Ranger The Ranger Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Fighting Style, Natural Explorer — — — — — — 2nd +2 Ranger Archetype 2 2 — — — — 3rd +2 Primeval Awareness, Ranger Archetype feature 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Additional Favored Terrain 4 4 2 — — — 7th +3 Ranger Archetype feature 5 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 — 6 4 3 2 — — 10th +4 Additional Favored Terrain, HIde in Plain Sight 7 4 3 3 — — 11th +4 Ranger Archetype feature 7 4 3 3 — — 12th +4 Ability Score Improvement 8 4 3 3 — — 13th +5 — 8 4 3 3 1 — 14th +5 Vanish, Additional Favored Terrain 8 4 3 3 1 — 15th +5 Ranger Archetype 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 Foe Slayer 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: Herbalism kit 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 Fighting Style At 1st 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. 1

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. Natural Explorer You are particularly adept at traveling and surviving in natural environments.

While traveling for an hour or more in any natural terrain, you gain the following benefits: 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. In addition, choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or underdark. When you make an Intelligence or Wisdom check related to your favored terrain or Stealth or Athletics checks to move through your favored terrain, your proficiency bonus is doubled if you are using a skill that you are proficient in. You choose additional favored terrain types at 6th, 10th, and 14th level. Ranger Archetype At 2rd level, you choose an archetype that you strive to emulate, such as the Beast Master, Guardian, or Hunter. Your choice grants you features at 2nd level and again at 3rd, 7th, 11th, and 15th level. Primeval Awareness Beginning at 3rd level, you automatically sense whether the following types of creatures are present within 120 feet of you (or within up to 1 mile if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. 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. Land’s Stride Starting at 8th 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 damage 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 those created by the entangle spell. Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. Once you have camouflaged yourself in your favored terrain you can re-camouflage yourself again in the same terrain as an action instead of taking 1 minute to do so, as long as you are at least lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena. The ability to re-camouflage yourself in this way lasts until you remove the camouflage, leave the favored terrain, or take a short or long rest. Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. 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 and deafened. Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. You can add your Wisdom modifier to the attack roll or the damage roll of any attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. 2

Ranger Archetypes Hunter Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Natural Superiority At 2nd level, instead of the Spellcasting class feature you gain a set of abilities that are fueled by special dice called superiority dice. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level. At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. Using Superiority Dice. You can expend superiority dice to gain a number of different benefits: When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add the number rolled on the superiority die to your check. You apply this bonus after making the check but before learning if it was successful.

When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll or the damage roll. You can use this ability before or after making the attack or damage roll, but before any of the effects of the attack are applied.

If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

In a process that takes 1 minute you can create a poultice of natural herbs to help mend wounds or afflictions. Expend one superiority die; one creature regains hit points equal to the result of the die roll plus your wisdom modifier. Alternatively, you can expend one superiority die to grant one creature an additional saving throw vs poison or disease, add the result of the superiority die to the saving throw. Maneuvers. You learn additional options for using superiority die as you gain levels. At 5th, 9th, 13th, and 17th level you learn an additional maneuver of your choice from among those available to the Battle Master archetype in the fighter class. You may apply only one superiority die option per attack. Hunter’s Prey At 2nd level, you gain one of the following features of your choice. Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage. You can deal this extra damage only once per turn. Giant Killer. 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. Horde Breaker. 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. Defensive Tactics At 3rd level, you gain one of the following features of your choice. Escape the Horde. Opportunity attacks against you are made with disadvantage. Multiattack Defense. 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. Steel Will. You have advantage on saving throws against being frightened. Superior Hunter’s Defense At 7th level, you gain one of the following features of your choice. Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, 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. Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Uncanny Dodge. 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. Multiattack At 11th level, you gain one of the following features of your choice. Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Whirlwind Attack. 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. Breadth of Training At 15th level you widen your training; you may choose any two options from the Hunter’s Prey, Defensive Tactics, Multiattack, or Superior Hunter’s Defense class features that you had not previously chosen. 3

Guardian Emulating the Guardian archetype means accepting and channeling the elemental power of nature. By embracing the old ways you gain a deeper connection to the spirits of the natural world. Natural Connection At 2nd level, you learn one druid cantrip of your choice, this is considered a ranger spell for you. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. You learn an additional druid cantrip of your choice when you reach 7th and 13th level. Spellcasting When you choose the Guardian archetype at 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. 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 friendship and 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. Elemental Smite Starting at 3rd level, you gain the ability to infuse your weapon strikes with elemental energy. When you hit a creature with a weapon attack, you can expend one spell slot to cause the attack to deal extra poison, acid, cold, fire, thunder, or lightning damage (your choice) to the target. The extra damage is 2d8 for a 1st-level spell slot plus 1d8 for each spell level higher than 1st. The damage increases by 1d8 if the target is an aberration, celestial, dragon, elemental, fey, fiend, or undead. Improved Primeval Awareness Starting at 7th level, you can use your action and expend one spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense the approximate direction and number of aberrations, celestials, dragons, elementals, fey, fiends, and undead within 1 mile (or within up to 6 miles if you are in your favored terrain). As bonus action during the duration you can focus your awareness on your immediate surroundings. Until the end of your next turn you know the exact location and type of any being whose presence you sense within 60 feet of you. Guardian’s Resolve At 11th level, you can’t be charmed or frightened by aberrations, celestials, dragons, elementals, fey, fiends, or undead, and you are immune to poison and disease. In addition, you add your wisdom modifier to the damage any ranger spell you cast. Eternal Guardian When you reach 15th level, you gain resistance to acid, cold, fire, thunder, and lightning damage. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically. 4