dusty tome from the corner of an old library.

Copying a Spell into the Book. When you find a new spell, you can add it to your spellbook if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the caster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook or your memory into another book. If you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need to spend only 1 hour and 10 gp for each level of the copied spell. This also includes spells from your memory.

If you lose your spellbook. You are unable to prepare your spells; the spells you have prepared will be castable until the end of your next long rest. Then any prepared spell will no longer be prepared for you, on account that their intricate castings slipped out of your mind.

If you want to make copies of your notes, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many practitioners of the magic arts keep a backup spellbook in a safe place.

Memorised Spells

Instead of preparing a spell normally, you can commit it to memory for long-term use. A Memorised Spell counts toward your prepared spell cap, but unlike a prepared spell, you will not forget it at the end of a long rest — even without your spellbook on hand. This trades flexibility for reliability; a Memorised Spell guarantees access to that spell regardless of whether your spellbook is available.

Memorising Ritual. To memorise a spell, you must spend 6 + (2 × the spell's level) hours in a ritual or study session. The spell must come from a creature that has it memorised or prepared, or from scripture such as a scroll or spellbook. You can also use this ritual to exchange a spell you have memorised for a new one.

Forgetting. To forget a Memorised Spell and free up space in your prepared spell cap, finish a long rest. Alternatively, a short rest accompanied by alcohol will do the same.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells since your magic draws upon your limited devotion and 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 + Environment bonus + your Wisdom modifier

Spell attack modifier = Environment bonus + your Wisdom modifier

Environment bonus

A Ranger draws their power from the environment that surrounds them. How well the local surroundings thrive or how close you are to an active ley line determines how potent their spell casting becomes. While desolation, upturned earth, and sterility cause it to wane. Warden Rangers can still cast their magic anywhere, but if there is something that they can reliably draw from will empower it to greater heights.

A primal caster may also draw from the very elements, such as water, earth, fire, and air. Although potent and usually readily accessible, the elements tend to be very temperamental. If you pull from the elements, you roll a specified die and add the result instead of a flat bonus. Additionally, you only add the bonus to spells that are thematic to the element.

For example, you can't add the environmental bonus that is pulled from a forest fire when casting Ice Storm. You can still cast the spell, but its DC is only going to be 8 + your wisdom bonus.

d20 Environment Bonus Nature Elements
1-6 (Sparse) +2(d4) Empty Plain or Heart of Civilization. Calm wind, trickling water, flat earth, or candle flame
7-11 (Lively) +3(d6) Open Plains or Edge of Civilization. Light breeze, Flowing river, rain, rolling hills, or a bonfire
12-15 (Vibrant) +4(d8) Forest with varied wildlife. Strong Wind, Flowing Rapids, Torrential rain, Large hills, or a flaming Pyre
16-18 (Abundant) +5(d10) Heart of spanning forests or dense ecosystems. Strong Gale, Flood, Heavy rain, Large Mountain or a Forest fire
19-20 (Imminence) +6(d12) Untouched land or warded by old circles. Tornado, Massive Flood, Violent rain, Earthquake, or a Fire Storm
If the DM is unsure of the source's potency. You, the player, can roll a d20 to determine its potency. If you remove or restore nature, the bonus it provides will be restored.
Ritual Casting

You can cast a primal spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid 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.

Primordial Power (2nd Level)

You have an affinity for forming a magical connection with the environment you currently reside in. You have 2 Charges of Primordial Power, 3 at the 9th level and 4 at the 18th level (Druid levels count as well). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Primordial Power: Channel Terrain.

While you are in one of the given terrains that are listed in the table below, you can expend a Primordial Charge to gain the effect from the surrounding terrain. Note that certain environments can overlap, like a Sub-terrain swamp, or an Arctic Mountain. In such cases, the player may choose which effect they want to gain, but not both at the same time unless the player expends a second Primordial charge.

Terrain Environment Power Grand
Arctic You gain resistance to Cold damage for 2 hours. Sleet Storm
Desert You gain resistance to Fire damage for 2 hours. Wall of Sand
Forest You cast the Find Familiar spell without the need for a material component. Gaseous Form
Mountain You gain a climbing speed equal to your walking speed for 2 hours. Erupting Earth
Ocean You gain a swimming speed equal to your walking speed for 2 hours. Wall of Water
Plains Your movement speed increases by 10 feet for 4 hours. Haste
Sub-terrain You gain 30 feet of Dark vision for 4 hours. Feign Death
Swamp You ignore the Penalty of Rough terrain for 2 hours. Slow

Additionally, you favor one terrain type of your choice, allowing you to activate its terrain effect even while you aren't currently in the given terrain.

Additional Favored Terrain (6th Level)

You can now favor two terrain type of your choice.

At the end of a short rest within an environment that is one of your favored terrain, you gain inspiration. Additionally, you have advantage on Intelligence and Wisdom skill checks related to the natural features, creatures, or hazards of that terrain.

Grand Warden (9th Level)

You now favor three terrain types of your choice.

In addition, you learn the spells associated with the terrain that you have favored. These spells don't count against the number of spells you already have memorized, and you can expend a Primordial Charge to cast them. When using a Primordial Charge charge to cast the spell, it is cast at a level equal to your proficiency bonus.

Nature's Veil (14th Level)

You draw on the powers of the surrounding 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 several times equal to your Wisdom modifier (minimum of one), and you regain all expended uses when you finish a long rest. Once you have expended all free uses, you may continue to use this feature by expending a 2nd-level spell slot or higher.

 

Tracker

Rather than relying on the magic from nature, you can exert bursts of physical superiority to improve your skills. You don't gain the spellcasting feature at level 2, instead, you gain a pool of d6 dice called Superiority Dice. The amount of the Superiority Dice is equal to half your ranger level (rounded up), as seen in the Superiority Dice Column.

Superiority Dice

Once per attack or skill check, you can roll one Superiority Die and use the result in one of the following ways:

  • Hitting hard. When rolling for damage on any attack with an armed and unarmed strike.
  • Physical Burst. When rolling an Acrobatics or Athletics skill check.
  • Superior maneuver. You make it possible to perform a Superior maneuver.

A superiority die is expended when you use it. You restore any expended superiority dice, up to a maximum of half your total number of superiority dice(rounded down to a minimum of 1) when you finish a short rest. You regain all of your expended superiority dice when you finish a long rest.

Tracker's Tricks (2nd Level)

You are adept at utilizing your physical prowess to perform extraordinary acts as if they were magical, or an illusion of it. You can expend superiority dice to cast any spell granted to you by a ranger feature, without using a spell slot. The number of dice required depends on the level of the spell, as shown below. The dice are expended without rolling and the spell is always cast at its base level. You regain expended superiority dice as normal. You use your Martial Training DC and attack modifier for any spell attack rolls or saving throws.
Spell Level Superiority Dice Cost
1st or 2nd 1 die
3rd or 4th 2 dice
5th 3 dice

The following spells are a part of your Tracker repertoire. You learn the spell once you reach the required ranger level.

Ranger Level Spell Spell Level Extra Effect
2nd Hunter's Mark 1st You are adept at focusing on a single foe. You can cast it a number of times equal to your Proficiency Bonus without expending any Superiority Dice, and you regain all expended uses when you finish a Long Rest. Casting it beyond those uses costs 1 Superiority Die as normal.
5th Cordon of Arrows 2nd You can add additional pieces of ammunition to the spell equal to your Dexterity modifier.
9th Conjure Barrage 3rd You can optionally choose to expend more superiority dice to upcast this spell. The damage increases by 1d8 for each additional superiority die expended.
13th Locate Creature 4th The range at which you can sense the creature is extended by 10,000 feet, allowing you to locate creatures within 2 miles of you.
17th Swift Quiver 5th The spell also affects thrown weapons, and any ranged weapon with the Loading property is treated as having the Repeating property for the duration.
 

Roving (6th Level)

Your walking speed increases by 10 feet, and you gain a climbing speed and a swimming speed equal to your walking speed. This bonus is in effect while you aren’t wearing Heavy Armor.

Expertise (9th Level)

Choose one of your skill proficiencies and gain expertise in that skill. Your proficiency bonus is doubled for any ability check you make using the chosen skill.

Hide in Plain Sight (14th Level)

You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other surrounding materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you move less than half your total speed and take no other action other than the hide action. Once you move above half your total or take a different action or reaction, you must camouflage yourself again to gain this benefit.


 

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at the 3rd level and again at 7th, 11th, and 15th level.

Conclave Source
Beast Master Player's Handbook
Fey Wanderer Tasha's Cauldron of Everything
Gloom Stalker Xanathar's Guide to Everything
Horizon Walker Xanathar's Guide to Everything
Hunter Conclave Player's Handbook
Monster Slayer Xanathar's Guide to Everything
Swarmkeeper Tasha's Cauldron of Everything
Drakewarden Fizban's Treasury of Dragons
Ranger, Revised Unearthed Arcana 17 - The Ranger, Revised
Deep Stalker Unearthed Arcana 10 - Light, Dark, Underdark!
Fey Wanderer UA Unearthed Arcana 69 - Subclasses, Part 3
Primeval Guardian Unearthed Arcana 27 - Ranger & Rogue

Ability Score Improvement

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.

Tireless

At 10th level, you can use your action to give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Feral Senses (18th Level)

At 18th level, you gain preternatural senses that help you fight creatures you can't see. Your connection to the forces of nature grants you Blindsight with a range of 30 feet.

Master Ranger

At 20th level, you become an unparalleled master of tracking, hunting, and warding. Once on each of your turns, you can add your Wisdom or Dexterity modifier to your attack and damage roll. You use your Dexterity modifier for rolls that are the result of physical use, and Wisdom for rolls that are the result of mental use. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.