Ranger

Class Features
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitutionmodifier
Hit Points at Higher Levels: 1d10 (or 6) + yourConstitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools None
Saving Throws: 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 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,
humanoids, monstrosities, or undead. You gain a
+2 bonus to damage rolls with weapon attacks
against creatures of the chosen type. Additionally,
you have advantage on Wisdom (Survival) checks
to track your favored 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 favored enemy or creatures associated with it.
However, you are free to pick any language you
wish to learn.

The Ranger
Proficiency Spells — Spell Slots per Spell Level —
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer — — — — — —
2nd +2 Fighting Style, Spellcasting 2 2 — — — —
3rd +2 Primeval Awareness, Ranger Conclave 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Ranger Conclave feature 4 4 2 — — —
6th +3 Greater Favored Enemy 4 4 2 — — —
7th +3 Ranger Conclave feature 5 4 3 — — —
8th +3 Ability Score Improveme, Fleet of Foot 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Hide in Plain Sight 6 4 3 2 — —
11th +4 Ranger Conclave feature 7 4 3 3 — —
12th +4 Ability Score 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Vanish 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 Foe Slayer 11 4 3 3 3 2

Natural Explorer
You are a master of navigating the natural world,
and you react with swift and decisive action
when attacked. This grants you the following
benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have
advantage on attack rolls against creatures
that have not yet acted.
In addition, you are skilled at navigating the
wilderness. You gain the following benefits when
traveling for an hour or more:
• 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 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.
Mariner fighting style
Skirmisher fighting style

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 friendship and have a 1st-level and a 2ndlevel
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
Primeval Awareness
Beginning at 3rd level, your mastery of ranger
lore allows you to establish a powerful link to
beasts and to the land around you.
You have an innate ability to communicate
with beasts, and they recognize you as a kindred
spirit. Through sounds and gestures, you can
communicate simple ideas to a beast as an action,
and can read its basic mood and intent. You learn
its emotional state, whether it is affected by
magic of any sort, its short-term needs (such as
food or safety), and actions you can take (if any)
to persuade it to not attack.
You cannot use this ability against a creature
that you have attacked within the past 10
minutes.
Additionally, you can attune your senses to
determine if any of your favored enemies lurk
nearby. By spending 1 uninterrupted minute in
concentration (as if you were concentrating on a
spell), 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: the Beast
Conclave, the Hunter 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.

Ranger Conclaves

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.

Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier
game. Choose a type of greater favored 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,
including an additional language. Your bonus to
damage rolls against all your favored enemies
increases to +4.
Additionally, you have advantage on saving
throws against the spells and abilities used by a
greater favored enemy.
Fleet of Foot
Beginning at 8th level, you can use the Dash
action as a bonus action on your turn.
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.
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 or deafened.
Foe Slayer
At 20th level, you become an unparalleled
hunter. 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.

Ranger Conclaves
Across the wilds, rangers come together to form
conclaves—loose associations whose members
share a similar outlook on how best to protect
nature from those who would despoil it.

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, then further
strengthen that bond through the use of magic.

Animal Companion
At 3rd level, you learn to use your magic to
create a powerful bond with a creature of the
natural world.
With 8 hours of work and the expenditure of
50 gp worth of rare herbs and fine food, you call
forth an animal from the wilderness to serve as
your faithful companion. You normally select
you 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.
At the end of the 8 hours, your animal
companion appears and gains all the benefits of
your Companion’s Bond ability. You can have
only one animal companion at a time.
If your animal companion is ever slain, the
magical bond you share allows you to return it to
life. With 8 hours of work and the expenditure of
25 gp worth of rare herbs and fine food, you call
forth your companion’s spirit and use your
magic to create a new body for it. You can return
an animal companion to life in this manner even
if you do not possess any part of its body.
If you use this ability to return a former animal
companion to life while you have a current
animal companion, your current companion
leaves you and is replaced by the restored
companion.

Companion’s Bond
Your animal companion gains a variety of
benefits while it is linked to 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.

Keeping Track of Proficiency
When you gain your animal companion at 3rd level, its
proficiency bonus matches yours at +2. As you gain
levels and increase your proficiency bonus, remember
that your companion’s proficiency bonus improves as
well, and is applied to the following areas: Armor Class,
skills, saving throws, attack bonus, and damage rolls.
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.
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.”
Why No Multiattack?
Multiattack is a useful design tool that keeps monsters
simple for the DM. It provides a boost in offense, but
that boost is meant to make a beast threatening for one
battle—a notion that doesn’t mesh well with a beast
intended to fight with the party, rather than against it.
Project Multiattack across an entire adventure, and an
animal companion runs the risk of outclassing the
fighters and barbarians in the party.
So in story terms, your animal companion has traded
in some of its ferocity (in the form of Multiattack) for
better awareness and the ability to fight more
effectively in concert with you.
Expanding Companion Options
Depending on the nature of your campaign, the DM
might choose to expand the options for your animal
companion. As a rule of thumb, a beast can serve as an
animal companion if it is Medium or smaller, has 15 or
fewer hit points, and cannot deal more than 8 damage
with a single attack. In general, that applies to creatures
with a challenge rating of 1/4 or less, but there are
exceptions.
Your animal companion gains the benefits of
your Favored Enemy feature, and of your
Greater Favored Enemy feature when you gain
that feature at 6th level. It uses the favored
enemies you selected for those features.
d6 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 Any time 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.
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.
Beast’s Defense
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 Defense
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.
Extra Attack
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
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 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.
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 Defense
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.

Deep Stalker Conclave
Most folk descend into the depths of the
Underdark only under the most pressing
conditions, undertaking some desperate quest or
following the promise of vast riches. All too often,
evil festers beneath the earth unnoticed, and
rangers of the Deep Stalker Conclave strive to
uncover and defeat such threats before they can
reach the surface.

Underdark Scout
At 3rd level, you master the art of the ambush.
On your first turn during combat, you gain a +10
bonus to your speed, and if you use the Attack
action, you can make one additional attack.
You are also adept at evading creatures that
rely on darkvision. Such creatures gain no
benefit when attempting to detect you in dark
and dim conditions. Additionally, when the DM
determines if you can hide from a creature, that
creature gains no benefit from its darkvision.
Deep Stalker Magic
At 3rd level, you gain darkvision out to a range of
90 feet. If you already have darkvision, you
increase its range by 30 feet.
You also gain access to additional spells at 3rd,
5th, 9th, 13th, and 15th level. Once you gain a
deep stalker spell, it counts as a ranger spell for
you but doesn’t count against the number of
ranger spells you know.
Deep Stalker Spells
Ranger Level Spells
3rd disguise self
5th rope trick
9th glyph of warding
13th greater invisibility
17th seeming
Extra Attack
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
Iron Mind
At 7th level, you gain proficiency in Wisdom
saving throws.
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
Classes

Ranger

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