- Hit Point Die
- d10 per level
- Primary Ability
- Dexterity and Wisdom
- Saving Throw Proficiencies
- Strength and Dexterity
- Spellcasting Ability
- Wisdom
- Training and Proficiencies
- Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons
- Skill Proficiencies
- Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
Ranger level table
| Level | Proficiency Bonus | Features | Prepared Spells | Level 1 slots | Level 2 slots |
|---|---|---|---|---|---|
| 1 | +2 | Favored Enemy, Spellcasting, Weapon Mastery | 2 | 2 | - |
| 2 | +2 | Deft Explorer, Fighting Style | 3 | 2 | - |
| 3 | +2 | Ranger Subclass | 4 | 3 | - |
| 4 | +2 | Ability Score Improvement | 5 | 3 | - |
| 5 | +3 | Extra Attack | 6 | 4 | 2 |
Class Features
Favored Enemy Level 1
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.
Spellcasting Level 1
You have learned to channel the magical essence of nature to cast spells. See "Spells" 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. Cure Wounds and Ensnaring Strike are recommended.
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.
Weapon Mastery Level 1
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
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.
Deft Explorer Level 2
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 from the language tables in "Character Creation."
Fighting Style Level 2
You gain a Fighting Style feat of your choice (see "Feats"). Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). Guidance and Starry Wisp are recommended. 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.
Ranger Subclass Level 3
You gain a Ranger subclass of your choice. 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.
Ability Score Improvement Level 4
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Extra Attack Level 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Subclass: Hunter
Protect Nature and People from Destruction
You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.
Hunter's Lore Level 3
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Hunter's Prey Level 3
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.
Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.
Ranger spell list
The game currently uses spells up to level 3.
Level 1 spells
- Alarm
- Animal Friendship
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Ensnaring Strike
- Entangle
- Fog Cloud
- Goodberry
- Hunter's Mark
- Jump
- Longstrider
- Speak with Animals
Level 2 spells
- Aid
- Animal Messenger
- Barkskin
- Darkvision
- Enhance Ability
- Find Traps
- Gust of Wind
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Magic Weapon
- Pass without Trace
- Protection from Poison
- Silence
- Spike Growth