{"name":"Ranger","overview":"[h2]Deadly Hunters[\/h2]\r\nWarriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization \u2014 humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.\r\n\r\nThanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature\u2019s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger\u2019s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.\r\n\r\n[h2]Independent Adventurers[\/h2]\r\nThough a ranger might make a living as a hunter, a guide, or a tracker, a ranger\u2019s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first \u2014 and possibly the last \u2014 line of defense.\r\n\r\nThis fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization\u2019s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.\r\n","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier","hitpointsathigherlevels":"1d10 + your Constitution modifier per ranger level after 1st","armorproficiencies":"Light armor, medium armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"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:\r\n[ul]\r\n[li](a) scale mail or (b) leather armor[\/li]\r\n[li](a) two shortswords or (b) two simple melee weapons[\/li]\r\n[li](a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[li]A longbow and a quiver of 20 arrows[\/li]\r\n[\/ul]\r\n","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.\r\n\r\n[b]Spell Slots.[\/b]\u00a0The 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\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\nFor 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.\r\n\r\n[b]Spells Known of 1st Level and Higher.\u00a0[\/b]You know two 1st-level spells of your choice from the ranger spell list.\r\nThe 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.\r\nAdditionally, 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.\r\n\r\n[b]Spellcasting Ability.[\/b]\u00a0Wisdom 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.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Wisdom modifier","features":"[h2]Favored Enemy[\/h2]\r\nBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\r\nChoose 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.\r\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\r\nWhen 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.\r\nYou 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.\r\n\r\n[h2]Natural Explorer[\/h2]\r\nYou 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\u2019re proficient in.\r\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\r\n[ul]\r\n[li]Difficult terrain doesn\u2019t slow your group\u2019s travel.[\/li]\r\n[li]Your group can\u2019t become lost except by magical means.[\/li]\r\n[li]Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.[\/li]\r\n[li]If you are traveling alone, you can move stealthily at a normal pace.[\/li]\r\n[li]When you forage, you find twice as much food as you normally would.[\/li]\r\n[li]While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.[\/li]\r\n[\/ul]\r\nYou choose additional favored terrain types at 6th and 10th level.\r\n\r\n[h2]Fighting Style[\/h2]\r\nAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.\r\nYou can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\nArchery, Defense, Dueling, or Two-Weapon Fighting.\r\n\r\n[h2]Ranger Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.\r\n\r\n[h2]Primeval Awareness[\/h2]\r\nBeginning 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\u2019t reveal the creatures\u2019 location or number.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[h2]Land's Stride[\/h2]\r\nStarting 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.\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.\r\n\r\n[h2]Hide in Plain Sight[\/h2]\r\nStarting 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.\r\nOnce 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.\r\n\r\n[h2]Vanish[\/h2]\r\nStarting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can\u2019t be tracked by nonmagical means, unless you choose to leave a trail.\r\n\r\n[h2]Feral Senses[\/h2]\r\nAt 18th level, you gain preternatural senses that help you fight creatures you can\u2019t see. When you attack a creature you can\u2019t see, your inability to see it doesn\u2019t impose disadvantage on your attack rolls against it.\r\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn\u2019t hidden from you and you aren\u2019t blinded or deafened.\r\n\r\n[h2]Foe Slayer[\/h2]\r\nAt 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 are applied.","subclasses":"","tabledata":"Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th\r\n1 | +2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - \r\n2 | +2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - \r\n3 | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | - | - | - | - \r\n4 | +2 | Ability Score Improvement | 3 | 3 | - | - | - | - \r\n5 | +3 | Extra Attack | 4 | 4 | 2 | - | - | - \r\n6 | +3 | Favored Enemy and Natural Explorer Improvements | 4 | 4 | 2 | - | - | -\r\n7 | +3 | Ranger Archetype Feature | 5 | 4 | 3 | - | - | -\r\n8 | +3 | Ability Score Improvement, Land\u2019s Stride | 5 | 4 | 3 | - | - | - \r\n9 | +4 | - | 6 | 4 | 3 | 2 | - | -\r\n10 | +4 | Natural Explorer Improvement, Hide in Plain Sight | 6 | 4 | 3 | 2 | - | -\r\n11 | +4 | Ranger Archetype Feature | 7 | 4 | 3 | 3 | - | -\r\n12 | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | -\r\n13 | +5 | - | 8 | 4 | 3 | 3 | 1 | -\r\n14 | +5 | Favored Enemy Improvement, Vanish | 8 | 4 | 3 | 3 | 1 | -\r\n15 | +5 | Ranger Archetype Feature | 9 | 4 | 3 | 3 | 2 | -\r\n16 | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | -\r\n17 | +6 | - | 10 | 4 | 3 | 3 | 3 | 1\r\n18 | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1\r\n19 | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2\r\n20 | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2","tags":"Ranger","templateId":"25","blockId":"673646","world":"5518f369-dd1f-427e-b992-4a63a47d2fa9","folder":"","isShared":"on"}