The Ranger |
Spell Slots per Spell Level | ||||||||
---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Boon Points | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
1st | +2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - | - |
2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | 2 | - | - | - | - |
3rd | +2 | Primeval Awareness, Ranger Conclave | 2 | 3 | 3 | - | - | - | - |
4th | +2 | 2 | 3 | 3 | - | - | - | - | |
5th | +3 | Ranger Conclave feature | 2 | 4 | 4 | 2 | - | - | - |
6th | +3 | Greater Favored Enemy | 2 | 4 | 4 | 2 | - | - | - |
7th | +3 | Ranger Conclave feature | 2 | 5 | 4 | 3 | - | - | - |
8th | +3 | Fleet of Foot | 2 | 5 | 4 | 3 | - | - | - |
9th | +4 | 2 | 6 | 4 | 3 | 2 | - | - | |
10th | +4 | Hide in Plain Sight | 2 | 6 | 4 | 3 | 2 | - | - |
11th | +4 | Ranger Conclave feature | 2 | 7 | 4 | 3 | 3 | - | - |
12th | +4 | 2 | 7 | 4 | 3 | 3 | - | - | |
13th | +5 | 2 | 8 | 4 | 3 | 3 | 1 | - | |
14th | +5 | Vanish | 2 | 8 | 4 | 3 | 3 | 1 | - |
15th | +5 | Ranger Conclave feature | 3 | 9 | 4 | 3 | 3 | 2 | - |
16th | +5 | 3 | 9 | 4 | 3 | 3 | 2 | - | |
17th | +6 | 3 | 10 | 4 | 3 | 3 | 3 | 1 | |
18th | +6 | Feral Senses | 3 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | 3 | 11 | 4 | 3 | 3 | 3 | 2 | |
20th | +6 | Foe Slayer | 3 | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st and Higher Levels: 10 + your Constitution modifier
1st-Level Features
Boons
Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Skill Proficiency x3, Weapon Proficiency x2
Proficiencies
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) two simple melee weapons
• (a) a dungeoneer's pack or (b) an explorer's pack
• A longbow and a quiver of 20 arrows
Multiclass Features
Requirements: Proficiency in the Prima skill, Dexterity and Wisdom 13 or higher
Boons
Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Skill Proficiency, Weapon Proficiency
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, monstrosities, or undead. Alternatively, you can choose two cultures to be your favored enemies. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
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.
• Close Quarters Shooter
When making a ranged attack while you are within 1 meter of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 10 meters of you. You have a +1 bonus to attack rolls on ranged attacks.
• 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.
• Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
• Protection
When a creature you can see attacks a target other than you that is within 1 meter of you, you can use your reaction to impose disadvantage on the attack roll.
• Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
• 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.
• Interception
When a creature you can see hits a target that is within 1 meter of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
• 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 +1 bonus to the damage roll.
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.
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.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your 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 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 10 kilometers of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in kilometers) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Perception checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Vanish
Starting at 14th 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.
Feral Senses
At 18th 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 10 meters of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
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.