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Class Ranger

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  • Favored Enemy: (Level 1) 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, humanoids, monstrosities, or undead. 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. edit delete
  • Natural Explorer: (Level 1) 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:

    • You ignore difficult terrain.

    • You have advantage on initiative rolls.

    • 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. edit delete
  • Fighting Style: (Level 2) 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. edit delete
    • Archery: (Level 2) You gain a +2 bonus to attack rolls you make with ranged weapons. edit delete
    • Defense: (Level 2) While you are wearing armor, you gain a +1 bonus to AC. edit delete
    • Dueling: (Level 2) 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. edit delete
    • Two-Weapon Fighting: (Level 2) When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. edit delete
    • 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. edit delete
    • Druidic Warrior: You learn two can trips 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. edit delete
    • 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. edit delete
  • Primeval Awareness: (Level 3) 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 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

    If there are multiple groups of your favored enemies within range, you learn this information for each group. edit delete
  • Ability Score Improvement: (Level 4) When you reach 4th level you can gain a feat, 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. edit delete
    • (Level 8) When you reach 8th level, get another Ability Score Improvement. edit delete
    • (Level 12) When you reach 12th level, get another Ability Score Improvement. edit delete
    • (Level 16) When you reach 16th level, get another Ability Score Improvement. edit delete
    • (Level 19) When you reach 19th level, get another Ability Score Improvement. edit delete
  • Greater Favored Enemy: (Level 6) 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. edit delete
  • Fleet of Foot: (Level 8) Beginning at 8th level, you can use the Dash action as a bonus action on your turn. edit delete
  • Hide in Plain Sight: (Level 10) 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 Wisdom (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. edit delete
  • Vanish: (Level 14) 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. edit delete
  • Feral Senses: (Level 18) 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 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. edit delete
  • Foe Slayer: (Level 20) 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. edit delete
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. edit delete
  • Deft Explorer (optional): (Level 1) Replaces the Natural Explorer feature

    You are an unsurpassed 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. edit delete
    • Canny: (Level 1) 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. edit delete
    • Roving: (Level 6) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. edit delete
    • Tireless: (Level 10) As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). 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. edit delete
  • Favored Foe: (Level 1) 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 mark the target as your favored enemy for I minute or until you lose your concentration (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 along rest.

    This feature's extra damage increases when you reach certain levels in this class: to ld6 at 6th level and to 1d8 at 14th level edit delete
  • Spellcasting Focus (optional): (Level 2) You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals. edit delete
  • Primal Awareness (optional): (Level 3) 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.

    You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. edit delete
    • Primal Awareness Spells: Ranger level | Spell
      3rd | Speak with animals
      5th | Beast sense
      9th | Speak with plants
      13th | Locate creature
      17th | Commune with nature edit delete
  • Martial Versatility (optional): (Level 4) 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. edit delete
  • Nature's Veil: (Level 10) 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. edit delete

Modifiers




Variable Text Display



Text Level Req'd Hideable Connected to Edit
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, humanoids, monstrosities, or undead. 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.
1 No Class: Ranger delete
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:

• You ignore difficult terrain.

• You have advantage on initiative rolls.

• 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.
1 No Class: Ranger delete
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. 2 No Class: Ranger delete
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. 2 No Class: Ranger delete
Defense: While you are wearing armor, you gain a +1 bonus to AC. 2 No Class: Ranger delete
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. 2 No Class: Ranger delete
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 2 No Class: Ranger delete
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 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.
3 No Class: Ranger delete
Ability Score Improvement: When you reach 4th level you can gain a feat, 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. 4 No Class: Ranger delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Ranger delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Ranger delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Ranger delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Ranger delete
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.
6 No Class: Ranger delete
Fleet of Foot: Beginning at 8th level, you can use the Dash action as a bonus action on your turn. 8 No Class: Ranger delete
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 Wisdom (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.
10 No Class: Ranger delete
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. 14 No Class: Ranger delete
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 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
18 No Class: Ranger delete
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. 20 No Class: Ranger delete
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. Yes Class: Ranger delete
Deft Explorer (optional): Replaces the Natural Explorer feature

You are an unsurpassed 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.
1 No Class: Ranger delete
Canny: 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. 1 No Class: Ranger delete
Roving: Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. 6 No Class: Ranger delete
Tireless: As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). 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.
10 No Class: Ranger delete
Favored Foe: 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 mark the target as your favored enemy for I minute or until you lose your concentration (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 along rest.

This feature's extra damage increases when you reach certain levels in this class: to ld6 at 6th level and to 1d8 at 14th level
1 No Class: Ranger delete
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. No Class: Ranger delete
Druidic Warrior: You learn two can trips 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. No Class: Ranger delete
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. No Class: Ranger delete
Spellcasting Focus (optional): You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals. 2 No Class: Ranger delete
Primal Awareness (optional): 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.

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
3 No Class: Ranger delete
Primal Awareness Spells: Ranger level | Spell
3rd | Speak with animals
5th | Beast sense
9th | Speak with plants
13th | Locate creature
17th | Commune with nature
No Class: Ranger delete
Martial Versatility (optional): 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. 4 No Class: Ranger delete
Nature's Veil: 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.
10 No Class: Ranger delete

Modifiers



Modifies Value Reason Level Req'd Connected to Edit
weapon_proficiency simple class feature Class: Ranger delete
weapon_proficiency martial class feature Class: Ranger delete
armor_proficiency light class feature Class: Ranger delete
armor_proficiency medium class feature Class: Ranger delete
armor_proficiency shield class feature Class: Ranger delete