The Ranger, Refined As the Hobgoblin war band trundles by, a human studies his foes from a nearby treebranch. He notches an arrow and smirks, having identified their captain. An elf crouches low, inspecting the footprints of some great beast. Having identified the path the creature was taking, she continues her hunt to rid these hills of monsters. A halfling tumbles forward, a hail of arrows piercing the ground where he had been moments before. He spins around with twin shortswords in hand, preparing to dash through the oncoming hoarde of enemies. While bustling cities and fortified keeps are well-guarded by soldiers and knights, the frontiers of the world are far less fortunate. Small villages and homesteads on the outskirts of civilization are often easy prey to all manner of evil, from marauding bands of gnolls to rampaging owlbears. It is against these myriad threats that Rangers take up arms. Sentinels of Civilization Roaming the untamed wilderness, Rangers act as intermediaries between the natural world and the civilized peoples of the world. Although they have learned to commune with nature much as a Druid does, they usually do not see themselves as extensions of nature's will. Rather, they use their unique skills and insight to push back the horrors of the wild, and often serve as the first line of defense against incurions into more settled lands. Masters of Survival The most important goal of any Ranger is to survive whatever the wilderness may throw their way, and to that end they undergo extensive research and training. Rangers learn to identify the weaknesses of their quarry and how to coordinate their allies in an assault; how to find food, water, and shelter in rough terrain; and how to track, locate, and eliminate any target they may pursue. Roving Adventurers The life of a Ranger is never an idle one. Although many join established lodges and organizations, they are usually on the move searching for their next job as hunter, tracker, or guide. In between journeys, Rangers often unwind in taverns and hunting guilds, sharing tall tales and information on potential targets. Though they enjoy these brief respits, it isn't long before they once again follow the call of the wilderness. Art Credit Forest Ranger – Richard Philpott Ranger Refined by u/Scientin Ranger Refined by u/Scientin

The Ranger Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Favored Enemy, Wilderness Tactics — — — — — — 2nd +2 Fighting Style, Spellcasting 2 2 — — — — 3rd +2 Ranger Conclave, Primeval Awareness 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Specialized Enemy, Wilderness Tactics 4 4 2 — — — 7th +3 Ranger Conclave feature 5 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 — 6 4 3 2 — — 10th +4 Wilderness Tactics, Draining Attacks 6 4 3 2 — — 11th +4 Ranger Conclave feature 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 — 8 4 3 3 1 — 14th +5 Wilderness Tactics, Tracking Vision 8 4 3 3 1 — 15th +5 Ranger Conclave 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 Killing Edge 11 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

None Languages: Any two of your choice 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, (b) two simple melee weapons, or (c) one martial melee weapon

(a) a dungeoneer's pack or (b) an explorer's pack

A druidic focus, a longbow and a quiver of 20 arrows Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, monstrosities, oozes, plants, or undead. Alternatively, you can select three races of humanoid (such as gnolls and orcs) as favored enemies. You gain the following benefits against your favored enemies: The first time a favored enemy is hit by you on your turn, they must make a Constitution saving throw against a DC of 10 or half the inflicted damage rounded down (whichever is higher). On a failed save, the creature's speed is halved until the end of your next turn.

When an ally you can see within 30 feet of you makes an attack roll against one of your favored enemies, you can use your reaction to give the ally advantage on the attack.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You can gain these benefits against creatures who are not your favored enemies by using a bonus action to make a DC 10 Wisdom (Insight) check. On a success, you gain the benefits of your favored enemy against the creature and all creatures of the same species for 1 minute. You may change your favored enemy at the end of a long rest, which reflects your research and preparation for the quarry you expect to face ahead. If you replace humanoids with a different type of favored enemy, you replace all three humanoid races you have selected with one new favored enemy. You can select one additional type of favored enemy at a time at 6th and 14th level each. Wilderness Tactics Your experience in the wilds has honed your mind and body, making you an unsurpassed explorer and survivor. Choose two of the following Wilderness Tactics options. Your Wilderness Tactics options are detailed at the end of the class description. You gain additional Tactics at 6th, 10th, and 14th level. Fighting Style 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. 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 and 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. Spell Slots The Ranger table shows how many spell slots you have to cast your 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 friendshipand have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. Spells Known of 1st Level and Higher 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. 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 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 Spellcasting Focus You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, “Equipment,” of the Player’s Handbook for a list of things that count as druidic focuses. Primeval Awareness Beginning at 3rd level, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 10 uninterrupted minutes in concentration (as if casting a spell as a ritual), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave. These conclaves are organizations that specialize in techniques to best oppose the diverse threats of the wilderness and beyond. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Conclave Spells Each conclave has a list of associated spells. You learn these spells at the levels specified in the conclave description. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know 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. Specialized Enemy At 6th level, you decide on a deadlier group of foes to call your nemeses. Choose a type of specialized enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy. You learn an additional language spoken by your specialized enemy, if it has one. Additionally, you have advantage on saving throws against the spells and abilities used by a specialized enemy. If you land a critical hit with a weapon attack against your specialized enemy, you may roll one additional weapon damage die when determining the extra damage. You may not replace a favored enemy with a specialized enemy option, or vice versa. Draining Attacks At 10th level, your blows wear down the defenses of your enemies. When a creature is slowed by your Favored Enemy ability, they have disadvantage on Str, Dex, and Con saving throws. Tracking Vision At 14th level, you gain a supernatural ability for reconstructing the movements of your quarry. As an action, you can magically see the paths taken by creatures within a 60 foot radius for 10 minutes. You learn the type of creatures, and can focus on one creature to see the exact path it took up to 12 hours ago. You can switch your focus to different creature with a bonus action. While focusing, a creature's path appears to faintly glow to you. This glow is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt. Invisible creatures and creatures under the effect of the "Pass Without a Trace" spell are not immune to this ability. You must complete a short or long rest before you may use this ability again. 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. Killing Edge At 20th level, your attacks are infused with lethal magic. Whenever you score a critical hit against a creature, they must succeed on a Constitution saving throw against your Spell Save DC. If it fails, it is reduced to 0 hit points. You may use this feature a number of times equal to your Wisdom modifier. You regain all expended uses at the end of a Long Rest. Ranger Conclaves Across the wilderness, rangers come together to form conclaves—associations whose members share a similar outlook on how best to defeat the numerous dangers on the outskirts of civilization. Some are formal fraternal orders that guard the borders of nations, others are guilds who swear fealty to no king, and still others are unorganized schools that pass down teachings from master to student. Hunter Conclave The Hunter Conclave focuses on protecting the civilized world at its edge, mastering weapons and skills to bring down all manner of enemies. Hunters learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Hunter Spells Ranger Level Spells 3rd Sleep 5th Darkness 9th Enemies Abound 13th Confusion 17th Hold Monster Beast Master Conclave The Beast Master Conclave embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Becoming a Beast Master means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Beast Master Spells Ranger Level Spells 3rd Speak With Animals 5th Locate Animals or Plants 9th Conjure Animals 13th Dominate Beast 17th Awaken Beast Companion At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. Choose a beast that is no larger than Medium and that has a challenge rating of 1/2 or lower. You have a deep connection with this beast, perhaps after saving its life or rendering it some service, or perhaps it was sent to you as a spiritual guide from some extraplaner being. This bond results in a number of benefits for your companion. Your companion shares your initiative, taking its turn immediately after yours. On your turn, you can use a bonus action to command your companion, deciding its movement and actions. Your companion uses your proficiency bonus, which it can add to its AC and damage rolls. Your companion is proficient in all saving throws and gains proficiency in Wisdom (Survival) checks. The beast loses its multiattack option if it has one. For every level you gain after 3 your companion gains additional hit dice and hit points. Whenever you gain an ability score increase, your companion’s abilities improve accordingly. Your companion shares your alignment and gains the benefits of your Favored Enemy ability. If your companion perishes, you may revive it within 24 hours by expending 2 hours of work and 25gp worth of herbs and incense, at which point you call forth your companion’s spirit and reform its body with your magic. After these 24 hours, the cost of reviving your companion increases to 4 hours of work and 50gp worth of materials. Coordinated Attack Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack. One Mind, One Heart At 7th Level, your connection with your companion deepens further. You are able to cast Beast Sense at will, without expending a spell slot. You may only use this spell on your animal companion this way. When you use this spell on your companion, you maintain your normal senses in addition to your companion’s, and can control your beast’s actions telepathically. Partner's Resolve At 11th level, the very presence of your companion helps your attacks land true. You gain advantage on attack rolls if your companion is within 5 feet of your target. Additionally, your companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Storm of Claws and Fangs At 15th level, your beast becomes more ferocious in battle. Your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. Wilderness Tactics Some tactics are unavailable until certain levels are met in this class. You can learn the tactic at the same time you meet its level requirement. Canny 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. Fade Away Prerequisite: 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. You can use this feature a number of times per day equal to your Wisdom modifier. You can use the Dash action as a bonus action on your turn. In addition, when you move at least 10 feet toward a creature before making a melee attack against it, you add your proficiency bonus to the attack's damage roll. Pathfinder You ignore difficult terrain, and when traveling uninterrupted for an hour or more any allied creatures within 60 feet of you ignore difficult terrain as well. In addition, you can give yourself advantage on Wisdom (Survival) checks for tracking creatures a number of times per day equal to your wisdom modifier (minimum of 1). Pinpoint You have advantage on Wisdom (Perception) checks made to find hidden enemies. Additionally when you make a ranged attack against a creature, you can add your proficiency bonus to the attack's damage roll, provided you do not take any movement that turn. Roving Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless Prerequisite: 10th level 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.