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Ranger

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Multiclassing Prerequisites: Dexterity 13, Wisdom 13


Class Table

Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1 +2 Favored Enemy (or Deft Explorer Alt), Natural Explorer (or Canny Alt) - - - - - -
2 +2 Fighting Style, Spellcasting 2 2 - - - -
3 +2 Ranger Archetype, Primeval Awareness (or Primal Awareness Alt), Martial Versatility (Opt) 3 3 - - - -
4 +2 Ability Score Improvement 4 3 - - - -
5 +3 Extra Attack 4 4 2 - - -
6 +3 Favored Enemy/Natural Explorer improvement (or Deft/Primal options) 4 4 2 - - -
7 +3 Ranger Archetype feature 5 4 3 - - -
8 +3 Ability Score Improvement, Land’s Stride 5 4 3 - - -
9 +4 5 4 3 2 - -
10 +4 Hide in Plain Sight (or Nature’s Veil Alt) 5 4 3 2 - -
11 +4 Ranger Archetype feature 6 4 3 3 - -
12 +4 Ability Score Improvement 6 4 3 3 - -
13 +5 6 4 3 3 1 -
14 +5 Favored Enemy improvement (or Deft Explorer/Primal options) 6 4 3 3 1 -
15 +5 Ranger Archetype feature 7 4 3 3 2 -
16 +5 Ability Score Improvement 7 4 3 3 2 -
17 +6 7 4 3 3 3 1
18 +6 Feral Senses 7 4 3 3 3 1
19 +6 Ability Score Improvement 7 4 3 3 3 2
20 +6 Foe Slayer 7 4 3 3 3 2

Note: Optional class features from Tasha’s can replace or augment the PHB features. This sheet lists both with “Alt” labels.


Class Features

Hit Points

  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies

  • 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, Survival

Equipment

You start with:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords 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

Favored Enemy (PHB 1st level)

Choose a type of favored enemy (such as aberrations, beasts, dragons, etc.). You have advantage on Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies (if they speak one). The feature improves at levels 6 and 14.

Deft Explorer (Optional replacement)

At 1st level, you gain Canny (expertise in one skill, +2 languages). At 6th level, you gain Roving (+5 walking speed, climb and swim speeds). At 10th level, you gain Tireless (temporary hit points and exhaustion reduction).


Natural Explorer (PHB 1st level)

Choose a type of favored terrain. 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. You have various exploration benefits within this terrain.

Canny (Optional replacement component)

See Deft Explorer above.


Fighting Style (2nd level)

Choose one Fighting Style to define your combat approach:

  • Archery
  • Defense
  • Dueling
  • Two-Weapon Fighting Optional additions include Blind Fighting, Druidic Warrior, Thrown Weapon Fighting.

Spellcasting (2nd level)

  • Spellcasting Ability: Wisdom
  • Spell save DC: 8 + proficiency bonus + Wisdom modifier
  • Spell attack modifier: proficiency bonus + Wisdom modifier
  • You learn ranger spells as indicated in the table; you regain all expended spell slots on a long rest.
  • Focus: druidic focus or components as allowed by setting.

Ranger Archetype (3rd level)

Choose an archetype, gaining features at 3rd, 7th, 11th, and 15th levels. Examples:

  • Hunter
  • Beast Master
  • Gloom Stalker
  • Horizon Walker
  • Monster Slayer
  • Fey Wanderer
  • Swarmkeeper

Primeval Awareness (PHB 3rd level)

You can expend a spell slot to sense whether certain creatures are present within 1 mile (or 6 miles in favored terrain).

Primal Awareness (Optional replacement)

You gain additional thematic spells and can communicate with beasts and many fey.


Martial Versatility (Optional)

Whenever you gain an Ability Score Improvement, you can replace a Fighting Style you know with another available to rangers.


Extra Attack (5th level)

You can attack twice, instead of once, whenever you take the Attack action.


Land’s Stride (8th level)

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed or taking damage from them.


Hide in Plain Sight (10th level)

You can spend 1 minute to create camouflage. Until you move or take actions, you gain a substantial bonus to Stealth checks.

Nature’s Veil (Optional replacement)

As a bonus action, expend a spell slot to become invisible until the start of your next turn.


Feral Senses (18th level)

You gain preternatural senses that help you fight creatures you can’t see.


Foe Slayer (20th level)

You can add your Wisdom modifier to attack or damage rolls against a creature once on each of your turns.