Non-Magical Ranger 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 armour, medium armour, shields

Light armour, medium armour, 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 Armour

(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 The Ranger Level Proficiency Bonus Features Superiority Dice 1st +2 Favoured Enemy, Combat Superiority 3d6 2nd +2 Fighting Style, Natural Explorer 3d6 3rd +2 Ranger's Quarry, Ranger Conclave 3d6 4th +2 Ability Score Improvement 3d8 5th +3 Extra Attack 4d8 6th +3 Greater Favoured Enemy, Second Favoured Terrain 4d8 7th +3 Conclave Feature 4d8 8th +3 Ability Score Improvement 4d8 9th +4 Natural Antivenom, Superior Mobility 4d10 10th +4 Hide in Plain Sight, Third Favoured Terrain 5d10 11th +4 Conclave Feature, 5d10 12th +4 Ability Score Improvement 5d10 13th +5 Superior Mobility Improvement 5d10 14th +5 Vanish 5d10 15th +5 Conclave Feature 5d10 16th +5 Ability Score Improvement 5d12 17th +6 Relentless 6d12 18th +6 Feral Senses 6d12 19th +6 Ability Score Improvement 6d12 20th +6 Foe Slayer 6d12 1

Favoured 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 favoured enemy: beasts, fey, monstrosities, undead, or two types of humanoid. You add your half your proficiency bonus (rounded up) to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favoured enemy or creatures associated with it. However, you are free to pick any language you wish to learn. Combat Superiority At 1st level, you learn manoeuvres that are fueled by special dice called superiority dice. Superiority Dice. You have three superiority dice, which are d6s. You spend superiority dice to fuel special combat abilities called manoeuvres, which are detailed under "Manoeuvres" below. You can also expend one superiority die and add that to any Dexterity (Stealth), Intelligence (Nature), or Wisdom (Survival or Medicine) checks that you make. A superiority die is expended when you use it. You regain all your expended superiority die when you finish a short or long rest. Your superiority dice change when you certain levels in this class. The dice become d8s at 4th level, d10s at 10th level, and d12s at 16th level. In addition, you gain additional superiority dice as you gain levels in this class, as shown in the Superiority Dice column of the Ranger table. If you already have superiority dice, you gain one more. Many manoeuvres enhance an attack in some way. You can use more than one manoeuvre per turn, but only one manoeuvre per attack. Manoeuvres You know the following manoeuvres. Careful Attack. When you make a weapon attack roll against a creature, you can expend one superiority die, rolling the die and adding the number rolled to the attack roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied. Twin Strike. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within your reach ( or range), then roll the superiority die. If the original attack roll would hit the second creature, it takes damage equal to the number rolled on the superiority die + your damage modifier. The damage is of the same type dealt by the original attack. Power Attack. When you hit a creature with a weapon attack, you can expend two superiority dice, rolling the dice and adding both numbers rolled to the attack's damage roll. Natural Healing. As a bonus action you can expend one superiority die, rolling the die and regaining hit points equal to the number rolled + your Wisdom modifier. If you later gain the Animal Companion feature then your companion may regain hit points instead. Natural Explorer Starting at 2nd level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While travelling for an hour or more in your favoured terrain, you gain the following benefits:

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

You gain advantage on Wisdom (Survival) checks.

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

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

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

You choose additional favoured terrain types at 6th and 10th 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. Defence While you are wearing armour, 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. 2

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Ranger's Quarry At 3rd level, you have trained yourself to pick out specific targets. On your turn, as a bonus action, you may designate a visible enemy as your quarry. This designation lasts for 1 hour, until the quarry drops to 0 hit points, or you designate a different target. Whilst an enemy is your quarry, once per round you deal 1d6 extra damage when you hit it with a weapon attack, and you have advantage on any Wisdom (Survival and Perception) or Intelligence (Investigation) checks you make to find it. Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, the Seeker Conclave or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level. 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. Greater Favoured Enemy At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favoured enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favoured enemy, including an additional language. Your bonus to damage rolls against all your favoured enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favoured enemy. Superior Mobility Beginning at 9th level, you gain +10 feet to your movement speed: Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. Natural Antivenom Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Hide in Plain Sight Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. Superior Mobility Improvement Beginning at 13th level, you can use the Dash action as a bonus action on your turn. Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you gain a +10 to ability checks to avoid being tracked by non magical means, unless you choose to leave a trail. Relentless Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. 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. Foe Slayer At 20th level, you become an unparalleled hunter. 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. 3

Ranger Conclaves Beast Conclave Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast. Beast Conclave Manoeuvres Also at 3rd level, you learn the the following special manoeuvres: Careful Pounce. When your companion makes an attack roll against a creature, you can expend one superiority die, rolling the die and adding the number rolled to the attack roll. You can use this manoeuvre before or after your companion makes the attack roll, but before any effects of the attack are applied. Predator's Strike. When your companion hits a creature with an attack, you can expend two superiority dice, rolling the dice and adding both numbers rolled to the attack's damage roll. Animal Companion At 3rd level, you learn to tame and befriend a creature of the natural world. With 8 hours of work and the expenditure of 50 gp worth of fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. During these 8 hours, you're developing a wary sense of trust between you and the animal and at the end of it, you gain the Companion's Bond ability. You can have only one animal companion at a time. Your animal companion is exceptionally difficult to slay, especially with you watching over them. The companion has its own death saving throw meter and they add your proficiency modifier to those saves. Should they fail their death saving throws, they still are not completely dead and with 8 hours of work and the expenditure of 25 gp worth of rare herbs and medicines you can stabilise them, provided you tend to them within an hour of final failed death saving throw. Companion’s Bond Your animal companion gains a variety of benefits while it is accompanying you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. 4

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” Your animal companion gains the benefits of your Favoured Enemy feature, and of your Greater Favoured Enemy feature when you gain that feature at 6th level. It uses the favoured enemies you selected for those features. D6 Personality Trait 1 I’m dauntless in the face of adversity. 2 Threaten my friends, threaten me. 3 I stay on alert so others can rest. 4 People see an animal and underestimate me. I use that to my advantage. 5 I have a knack for showing up in the nick of time. 6 I put my friends’ needs before my own in all things. D6 Flaw 1 If there’s food left unattended, I’ll eat it. 2 I growl at strangers, and all people except my ranger are strangers to me. 3 Anytime is a good time for a belly rub. 4 I’m deathly afraid of water. 5 My idea of hello is a flurry of licks to the face. 6 I jump on creatures to tell them how much I love them. Beast’s Defence At 7th level, while your companion can see you, it has advantage on all saving throws. Storm of Claws and Fangs At 11th level, 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. Superior Beast’s Defence At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it. Hunter Conclave Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave 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's Prey At 3rd 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 if it’s below its hit point maximum. 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 7th level, you gain one of the following features of your choice. Escape the Horde Opportunity attacks against you are made with disadvantage. Multiattack Defence 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. 5

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 melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. Superior Hunter’s Defence At 15th 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 a 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. Seeker Conclave Some rangers take a more mystical path, learning magic to aid both in their exploration and in their combat ability. As a seeker, you are both a hunter and a mystic. You attune yourself to the wilderness you call your home, but you are equally tied to the spirits that dwell in the world around you. Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and the end of this document for the Seeker spell list. Cantrips. You learn two cantrips of your choice from the Seeker spell list. You learn an additional Seeker cantrip of your choice at 10th level. Spell Slots. The Seeker Spellcasting 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 Healing Word and have a 1st-level and a 2nd-level spell slot available, you can cast Healing Word using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level Seeker spells of your choice. The Spells Known column of the Seeker Spellcasting table shows when you learn more Seeker spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Seeker spells you know with another spell of your choice from the Seeker spell list. The new spell must be of a level for which you have spell slots Spellcasting Ability. Wisdom is your spellcasting ability for your Seeker spells, since you learn your spells through study and memorization. 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 Seeker 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

Seeker Spellcasting Ranger Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 2 3 2 — — — 4th 2 3 3 — — — 5th 2 4 3 — — — 6th 2 4 3 — — — 7th 2 5 4 2 — — 8th 2 5 4 2 — — 9th 2 6 4 2 — — 10th 3 6 4 3 — — 11th 3 7 4 3 — — 12th 3 7 4 3 — — 13th 3 8 4 3 2 — 14th 3 8 4 3 2 — 15th 3 9 4 3 2 — 16th 3 9 4 3 3 — 17th 3 10 4 3 3 — 18th 3 10 4 3 3 — 19th 3 11 4 3 3 1 20th 3 11 4 3 3 1 Seeker Manoeuvres Also at 3rd level, you learn the following special manoeuvres that help you blend spellcasting with martial combat. Inevitable Shot. When you miss a creature with a weapon attack, you can expend one superiority die to call on to the spirtits to guide your attack to another target. You may attack a different creature within range of your weapon. Expend one superiority die, rolling the die and adding the number rolled to the attack roll. This attack uses the same ammunition as the previous one. 6

Spirits'Rebuke. When a creature misses you with an attack, you can use your reaction and expend one superiority die to make a weapon attack against the creature. If you hit, the attack does damage equal to your superiority die + your Wisdom modifier. Primal Eye Beginning at 7th level, you may add your Wisdom modifier to the damage dealt by your Ranger's Quarry class feature. Spiritbound Outrage At 11th level, your Spirit's Rebuke also deals weapon damage against the target. Improved Spirit Magic Beginning at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. Stalker Conclave Most folk descend into the wildest areas of the world only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers in the darkest reaches of the World unnoticed, and rangers of the Stalker Conclave strive to uncover and defeat such threats before they can reach civilisation. Scout At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. You also gain darkvision out to a range of 60 feet. If you already have darkvision, you increase its range by 30 feet. Stalker Manoeuvres Also at 3rd level, you learn the the following special manoeuvres that help you master the art of Guerilla Warfare: Isolation Strike requires your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows: Seeker manoeuvre save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Isolation Strike. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. Roll the superiority die and add the number rolled to the attack's damage roll. In addition, if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Nimble Strike. When you make a weapon attack roll against a creature, you can expend one superiority die, rolling the die and adding the number rolled to the attack's damage roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied. Regardless of whether the attack hits, you can move half your speed without provoking opportunity attacks from the target of your attack Iron Mind At 7th level, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). Stalker's Flurry Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack. Stalker’s Dodge At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined. 7