Ranger

Class

Hit die
d10
Spellcasting
HALF
Saving throws
Dexterity, Strength
Dice rolled
d10
Dice rolled
d6
Dice rolled
1d8

Ranger progression

LevelProficiency BonusClass FeaturesFavored EnemyPrepared Spells——Spell Slots per Spell Level——
12345
1+2Spellcasting, Favored Enemy, Weapon Mastery222————
2+2Deft Explorer, Fighting Style232————
3+2Ranger Subclass243————
4+2Ability Score Improvement253————
5+3Extra Attack3642———
6+3Roving3642———
7+3Subclass feature3743———
8+3Ability Score Improvement3743———
9+4Expertise49432——
10+4Tireless49432——
11+4Subclass feature410433——
12+4Ability Score Improvement410433——
13+5Relentless Hunter5114331—
14+5Nature’s Veil5114331—
15+5Subclass feature5124332—
16+5Ability Score Improvement5124332—
17+6Precise Hunter61443331
18+6Feral Senses61443331
19+6Epic Boon61543332
20+6Foe Slayer61543332

Ability Score Improvement

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.

Core Ranger Traits

Primary AbilityDexterity and Wisdom
Hit Point DieD10 per Ranger level
Saving Throw ProficienciesStrength and Dexterity
Skill ProficienciesChoose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon ProficienciesSimple and Martial weapons
Armor TrainingLight and Medium armor and Shields
Starting EquipmentChoose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Ar rows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP; or (B) 150 GP

Deft Explorer

Thanks to your travels, you gain the following benefits.

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 in "Character Creation."

Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Expertise

Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.

Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Favored Enemy

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.

Favored Enemy

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Feral Senses

Your connection to the forces of nature grants you Blindsight with a range of 30 feet.

Fighting Style

You gain a Fighting Style feat of your choice (see "Feats"). Instead of choosing one of those feats, you can choose the option below.

Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). *Guidance* and *Starry Wisp* are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

Foe Slayer

The damage die of your *Hunter's Mark* is a d10 rather than a d6.

Nature's Veil

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end 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

You have Advantage on attack rolls against the creature currently marked by your *Hunter's Mark*.

Prepared Spells

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Proficiency Bonus

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Ranger Subclass

You gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.

Relentless Hunter

Taking damage can't break your Concentration on *Hunter's Mark*.

Roving

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.

1st

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2nd

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3rd

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4th

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5th

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Ranger Spell List

This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration, *R* means it's a Ritual, and *M* means it requires a specific Material component.

Level 1 Ranger Spells
SpellSchoolSpecial
AlarmAbjurationR
Animal FriendshipEnchantment—
Cure WoundsAbjuration—
Detect MagicDivinationC, R
Detect Poison and DiseaseDivinationC, R
Ensnaring StrikeConjurationC
EntangleConjurationC
Fog CloudConjurationC
GoodberryConjuration—
Hunter's MarkDivinationC
JumpTransmutation—
LongstriderTransmutation—
Speak with AnimalsDivinationR
Level 2 Ranger Spells
SpellSchoolSpecial
AidAbjuration—
Animal MessengerEnchantmentR
BarkskinTransmutation—
DarkvisionTransmutation—
Enhance AbilityTransmutationC
Find TrapsDivination—
Gust of WindEvocationC
Lesser RestorationAbjuration—
Locate Animals or PlantsDivinationR
Locate ObjectDivinationC
Magic WeaponTransmutation—
Pass without TraceAbjurationC
Protection from PoisonAbjuration—
SilenceIllusionC, R
Spike GrowthTransmutationC
Level 3 Ranger Spells
SpellSchoolSpecial
Conjure AnimalsConjurationC
DaylightEvocation—
Dispel MagicAbjuration—
Meld into StoneTransmutationR
NondetectionAbjurationM
Plant GrowthTransmutation—
Protection from EnergyAbjurationC
RevivifyNecromancyM
Speak with PlantsTransmutation—
Water BreathingTransmutationR
Water WalkTransmutationR
Wind WallEvocationC
Level 4 Ranger Spells
SpellSchoolSpecial
Conjure Woodland BeingsConjurationC
Dominate BeastEnchantmentC
Freedom of MovementAbjuration—
Locate CreatureDivinationC
StoneskinTransmutationC, M
Level 5 Ranger Spells
SpellSchoolSpecial
Commune with NatureDivinationR
Greater RestorationAbjurationM
Tree StrideConjurationC

Spellcasting

You have learned to channel the magical essence of nature to cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.

Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. 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 recommended.

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 you 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.

Tireless

Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Points. As a Magic 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.

Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.