Ranger

Level PB Features Favored Enemy Prepared Spells 1 2 3 4 5
1 +2 Spellcasting, Favored Enemy, Weapon Mastery 2 2 2 - - - -
2 - Deft Explorer, Fighting Style - 3 2 - - - -
3 - Ranger Subclass - 4 3 - - - -
4 - Ability Score Improvement - 5 3 - - - -
5 +3 Extra Attack 3 6 4 2 - - -
6 - Roving - - 4 2 - - -
7 - Subclass feature - 7 4 3 - - -
8 - Ability Score Improvement - - 4 3 - - -
9 +4 Expertise 4 9 4 3 2 - -
10 - Tireless - - 4 3 2 - -
11 - Subclass feature - 10 4 3 3 - -
12 - Ability Score Improvement - - 4 3 3 - -
13 +5 Relentless Hunter 5 11 4 3 3 1 -
14 - Nature’s Veil - - 4 3 3 1 -
15 - Subclass feature - 12 4 3 3 2 -
16 - Ability Score Improvement - - 4 3 3 2 -
17 +6 Precise Hunter 6 14 4 3 3 3 1
18 - Feral Senses - - 4 3 3 3 1
19 - Epic Boon - 15 4 3 3 3 2
20 - Foe Slayer - - 4 3 3 3 2
Infobox

Hit Points
Hit Dice d10
1st Level 10 + Con Mod
Level Up 1d10 (or 6) + Con Mod
Proficiencies
Armor Light, Medium Shields
Weapons Simple, Martial
Saving Throws Str, Dex
Skills (Choose 3) Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
Items
Starting Gold 150 GP
Multiclassing
Ability Score Minimum Dex and Wis 13
Armor Light, Medium, Shields

Level 1: Spellcasting

You have learned to channel the magical essence of nature to cast spells. See here for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description.

Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells.

The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.

If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.

Level 1: Favored Enemy

You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

Level 1: Weapon Mastery

Your training with weapons allows you to use the Weapon Mastery Properties of two kinds of weapons of your choice with which you have proficiency.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.

Level 2: Deft Explorer

Thanks to your travels, you gain the following benefits.

Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.

Languages. You know two languages of your choice.

Level 2: Fighting Style

You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.

Druidic Warrior. You learn two Druid cantrips of your choice. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

Level 3: Ranger Subclass

You gain a Ranger subclass of your choice.

List 4 results

A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 6: Roving

Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

Level 9: Expertise

Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.

Level 10: Tireless

Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

Level 13: Relentless Hunter

Taking damage can’t break your Concentration on Hunter's Mark.

Level 14: Nature’s Veil

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 17: Precise Hunter

You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.

Level 18: Feral Senses

Your connection to the forces of nature grants you Blindsight with a range of 30 feet.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Foe Slayer

The damage die of your Hunter's Mark is a d10 rather than a d6.

Ranger Spell List

Table 50 results
NameCastRangeSchool
1 12
Alarm1 Minute30 feetAbjuration
Animal FriendshipAction30 feetEnchantment
Cure WoundsActionTouchAbjuration
Detect MagicActionSelfDivination
Detect Poison and DiseaseActionSelfDivination
Ensnaring StrikeBonusSelfConjuration
EntangleAction90 feetConjuration
GoodberryActionSelfConjuration
Hail of ThornsBonusSelfConjuration
Hunter's MarkBonus90 feetDivination
JumpBonusTouchTransmutation
Speak with AnimalsActionSelfDivination
2 14
AidAction30 feetAbjuration
Animal MessengerAction30 feetEnchantment
BarkskinBonusTouchTransmutation
Beast SenseActionTouchDivination
Cordon of ArrowsActionTouchTransmutation
DarkvisionActionTouchTransmutation
Find TrapsAction120 feetDivination
Gust of WindActionSelfEvocation
Lesser RestorationBonusTouchAbjuration
Locate Animals or PlantsActionSelfDivination
Locate ObjectActionSelfDivination
SilenceAction120 feetIllusion
Spike GrowthAction150 feetTransmutation
Summon BeastAction90 feetConjuration
3 13
Conjure AnimalsAction60 feetConjuration
Conjure BarrageActionSelfConjuration
Dispel MagicAction120 feetAbjuration
Elemental WeaponActionTouchTransmutation
Lightning ArrowBonusSelfTransmutation
Meld into StoneActionTouchTransmutation
NondetectionActionTouchAbjuration
Plant GrowthAction150 feetTransmutation
Protection from EnergyActionTouchAbjuration
Speak with PlantsActionSelfTransmutation
Summon FeyAction90 feetConjuration
Water BreathingAction30 feetTransmutation
Wind WallAction120 feetEvocation
4 5
Conjure Woodland BeingsActionSelfConjuration
Dominate BeastAction60 feetEnchantment
Freedom of MovementActionTouchAbjuration
Grasping VineBonus60 feetConjuration
Summon ElementalAction90 feetConjuration
5 6
Commune with Nature1 MinuteSelfDivination
Conjure VolleyAction150 feetConjuration
Greater RestorationActionTouchAbjuration
Steel Wind StrikeAction30 feetConjuration
Swift QuiverBonusSelfTransmutation
Tree StrideActionSelfConjuration