Two Melee Weapon
Martial Ranged Weapon
Leather Armor
Component Pouch
One of: Burglar's Pack, Diplomat's Pack, Dungeoneer's Pack, Entertainer's Pack, Explorer's Pack or Priest's Pack.
| Class Level | Prof. Bonus | Spells Known | Level 1 Slots | Level 2 Slots | Level 3 Slots | Level 4 Slots | Level 5 Slots |
|---|---|---|---|---|---|---|---|
| 1 | +2 | - | - | - | - | - | - |
| 2 | +2 | 2 | 2 | - | - | - | - |
| 3 | +2 | 3 | 3 | - | - | - | - |
| 4 | +2 | 3 | 3 | - | - | - | - |
| 5 | +3 | 4 | 4 | 2 | - | - | - |
| 6 | +3 | 4 | 4 | 2 | - | - | - |
| 7 | +3 | 5 | 4 | 3 | - | - | - |
| 8 | +3 | 5 | 4 | 3 | - | - | - |
| 9 | +4 | 6 | 4 | 3 | 2 | - | - |
| 10 | +4 | 6 | 4 | 3 | 2 | - | - |
| 11 | +4 | 7 | 4 | 3 | 3 | - | - |
| 12 | +4 | 7 | 4 | 3 | 3 | - | - |
| 13 | +5 | 8 | 4 | 3 | 3 | 1 | - |
| 14 | +5 | 8 | 4 | 3 | 3 | 1 | - |
| 15 | +5 | 9 | 4 | 3 | 3 | 2 | - |
| 16 | +5 | 9 | 4 | 3 | 3 | 2 | - |
| 17 | +6 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | 11 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | 11 | 4 | 3 | 3 | 3 | 2 |
Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.
Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.
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.
Martial Levels.
There are three Martial Tiers. Full Martials, Half Martials and Non Martials. As a Ranger, you are a Half Martial, which means you have a Martial Level that is half your Ranger Level. When you gain Martial Levels, you can learn Advanced Techniques for weapons with specific Properties. You can find specifics on the Martial Level system in the page designed for it.
Favoured Enemy.
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favoured enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of people or the designation of yokai as favoured enemies.
You have advantage on Wisdom (Survival) checks to track your favoured 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 favoured enemies, or one of your choice, if none of them speak a language, you can choose one on your own.
You choose one additional favoured 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.
Natural Explorer.
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favoured terrain. When you make an Intelligence or Wisdom check related to your favoured 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 favoured terrain, you gain the following benefits:
-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.
You choose additional favoured terrain types at 6th and 10th level.
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.
Fighting Style.
You adopt a particular style of fighting as your specialty. You can't take the same Fighting Style option more than once, even if you get to choose again. You can find the details of the options for Fighting Styles in their designated page. You can choose out of the following Fighting Styles:
-Archery
-Blind Fighting
-Defence
-Druidic Warrior
-Duelling
-Thrown Weapon Fighting
-Two-Weapon Fighting
Primal Awareness.
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.
| Ranger Level | Spell |
|---|---|
| 3rd | Speak With Animals |
| 5th | Beast Sense |
| 9th | Speak With Plants |
| 13th | Locate Creature |
| 17th | Commune With Nature |
Ranger Conclave.
Choose the type of Ranger Conclave you poses, each of which is detailed at the end of the class's description.
Ability Score Improvement.
When you reach 4th 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. Alternatively, you can choose to take a Feat instead.
Extra Attack.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Extra Favoured Enemy.
At 6th level, you choose one additional favoured enemy, as well as an associated language.
Extra Favoured Terrain.
At 6th level, you gain an additional favoured terrain.
Roving.
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Ranger Conclave Feature.
You gain a feature granted by your Ranger Conclave choice, which you can find in the appropriate page.
Assuring Strike.
When you reach 7th level in this class, the skill and precision of your attacks create and expose weaknesses in your foe’s guard. The second time on your turn that you hit the same creature with a weapon attack, you deal extra damage to it equal to your proficiency bonus.
Land's Stride.
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.
Ability Score Improvement.
When you reach 8th 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. Alternatively, you can choose to take a Feat instead.
Nature's Veil.
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.
Extra Favoured Terrain.
At 10th level, you gain an additional favoured terrain.
Tireless.
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Intelligence or 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..
Ranger Conclave Feature.
You gain a feature granted by your Ranger Conclave choice, which you can find in the appropriate page.
Ability Score Improvement.
When you reach 12th 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. Alternatively, you can choose to take a Feat instead.
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.
Extra Favoured Enemy.
At 14th level, you choose one additional favoured enemy, as well as an associated language.
Ranger Conclave Feature.
You gain a feature granted by your Ranger Conclave choice, which you can find in the appropriate page.
Ability Score Improvement.
When you reach 16th 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. Alternatively, you can choose to take a Feat instead.
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.
Ability Score Improvement.
When you reach 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. Alternatively, you can choose to take a Feat instead.
Foe Slayer.
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Intelligence or Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favoured enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Beast Master
Cowpoke
Drake Warden
Dream Wanderer
Gloom Stalker
Horizon Walker
Hunter
Monster Slayer
Rōnin
Shooting Star
Stormcaller
Swarmkeeper
Trapper