Ranger

The wilderness doesn't care if you live or die. I've learned to make it care.

Hit Die

d10

Primary

Dexterity and Wisdom

Casting

Wisdom

Type

Half-caster

Proficiencies

ArmorLight armor, medium armor, shields
WeaponsAll simple and martial weapons
Saving ThrowsStrength, Dexterity
SkillsChoose 3 from: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival

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

LevelFeatures
1Favored Terrain, Natural Explorer
2Fighting Style, Mana Casting
3Ranger Conclave, Primal Awareness
4Ability Score Improvement
5Extra Attack
6Conclave Feature
7Terrain's Edge
8Ability Score Improvement
9Fleet of Foot
10Nature's Veil
11Conclave Feature
12Ability Score Improvement
13Tireless
14Conclave Feature
15Vanish
16Ability Score Improvement
17Feral Senses
18Conclave Feature
19Ability Score Improvement
20Apex Predator

Core Features

Favored Terrain

Level 1

Choose 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 1

You 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 2

Choose one: Archery, Defense, Dueling, or Two-Weapon Fighting (see Fighter).

Mana Casting

Level 2

You gain access to the Mana system as a half caster. See Chapter 6.

Primal Awareness

Level 3

You can use 1 mana to cast *Detect Magic* or *Detect Poison and Disease* without material components.

Extra Attack

Level 5

You can attack twice when you take the Attack action.

Terrain's Edge

Level 7

While in your favored terrain, you gain +2 to AC and +2 to damage rolls.

Fleet of Foot

Level 9

Your speed increases by 10 feet while not wearing heavy armor.

Nature's Veil

Level 10

As 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 13

You can't be exhausted by forced marching, and you can recover 1 extra level of exhaustion on a long rest.

Vanish

Level 15

You 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 17

You 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 20

At 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

Lvl 3

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.

Lvl 6

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.

Lvl 11

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.

Lvl 14

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).

Lvl 18

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

Lvl 3

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.

Lvl 6

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.

Lvl 11

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.

Lvl 14

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.

Lvl 18

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.