Ranger
Ranger
Source: 2D, Player's Handbook, Tasha's Cauldron of Everything
The Ranger
Level | Proficiency Bonus | Features | Hunter's Mark Die | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Canny, Favored Enemy, Favored Terrain | — | — | — | — | — | — |
2nd | +2 | Hunter's Mark, Fighting Style, Spellcasting | d4 | 2 | — | — | — | — |
3rd | +2 | Ranger Conclave, Primal Awareness | d4 | 3 | — | — | — | — |
4th | +2 | Adaptable, Ability Score Improvement | d4 | 3 | — | — | — | — |
5th | +3 | Extra Attack | d6 | 4 | 2 | — | — | — |
6th | +3 | Ranger Conclave feature | d6 | 4 | 2 | — | — | — |
7th | +3 | Roving, Tracker's Mark | d6 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | d6 | 4 | 3 | — | — | — |
9th | +4 | — | d6 | 4 | 3 | 2 | — | — |
10th | +4 | Ranger Conclave feature | d6 | 4 | 3 | 2 | — | — |
11th | +4 | Tireless | d8 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | d8 | 4 | 3 | 3 | — | — |
13th | +5 | — | d8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Ranger Conclave feature | d8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Nature's Assurance | d8 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | d8 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | d10 | 4 | 3 | 3 | 2 | 1 |
18th | +6 | Feral Senses | d10 | 4 | 3 | 3 | 2 | 1 |
19th | +6 | Greater Ability Score Improvement | d10 | 4 | 3 | 3 | 2 | 2 |
20th | +6 | Foe Slayer | d10 | 4 | 3 | 3 | 2 | 2 |
Class Features
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 20
Hit Points Gained at Each Ranger Level After 1st: 10
Hit Points at 1st Level: 20
Hit Points Gained at Each Ranger Level After 1st: 10
Proficiencies
Armor: Light and medium armor, light and medium shields
Weapons: Simple and martial weapons
Tools: None
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Choose two from Strength, Dexterity, and Wisdom
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Multiclassing
Ability Score Minimum: Dexterity 1 and Wisdom 1
Proficiencies Gained: Light and medium armor, light and medium shields, simple and martial weapons, one skill from the ranger skill list
Proficiencies Gained: Light and medium armor, light and medium shields, simple and martial weapons, one skill from the ranger skill list
Equipment
You start with the following equipment:
- (a) a scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack (b) an explorer's pack
- A longbow and a quiver of 20 arrows
Alternatively, you can forgo the equipment here and buy 5d4 × 10 gp worth of equipment.
Canny
1st-level Ranger feature
Choose one of your skill proficiencies. You gain expertise in the chosen skill.
You also gain proficiency in two languages of your choice.
Favored Enemy
1st-level Ranger feature
You have a significant amount of experience studying, tracking, hunting, and talking to a wide range of creatures. Choose a creature type other than Humanoid as your favored enemy. You have advantage on Intelligence and Wisdom ability checks that involve your favored enemy.
Favored Terrain
1st-level Ranger feature
You are particularly attuned to nature and can adapt to new environments with ease. Choose one type of favored terrain: arctic, coast/water, desert, forest, grassland, jungle, mountain, swamp, or underground.
When you make a Survival check in your favored terrain, you can treat a d20 roll of 9 or lower as a 10. Additionally, you ignore natural difficult terrain within your favored terrain.
Hunter's Mark
2nd-level Ranger feature
As a minor action, you can choose a creature you can see within 90 feet of you and forge a preternatural bond with it, marking it as your quarry. The mark lasts until you finish a long rest, become incapacitated, or die; you use this action again; or you choose to end it (no action required).
Your quarry counts as one of your favored enemies. Additionally, whenever you deal damage to your quarry with a weapon attack or ranger spell, you can add your Hunter's Mark die to the damage roll. You can't deal this extra damage more than once per attack or casting of a spell. This damage die starts as a d4 and increases as you gain levels as a ranger, as shown in the Hunter's Mark Die column of the Ranger table.
Fighting Style
2nd-level Ranger feature
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 (5 ft.). You can't have disadvantage on attack rolls against a target you can sense with blindsight.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Druidic Warrior
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. When ever you gain a level in this class, you can replace one of these cantrips with another cantrip 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
When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When make an offhand attack with a light weapon, its damage isn't halved.
Spellcasting
2nd-level Ranger feature
You have learned to use the magical essence of nature to cast spells, much as a druid does.
Preparing and Casting Spells. The Ranger table shows how many spell slots you have to cast your spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom score + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have ranger spell slots.
For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell animal friendship, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability. Wisdom is your spellcasting ability for 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 score 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 score
Spell attack modifier = your proficiency bonus + your Wisdom score
Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Ranger Spells
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
1st | Absorb Elements | Abjuration | |||
1st | Alarm | ritual | Abjuration | ||
1st | Animal Friendship | Enchantment | |||
1st | Beast Bond | concentration | Divination | ||
1st | Cure Wounds | Evocation | |||
1st | Detect Magic | ritual | concentration | Divination | |
1st | Detect Poison and Disease | ritual | concentration | Divination | |
1st | Ensnaring Strike | concentration | Conjuration | smite | |
1st | Entangle | concentration | Conjuration | ||
1st | Fog Cloud | concentration | Conjuration | ||
1st | Goodberry | Transmutation | |||
1st | Hail of Thorns | Conjuration | smite | ||
1st | Jump | Transmutation | |||
1st | Longstrider | Transmutation | |||
1st | Magic Weapon | concentration | Transmutation | ||
1st | Searing Smite | Evocation | smite | ||
1st | Seismic Sense | Transmutation | |||
1st | Speak with Animals | ritual | Divination | ||
1st | Zephyr Strike | concentration | Transmutation | ||
2nd | Aid | Abjuration | |||
2nd | Animal Messenger | ritual | Enchantment | ||
2nd | Barkskin | concentration | Transmutation | ||
2nd | Beast Sense | ritual | concentration | Divination | |
2nd | Conjure Barrage | Conjuration | |||
2nd | Cordon of Arrows | Transmutation | |||
2nd | Darkvision | Transmutation | |||
2nd | Enhance Ability | concentration | Transmutation | ||
2nd | Far Sense | Divination | |||
2nd | Gust of Wind | concentration | Evocation | ||
2nd | Healing Spirit | concentration | Conjuration | ||
2nd | Lesser Restoration | Abjuration | |||
2nd | Pass without Trace | concentration | Abjuration | ||
2nd | Protection from Poison | Abjuration | |||
2nd | Silence | ritual | concentration | Illusion | |
2nd | Spike Growth | concentration | Transmutation | ||
3rd | Daylight | Evocation | |||
3rd | Elemental Weapon | concentration | Transmutation | ||
3rd | Flame Arrows | concentration | Transmutation | ||
3rd | Flaming Stride | concentration | Transmutation | ||
3rd | Lightning Arrow | Transmutation | smite | ||
3rd | Meld into Stone | ritual | Transmutation | ||
3rd | Nondetection | Abjuration | |||
3rd | Plant Growth | Transmutation | |||
3rd | Protection from Energy | concentration | Abjuration | ||
3rd | Revivify | Necromancy | |||
3rd | Speak with Plants | Transmutation | |||
3rd | Water Breathing | ritual | Transmutation | ||
3rd | Water Walk | ritual | Transmutation | ||
3rd | Wind Wall | concentration | Evocation | ||
4th | Dominate Beast | concentration | Enchantment | ||
4th | Freedom of Movement | Abjuration | |||
4th | Grasping Vine | concentration | Conjuration | ||
4th | Guardian of Nature | concentration | Transmutation | ||
4th | Locate | concentration | Divination | ||
4th | Stoneskin | concentration | Abjuration | ||
5th | Commune with Nature | ritual | Divination | ||
5th | Conjure Volley | Conjuration | |||
5th | Greater Restoration | Abjuration | |||
5th | Steel Wind Strike | Conjuration | |||
5th | Swift Quiver | concentration | Transmutation | ||
5th | Tree Stride | concentration | Conjuration | ||
5th | Wrath of Nature | concentration | Evocation |
Primal Awareness
3rd-level Ranger feature
You can focus your awareness through the interconnections of nature: you learn an additional spell when you reach certain levels in this class, as shown in the Primal Awareness Spells table. The spell is always prepared and doesn't count against the number of spells you can prepare each day.
Primal Awareness Spells
Ranger Level | Spell |
---|---|
3rd | speak with animals |
5th | far sense |
9th | speak with plants |
13th | locate |
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.
Ranger Conclave
3rd-level Ranger feature
Choose a conclave that reflects your ideals as a ranger. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Wild Hunter
Source: 2D
As a Wild Hunter, you specialize in tracking down prey and preventing it from escaping.
Wild Hunter Magic
3rd-level Wild Hunter feature
You learn an additional spell when you reach certain levels in this class, as shown in the Wild Hunter Spells table. The spell counts as a ranger spell for you, is always prepared, and doesn't count against the number of spells you can prepare each day.
Wild Hunter Spells
Ranger Level | Spell |
---|---|
3rd | ensnaring strike |
5th | pass without trace |
9th | haste |
13th | phantom hound |
17th | hold monster |
Master Tracker
3rd-level Wild Hunter feature
Instead of marking a creature within range you can see with your Hunter's Mark, you can mark a creature that has left behind traces of its presence that you can see within range, such as tracks. Additionally, immediately after you and the quarry of your Hunter's Mark roll initiative at the same time and you aren't incapacitated, you can choose to swap initiatives with it.
Hunter's Pursuit
3rd-level Wild Hunter feature
When you see a creature move away from you, you gain advantage on the next weapon attack you make against it before the end of your next turn. If the attack hits, add your Hunter's Mark die to the damage roll.
Hindering Strikes
6th-level Wild Hunter feature
Once per turn when you roll your Hunter's Mark die as damage, you can reduce the target's speed by the amount you roll on the die. This reduction is cumulative and lasts until the creature regains hit points or finishes a short rest, but it can't reduce a creature's speed to less than 5 feet.
Relentless Tactics
10th-level Wild Hunter feature
Once on each of your turns when you hit a creature with a weapon attack, you can add your Hunter's Mark die to the damage roll if the creature's speed is less than yours.
Hunter's Senses
14th-level Wild Hunter feature
When the quarry of your Hunter's Mark is within 90 feet of you, you know its exact location. If the creature isn't behind total cover, this allows you to effectively see it.
Apex Predator
14th-level Wild Hunter feature
Your prey can't gain the upper hand against you. Your favored enemies can't gain advantage on attacks against you, and any critical hits they score against you become normal hits.
Monster Slayer
Source: 2D
A Monster Slayer has many tricks to take down dangerous foes.
Monster Slayer Magic
3rd-level Monster Slayer feature
You learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, is always prepared, and doesn't count against the number of spells you can prepare each day.
Monster Slayer Spells
Ranger Level | Spell |
---|---|
3rd | protection from evil and good |
5th | see invisibility |
9th | magic circle |
13th | banishment |
17th | hold monster |
Against the Mighty
3rd-level Monster Slayer feature
When you hit a Large or larger creature with a weapon attack, you can add your Hunter's Mark die to the damage roll. You can't do so again until the start of your next turn.
Slayer's Lore
3rd-level Monster Slayer feature
You can take the Study action as a minor action on your turn, and you gain proficiency in two of the following skills of your choice: Arcana, History, Nature, or Religion.
Baneful Mark
6th-level Monster Slayer feature
When you deal extra damage with your Hunter's Mark, you can choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, poison, psychic, or thunder. The extra damage you deal with Hunter's Mark is of that type instead of its usual type.
Additionally, while the quarry of your Hunter's Mark is within 90 feet of you, it loses any resistance to bludgeoning, piercing, or slashing damage.
Slayer's Insight
6th-level Monster Slayer feature
When you take the Study action, you can attempt to glean insight into a creature's weaknesses. Choose one creature you can see within 90 feet of you, and choose a skill: Arcana, History, Nature, or Religion. If the creature's type falls under the chosen skill in the Areas of Knowledge table of the Study action and you succeed on a DC 10 check using that skill, you can learn one of the following sets of information:
- Each damage type the creature is resistant to, immune to, or that causes a beneficial effect to that creature.
- Each damage type the creature is vulnerable to or that causes a harmful effect to that creature.
- Each condition the creature is immune to or has advantage on saving throws against.
Supernatural Defense
10th-level Monster Slayer feature
When one of your favored enemies forces you to make a saving throw, you can add your Hunter's Mark die to the roll.
Legendary Counterattack
14th-level Monster Slayer feature
Immediately after you see one of your favored enemies use a reaction or legendary action, you can use a reaction to move up to your speed and make a weapon attack against it. If your attack hits, it deals extra damage equal to the damage you took from the triggering reaction or legendary action, if any.
Horizon Walker
Source: 2D, Xanathar's Guide to Everything
A Horizon Walker is uniquely attuned to the currents of the multiverse, phasing in and out of reality on a whim.
Horizon Walker Magic
3rd-level Horizon Walker feature
You learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, is always prepared, and doesn't count against the number of spells you can prepare each day.
Horizon Walker Spells
Ranger Level | Spell |
---|---|
3rd | protection from evil and good |
5th | misty step |
9th | blink |
13th | banishment |
17th | teleportation circle |
Detect Portal
3rd-level Horizon Walker feature
You gain the ability to magically sense the presence of a planar portal. As a standard action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
Ephemeral Strikes
3rd-level Horizon Walker feature
When hit the quarry of your Hunter's Mark with a weapon attack, you can change the attack's damage to be force damage. If you do so, you can cause planar ripples to harm a second creature that you can see within 5 feet of the original target. The second creature takes force damage equal to a roll of your Hunter's Mark die.
Far Traveler
6th-level Horizon Walker feature
You feel at home anywhere in the multiverse. With the exception of the Material Plane, each plane of existence that you know of is an option for your favored terrain.
Planar Ripples
6th-level Horizon Walker feature
You can detect the faint echoes caused by teleportation. When a creature within 90 feet of you teleports or changes plane, you sense it. You learn its starting location, if you didn't already know it. You also learn the distance and direction to its destination if it teleported, or its destination plane if it changed planes.
Dimensional Sentinel
6th-level Horizon Walker feature
Immedately after you sense a creature within 10 feet of you teleport or change planes, you can use a reaction to teleport or change planes along with the creature. You arrive in an unoccupied space of your choice within 10 feet of the creature, or the nearest unoccupied space if none are available. If the creature was one of your favored enemies, you can make a weapon attack against it after you teleport as part of the same reaction.
Ephemeral Stride
10th-level Horizon Walker feature
You can cast misty step once without expending a spell slot, regaining the ability to do so when you finish a short rest.
Whenever you cast misty step, you can take a willing creature within 5 feet of you with you, teleporting it to a space within 5 feet of your destination.
Spectral Defense
14th-level Horizon Walker feature
Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use a reaction to give yourself resistance to all of that attack's damage on this turn.
Primeval Guardian
Source: 2D
A Primeval Guardian defends nature against those who would harm it, and nature itself seems to help.
Primeval Guardian Magic
3rd-level Primeval Guardian feature
You learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, is always prepared, and doesn't count against the number of spells you can prepare each day.
Primeval Guardian Spells
Ranger Level | Spell |
---|---|
3rd | earth tremor |
5th | barkskin |
9th | aura of vitality |
13th | guardian of nature |
17th | wrath of nature |
Nature's Aid
3rd-level Primeval Guardian feature
Nature itself attacks your enemies. Once per turn when you deal damage to a creature standing in natural difficult terrain in your favored terrain, or in difficult terrain created by a ranger spellEntangle and earth tremor are examples of such spells. or feature, you can cause the terrain to lash out at the creature. It takes extra damage equal to a roll of your Hunter's Mark die.
The type of this extra damage is determined by the DM and is appropriate to the nature of the difficult terrain. For example, rocky debris would deal bludgeoning damage, while deep snow would deal cold damage.
Defensive Terrain
6th-level Primeval Guardian feature
You and your allies within 10 feet of you ignore naturally-occurring difficult terrain in your favored terrain, as well as difficult terrain created by a ranger spell or feature. Furthermore, you and your allies within 10 feet of you gain half cover against all sources while within such difficult terrain.
Natural Cure
10th-level Primeval Guardian feature
As a standard action, you can cast either lesser restoration or false life on yourself at 2nd level without expending a spell slot and requiring no components. If you are in your favored terrain, you can use this feature automatically at the end of your turn, no action required; you don't even need to be conscious.
You can use this feature a number of times equal to your Wisdom score, regaining expended uses at the end of a long rest.
Nature's Mark
14th-level Primeval Guardian feature
When you mark a creature with your Hunter's Mark, you can cause the environment around it to restrain it. The target must succeed on a Strength saving throw as plants, earth, snow, or air hinder it. On a failed saving throw, the target is restrained until the end of your next turn.
Whether or not it succeeds on the saving throw, the area within 5 feet of the target becomes difficult terrain for your enemies for the duration of the mark. This effect is supressed while the target is more than 90 feet away from you.
Adaptable
4th-level Ranger feature
Well-traveled and experienced, you can adapt to new situations easily. When you take a long rest or over the course of 8 hours, you can choose one of the following benefits:
- You can change your favored enemy to a different option. The first time you choose an option, you must study a source of information about the creature type, such as a book or physical traces of a creature of that type.
- You can change your favored terrain to a different option. The first time you choose an option, you must be in the new terrain.
Ability Score Improvement
4th-level Ranger feature
You can increase one ability score of your choice by 1, to a maximum of 5. You can do so again at 8th, 12th, and 16th level.
Extra Attack
5th-level Ranger feature
Each time you spend at least 2 AP to take the Attack action, you can take the Attack action once later that turn as a free action.
Roving
7th-level Ranger feature
Your walk speed increases by 5 feet, and you gain a climb speed and a swim speed equal to your walk speed.
Tracker's Mark
7th-level Ranger feature
You can augment your marks with tracking magic. When you use an action to mark a creature with your Hunter's Mark, you can expend a spell slot to cast locate targeting the quarry as part of the same action, requiring no material components. You cast the spell at a level equal to 4 + the level of the expended spell slot (maximum 9th level). The spell can last for the duration of the mark instead of its usual duration, but it still requires concentration.
Tireless
11th-level Ranger feature
You can get by with hardly any rest. Whenever you finish a short rest, you gain the following benefits:
- You regain a ranger hit die, which you can also spend as part of the same short rest.
- You regain a ranger spell slot of your choice.
- Your exhaustion level, if any, is decreased by 1.
Nature's Assurance
15th-level Ranger feature
Your connection to nature sustains your magic. You can add your Wisdom score to Constitution saving throws you make to maintain concentration. If you are in your favored terrain, you also have advantage on these saving throws.
Feral Senses
18th-level Ranger feature
Your senses are impossibly sharp. As long as you can see, hear, or smell, you have blindsight (30 ft.).
Greater Ability Score Improvement
19th-level Ranger feature
You can increase one ability score of your choice by 1, to a maximum of 6.
Foe Slayer
20th-level Ranger feature
You become an unparalleled hunter of your enemies. You have advantage on attack rolls against the quarry of your Hunter's Mark. When you are in your favored terrain, you also have advantage on attack rolls against all your favored enemies. If you have advantage from this feature and at least one other source, and don't have disadvantage, you can take the highest roll of three d20s intead of two.