Ranger
Classes
Proficiencies
- Armor
- Light Armor, Medium Armor, Shields
- Weapons
- Simple Weapons, Martial Weapons
- Saving Throws
- Strength, Dexterity
- Skills
- Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
Spellcasting
- Caster Type
- Half
- Ability
- Wisdom
- Preparation
- Known
Class Features
1st Level
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
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 that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Natural Explorer
Text for this feature arrives as Convoke’s rewrite lands.
2nd Level
Fighting Style
Text for this feature arrives as Convoke’s rewrite lands.
Spellcasting
Text for this feature arrives as Convoke’s rewrite lands.
3rd Level
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
Ranger Archetype
Text for this feature arrives as Convoke’s rewrite lands.
4th Level
Ability Score Improvement
Text for this feature arrives as Convoke’s rewrite lands.
5th Level
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
6th Level
Favored Enemy and Natural Explorer improvements
Text for this feature arrives as Convoke’s rewrite lands.
7th Level
Ranger Archetype feature
Text for this feature arrives as Convoke’s rewrite lands.
8th Level
Ability Score Improvement
Text for this feature arrives as Convoke’s rewrite lands.
Land's Stride
Text for this feature arrives as Convoke’s rewrite lands.
10th Level
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Natural Explorer improvement
Text for this feature arrives as Convoke’s rewrite lands.
11th Level
Ranger Archetype feature
Text for this feature arrives as Convoke’s rewrite lands.
12th Level
Ability Score Improvement
Text for this feature arrives as Convoke’s rewrite lands.
14th Level
Favored Enemy improvement
Text for this feature arrives as Convoke’s rewrite lands.
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.
15th Level
Ranger Archetype feature
Text for this feature arrives as Convoke’s rewrite lands.
16th Level
Ability Score Improvement
Text for this feature arrives as Convoke’s rewrite lands.
18th Level
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.
19th Level
Ability Score Improvement
Text for this feature arrives as Convoke’s rewrite lands.
20th Level
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. 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 against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.