Rough and wild looking,
a Imperial stalks alone
through the shadows of
trees, hunting the bandits 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, a Bosmer finds her feet and draws
back her bow to loose an arrow at the frost
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 Breton whistles to the hawk
that circles high above him, calling the bird back to his
side. Whispering instructions in Elvish, he points to
the troll 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.
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
armor proficiencies:
Light armour, medium armour, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Strength, Dexterity
skills:
Choose three from Animal Handling,
Athletics, Insight, Investigation, Nature, Perception,
Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to
the equipment granted by your background:
• (a) scale mail or (b) leather armour
• (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
spellcasting:
You have learned to
use the magical essence of nature to cast spells, much
as a druid does. At first level you know one spell or cantrip, as granted to you by your favoured enemy feature. At second this becomes two of your choice from both your features and the ranger spell list.
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
At second level you know two 1st-level spells of your choice from both your features and 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
class features:
Favoured Enemy
Beginning at 1st level, you have significant experience
studying, tracking and hunting a certain
type of enemy. You can choose an additional favoured enemy at levels 6th and 10th. Choose from the following five options:
Bounty Hunter. Gain Proficiency in Investigation and gain Ensnaring Strike. Creatures you hit with
Ensnaring Strike have Disadvantage on their Saving Throw.
Keeper of the Veil. You specialise in hunting creatures from other planes of existence. You gain Proficiency in History and can grant Protection against daedra and undead.
Mage Breaker. You have a history of battling spellcasters. Gain Proficiency with Arcana and gain True Strike, which gives you Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for this spell.
Ranger Knight. You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain the spell Blade Ward and Proficiency with Heavy Armour.
Sanctified Stalker. You swore to hunt the enemies of a holy or druidic order. Gain Proficiency with Religion and the Sacred Flame Cantrip, which deals 1d8 Radiant damage. Wisdom is your Spellcasting Ability for the Cantrip.
Natural Explorer
Beginning at 1st level, You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in
such regions. You can choose an additional Natural Explorer at levels 6th and 10th.
of the following five options:
Beast Tamer. You have cultivated a strong bond with animals. You can cast Summon Familiar as a ritual, familiars summoned with this spell will be real, rather than spectural. Also learn Hunter's Mark any allied beasts can also deal the extra 1d6 damage while this spell is in effect.
Urban Tracker. An expert at navigating the wild within the city, you gain Sleight of Hand Proficiency.
Wasteland Wanderer: Cold. You have spent endless days surviving desolate tundras. Gain resistance to Frost damage, taking only half damage from it.
Wasteland Wanderer: Fire. You have spent endless days surviving forbidding deserts. Gain resistance to Fire damage, taking only half damage from it.
Wasteland Wanderer: Poison. You have spent endless days surviving fetid swamps. Gain resistance to Poison damage, taking only half damage from it.
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.
Defence
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 +2 bonus 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.
Ranger Archetype
At 3rd level, you choose an archetype that you strive
to emulate: Hunter or Beast Master, both detailed at
the end of the class description. Your choice grants
you features at 3rd level and again at 7th, 11th,
and 15th level.
Primeval Awareness
Beginning at 3rd level, 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 unless you expend a spell slot or until you finish a long rest.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
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 those created by the
Entangle spell.
Arcane Runes Starting at 9th-level as an action, you can use woodcarver's tools to carve special sigils into a wand, staff, bow or arrow shaft, or inscribe them onto the ground as an action. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use any item bearing these runes as a spellcasting focus for your ranger spells, so long as it is within 60ft of you.
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.
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.
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 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.
subclass options:
The ideal of the ranger has two classic expressions: the
Hunter and the Beast Master.
Ranger Archetype: 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 trolls to
towering giants and terrifying dragons.
Hunter's Prey:
At 3rd level, you gain one of the following features.
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.
Escape the Horde. Opportunity attacks against you
are 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.
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 o f creatures within 5
feet of you, with a separate attack roll for each target.
Superior Hunters Defense:
At 15th level, you gain one of the following features
of your choice.
Evasion. You can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath
or a lightning bolt 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.
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.
Ranger Archetype: Beast Master
The Beast Master archetype em bodies a friendship
between the civilized races and the beasts of the world.
United in focus, beast and ranger work as one to fight
the monstrous foes that threaten civilization and the
wilderness alike. Emulating the Beast Master archetype
means committing yourself to this ideal, working in
partnership with an animal as its companion and friend.
Ranger's Companion
At 3rd level, you gain a beast companion that
accompanies you on your adventures and is trained to
fight alongside you. Choose a beast that is no larger than
Medium and that has a challenge rating of 1/4 or lower, at 5th level this becomes CR 1/2 and CR 1 at 9th level, also being able to summon beasts up to Large in size. Add your proficiency bonus
to the beast’s AC, attack rolls, and damage rolls, as well
as to any saving throws and skills it is proficient in. Its
hit point maximum equals its normal maximum plus four
times your ranger level.
The beast obeys your commands as best as it can. It
takes its turn on your initiative, though it doesn’t take an
action unless you command it to. On your turn, you can
verbally command the beast where to move (no action
required by you). You can use your bonus action to verbally
command it to take the Attack, Dash, Disengage, Dodge,
or Help action. Once you have the Extra Attack feature,
you can use your bonus action to command it twice, with the additional command being followed on the beasts next turn.
While traveling through your favored terrain with only
the beast, you can move stealthily at a normal pace.
If you dismiss it or the beast dies, you can obtain another one on a short or long rest, either the same type of beast as
before or a different one.
Exceptional Training
Beginning at 7th level, you can now on any of your turns when
your beast companion doesn’t attack, you can command the beast to take the Dash,
Disengage, Dodge, or Help action on its turn without using a bonus action.
Bestial Fury
Starting at 11th level, your beast companion can
make two attacks when you command it to use the
Attack action.
Share Spells
Beginning at 15th level, when you cast a spell targeting
yourself, it also affect any beast companion's you control within 30 feet of you.