Ranger

Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st+2Favored Enemy, Natural Explorer, Deft Explorer (Optional), Favored Foe (Optional)------
2nd+2Fighting Style, Spellcasting, Spellcasting Focus (Optional)22----
3rd+2Primeval Awareness, Ranger Conclave, Primal Awareness (Optional)33----
4th+2Ability Score Improvement, Martial Versatility (Optional)33----
5th+3Extra Attack442---
6th+3Favored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement (Optional)442---
7th+3Ranger Conclave feature543---
8th+3Ability Score Improvement, Land's Stride, Martial Versatility (Optional)543---
9th+4-6432--
10th+4Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature (Optional), Nature's Veil (Optional)6432--
11th+4Ranger Conclave feature7433--
12th+4Ability Score Improvement, Martial Versatility (Optional)7433--
13th+5-84331-
14th+5Favored Enemy Improvement, Vanish84331-
15th+5Ranger Conclave feature94332-
16th+5Ability Score Improvement, Martial Versatility (Optional)94332-
17th+6-104333-
18th+6Feral Senses104333-
19th+6Ability Score Improvement, Martial Versatility (Optional)114333-
20th+6Foe Slayer114333-

Class Resources
Spell List
Fighting Styles

Ranger Subclasses
Beast Master Fey Wanderer
Gloom Stalker Horizon Walker
Hunter Monster Slayer
Swarmkeeper Drake Warden


Starting Class features

Hit Dice Hit Points at 1st Level Hit Points at Higher Levels
1d10 per ranger level 10 + your Constitution modifier 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Armor Proficiencies Weapon Proficiencies Tool Proficiencies
Light armor, medium armor, shields Simple weapons, martial weapons None

Saving Throws Skills
Strength, Dexterity Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

(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

Alternatively, 5d4 × 10 starting gold



Feature Description Level
Favored Enemy Choose a type of favored enemy (e.g., aberrations, fiends, undead, etc.) and gain advantages on Wisdom (Survival) and Intelligence checks related to tracking or recalling information about them. You also learn one language spoken by your favored enemies. 1st
Favored Foe (Optional) Mark a favored enemy when you hit with an attack, increasing damage by 1d4, with the damage increasing to 1d6 at 6th level and 1d8 at 14th level. You can use this feature a number of times equal to your proficiency bonus. 1st
Natural Explorer Choose a favored terrain type and gain benefits such as easier travel, finding more food, and improved tracking in that terrain. You gain additional favored terrain types at 6th and 10th level. 1st
Deft Explorer (Optional) Gain benefits such as doubling proficiency bonus for a chosen skill, speaking 2 additional languages, increased movement and climbing speed, and temporary hit points. 1st
Fighting Style Choose a fighting style that reflects your combat specialty. You can't choose the same style more than once. 2nd
Primeval Awareness Expend a spell slot to sense the presence of certain creatures (e.g., aberrations, fiends, undead) within 1 mile (or 6 miles in favored terrain) for 1 minute per spell level. 3rd
Primal Awareness (Optional) Learn additional spells when you reach certain levels, with no limit on the number of spells known. 3rd
Ability Score Improvement Increase one ability score by 2 or two by 1 at 4th, 8th, 12th, 16th, and 19th levels (maximum score of 20). 4th, 8th, 12th, 16th, 19th
Martial Versatility (Optional) Replace a chosen fighting style with another available to rangers when gaining Ability Score Improvements. 4th
Extra Attack Attack twice instead of once when you take the Attack action on your turn. 5th
Land's Stride Move through nonmagical difficult terrain without extra movement cost and pass through plants without damage or hindrance. You also have advantage on saving throws against magical plants. 8th
Hide in Plain Sight Create camouflage to gain a +10 bonus to Dexterity (Stealth) checks, but only if you remain motionless and take no actions. You need to re-camouflage if you move or act. 10th
Nature's Veil (Optional) Become invisible as a bonus action until the start of your next turn. You can use this a number of times equal to your proficiency bonus. 10th
Vanish Use the Hide action as a bonus action and become undetectable by nonmagical means. 14th
Feral Senses Attack creatures you can't see without disadvantage, and you can sense invisible creatures within 30 feet, as long as they aren’t hidden from you. 18th
Foe Slayer Once per turn, add your Wisdom modifier to either the attack roll or the damage roll against a favored enemy. This can be done after seeing the roll but before applying effects. 20th

Feature Description
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.
Spell Slots The Ranger table shows how many spell slots you have to cast your ranger 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.
Example of Spell Slot Usage For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level 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. As you gain levels, you learn more spells of higher levels, as shown in the Ranger table. For instance, when you reach 5th level, you can learn one new spell of 1st or 2nd level.
Replacing Known Spells When you gain a level in this class, you can replace one of the ranger spells you know with another spell from the ranger spell list of an appropriate level.
Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, as your magic draws on your attunement to nature. You use your Wisdom modifier for spellcasting ability checks, saving throw DCs, and attack rolls with ranger spells.
Spell save DC 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier Your proficiency bonus + your Wisdom modifier
Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. This focus can include items such as mistletoe, holly, special wood, or sacred animal remains.