Ranger
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.
Multiclassing
To multiclass as a ranger, you must have a Dexterity or Wisdom score of 13 or higher.
The Ranger
| Level | Prof. Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Favored Enemy or Favored Foe, Natural Explorer or Deft Explorer, Fighting Style, Spellcasting | — | — | — | — | — | — |
| 2 | +2 | Ranger Archetype | 2 | 2 | — | — | — | — |
| 3 | +2 | Primeval Awareness | 3 | 3 | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
| 5 | +3 | Extra Attack | 4 | 4 | 2 | — | — | — |
| 6 | +3 | Favored Enemy or Natural Explorer improvement | 4 | 4 | 2 | — | — | — |
| 7 | +3 | Ranger Archetype feature | 5 | 4 | 3 | — | — | — |
| 8 | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | — | — | — |
| 9 | +4 | Ranger Archetype feature | 6 | 4 | 3 | 2 | — | — |
| 10 | +4 | Hide in Plain Sight or Nature's Veil | 6 | 4 | 3 | 2 | — | — |
| 11 | +4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | — | — |
| 12 | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
| 13 | +5 | Ranger Archetype feature | 8 | 4 | 3 | 3 | 1 | — |
| 14 | +5 | Vanish | 8 | 4 | 3 | 3 | 1 | — |
| 15 | +5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | — |
| 16 | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
| 17 | +6 | Ranger Archetype feature | 10 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a ranger, you gain the following class features.
Hit Points
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
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:
- (a) scale mail or (b) leather armor
- (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
Favored Enemy
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, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two humanoid races (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.
6th level improvement: Choose an additional favored enemy, as well as an associated language, and you gain all the benefits against these enemies. If you chose humanoid or monstrosity types, you must now choose two subtypes instead of one (such as gnolls and orcs, or gnolls and lizardfolk).
14th level improvement: Choose an additional favored enemy, as well as an associated language, and you gain all the benefits against these enemies. If you chose humanoid or monstrosity types, you must now choose two subtypes instead of one.
Favored Foe (Optional)
If you spend 1 minute observing or interacting with another creature's combat capabilities, you can mentally mark it as your favored foe for 1 hour. You then gain the following benefits while the target is within 60 feet of you:
- You have advantage on any ability check you make to track the target.
- The first time on each of your turns that you hit the target and deal damage to it, you can deal 1d4 extra damage of the type dealt by the weapon or spell used for the hit.
You can use this feature to mark a favored foe twice. You regain all expended uses when you finish a short or long rest. You can use this feature against a favored enemy only.
At 6th level, your extra damage increases to 1d6. At 14th level, your extra damage increases to 1d8.
This feature replaces Favored Enemy.
Natural Explorer
At 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of natural environment. Choose a type of favored terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or the Underdark.
While in your favored terrain, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel. Your group can become lost, despite having your guidance, but you can always find your way back if you become lost or separated from your group.
- Navigation. You remain focused on your path while traveling, even when engaged in another activity. You can provide food and water for yourself and up to five other people.
- Stealth. Your group can't become lost except by magical means, and you can move at your normal pace while foraging for food. Your movement leaves no trace and is nearly impossible to track.
- Hidden Paths. You can find hidden paths and use them to travel unnoticed, if you are traveling alone. You can even travel to your favorite spot, a place familiar to you, by traveling along hidden paths.
- Travel Pace. Your group's travel pace doesn't slow when you forage for food. Your group can't become lost except by magical means, and you can move at your normal pace while foraging.
- Tracking. You can track other creatures while traveling at a fast pace. You can also move at a slow pace while tracking other creatures.
6th level improvement: You gain an additional favored terrain type. In addition, your traveling and combat speeds are increased by 10 feet while in your favored terrain.
10th level improvement: You gain a third favored terrain type, and you are immune to the effects of being lost in natural terrain. You can't be tracked except by magical means.
Deft Explorer (Optional)
You have explored distant lands and survived environments few people could endure. Your experience grants you the following benefits:
Canny (1st level): You gain expertise in one skill of your choice. Additionally, you can speak, read, and write two languages of your choice.
Roving (6th level): Your walking speed increases by 5 feet, and you gain a climbing speed and a swimming speed equal to your walking speed. You gain proficiency with the Athletics skill if you don't already have it.
Tireless (10th level): As an action, you can magically remove exhaustion from yourself, and you can do so a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. In addition, when you finish a short rest, your hit points can't go below 1. This benefit lasts until you start your next long rest.
This feature replaces Natural Explorer.
Fighting Style
At 1st 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.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature succeeds on a Dexterity (Stealth) check to hide from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Druidic Warrior. You know two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these spells with a different cantrip of your choice from the druid spell list.
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.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Optional (Unearthed Arcana) Fighting Styles
Close Quarters Shooter (UA). When you make a ranged attack roll against a creature within 10 feet of you, you don't have disadvantage on the roll. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. You don't have disadvantage when making a ranged attack while within 5 feet of a hostile creature.
Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a melee weapon to use this reaction.
Mariner (UA). As long as you aren't wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC while you are wearing light or medium armor.
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks against hostile creatures that move within 5 feet of you, and you can use your reaction to make a melee attack against a hostile creature that moves into a space within 5 feet of you. This reaction attack uses your proficiency bonus + your Strength or Dexterity modifier.
Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with a free hand, the damage increases by one die. You can use a bonus action to grapple a creature. When you grapple a creature, you can use your action to deal 1d6 + your Strength modifier bludgeoning damage to that creature if you have a hand free.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as druids do.
Spell Slots
The 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'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
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.
Whenever you gain a ranger level, you can replace one spell you know with another spell of your choice from the ranger spell list. The new spell 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 ranger 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
Spellcasting Focus (Optional)
A ranger can use a druidic focus as a spellcasting focus for ranger spells.
Primeval Awareness
Beginning at 3rd level, you can spend 1 spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot used, 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, constructs, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
Primal Awareness (Optional)
Starting at 3rd level, you can spend 1 spell slot to focus your awareness on the region around you. The spells of the Primal Awareness option don't count against the number of ranger spells you know.
This feature replaces Primeval Awareness.
| Ranger Level | Primal Awareness Spell |
|---|---|
| 3rd | speak with animals |
| 5th | beast sense |
| 9th | speak with plants |
| 13th | locate creature |
| 17th | commune with nature |
Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate: the Beast Master, the Fey Wanderer, the Gloom Stalker, the Horizon Walker, the Hunter, the Monster Slayer, the Swarmkeeper, or the Drakewarden. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
| Archetype | Source |
|---|---|
| Beast Master | Player's Handbook |
| Fey Wanderer | Tasha's Cauldron of Everything |
| Gloom Stalker | Xanathar's Guide to Everything |
| Horizon Walker | Xanathar's Guide to Everything |
| Hunter | Player's Handbook |
| Monster Slayer | Xanathar's Guide to Everything |
| Swarmkeeper | Tasha's Cauldron of Everything |
| Drakewarden | Fizban's Treasury of Dragons |
| Revised Beast Master | Unearthed Arcana |
| Ranger (Stalker) | Unearthed Arcana |
| Illrigger Ranger | DMs Guild |
| Ranger (Outlander) | Unearthed Arcana |
| Particle Path Ranger | Community Content |
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.
If your DM permits, you can use an optional feat instead, choosing a feat for which you meet the prerequisites.
Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can swap a fighting style you know with another fighting style available to rangers. This replacement represents the time and effort you spend learning a new fighting style.
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 similar hazards.
In addition, you have advantage on saving throws against all plants that are created or manipulated by magic to impede movement, such as those created by the entangle spell or similar effect.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to mud, dirt, plants, and so on to apply to your clothing; at the end of the minute, you gain the effect of being invisible for as long as you remain still, don't move more than 5 feet, and don't do anything to reveal yourself.
Moving or taking an action breaks the effect. You gain a +10 bonus to Dexterity (Stealth) checks made to hide in your favored terrain.
Nature's Veil (Optional)
Starting at 10th level, you can magically cloak yourself from view. As a bonus action, you can become invisible along with any equipment you are wearing or carrying, until the start of your next turn or until you attack, cast a spell, or deal damage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
This feature replaces Hide in Plain Sight.
Vanish
Starting at 14th level, you can use the Hide action as a bonus action. Additionally, you can't be tracked by nonmagical means unless you choose to leave a trail.
Feral Senses
Starting 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 target 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 after you make the roll, but before the DM determines whether the attack hits or misses. The bonus to damage roll increases to twice your Wisdom modifier at 20th level.