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 + Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ranger level after 1st
Proficiencies
- Armor: Light and medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: One type of artisan's tools or the herbalist kit
- Saving Throws: Wisdom, Intelligence
- Skills: Survival and choose 2 from Animal Handling, Insight, Perception, Stealth, Athletics, and Nature
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
leather armor
- (a) a martial weapon or (b) two simple weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- longbow with 20 arrows
- (a) one type of artisan's tools or (b) a herbalist kit
Animal Companion
At 1st level, you gain the Familiar Feat. If you are also first level, you start with a broken piece of a Writ so you can summon your familiar.
For every three levels that you take in this class, you can choose one of the familiar improvement feats.
Know Thy Enemy
Starting at 2nd level, you can use a bonus action to quickly study a creature in order to gain temporary advantages against them. Target a creature within your line of sight, then make an Insight skill check with a DC equal to the targeted creature's CR + 6 (rounded up to 1 for creatures with a CR of less than 1). On a successful skill check, you may choose one of the following benefits. The chosen benefit (with the exception of the Detail benefit) remains active for a number of rounds equal to half your Wisdom modifier (rounded up). After successfully gaining a benefit, you cannot use this feature on the same creature more than once per day.
- Vulnerability. You find a vulnerable spot on the targeted creature's body. You gain advantage on attack rolls made against the targeted creature.
- Habit. You notice a quirk that they have when they are hiding information from you. You gain advantage on all Insight and two types of Charisma skill checks of your choice made when interacting with the targeted creature. Additionally, you know if and when they are lying (unless they are under the influence of magic).
- Pressure Point. You find a critical flaw in the targeted creature's means of defense. When you or your animal companion declare an attack on the targeted creature (before rolling to hit), its AC decreases by an amount equal to your Wisdom modifier until the attack is completed.
- Detail. You learn about the creature's anatomy, biology, or other valuable information. You may have the DM reveal to you one of the following pieces of information about the targeted creature:
- The targeted creature's AC
- Up to two of the targeted creature's saving throw proficiencies
- The target's current and maximum Hit Points
- One of the targeted creature's normal, special, or legendary actions
- Pattern. You notice a predictable pattern in their actions. Non-magical attacks made against you or your animal companion by the targeted creature are made at disadvantage.
Aptitude
At the 3rd Level, you can choose an Aptitude that you will specialize in. Choose from Herbalist, Wild-Born, or Whisperer, all detailed at the end of the class description. Your choice grants you features at the 3rd, 6th, 14th, and 18th Levels. Ranger Aptitudes: Herbalist, Wild Born, and Whisperer
Ability Score Increase
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. You may also increase the ability score(s) of your animal companion in the same way. In addition, your animal companion's AC increases by 2. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Improvisation
Beginning at the 7th Level, you may use a bonus action to take advantage of the environment that you are in. If the proper conditions are met, you may choose from one of the following actions:
- Cover. If the environment that you are currently in has large objects that break line of sight, you can target one creature within your line of sight, then jump behind a large object within 10 feet of you as a bonus action. You are now under a certain amount of cover (as determined by your DM). You can then make a Stealth skill check to see if you can hide from the target. On a successful skill check, you gain advantage on your next attack roll against the targeted creature, but it still knows your current location.
- Interpose. If the environment that you are currently in has easily manipulated objects of small or medium size (i.e. chairs or small rocks), you can toss one of those objects at a creature within 15 feet of you, distracting the creature. The creature must then make a Wisdom saving throw. On a failed save, until the end of your next turn, you may add half your Wisdom modifier to your AC (rounded up) whenever the distracted creature attempts to attack you. After the first time you successfully Interpose the targeted creature, if the targeted creature would make this saving throw again within the next 24 hours the saving throw is made with advantage.
- Blind. If the environment that you are currently in has an abundant amount of liquid, sand, or other non-solid objects, you can flick these substances at a creature's face. The targeted creature must make a Dexterity saving throw or become blinded until the start of its next turn. This does not affect creatures with blindsight or other sensory racial traits or features that do not rely on sight.
- Travel. If the environment that you are currently in has difficult terrain that is not caused by magic, you can make an Acrobatics skill check. On a successful check, the difficult terrain is treated as normal terrain by you until the end of your next turn.
Compounding Barrage
Also at the 7th Level, when you land a critical hit on a creature you are attacking, you deal an additional 1d6 damage of your weapon's type against that creature for 1 minute. This damage bonus can stack with itself a number of times equal to your Wisdom modifier, provided that you land an additional critical hit on the creature.
Confounding Strike
Starting at 9th Level, you may attempt to strike a creature with a flurry of flashy and strangely placed attacks. When you make a melee or ranged attack against a creature that you successfully used the Know thy Enemy feature on, you can use a bonus action to force the target to make a Wisdom saving throw with a DC equal to half the damage you dealt + 10. On a failed save, the targeted creature becomes confused (as if they were under the effect of the confusion spell) for a number of rounds equal to your Wisdom modifier. After using this feature, you cannot use it again until you take a long rest. If you successfully confuse a creature with this feature, you cannot make additional attacks for the rest of that turn (such as the ones granted by the Extra Attack feature). One with The Wilderness At the 10th Level, you have become exceedingly adaptable to the excessive dangers of the world. Choose one of the following benefits:
- Choose one type of elemental damage (fire, cold, lightning, water, or wind). You are now resistant to that type of damage.
- Choose one environmental condition (Strong Wind, Heavy Precipitation, or High Altitude). You are now acclimated to that type of environment as described on page 110 of the Dungeon Master's Guide.
- You are immune to poison damage and are unaffected by the poisoned condition.
- You are immune to all diseases. Upon gaining a disease, you are immediately cured of it.
Expertise
At the 11th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At the 16th Level, you can choose two more of your proficiencies (two skills or one skill and one type of artisan's tools) to gain this benefit.
Unconventional
Starting at 13th level, you have mastered the art of improvised combat. While you are prone, you do not have disadvantage on attacks. Additionally, while you are grappling a creature you may use a bonus action to force both you and the grappled creature to be knocked prone.
Assisted Combatant (needs review)
At the 15th level, you have learned to train your animal companion to match your abilities in combat. Choose two of the following benefits to give to your animal companion. If your animal companion dies, this benefit transfers to the next animal companion.
- Its Hit Point Maximum now becomes equal to your Maximum Hit Points.
- Its AC now becomes equal to your AC. However, all AC bonuses gained from the Ability Score Increase feature are removed.
- Choose one non-magical melee weapon that you own. Melee weapon attacks that your Animal Companion make now deal damage equal to the chosen weapon.
- Choose two saving throws, one skill, and one action that requires a roll. Your animal companion gain a bonus to the chosen saving throws, skills, and actions equal to your proficiency bonus (as if it were proficient in the chosen items).
- Choose one benefit from the Animal Companion feature and apply it to your animal companion.
Swift Action
At 17th level, your wit is as quick as your movements. When you use the Know Thy Enemy feature you may use also use the Improvisation feature as a free action.
Naturally Gifted
At the 20th level, you have honed your tactical thinking to perfection. When you use the Know Thy Enemy feature, you can target up to four creatures within your line of sight, and any effects applied to targeted creatures now last for one minute.