The Ranger Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Favored Enemy, Natural Explorer - - - - - 2nd +2 Fighting Style, Spellcasting 2 - - - - 3rd +2 Hunting Boon 3 - - - - 4th +2 Ability Score Improvement 3 - - - - 5th +3 Endurance, Extra Attack 4 2 - - - 6th +3 Favored Enemy feature 4 2 - - - 7th +4 Vanish 4 3 - - - 8th +4 Ability Score Improvement 4 3 - - - 9th +4 Land's Stride 4 3 2 - - 10th +4 Favored Enemy feature 4 3 2 - - 11th +4 Hide in Plain Sight 4 3 3 - - 12th +4 Ability Score Improvement 4 3 3 - - 13th +5 - 4 3 3 1 - 14th +5 Favored Enemy feature, Foe Slayer 4 3 3 1 - 15th +5 - 4 3 3 2 - 16th +5 Ability Score Improvement 4 3 3 2 - 17th +6 - 4 3 3 3 1 18th +6 Feral Senses 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Unmatched Hunter 4 3 3 3 2 Class Features As a ranger, you gain the following class features. Hit Points Hit Dice: 1d10 per ranger level

1d10 per ranger level Hit Points at 1st Level: 10 + your Constitution modifier

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

Light armor, Medium armor, Shields Weapons: Simple weapons, Martial weapons

Simple weapons, Martial weapons Tools: None Saving Throws: Strength, Dexterity

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 Beginning at 1st level, you have signicant experince studying, tracking, and hunting a certain type of enemy: Giants, Hordes, or Dragons, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Credit: William O'Connor

Natural Explorer You are particularly familiar with the natural environment and are adept at traveling and surviving in such regions. While traveling for an hour or more, you gain the following benefits: You have advantage on Wisdom (Survival) checks to track passing creatures, as well as on Intelligence checks to recall information about them.

Difficult terrain doesn’t slow your group’s travel.

Your group can’t become lost except by magical means.

Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

If you are traveling alone, you can move stealthily at a normal pace.

When you forage, you find twice as much food as you normally would.

While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Fighting Style At 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You ca't take a Fighting style 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. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting 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. 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 expand 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 modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have 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 include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, 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. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. 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 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 you make an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

= 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use a druidic focus (found in Chapter 5) as a spellcasting focus for your ranger spells.

Hunting Boon At 3rd level, your ties to the nature world imbue you with a certain unique talent for hunting your favored enemies. You gain one of the following feature of your choice. - Beast Master You embody a friendship between the civilized races and the beasts of the world. You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Choose one ability score. The beast gains proficiency in saving throws using the chosen ability. Add your proficiency bonus to the beast's AC, save DC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum plus four times your ranger level. The beast obeys your commands as best it can. You roll initiative for the beast, which takes its own turns, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use a bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. While traveling with only the beast, you can move stealthily at a normal pace. At any time you can dismiss your current beast. If you dismiss the beast or it dies, you can obtain another one by spending 8 hours bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Endurance Starting at 5th level, you have learned to draw on your innate ability to resist wear and tear. You gain Advantage on Constitution Saving Throws made to avoid Exhaustion from nonmagical sources. Vanish Starting at 7th level, you can use the Hide action as a bonus action on your turn. You can't be tracked by nonmagical means, unless you choose to leave a trail. Land's Stride Starting at 9th 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 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 as those created by the entangle spell. Hide in Plain Sight Starting at 11th level, you can spend 1 minute creating camoflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occuring material with which to create your camouflage. In this way you can use the Hide action in any sort of terrain, even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Foe Slayer Starting at 14th 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Feral Senses 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. Unmatched Hunter At 20th level, you are most dangerous when striking the unknown. The first time you attack and hit a surprised creature, the damage of the attack is tripled against that creature. Favored Enemies You are one of the only things standing between civilization and the terrors of the wilderness. You learn specialized techniques for fighting the threats you face, which include everything from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Giant Killer You are at your best in combat when you can focus your attention on a single creature, relentlessly tearing down its defenses and standing firm against its frightful devastation. Giant Killer Starting at 1st level, when a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Multiattack Defense Starting at 6th level, when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Staggering Attack By 10th level, when you hit a creature with a weapon attack, you have advantage on all attacks against that same creature until the end of the same turn. Uncanny Dodge Beginning at 14th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Horde Breaker You hunt savage humanoids and their ilk. Such brutes rely on numbers to overrun their victims, so you have learned to fight well while outnumbered. Horde Breaker Starting at 1st level, once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Escape the Horde Starting at 6th level, opportunity attacks against you are made with disadvantage. Whirlwind Attack By 10th level, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Pack Awareness Beginning at 14th level, if you are not surprised at the start of combat, conscious creatures of your choice within 30 feet of you are also not surprised. Dragon Slayer You've trained in the arts of stealth and ranged weapons so that you can hunt the mightiest of monsters: dragons and their kind. Colossus Slayer Starting at 1st level, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. Steel Will Starting at 6th level, you have advantage on saving throws against being frightened. Hunter's Veil By 10th level, while you are trying to move silently or become hidden, creatures you choose within 30 feet of you can add your proficiency modifier to Dexterity checks they make to move silently or become hidden. Evasion Beginning at 14th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.