Ranger

A wanderer of the wilds who hunts with blade, bow and nature magic, marking prey with Hunter's Mark.

  • Hit die: d10
  • Primary ability: DEX, WIS
  • Saving throws: STR, DEX
  • Skills: choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
  • Armor: light, medium, shields
  • Weapons: simple, martial
  • Spellcasting: WIS, half caster (spell list)

Features by level

  • 1: Spellcasting. Cast Ranger spells with Wisdom; prepare two to start.
  • 1: Favored Enemy. Hunter's Mark is always prepared; cast it without a slot twice per Long Rest (more uses as you level).
  • 1: Weapon Mastery. Use the mastery properties of two kinds of weapons you're proficient with.
  • 2: Deft Explorer. Expertise in one skill you're proficient in, and two more languages.
  • 2: Fighting Style. Gain a Fighting Style feat, or Druidic Warrior (two Druid cantrips cast with Wisdom).
  • 3: Ranger Subclass. Choose a Ranger subclass.
  • 4: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
  • 5: Extra Attack. Attack twice when you take the Attack action.
  • 6: Roving. +10 feet of Speed while not in Heavy armor, and a Climb and Swim Speed equal to your Speed.
  • 7: Subclass Feature. Gain a feature from your Ranger subclass.
  • 8: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
  • 9: Expertise. Expertise in two more skills you're proficient in.
  • 10: Tireless. Magic action: gain 1d8 + Wisdom Temporary Hit Points (Wisdom-modifier uses per Long Rest); Short Rests also remove a level of Exhaustion.
  • 11: Subclass Feature. Gain a feature from your Ranger subclass.
  • 12: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
  • 13: Relentless Hunter. Taking damage can't break your Concentration on Hunter's Mark.
  • 14: Nature's Veil. Bonus Action: become Invisible until the end of your next turn; Wisdom-modifier uses per Long Rest.
  • 15: Subclass Feature. Gain a feature from your Ranger subclass.
  • 16: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
  • 17: Precise Hunter. Advantage on attack rolls against the creature marked by your Hunter's Mark.
  • 18: Feral Senses. Blindsight out to 30 feet.
  • 19: Epic Boon. Gain an Epic Boon feat or another feat you qualify for.
  • 20: Foe Slayer. The damage die of your Hunter's Mark becomes a d10.

Subclasses (from level 3)

Beast Master

A ranger bonded to a primal beast of land, sea or sky that fights at their command.

  • 3: Primal Companion. Summon a Beast of the Land, Sea or Sky that obeys you and acts on your turn; it returns after a Long Rest or for a spell slot.
  • 7: Exceptional Training. Your beast can Dash, Disengage, Dodge or Help as a Bonus Action, and its strikes can deal Force damage.
  • 11: Bestial Fury. Your beast's Beast's Strike attacks twice, and its first hit each turn on your Hunter's Mark target adds the mark's damage.
  • 15: Share Spells. A spell you cast that targets only you can also affect your beast within 30 feet.

Fey Wanderer

A ranger touched by the Feywild who strikes with psychic power and charms with otherworldly glamour.

  • 3: Dreadful Strikes. Once per turn per creature, a weapon hit deals an extra 1d4 Psychic damage (1d6 at level 11).
  • 3: Fey Wanderer Spells. Charm Person always prepared; more at levels 5, 9, 13 and 17.
  • 3: Otherworldly Glamour. Add your Wisdom modifier (minimum +1) to Charisma checks, and gain proficiency in Deception, Performance or Persuasion.
  • 7: Beguiling Twist. Advantage on saves against Charmed and Frightened; when a creature near you succeeds on such a save, a Reaction can Charm or Frighten another.
  • 11: Fey Reinforcements. Summon Fey is always ready: cast it once per Long Rest without a slot or Material components, and you can choose a version without Concentration.
  • 15: Misty Wanderer. Cast Misty Step without a slot Wisdom-modifier times per Long Rest, bringing a willing creature along.

Gloom Stalker

A hunter of the dark who strikes first from the shadows and is unseen by those who rely on darkvision.

  • 3: Dread Ambusher. Add Wisdom to Initiative; +10 feet of Speed on your first turn; Dreadful Strike adds 2d6 Psychic once per turn (Wisdom-modifier uses per Long Rest).
  • 3: Gloom Stalker Spells. Disguise Self always prepared; more at levels 5, 9, 13 and 17.
  • 3: Umbral Sight. Darkvision 60 feet (or 60 feet more), and creatures relying on Darkvision can't see you while you're in Darkness.
  • 7: Iron Mind. Proficiency in Wisdom saving throws, or Intelligence or Charisma if you already have it.
  • 11: Stalker's Flurry. Dreadful Strike's damage becomes 2d8, and each use can add a Sudden Strike or a Mass Fear.
  • 15: Shadowy Dodge. Reaction: impose Disadvantage on an attack against you, then teleport 30 feet if it misses.

Hollow Warden

Rangers who take their strength from old and hungry horrors of the deep wilds and grow monstrous in turn.

  • 3: Hollow Warden Spells. Wrathful Smite always prepared; more at levels 5, 9, 13 and 17.
  • 3: Wrath of the Wild. Bonus Action, a Favored Enemy use: transform for 1 minute: +AC, a 10-foot aura that frightens foes, and an Opportunity Attack when a foe hurts you or an ally beside you.
  • 7: Hungering Might. +Wisdom modifier to Constitution saves; while transformed and Bloodied, a hit heals 1d10 + Wisdom modifier once per turn.
  • 11: Rot and Violence. While transformed, creatures your aura frightens can't regain Hit Points or take Reactions, and your weapon hits can add Sap or Slow to their own mastery.
  • 15: Ancient Endurance. Immune to Exhaustion; +Wisdom modifier damage against Frightened creatures; once per Long Rest (or a level 4+ slot) dropping to 0 while transformed leaves you at 30 Hit Points.

Hunter

A protector of civilization who studies prey and specializes in bringing down giants or hordes.

  • 3: Hunter's Lore. While a creature is marked by your Hunter's Mark, you know its Immunities, Resistances and Vulnerabilities.
  • 3: Hunter's Prey. Choose Colossus Slayer (+1d8 against a wounded target once per turn) or Horde Breaker (an extra attack on a creature next to your target); swap it on a rest.
  • 7: Defensive Tactics. Choose Escape the Horde (Opportunity Attacks against you have Disadvantage) or Multiattack Defense (after a creature hits you, its other attacks this turn have Disadvantage); swap it on a rest.
  • 11: Superior Hunter's Prey. Once per turn, when Hunter's Mark damages a creature, deal the same extra damage to another creature within 30 feet of it.
  • 15: Superior Hunter's Defense. Reaction when you take damage: Resistance to that damage and that type until the end of the turn.

Winter Walker

A cold-weather hunter who draws strength from the frozen wilds.

  • 3: Frost Resistance. Resistance to Cold damage.
  • 3: Frigid Explorer. Cold damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance. Weapon hits may add 1d4 Cold per target per turn, increasing to 1d6 at Ranger level 11.
  • 3: Hunter’s Rime. Casting Hunter’s Mark gives you 1d10 + Ranger level Temporary Hit Points. Your marked creature cannot Disengage.
  • 7: Fortifying Soul. Once per Long Rest, take a Magic action to choose up to Wisdom modifier visible creatures (minimum 1). Each heals 1d10 + Ranger level and gains Advantage on saves to avoid or end Frightened for 1 hour.
  • 11: Chilling Retribution. Reaction when hit by an attack roll: the attacker makes a Wisdom save against your spell DC. Failure: Stunned with Speed 0 until your next turn ends. Uses equal Wisdom modifier (minimum 1) per Long Rest.
  • 15: Frozen Haunt. When casting Hunter’s Mark, adopt a form lasting until that spell ends. Once per Long Rest, or restore use with a level 4+ slot without an action. Gain immunity to Cold, Grappled, Prone, and Restrained. On activation and your turn starts, chosen creatures in a 15-foot Emanation take 2d4 Cold. Pass through creatures and objects as Difficult Terrain, taking 1d10 Force if ending a turn inside; when the form ends inside one, move to the nearest empty space.