The Ranger has some pretty major changes from the base class. Mostly using the options from the Class Variants Unearthe Arcana, with some twists
These changes broadly include:
Level | Prof. Bonus |
Features | Spells Known |
1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Favored Enemy, Deft Explorer | - | - | - | - | - | - |
2nd | +2 | Hunter's Quarry, Fighting Style, Spellcasting | 2 | 2 | - | - | - | - |
3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 3 | 3 | - | - | - | - |
5th | +3 | Extra Attack | 4 | 4 | 2 | - | - | - |
6th | +3 | Greater Favored Enemy, Deft Explorer | 4 | 4 | 2 | - | - | - |
7th | +3 | Ranger Archetype feature | 5 | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement, Land’s Stride | 5 | 4 | 3 | - | - | - |
9th | +4 | - | 6 | 4 | 3 | 2 | - | - |
10th | +4 | Deft Explorer, Fade Away | 6 | 4 | 3 | 2 | - | - |
11th | +4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - |
13th | +5 | - | 8 | 4 | 3 | 3 | 1 | - |
14th | +5 | Vanish | 8 | 4 | 3 | 3 | 1 | - |
15th | +5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | - |
17th | +6 | - | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
As a ranger, you gain the following class features.
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
You start with the following equipment, in addition to the equipment granted by your background:
Beginning at 1st level, you have significant experience studying, tracking, and hunting against a certain type of enemy.
Choose a type of favored enemy: beasts, fey, monstrosities, or undead. 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 a level in this class, you can choose to replace your favoured enemy with another from this list
Replaces Natural Explorer
You are an unsurpassed explorer and survivor. Choose from one of the following benefits at 1st level.
You can choose additional options at 6th and 10th level.
Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill.
In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
At 2nd level, you can call on your bond with nature to mark a creature as your quarry for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration - a number of times equal to your Wisdom modifier (a minimum of once).
When you use hunter's mark in this way, if the target is one of your favoured enemies, the spell deals the normal 1d6 damage. Otherwise, you instead deal 1d4 damage whenever you hit with a weapon attack against the target.
You regain all expended uses when you finish a long rest.
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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
You learn 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 cantrips with another cantrip from the druid spell list.
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.
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.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
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.
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.
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
At 3rd level, you choose an archetype that you strive to emulate. In addition to the published options, you can choose from:
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th 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.
Ranger Level | Spells |
---|---|
3rd | Detect Magic, Speak with Animals |
5th | Beast Sense, Locate Animals or Plants |
9th | Speak with Plants |
13th | Locate Creature |
17th | Commune with Nature |
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 until you finish a long rest.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your lesser favored enemy.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
When you gain a level in this class, you can choose to replace your greater favoured enemy with another from this list
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.
Replaces Hide in Plain Sight
Starting at 10th level, you can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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.
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.
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 your favored enemy or a target affected by your hunter's mark.
You can choose to use this feature before or after the roll, but before any effects of the roll are applied.