Ranger
Hit Points
Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiences
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Overview & Creation
Level | Prof. Bonus | Features | Favored Enemy | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
1st |
+2 |
Spellcasting, Favored Enemy, Weapon Mastery |
2 |
2 |
2 |
— |
— |
— |
— |
2nd |
+2 |
Fighting Style, Deft Explorer |
2 |
3 |
2 |
— |
— |
— |
— |
3rd |
+2 |
Ranger Subclass |
2 |
4 |
3 |
— |
— |
— |
— |
4th |
+2 |
Ability Score Improvement, Martial Versatility |
2 |
5 |
3 |
— |
— |
— |
— |
5th |
+3 |
Extra Attack |
3 |
6 |
4 |
2 |
— |
— |
— |
6th |
+3 |
Roving |
3 |
6 |
4 |
2 |
— |
— |
— |
7th |
+3 |
Ranger Subclass feature |
3 |
7 |
4 |
3 |
— |
— |
— |
8th |
+3 |
Ability Score Improvement |
3 |
7 |
4 |
3 |
— |
— |
— |
9th |
+4 |
Expertise |
4 |
8 |
4 |
3 |
2 |
— |
— |
10th |
+4 |
Tireless |
4 |
8 |
4 |
3 |
2 |
— |
— |
11th |
+4 |
Ranger Subclass Feature |
4 |
10 |
4 |
3 |
3 |
— |
— |
12th |
+4 |
Ability Score Improvement |
4 |
10 |
4 |
3 |
3 |
— |
— |
13th |
+5 |
Relentless Hunter |
5 |
11 |
4 |
3 |
3 |
1 |
— |
14th |
+5 |
Nature's Veil |
5 |
11 |
4 |
3 |
3 |
1 |
— |
15th |
+5 |
Ranger Subclass feature |
5 |
12 |
4 |
3 |
3 |
2 |
— |
16th |
+5 |
Ability Score Improvement |
5 |
12 |
4 |
3 |
3 |
2 |
— |
17th |
+6 |
Precise Hunter |
6 |
14 |
4 |
3 |
3 |
3 |
1 |
18th |
+6 |
Feral Senses |
6 |
14 |
4 |
3 |
3 |
3 |
1 |
19th |
+6 |
Ability Score Improvement |
6 |
15 |
4 |
3 |
3 |
3 |
2 |
20th |
+6 |
Foe Slayer |
6 |
15 |
4 |
3 |
3 |
3 |
2 |
Class Features
Favored Enemy
Starting at level 1, you always have the Hunter’s Mark spell prepared. You can cast it twice 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, as shown in the Favored Enemy column of the Ranger Features table.
Deft Explorer
Thanks to your travels, you gain the following benefits at level 2:
- 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 from the language tables.
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.
- 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.
Ranger Subclass
At 3rd level, you choose to emulate the ideals and training of a ranger conclave:
- Beast Master
- Gloom Stalker
- Hunter
- Horizon Walker
- Monster Slayer
- Swarmkeeper
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
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. You can also take one feat of your choice for which you qualify instead.
Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
Extra Attack
Starting at the 5th level, you can attack twice instead of once whenver you take the Attack action on your turn.
Roving
At 6th level, 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.
Expertise
At 9th level, choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Tireless
Starting at 10th level, Primal forces now help fuel you on your journeys, granting you the following benefits.
- Temporary Hit Points. As an 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.
Relentless Hunter
At the 13th level, Taking damage can no longer break your Concentration on Hunter’s Mark.
Nature’s Veil
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 Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Precise Hunter
Beginning at level 17, you have Advantage on attack rolls against the creature currently marked by your
Hunter's Mark.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. You gare granted Blindsight with a range of 30 feet.
Foe Slayer
At 20th level, you become an unparalleled hunter. The damage die of your
Hunter's Mark is a d10 instead of a d6
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background.
You may select either (a) or (b):
- (a) scale mail or (b) leather armor
- (a) two short swords 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
Alternatively, you can ignore the equipment from your class and background, and start with
5d4 x 10 gp.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Ranger spells.
Spell Slots
The Ranger Features table shows how many spell slots you have to cast your level 1+. 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. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommanded.
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. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives 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.
Subclass Options
Beast Master
Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
Primal Companion
You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your Proficiency Bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its supernatural origin.
In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action, unless you take a Bonus Action on your turn to command it to take a different action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you have the Incapacitated condition, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can you use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears.
The beast vanishes if you die.
Exceptional Training
Beginning at 7th level, when you use your Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action as a Bonus Action.
In addition, whenever the beast hits with an attack and deals damage, it can deal your choice of Force damage or its normal damage type.
Bestial Fury
When you command your Primal Companion beast to take the Attack action, the beast can make two attacks.
In addition, the first time each turn it hits a creature under the effect of your Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.
Share Spells
At 15th level, when you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.henever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
Gloom Stalker
Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.
Dread Ambusher
At 3rd level, you have mastered the art of creating frightening ambushes, granting you the following benefits:
- Ambusher’s Leap. At the start of the first turn of each combat, your Speed increases by 10 feet until the end of that turn.
- Frighten. Once per turn when you attack a creature and hit it with a weapon, you can deal an extra 1d8 Psychic damage to the target and force it to make a Wisdom saving throw against your Spell Save DC. On a failed save, it has the Frightened condition until the start of your next turn. You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.
Umbral Sight
Also at third level, you gain Darkvision out to a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that darkness.Gloom Stalker Spells
Gloom Stalker Spells
The magic of the Shadowfell ensures you always have certain spells ready; when you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.
Ranger Level | Spells |
3rd |
Disguise Self |
5th |
Rope Trick |
9th |
Fear |
13th |
Greater Invisibility |
17th |
Seeming |
Iron Mind
At 7th level, you have honed your ability to resist the mindaltering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Stalker’s Flurry
At 11th level, when you use the Frighten effect of your Dread Ambusher feature, you can cause one of the following additional effects:
- Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon’s range.
- Mass Fear. Each creature within 10 feet of the target must make a Wisdom saving throw against your Spell Save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.
Shadowy Dodge
At 15th level, you can dodge with wisps of supernatural shadow around you. When a creature makes an attack roll against you, you can use your Reaction to impose Disadvantage on that roll. If the attack then misses, you can teleport up to 30 feet to an unoccupied space you can see .
Horizon Walker
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to
pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the
order of the planes.
Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Ranger Level | Spells |
3rd |
Protection from evil and good |
5th |
Misty Step |
9th |
Haste |
13th |
Banishment |
17th |
Teleportation Circle |
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot,but the spell ends at the end of the current turn.Once you use this feature, you can’t use it again until you finish a short or long rest.
Distant Strike
At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage
on this turn.
Hunter
You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.
Hunter’s Prey
Starting at 3rd level, you gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
- Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.
- Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn
Hunter's Lore
Beginning at 3rd level, you can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Defensive Tactics
Starting at the 7th levelYou gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
- Escape the Horde. Opportunity Attacks have Disadvantage against you.
- Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.
Superior Hunter's Prey
At the 11th level, once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.
Superior Hunter’s Defense
When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.
Monster Slayer
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, Slayers are experts at unearthing and defeating mighty, mystical foes.
Hunter’s Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action,choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and What they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer’s Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action,you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an
extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It
ends early if you designate a different creature.
Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Ranger Level | Spells |
3rd |
Protection From Evil and Good |
5th |
Zone of Truth |
9th |
Magic Circle |
13th |
Banishment |
17th |
Hold Monster |
Supernatural Defense
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.
Magic User’s Nemesis
At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can’t use it again until you finish a short or long rest.
Slayer’s Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Swarmkeeper
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
Gathered Swarm
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
1d4 | Appearance |
1 |
Swarming insects |
2 |
Miniature twig blights |
3 |
Fluttering birds |
4 |
Playful pixies |
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
- The attack's target takes 1d6 piercing damage from the swarm.
- The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
- You are moved by the swarm 5 feet horizontally in a direction of your choice.
Swarmkeeper Magic
Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spells |
3rd |
Faerie Fire, Mage Hand |
5th |
Web |
9th |
Gaseous Form |
13th |
Arcane Eye |
17th |
Insect Plague |
Writhing Tide
Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.
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.
Mighty Swarm
At 11th level, your Gathered Swarm grows mightier in the following ways:
- The damage of Gathered Swarm increases to 1d8.
- If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
- When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.
Swarming Dispersal
When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
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.