Ranger
“The wilderness doesn't care if you live or die. I've learned to make it care.”
d10
Dexterity and Wisdom
Wisdom
Half-caster
Proficiencies
Starting Equipment
- Scale mail or leather armor
- two shortswords or two simple melee weapons
- dungeoneer's pack or explorer's pack
- longbow and 20 arrows
Class Features by Level
| Level | Features |
|---|---|
| 1 | Favored Terrain, Natural Explorer |
| 2 | Fighting Style, Mana Casting |
| 3 | Ranger Conclave, Primal Awareness |
| 4 | Ability Score Improvement |
| 5 | Extra Attack |
| 6 | Conclave Feature |
| 7 | Terrain's Edge |
| 8 | Ability Score Improvement |
| 9 | Fleet of Foot |
| 10 | Nature's Veil |
| 11 | Conclave Feature |
| 12 | Ability Score Improvement |
| 13 | Tireless |
| 14 | Conclave Feature |
| 15 | Vanish |
| 16 | Ability Score Improvement |
| 17 | Feral Senses |
| 18 | Conclave Feature |
| 19 | Ability Score Improvement |
| 20 | Apex Predator |
Core Features
Favored Terrain
Level 1Choose one terrain type: arctic, coast, desert, forest, grassland, mountain, swamp, underground, or urban. While in your favored terrain: - You and your group can't become lost except by magical means. - Your group's travel pace is not slowed by difficult terrain. - You have advantage on Survival checks and Initiative rolls. - You gain an additional favored terrain at levels 6 and 10.
Natural Explorer
Level 1You have proficiency in Survival. If already proficient, double your proficiency bonus for Survival checks. You can forage for twice as much food while traveling.
Fighting Style
Level 2Choose one: Archery, Defense, Dueling, or Two-Weapon Fighting (see Fighter).
Mana Casting
Level 2You gain access to the Mana system as a half caster. See Chapter 6.
Primal Awareness
Level 3You can use 1 mana to cast *Detect Magic* or *Detect Poison and Disease* without material components.
Extra Attack
Level 5You can attack twice when you take the Attack action.
Terrain's Edge
Level 7While in your favored terrain, you gain +2 to AC and +2 to damage rolls.
Fleet of Foot
Level 9Your speed increases by 10 feet while not wearing heavy armor.
Nature's Veil
Level 10As a bonus action, you can become invisible until the start of your next turn. You can use this a number of times equal to your proficiency bonus per long rest.
Tireless
Level 13You can't be exhausted by forced marching, and you can recover 1 extra level of exhaustion on a long rest.
Vanish
Level 15You can take the Hide action as a bonus action. Also, you can't be tracked by nonmagical means unless you choose to leave a trail.
Feral Senses
Level 17You have blindsight out to 30 feet. You are aware of the location of any invisible creature within 30 feet that isn't hidden from you.
Apex Predator
Level 20At the start of each of your turns, if you have no temporary hit points, you gain temporary hit points equal to your Wisdom modifier (minimum 1). Additionally, you have advantage on attack rolls against any creature below its hit point maximum.
Subclasses
Beast Stalker
Hunter's Mark (Innate)
You learn *Hunter's Mark* if you don't know it. Casting it costs 1 less mana (minimum 0). Once per turn, when a creature marked by your Hunter's Mark hits you, you can use your reaction to make one weapon attack against it.
Slayer's Eye
As a bonus action, you can study one creature you can see. You learn its damage vulnerabilities, resistances, and immunities. The first attack you make against it each turn deals an extra 1d6 damage.
Evasive Hunter
When you are hit by a creature you've marked with Hunter's Mark, you can use your reaction to halve the damage and move up to half your speed without provoking opportunity attacks.
Relentless Pursuit
When a creature you've marked with Hunter's Mark moves, you can use your reaction to move up to your speed toward it. If your marked quarry drops to 0 HP, you can immediately transfer the mark to another creature you can see within 30 feet (no action required, no mana cost).
Death's Certainty
Your attacks against creatures below half their hit point maximum score a critical hit on a roll of 18-20.
Gloom Warden
Dread Ambusher
On the first round of combat, your speed increases by 10 feet. If you take the Attack action, you can make one additional weapon attack. If that attack hits, it deals an extra 1d8 damage.
Shadow Sight
You gain darkvision 60 feet (or extend existing darkvision by 30 feet). You can see through magical darkness to a distance of 30 feet.
Iron Mind
You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain it in Intelligence or Charisma saving throws instead.
Stalker's Fury
Once per turn, when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowy Dodge
When a creature makes an attack roll against you and doesn't have advantage, you can use your reaction to impose disadvantage on the roll. You can use this a number of times equal to your Wisdom modifier per long rest.