Can Cast Spells: Yes
Masters of the wilderness, rangers are skilled hunters and trackers who blend martial prowess with natural intuition. Whether stalking their prey through dense forests, navigating treacherous mountain passes, or defending frontier settlements from monstrous threats, they combine combat skill with intimate knowledge of their environment. You might be a solitary wanderer protecting travelers from wilderness dangers, a bounty hunter tracking your quarry across vast distances, or a guardian of ancient forests keeping watch against those who would despoil nature's realm.
As a ranger, you possess an array of combat skills and survival expertise honed by extensive experience in the wild. Your understanding of natural and unnatural creatures makes you an unparalleled hunter, while your attunement to the wilderness allows you to move unseen through any terrain. You can track your enemies for days without rest, survive in the harshest environments, and strike with deadly accuracy from the shadows. Whether fighting alongside an animal companion or relying on your own cunning, you excel at turning the environment itself into your ally -- making every forest, desert, or mountain your home territory.
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per ranger level after 1st
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
You start with the following equipment, in addition to the equipment granted by your background:
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
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 that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
You choose additional favored terrain types at 6th and 10th level.
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.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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 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.
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
At 3rd level, you choose an archetype that you strive to emulate. Select one ranger subclass. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. 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 can 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. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
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.
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.
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 were applied.
--- Spell Slots per Spell Level --- | ||||||||
Level |
Proficiency Bonus |
Features |
Spells Known |
1st |
2nd |
3rd |
4th |
5th |
1st | +2 | Favored Enemy, Natural Explorer | --- | --- | --- | --- | --- | --- |
2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | --- | --- | --- | --- |
3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | --- | --- | --- | --- |
4th | +2 | Ability Score Improvement | 3 | 3 | --- | --- | --- | --- |
5th | +3 | Extra Attack | 4 | 4 | 2 | --- | --- | --- |
6th | +3 | Favored Enemy and Natural Explorer Improvements | 4 | 4 | 2 | --- | --- | --- |
7th | +3 | Ranger Archetype Feature | 5 | 4 | 3 | --- | --- | --- |
8th | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | --- | --- | --- |
9th | +4 | --- | 6 | 4 | 3 | 2 | --- | --- |
10th | +4 | Natural Explorer Improvement, Hide in Plain Sight | 6 | 4 | 3 | 2 | --- | --- |
11th | +4 | Ranger Archetype Feature | 7 | 4 | 3 | 3 | --- | --- |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | --- | --- |
13th | +5 | --- | 8 | 4 | 3 | 3 | 1 | --- |
14th | +5 | Favored Enemy Improvement, Vanish | 8 | 4 | 3 | 3 | 1 | --- |
15th | +5 | Ranger Archetype Feature | 9 | 4 | 3 | 3 | 2 | --- |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | --- |
17th | +6 | --- | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
Name | Description |
---|---|
Beast Master | The Beast Master embodies a friendship between the civilized races and the beasts of the wild. |
Gloom Stalker | Gloom Stalkers are at home in the darkest places. |
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. |
Hunter | The Hunter is a bulwark between the people you protect and the terrors of the wilderness. |
Monster Slayer | Monster Slayers have dedicated themselves to hunting down creatures of the night and wielders of grim magic. |
Name | School | Casting Time | Duration | Range | Comp. |
---|---|---|---|---|---|
Absorb Elements | Abjuration | 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage | 1 round | Self | S |
Alarm | Abjuration | 1 minute | 8 hours | 30 feet | V, S, M |
Animal Friendship | Enchantment | 1 action | 24 hours | 30 feet | V, S, M |
Beast Bond | Divination | 1 action | Concentration, up to 10 minutes | Touch | V, S, M |
Cure Wounds | Evocation | 1 action | Instantaneous | Touch | V, S |
Detect Magic | Divination | 1 action | Concentration, up to 10 minutes | Self | V, S |
Detect Poison and Disease | Divination | 1 action | Concentration, up to 10 minutes | Self | V, S, M |
Ensnaring Strike | Conjuration | 1 bonus action | Concentration, up to 1 minute | Self | V |
Fog Cloud | Conjuration | 1 action | Concentration, up to 1 hour | 120 feet | V, S |
Goodberry | Transmutation | 1 action | Instantaneous | Touch | V, S, M |
Hail of Thorns | Conjuration | 1 bonus action | Concentration, up to 1 minute | Self | V |
Hunter's Mark | Divination | 1 bonus action | Concentration, up to 1 hour | 90 feet | V |
Jump | Transmutation | 1 action | 1 minute | Touch | V, S, M |
Longstrider | Transmutation | 1 action | 1 hour | Touch | V, S, M |
Snare | Abjuration | 1 minute | 8 hours | Touch | S, M |
Speak with Animals | Divination | 1 action | 10 minutes | Self | V, S |
Zephyr Strike | Transmutation | 1 bonus action | Concentration, up to 1 minute | Self | V |
Name | School | Casting Time | Duration | Range | Comp. |
---|---|---|---|---|---|
Animal Messenger | Enchantment | 1 action | 24 hours | 30 feet | V, S, M |
Player's Handbook. Wizards of the Coast, 2014.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA