Ranger Class Features

As a ranger, you gain the following class features.

 

Hit Points

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 20 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

 

Proficiencies and Training

Armour: Light armour, medium armour, 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

 

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • scale mail or leather armour

  • one martial weapon or two simple weapons

  • a dungeoneer’s pack or an explorer’s pack

  • two daggers, a longbow, and a quiver of 20 arrows

Features

Favoured Enemy

As a ranger, you are an expert hunter of creatures. Choose a type of creature as your favoured enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead.

You also know the hunter’s mark spell and always have it prepared. When you cast hunter’s mark, you can also treat the target of the spell as a favoured enemy for the duration.

You gain special abilities when you fight your favoured enemies. Select an option from the list below. Whenever you finish a short or long rest you can change this choice to another option from the list of specialised fighting techniques. Some of these options only become available to you when you reach certain levels in this class (level requirements stated in the parenthesis). At 6th level and again at 14th level, you can choose an additional fighting technique (for at total of three specialised fighting techniques at 14th level).

Specialised Fighting Techniques

  • Brush Fighting. You do not provoke opportunity attacks from your favoured enemies.

  • Expert Resolve. Whenever you make a saving throw against one of your favoured enemies, you can add your Wisdom modifier to your roll.

  • Favoured Foe. You can add your Wisdom modifier to the damage roll of attacks you make against a favoured enemy.

  • Know thy Enemy. You can use a bonus action to choose one favoured enemy 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 also have advantage on Intelligence checks to recall information about your favoured enemies.

  • Horde Breaker (requires level 6). Once on each of your turns when you make a weapon attack against one of your favoured enemies, you can make another attack with the same weapon against another favoured enemy that is within 5 feet of the original target and within range of your weapon.

  • Hunter’s Senses (requires level 6). Your attack rolls cannot have disadvantage against your favoured enemies. Also, your favoured enemies don’t gain advantage on attack rolls against you as a result of being hidden or invisible.

  • Reactive (requires level 6). When a favoured enemy within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after the attack if you can see the creature that attacked you.

  • Rend Foe (requires level 6). Your tenacity can wear down the most potent foes. When you hit a favoured enemy with a weapon attack on your turn, your next weapon attack on the same turn against that enemy deals an additional 1d6 damage on a hit. You can deal this extra damage only once per turn.

  • Uncanny Fighting (requires level 6). When one of your favoured enemies hits you with an attack, you can use your reaction to halve the attack’s damage against you.

  • Fixated Hunter (requires level 13). Once on your turn, when you miss one of your favoured enemies with an attack, you can immediately give yourself a bonus to that attack equal to you Wisdom modifier, potentially turning the miss into a hit.

  • Ruthless Hunter(requires level 13). Once per turn, you deal an additional 1d6 damage against one of your your favoured enemies if it is bloodied.

 

Ranger Archetype

At 1st level, you choose a ranger archetype. Your choice grants you features at 1st level and again at 10th level (see the ranger archetype options below).

 

Natural Explorer

Beginning at 2nd level, you are particularly adept at traveling and surviving in natural environments. You gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.

  • Foraging, navigating, and tracking does not give you disadvantage on Wisdom (perception) checks.

  • When you forage, you find twice as much food as you normally would.

In addition, whenever you finish a short or long rest, you gain one of the following abilities until you use this feature again after another short or long rest. You gain access to more options as you gain levels in this class (level requirements stated in the parenthesis):

  • Canny Explorer. You gain expertise in one skill you are proficient in from the list of skills available to the ranger.

  • Hide in Plain Sight. You can spend 1 minute creating camouflage for yourself in natural environments. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you gain a +10 bonus to Dexterity (Stealth) checks for up to 1 hour or until you enter a different type of environment (such as leaving the forest or entering a cave). This also allows you to 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), though any creature that observes you hide in this way remains aware of your location regardless of your Dexterity (Stealth) check. If you hide against a surface, you remain hidden for as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you are revealed.

  • Outlander. You have advantage on Strength (athletics), Dexterity (acrobatics), and Wisdom checks in natural environments.

  • Resistance. You have resistance to one of the following damage types (your choice each time you select this option): Cold, Fire, Poison.

  • Roving. Your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed.

  • Survivalist. You gain proficiency in Nature and Survival. If you already have proficiency with any of these skills, you gain expertise in that skill instead.

  • Tireless. Whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

  • Strider (requires level 7). Moving through nonmagical difficult terrain costs you no extra movement. In addition, you have advantage on saving throws against effects that magically impede movement, such as the entangle spell.

  • Tremorsense (requires level 7). As an action, you gain tremorsense with a range of 120 feet until the beginning of your next turn. You must be on a surface or touching a surface to use this tremorsense.

  • Vanish (requires level 7). 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.

  • Enduring (requires level 14). When you finish a short rest, you can choose to regain two expended hit die.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells.

Ranger Spells

You can learn spells from the primal spell list. You can learn spells from all primal spell schools except evocation spells.

Armoured Casting

You ignore spell failure from armour when you cast ranger spells wearing light or medium armour.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells.

Spells Known of 1st Level and Higher

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 finish a long rest, you can choose one of the ranger spells you know and replace it with another ranger spell, which also must be of a level for which you have spell slots.

Spell Slots

The ranger table shows how many spell slots you have to cast your ranger 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.

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

 

Fighting Style

At 3rd level, you learn one fighting style from the list of fighting styles available to the fighter. You can change a fighting style you know to another fighting style whenever you finish a long rest.

 

Ranger Conclave

At 3rd level, you join a ranger conclave. Your choice grants you abilities at 3rd, 9th, and 17th level.

Conclave spells

Your Ranger Conclave grants you access to certain spells when you reach certain levels in this class. Once you gain a conclave spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a conclave spell that doesn't appear on the primal spell list, the spell is nonetheless a ranger spell for you.

Once between long rests, you can cast one of your conclave spells without expending a spell slot.

Feat

At 4th level, you gain a feat from the list of feats. You must meet the prerequisites for the feat.

You gain an additional feat at 8th, 12th, 16th, and 19th level. 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

 

Hunter’s Quarry

Beginning at 11th level, your become a trained hunter of foes, granting you the following benefits:

  • When you select your favoured enemy after a short or long rest, you select two types of creautes instead of one from the list.

  • When you cast hunter’s mark with a spell slot, you can select an additional number of creatures to mark up to your Wisdom modifier. When you cast the spell like this, you can only use a bonus action to mark a new quarry once all targets have been reduced to 0 hit points. When you do so, you mark just one creature as normal.

 

Primeval Awareness

Beginning at 15th level, you can use your action to discipline your awareness on the region around you. For 1 hour, or until you lose your concentration (as if you were concentrating on a spell), you can sense whether the any of your favoured enemies are present within 1 mile of you.

This effect doesn’t reveal the creatures’ location or number, though it reveals the direction to large concentrations of those creatures and grants you advantage on Wisdom (survival) to track those creatures for the duration.

 

Adaptive Hunter

Beginning at 18th level, you can spend 1 minute to change any of the choices granted by your favoured enemy or natural explorer features. You can use this feature once between short or long rests.

 

Primal Predator

At 20th level, you gain the following benefits:

  • You can select three types of creatures instead of two when you change your favoured enemy creature types after a short or long rest.

  • You can cast hunter’s mark without expending a spell slot a number of times equal to your Wisdom modifier between long rests (instead of only once).

  • Once per turn, when you hit one of your favoured enemies with an attack while you are concentrating on a spell, you can choose to deal maximum damage to your favoured enemy instead of rolling damage. Immediately after this attack, the spell you are concentrating on automatically ends.