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.
Source: I Made It the Fuck Up
You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
| The Ranger | Spell Slots per Spell Level | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | ||||
| 1st | +2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - | ||||
| 2nd | +2 | Spellcasting, Combat Superiority (Optional), Fighting Style | 2 | 2 | - | - | - | - | ||||
| 3rd | +2 | Primeval Awareness, Poultices (Optional), Ranger Conclave | 3 | 3 | - | - | - | - | ||||
| 4th | +2 | Ability Score Improvement, Martial Versatility (Optional) | 3 | 3 | - | - | - | - | ||||
| 5th | +3 | Extra Attack, Combat Superiority Improvement (Optional) | 4 | 4 | 2 | - | - | - | ||||
| 6th | +3 | Greater Favored Enemy | 4 | 4 | 2 | - | - | - | ||||
| 7th | +3 | Ranger Conclave feature | 5 | 4 | 3 | - | - | - | ||||
| 8th | +3 | Ability Score Improvement, Fleet of Foot, Martial Versatility (Optional) | 5 | 4 | 3 | - | - | - | ||||
| 9th | +4 | Combat Superiority Improvement (Optional) | 6 | 4 | 3 | 2 | - | - | ||||
| 10th | +4 | Hide in Plain Sight, Tireless (Optional) | 6 | 4 | 3 | 2 | - | - | ||||
| 11th | +4 | Ranger Conclave feature | 7 | 4 | 3 | 3 | - | - | ||||
| 12th | +4 | Ability Score Improvement, Martial Versatility (Optional) | 7 | 4 | 3 | 3 | - | - | ||||
| 13th | +5 | Combat Superiority Improvement (Optional) | 8 | 4 | 3 | 3 | 1 | - | ||||
| 14th | +5 | Vanish, Improved Favored Enemy | 8 | 4 | 3 | 3 | 1 | - | ||||
| 15th | +5 | Ranger Conclave feature | 9 | 4 | 3 | 3 | 2 | - | ||||
| 16th | +5 | Ability Score Improvement, Martial Versatility (Optional) | 9 | 4 | 3 | 3 | 2 | - | ||||
| 17th | +6 | Combat Superiority Improvement (Optional) | 10 | 4 | 3 | 3 | 3 | 1 | ||||
| 18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 | ||||
| 19th | +6 | Ability Score Improvement, Martial Versatility (Optional) | 11 | 4 | 3 | 3 | 3 | 2 | ||||
| 20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 | ||||
Class Features
As a ranger, you gain the following 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, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (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
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, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You gain a 1d4 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. If you chose two humanoid races as your favored enemy, you learn two languages instead of one.
Natural Explorer
Also at 1st level, you are a master of navigating the natural world and are adept at traveling and surviving. Choose two types of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, underground, or the Underdark.
While in one of your chosen terrains, you gain the following benefits:
- You ignore difficult terrain.
- 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.
Whenever you finish a long rest, you can replace one of the chosen terrain types with a different one from the list.
Spellcasting
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 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
Combat Superiority (Optional)
This 2nd-level feature replaces the Spellcasting feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. This includes any features that teach you spells that are counted as ranger spells. Any Ranger Conclave feature that requires you to expend a spell slot instead requires you to expend a superiority die.
You gain the benefit below, and you gain an additional benefit when you reach 13th level and 17th level in this class.
You learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice from among those available to the Battle Master archetype or from the below list. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 5th, 9th, 13th, 17th levels, and whenever you gain a feature that would normally teach you ranger spells. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
- Survival Superiority. When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
- Scout’s Evasion. If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You use this DC in place of your Spell save DC for the purposes of any Ranger Conclave features that require it.
Improved Combat Superiority (13th Level)
At 13th level, your superiority dice turn into d10s.
Relentless (17th Level)
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
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.
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting. You have blind sight 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.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Druidic Warrior. You learn two cantrips 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.
- In addition, 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.
- 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.
- 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.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Superior Technique (TCE). You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
- Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
- Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
- When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
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.
Poultices (Optional)
This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You gain the benefit below, and you gain an additional benefit when you reach 9th level in this class.
At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
Natural Antivenom (9th Level)
Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
| Conclave | Source |
|---|---|
| Beast Tamer | I Made It the Fuck Up |
| Beast Summoner | I Made It the Fuck Up |
| Fey Wanderer | Tasha's Cauldron of Everything |
| Gloom Stalker | I Made It the Fuck Up |
| Horizon Walker | Xanathar's Guide to Everything |
| Hunter | Player's Handbook |
| Monster Slayer | Xanathar's Guide to Everything |
| Swarmkeeper | Tasha's Cauldron of Everything |
| Drakewarden | Fizban's Treasury of Dragons |
| Unearthed Arcana | |
| Drakewarden (UA) | Unearthed Arcana 75 - Subclasses, Part 5 |
| Archived Unearthed Arcana | |
| Deep Stalker | Unearthed Arcana 10 - Light, Dark, Underdark! |
| Fey Wanderer | Unearthed Arcana 69 - Subclasses, Part 3 |
| Monster Slayer | Unearthed Arcana 35 - A Trio of Subclasses |
| Primeval Guardian | Unearthed Arcana 27 - Ranger & Rogue |
| Swarmkeeper | Unearthed Arcana 64 - Fighter, Ranger, Rogue |
Ability Score Improvement
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.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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. Your choice should reflect the types of monsters you have encountered on your adventures. 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 1d6.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
Fleet of Foot
Beginning at 8th level, you react with swift and decisive action when attacked. You gain the following benefits:
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
- 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.
- You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
- 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.
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.
Tireless (Optional)
This 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
As a bonus 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 short or long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
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.
Improved Favored Enemy
At 14th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies against any of your favored enemies.
Your bonus to damage rolls against all your favored enemies increases to 1d8.
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.
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. If the target of the attack is one of your favored enemies, you can apply your Wisdom modifier to both the attack and damage rolls. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
See also: Ranger, Ranger Revised, Ranger with No Spells