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Core Ranger Traits

Primary AbilityDexterity and Wisdom
Hit DieD10 per Ranger level
Saving ThrowsStrength and Dexterity
SkillsChoose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
WeaponsSimple and Martial weapons
ArmorLight and Medium armor and Shields
Starting EquipmentChoose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (mistletoe sprig), Explorer's Pack, 7 GP; or (B) 150 GP
SpellcastingPrepared spellcaster using Wisdom (spells from the Ranger list, starting at level 1)
Hit Points at Level 110 + your Constitution modifier
Hit Points per Level6 (or 1d10) + your Constitution modifier

A warrior of the wilderness who combines martial prowess with primal magic, hunting monsters and guiding others through hostile lands.

Level Progression

Spell Slots per Spell Level
LevelPBFeaturesFavored EnemyPrepared Spells1st2nd3rd4th5th
1+2Spellcasting, Favored Enemy, Weapon Mastery222————
2+2Deft Explorer, Fighting Style232————
3+2Ranger Subclass243————
4+2Ability Score Improvement253————
5+3Extra Attack3642———
6+3Roving3642———
7+3Subclass feature3743———
8+3Ability Score Improvement3743———
9+4Expertise49432——
10+4Tireless49432——
11+4Subclass feature410433——
12+4Ability Score Improvement410433——
13+5Relentless Hunter5114331—
14+5Nature's Veil5114331—
15+5Subclass feature5124332—
16+5Ability Score Improvement5124332—
17+6Precise Hunter61443331
18+6Feral Senses61443331
19+6Epic Boon61543332
20+6Foe Slayer61543332

Class Features

Level 1Spellcasting

You have learned to channel the magical essence of nature to cast spells. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.

Spell Slots. The Ranger Features table shows how many spell slots you have to cast your spells of levels 1–5. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.

Level 1Favored Enemy

You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

Level 1Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.

Level 2Deft Explorer

Thanks to your travels, you gain the following benefits.

Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.

Languages. You know two languages of your choice from the language tables in "Character Creation."

Level 2Fighting Style

You gain a Fighting Style feat of your choice (see "Feats"). Instead of choosing one of those feats, you can choose the option below.

Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

Level 3Ranger Subclass

You gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.

Level 4Ability Score Improvement

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.

Level 5Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 6Roving

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.

Level 9Expertise

Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.

Level 10Tireless

Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

Level 13Relentless Hunter

Taking damage can't break your Concentration on Hunter's Mark.

Level 14Nature's Veil

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 17Precise Hunter

You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.

Level 18Feral Senses

Your connection to the forces of nature grants you Blindsight with a range of 30 feet.

Level 19Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Level 20Foe Slayer

The damage die of your Hunter's Mark is a d10 rather than a d6.