BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Ranger


Remove these ads. Join the Worldbuilders Guild

Articles under Ranger


Ranger

hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:

Expanded Spell List

1st Level

Absorb Elements
Beast Bond
Entangle
Searing Smite
Snare
Zephyr Strike

2nd Level

Aid
Enhance Ability
Gust of wind
Healing Spirit
Magic Weapon
Summon Beast

3rd Level

Elemental Weapon
Flame Arrows
Meld into stone
Revivify
Summon Fey

4th Level

Dominate Beast
Guardian of Nature
Summon Elemental

5th Level

Greater Restoration
Steel Wind Strike
Wrath of Nature
class features:

Deft Explorer

1st-level ranger feature, which replaces the Natural Explorer feature You are an unsurepassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny (1st Level)

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice.

Roving (6th Level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 tempoerary hit points). 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.

Favored Foe

1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature When you hit a creature with an attack roll, you can call on your mystical bond with nature to make the target as your favored enemy for 1 minute or until you lose your concentraction (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Primal Awareness

3rd-level ranger feature, which replaces the Primeval Awareness feature You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells

Ranger Level Spell
3rd Speak with Animals
5th Beast Sense
9th Speak with Plants
13th Locate Creature
17th Commune with Nature
You can cast each of these spells once without expending a spell slot. Once you cast a spell in theis way, you can't do so again until you finish a long rest.

Nature's Veil

10th-level ranger feature, which replaces the Hide in Plain Sight feature You 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.

Fighting Styel Options

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Druidic Warrior. You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
  • 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.
subclass options:
Hunter
Beast Master
Gloom Stalker
Horizon Walker
Monster Slayer
Fey Wanderer
Swarmkeeper
Storm Warden
LevelFeatures
1stFavored Enemy or Favored Foe, Natural Explorer or Deft Explorer
3rdPrimal Awareness or Primeval Awarness
10thNature's Veil or Hide in Plain Sight

Comments

Please Login in order to comment!