Ranger

Class Features

As a Ranger, you gain the following class features.

Hit Points

Hig 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:

The Ranger
The Ranger
-Spell Slots per Spell Level-
LevelProficiency BonusFeaturesSpells Known1st2nd3rd4th5th
1st+2Favored Enemy, Natural Explorer------
2nd+2Fighting Style, Spellcasting22----
3rd+2Ranger Archetype, Primal Awareness33----
4th+2Ability Score Improvement33----
5th+3Extra Attack442---
6th+3Favored Enemy and Natural Explorer improvements442---
7th+3Ranger Archetype feature543---
8th+3Ability Score Improvement, Land's Stride543---
9th+4-6432--
10th+4Natural Explorer improvement, Hid in Plain Sight6432--
11th+4Ranger Archetype feature7433--
12th+4Ability Score Improvement7433--
13th+5-84331-
14th+5Favored Enemy improvement, Vanish84331-
15th+5Ranger Archetype feature94332-
16th+5Ability Score Improvement94332-
17th+6-1043331
18th+6Feral Senses1043331
19th+6Ability Score Improvement1143332
20th+6Foe Slayer1143332

Favored 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 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.

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 that is spoken by your favored enemies, if they speak one at all.

You 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.

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 favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. 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.

While traveling for an hour or more in your favored 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 favored terrain types at 6th and 10th level.

    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.

    Defense

    While you are wearing armor, you gain a +1 bonus to AC.

    Dueling

    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2bonus to damage rolls with that weapon.

    Two-Weapon Fighting

    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

    Spellcasting

    By the time you reach the 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

    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 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

    Primeval Awareness

    Beginning 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't reveal the creatures' location or number.

    Ranger Archetype

    At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, 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.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Favored Enemy (level 6)

    Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

    Choose 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.

    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 that is spoken by your favored enemies, if they speak one at all.

    You 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.

    Ability Score Improvement (lvl 8)

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, 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.

    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.

    Hide in Plain Sight

    Starting 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.

    Once 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.

    Ability Score Improvement (lvl 12)

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, 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.

    Favored Enemy (level 14)

    Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

    Choose 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.

    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 that is spoken by your favored enemies, if they speak one at all.

    You 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.

    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.

    Ability Score Improvement (lvl 16)

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, 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.

    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 (lvl 19)

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, 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.

    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 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.

    Ranger Archetypes

    A classic expression of the ranger ideal is the Hunter.

    Blade Dancer

    Walking the way of the blade dancer means preferring finesse over brute strength. It means dodging and diving through waves of foes, slicing each one down. It means acrobatically dancing around a giant's punches before felling it. It means wielding two blades at the same time as extensions of your very being.

    Agile Fighter

    Your fighting style looks more like a dance than a battle. You move nimbly between enemies, avoiding their strikes. Starting at 3rd level, you gain the following benefits:

  • You are not considered to have an "off-hand," when making an bonus action attack with your other weapon, you may add your bonus modifiers to the strike.
  • You may draw and/or sheath a number of weapons (up to your proficiency bonus) you're proficient with as additional free weapon interaction actions.
  • Blade Fury

    At 7th level, as an action you have the ability to make such an incredible number of strikes in such a beautiful manner at such incredible speed that you truly have mastered the dance of death. You may use your action to attack each enemy within 5 feet of you, with separate attack rolls for each target. Once you have used this ability, you may not use it again until you complete a short or long rest.

    Dance at Death's Door

    At 7th level, Your mastery over your blades and body in movement is almost supernatural. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

    Bladedancer's Evasion

    At 11th level, you can acrobatically dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You must be dual wielding for evasion to work.

    Dance of Battle

    At 11th level you may make one more attack per Attack action. This is in addition to any extra attacks from other Ranger sources.

    Dual Blade Mastery

    At 15th level, You wield two weapons with the same ease that others can wield only one. You gain one of the following:

  • STRIKER: When you use your reaction to make an opportunity attack, you may also make an attack with your off-hand weapon; or
  • SMITER: Your attacks score a critical on 19
  • Advanced Two Weapon Fighting

    At 15th level, While you attack with both your weapons, you also defend with them. To you, your two blades are almost as a shield. You gain +2 AC while dual wielding.


    Copy Left Notice: The Blade Dancer is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Hunter

    Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. as you walk the hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

    Hunter's Prey

    At 3rd level you gain one of the following features of your choice.

  • Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
  • Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
  • Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
  • Defensive Tactics

    At 7th level, you gain one of the following features of your choice.

  • Escape the Horde. Opportunity attacks against you and made with disadvantage.
  • Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  • Steel Will. You have advantage on saving throws against being Frightened.
  • Multiattack

    At 11th level, you gain one of the following features of your choice.

  • Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
  • Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
  • Superior Hunter's Defense

    At 15th level, you gain one of the following features of your choice.

  • Evasion. When you are subjected to an effect, such as a red dragon's fiery breath or a Lightning Bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
  • Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

  • Copy Left Notice: The Hunter is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Neiklot

    Some rangers believe that time spent in the arcane arts is a waste of time. They would much rather study how to use their bows. As such they have developed skills beyond that of any normal archer. They have unheard of accuracy, and a number of "trick shots" that allow them to apply cool effects, while temporarily deducting from their huge accuracy buffs.

    The Neiklot Rangers do not have spellcasting but they gain the following feats at the respective levels:

    Level 3: Dead Shot

    Level 5: Marksman

    Level 9: Natural Hider

    Level 13: Ricochet Master

    Level 17: Silent Killer

    Modified Class Table

    The Neiklot

    Credits

    A big thank you to Alyks for the suggestion of a ranger inspired by Tolkein, king of fantasy. Hopefully this magic free ranger can shine as much as his books.

    Build Recommendations

    I highly recommend the use of Archery Champion and building a significant strength as it can drastically increase your accuracy if your party can hinder your opponents dexterity checks or saves.

    Archery Champion

    Horde Breaker is also very useful as it allows you to attack additional targets within a group. This helps if you do not have significant aoe in your party, but will never be as powerful as a well placed Fireball.

    Horde Breaker

    Discerning Shot

    At 3rd level, sacrificing your ability to use magic has unlocked a new reserve for your ranged accuracy. You have found an ability that lets you channel your wisdom modifier into the accuracy of your ranged attacks.

    Spell-less

    Your intense focus on the development of your spellcasting has left no room in your mind for learning spellcasting. You loose all spellcasting and cannot gain spellcasting from multi-classing.

    Famous Accuracy

    Your focus into accuracy has gained you the ability to zero in a target and more easily hit them. You gain the feat Dead Shot.

    Marksman

    You are a master archer. Carefully firing an arrow or bolt is second nature to you. Now you seek different challenges, strange shots that have bizarre effects. They are difficult to do, but can be quite rewarding on a hit.

    You gain the Marksman feat.

    Dive For Cover

    You may use your reaction to dive behind cover, giving the attack disadvantage. After the ranged attack is completed, if there is total cover within 5 ft of where you started, you may make a free Stealth check.

    Hidden Assassin

    You have learned to flit in and out of shadows. Enemies have difficulty keeping track of where you are, until it is too late.

    You gain the Natural Hider Feat.

    Quick Release

    You may use your bonus action to fire a quick shot at an enemy. The lack of time to aim gives this shot a -2 to accuracy.

    Ricochet Shot

    You learn how to bounce arrows off of walls and other hard objects. All arrow shots are considered to have the "ricochet" property and can hit a target behind half cover with no penalty and behind three-quarters cover with only a -2 penalty. Unfortunately bouncing is tough on arrows and destroys the shaft (you will need to buy new arrows to replace them, unless your GM considers it "not worth the time").

    Are You Trying to Hide From Me?

    After ages of enemies trying to hide from the sniper until the coast is clear, you have finally become so fed up that you have learned to shoot shots off of walls so that they hit people hiding behind things. Good luck hiding now!

    You gain the Ricochet Master.

    Stealthy Miss

    When you miss a shot it does not give away your position. The target must succeed on a DC 15 Wisdom saving throw or not realize they are being shot at. Even on a success they do not know where the arrow came from.

    Overdraw

    By pulling your bow back to its full potential you can unlock tremendous force. You may use your entire turn (movement, action, and bonus action) to fire one supreme shot. The full force makes it hard to aim (-10) but if it hits it does an extra 4d6 with an automatic critical.

    One With the Shadows

    Skulking around corners, hiding in the rafters, wherever you choose, you seem to always be laying in wait to spring on someone.

    You gain the Silent Killer feat.


    Copy Left Notice: The Ranger is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Sharpshooter

    You're the type of ranger that prefers to hide in the trees and eliminate invaders one at a time. You can hit a target from a tavern before it even enters town. Sharpshooters prefer to stand back and let their enemies attempt to come to them. Choose this archetype if you want to hone your skills as a sniper.

    Hunter

    Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of The Wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering Giants and terrifying dragons.

    Hunter's Prey

    At 3rd level, you gain one of the following features of your choice;

    Colossus Slayer

    Your tenacity can wear down the most potent foes. When you hit a creature with a weapon Attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

    Giant Killer

    When a Large or larger creature within 5 feet of you hits or misses you with an Attack, you can use your reaction to Attack that creature immediately after its Attack, provided that you can see the creature.

    Horde Breaker

    Once on each of your turns when you make a weapon Attack, you can make another Attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

    Long Range

    At 3rd level, attacking at a weapon's long range no longer poses disadvantage on the attack roll.

    Sharpest of Shooters

    At 7th level. You're one the best snipers around; you're both accurate and deadly. You may use your bonus action to take aim against a target. Until the end of the current round you have a +5 to ranged attacks

    Tenacious Assault

    At 11th level, you have the ability to ensure your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack against the same creature. You can gain only one additional attack during your turn with this ability.

    Extra nock

    At 15th level you gain the ability to nock two arrows at once as a single attack. These two arrows are considered a single attack and the damage is rolled together. Proficiency bonus, ability modifiers and any other damage is applied for each arrow separately. At 20th level the number of arrows you are able to shoot at once increases to 3. Once you've used this ability, you can't use it again until you've finished a short or long rest.


    Copy Left Notice: The Sharpshooter is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Tovarich

    Rangers are natural friends of nature. They guide and protect. They provide shelter and prevent great harm from coming to the forest. In time, the forest begins to respond and aid them in their adventures.

    Nature's Compact

    After year's of service, the Woods has decided to open its branches to you. As long as you faithfully the woods, a nature elemental will join you and fight alongside of you. This fabrication of branches, leaves, and dirt has four forms that it transforms through as you grow in your abilities as a Tovarich. You can choose to summon a weaker version of the elemental if you wish.

    Levels 3-6: Lesser Nature Elemental

    Levels 7-10: Minor Nature Elemental

    Levels 11-15: Greater Nature Elemental

    Levels 16-20: Supreme Nature Elemental

    You may perform a 1 hour ritual at the end of a long rest to either fully heal your nature elemental or to re-assemble it from surrounding plant material.

    Your nature elemental shares your initiative. It can takes its movement throughout your turn. You may use your action to direct it to take its action. You may use your bonus action to direct it to take its bonus action. You may use your reaction to direct it to take its reaction. If not directed it will contentedly wait for instructions.

    Spotter

    Nature elementals are notoriously stupid. They lack strategy, but make up for it with finesse. Your direction greatly increases its ability to hit its targets (+5 to Attack).

    Combined Strike

    When you and your nature elemental are on opposite sides of a creature you may both take a melee Attack action at the same time. You may use this ability a number of times equal to your Wisdom modifier per long rest.

    Gift of the Forest

    If you are knocked Unconscious, your nature elemental will use its movement to move towards you. Further it will use its action to perform "Gift of the Forest" healing you for 6d8 + 6 hit points. Your nature elemental may only use this ability once per long rest.


    Copy Left Notice: The Ranger is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.


    Copy Left Notice: The Ranger is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.