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{{ambiguous|term=SRD:Ranger}}
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{{ambiguous|term=Ranger}}
{{OGL Top}}
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{{5esrd}}
'''Ranger'''
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'''Ranger''' is a class in 5th edition.{{tocright}}
 
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[[Summary::Warriors of the Wilderness| ]]
 
==Class Features==
 
==Class Features==
 
{{5e Class Features
 
{{5e Class Features
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===Favored Enemy===
 
===Favored Enemy===
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.  
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{{#set: Features=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: [[#SRD5:Aberration|aberration]]s, [[SRD5:Beast|beast]]s, [[SRD5:Celestial|celestial]]s, [[SRD5:Construct|construct]]s, [[SRD5:Dragon|dragon]]s, [[SRD5:Elemental|elemental]]s, [[SRD5:Fey|fey]], [[SRD5:Fiend|fiend]]s, [[SRD5:Giant|giant]]s, [[SRD5:Monstrosity|monstrosities]], [[SRD5:Ooze|ooze]]s, [[SRD5:Plant|plant]]s, or [[SRD5:Undead|undead]]. Alternatively, you can select two races of [[SRD5:Humanoid|humanoid]] (such as [[SRD5:Gnoll|gnoll]]s and [[SRD5:Orc|orc]]s) as favored enemies.  
 
Choose a type of favored enemy: [[#SRD5:Aberration|aberration]]s, [[SRD5:Beast|beast]]s, [[SRD5:Celestial|celestial]]s, [[SRD5:Construct|construct]]s, [[SRD5:Dragon|dragon]]s, [[SRD5:Elemental|elemental]]s, [[SRD5:Fey|fey]], [[SRD5:Fiend|fiend]]s, [[SRD5:Giant|giant]]s, [[SRD5:Monstrosity|monstrosities]], [[SRD5:Ooze|ooze]]s, [[SRD5:Plant|plant]]s, or [[SRD5:Undead|undead]]. Alternatively, you can select two races of [[SRD5:Humanoid|humanoid]] (such as [[SRD5:Gnoll|gnoll]]s and [[SRD5:Orc|orc]]s) as favored enemies.  
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===Natural Explorer===
 
===Natural Explorer===
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of '''favored terrain''': arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.  
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{{#set: Features=Natural Explorer}}You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of '''favored terrain''': arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.  
  
 
While traveling for an hour or more in your favored terrain, you gain the following benefits:
 
While traveling for an hour or more in your favored terrain, you gain the following benefits:
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===Fighting Style===
 
===Fighting Style===
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.  
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{{#set: Features=Fighting Style}}{{alsosee-sect|Fighting Style (5e)}}At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.  
  
 
====Archery====
 
====Archery====
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===Spellcasting===
 
===Spellcasting===
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast [[SRD5:Spell|spell]]s, much as a [[SRD5:Druid|druid]] does.  
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{{#set: Features=Spellcasting}}By the time you reach 2nd level, you have learned to use the magical essence of nature to cast [[SRD5:Spell|spell]]s, much as a [[SRD5:Druid|druid]] does.  
  
 
====Spell Slots====
 
====Spell Slots====
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===Ranger Archetype===
 
===Ranger Archetype===
At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.  
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{{#set: Features=Ranger Archetype}}At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.  
 +
 
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====Ranger Archetypes====
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{{beyondsrd}}
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{{SRD5|Hunter}} is the only archetype listed in the SRD. Below are a ranger archetypes outside the SRD.<br />
 +
({{#ask: [[Category:5e Ranger Archetypes]][[Class::+]]|format=count}} official and unofficial Ranger Archetypes.)
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<div style="display:block; overflow:auto; max-width:80vw; max-height;90vh;">
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{{#ask: [[Category:5e Ranger Archetypes]][[Class::+]]
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|?Features
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|?Summary
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|?Author=Source
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|mainlabel=Ranger Archetype
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|headers=plain
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|format=broadtable
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|class=d20 zebra small leftall sortable
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|sep=, 
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|limit=500
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|default=None created yet! Why don't you add your own?
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}}
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</div>
  
 
===Primeval Awareness===
 
===Primeval Awareness===
Beginning at 3rd level, you can use your [[SRD5:Action|action]] and expend one ranger spell slot to focus your awareness on the region around you. For 1 [[SRD5:Minute|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.  
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{{#set: Features=Primeval Awareness}}Beginning at 3rd level, you can use your [[SRD5:Action|action]] and expend one ranger spell slot to focus your awareness on the region around you. For 1 [[SRD5:Minute|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.  
  
 
===Ability Score Improvement===
 
===Ability Score Improvement===
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one [[SRD5:Ability Score|ability score]] of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  
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{{#set: Features=Ability Score Improvement}}When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one [[SRD5:Ability Score|ability score]] of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  
  
 
===Extra Attack===
 
===Extra Attack===
Beginning at 5th level, you can attack twice, instead of once, whenever you take the [[SRD5:Attack Action|Attack action]] on your [[SRD5:Turn|turn]].  
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{{#set: Features=Extra Attack}}Beginning at 5th level, you can attack twice, instead of once, whenever you take the [[SRD5:Attack Action|Attack action]] on your [[SRD5:Turn|turn]].  
  
 
===Land’s Stride===
 
===Land’s Stride===
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar [[SRD5:Hazard|hazard]]. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the ''[[SRD5:Entangle|entangle]]'' spell.  
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{{#set: Features=Land's Stride}}Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar [[SRD5:Hazard|hazard]]. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the ''[[SRD5:Entangle|entangle]]'' spell.  
  
 
===Hide in Plain Sight===
 
===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.  
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{{#set: Features=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 [[SRD5:Reaction|reaction]], you must camouflage yourself again to gain this benefit.  
 
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 [[SRD5:Reaction|reaction]], you must camouflage yourself again to gain this benefit.  
  
 
===Vanish===
 
===Vanish===
Starting at 14th level, you can use the [[SRD5:Hide|Hide]] action as a [[SRD5:Bonus Action|bonus action]] on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.  
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{{#set: Features=Vanish}}Starting at 14th level, you can use the [[SRD5:Hide|Hide]] action as a [[SRD5:Bonus Action|bonus action]] on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.  
  
 
===Feral Senses===
 
===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 [[SRD5:Disadvantage|disadvantage]] on your attack rolls against it. You are also aware of the location of any [[SRD5:Invisible|invisible]] creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t [[SRD5:Blinded|blinded]] or [[SRD5:Deafened|deafened]].  
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{{#set: Features=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 [[SRD5:Disadvantage|disadvantage]] on your attack rolls against it. You are also aware of the location of any [[SRD5:Invisible|invisible]] creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t [[SRD5:Blinded|blinded]] or [[SRD5:Deafened|deafened]].  
  
 
===Foe Slayer===
 
===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.
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{{#set: Features=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.
 
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{{SRD5end}}
==Ranger Archetypes==
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==Optional Class Features==
A classic expression of the ranger ideal is the Hunter.  
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''These features are DM optional.''<ref name="tcoer" />
 
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* '''{{anchor|Deft Explorer}}''' - (1st level) ''Replaces {{iplink|Natural Explorer}}''.<ref name="tcoer">{{Cite Pub|Tasha's Cauldron of Everything|pages=56-67}}. (Unofficial Summation)</ref>{{#set: Features=Deft Explorer}}
===Hunter===
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** '''{{anchor|Canny}}''' - (1st level) Gain {{srd5lc|Expertise}} in one {{srd5lc|Skill}}, gain 2 {{srd5lc|Language}}s.<ref name="tcoer" />{{#set: Features=Canny}}
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.  
+
** '''{{anchor|Roving}}''' - (6th level) Boost to {{srd5lc|Speed}}, gain {{srd5lc|Climb}}ing and {{srd5lc|Swim}}ming.<ref name="tcoer" />{{#set: Features=Roving}}
 
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** '''{{anchor|Tireless}}''' - (10th level) Gain {{srd5lc|Temporary Hit Point}}s, reduce {{srd5lc|Exhaustion}} on a short rest.<ref name="tcoer" />{{#set: Features=Tierless}}
====Hunter’s Prey====
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* '''{{anchor|Favored Foe}}''' - (1st level) ''replaces {{iplink|Favored Enemy}}'' Mark a creature. Marked creatures take extra damage from your attacks. ''Works with {{iplink|Foe Slayer}} feature.''<ref name="tcoer" />{{#set: Features=Favored Foe}}
At 3rd level, you gain one of the following features of your choice.  
+
* '''{{anchor|Additional Ranger Spells}}''' - (2nd level) Expands list of ranger spells.<ref name="tcoer" />
 
+
* '''{{anchor|Fighting Style Options}}''' - (2nd level) Expands list of {{5ep|Fighting Style}}s.<ref name="tcoer" />
'''Colossus Slayer.''' Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its [[SRD5:Hit Point Maximum|hit point maximum]]. You can deal this extra damage only once per turn.
+
** '''{{anchor|Blind Fighting}}''' - Gain short range {{srd5lc|Blindsight}}.<ref name="tcoer" />
 
+
** '''{{anchor|Druidic Warror}}''' - Learn {{SRD5|Druid}} {{srd5lc|Cantrip}}s.<ref name="tcoer" />
'''Giant Killer.''' When a [[SRD5:Large|Large]] or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.  
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** '''{{anchor|Thrown Weapon Fighting}}''' - Quick draw thrown weapon and deal extra damage with them.<ref name="tcoer" />
 
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* '''{{anchor|Spellcasting Focus}}''' - (2nd level) Gain {{srd5lc|Druidic Focus}}.<ref name="tcoer" />
'''Horde Breaker.''' Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within [[SRD5:Range|range]] of your weapon.  
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* '''{{anchor|Primal Awareness}}''' - (3rd level) ''replaces {{iplink|Primeval Awareness}}'' Gain spells you may cast without spending a {{srd5lc|Spell Slot}}.<ref name="tcoer" />{{#set: Features=Primal Awareness}}
 
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* '''{{anchor|Martial Versatility}}''' - (4th level) May replace fighting style each time you get the {{iplink|Ability Score Improvement}}.<ref name="tcoer" />{{#set: Features=Martial Versatility}}
====Defensive Tactics====
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* '''{{anchor|Nature's Veil}}''' - (10th level) ''replaces {{iplink|Hide in Plane Sight}}'' Short term {{srd5lc|Invisibility}}.<ref name="tcoer" />{{#set: Features=Nature's Veil}}
At 7th level, you gain one of the following features of your choice.
 
 
 
'''Escape the Horde.''' Opportunity attacks against you are made with disadvantage.  
 
 
 
'''Multiattack Defense.''' When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.  
 
 
 
'''Steel Will.''' You have advantage on saving throws against being frightened.  
 
 
 
====Multiattack====
 
At 11th level, you gain one of the following features of your choice.
 
 
 
'''Volley.''' You can use your action to make a [[SRD5:Ranged Attack|ranged attack]] against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have [[SRD5:ammunition|ammunition]] for each target, as normal, and you make a separate attack roll for each target.  
 
 
 
'''Whirlwind Attack.''' You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.  
 
 
 
====Superior Hunter’s Defense====
 
At 15th level, you gain one of the following features of your choice.
 
 
 
'''[[SRD5:Evasion|Evasion]].''' When you are subjected to an effect, such as a [[SRD5:Red Dragon|red dragon]]’s fiery breath or a ''[[SRD5:Lightning Bolt|lightning bolt]]'' spell, that allows you to make a Dexterity saving throw to take only [[SRD5:Half|half]] damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
 
 
 
'''Stand Against the Tide.''' When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.  
 
 
 
'''[[SRD5:Uncanny Dodge|Uncanny Dodge]].''' When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
 
 
 
{{Other Official|
 
===Beast Master===
 
The beast master ranger archetype is described in the {{Pub|Player's Handbook (5e)|Player's Handbook}}.
 
}}
 
  
 
==Sources==
 
==Sources==
* [[SRD-OGL v5.1]]
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:* {{Cite Pub|SRD-OGL v5.1}}
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<references />
  
{{5e SRD Class Footer}}
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[[Category:5e|{{Title Only|{{BASEPAGENAME}}}} SRD5]]  
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[[Category:5e Classes]]

Latest revision as of 01:03, 14 July 2022

Disambiguation.png This article is about Ranger
For other uses of Ranger, see Ranger (disambiguation).
This material from the 5th edition (2014) SRD v5.1 is published under the OGL and CC-BY
Ranger is a class in 5th edition.

Class Features[edit]

As a Ranger, you gain the following class features.

Hit Points[edit]

Hit Dice: 110 per Ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 110 + your Constitution modifier

Proficiencies[edit]

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival.

Equipment[edit]

You start with the following equipment, in addition to the equipment granted by your background:


Ranger Overview Table[edit]

The Ranger

Level Proficiency
Bonus
Features Spells
Known
Spell Slots per Spell Level
1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Ranger Archetype, Primeval Awareness 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Favored Enemy and Natural Explorer Improvements 4 4 2
7th +3 Ranger Archetype Feature 5 4 3
8th +3 Ability Score Improvement, Land's Stride 5 4 3
9th +4 6 4 3 2
10th +4 Natural Explorer Improvement, Hide in Plain Sight 6 4 3 2
11th +4 Ranger Archetype Feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Favored Enemy Improvement, Vanish 8 4 3 3 1
15th +5 Ranger Archetype Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

Favored Enemy[edit]

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[edit]

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.

Fighting Style[edit]

Also see: Fighting Style (5e)

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery[edit]

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense[edit]

While you are wearing armor, you gain a +1 bonus to AC.

Dueling[edit]

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting[edit]

When you engage in two-­weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting[edit]

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[edit]

The Ranger table shows how many spell slots you have to cast your 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.

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[edit]

You know two 1st-­level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ranger Archetype[edit]

At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ranger Archetypes[edit]

This section exceeds the text of the SRD

Hunter is the only archetype listed in the SRD. Below are a ranger archetypes outside the SRD.
(12 official and unofficial Ranger Archetypes.)

Ranger ArchetypeFeaturesSummarySource
Beast MasterExceptional Training, Bestial Fury, Share Spells, Ranger's Companion or Primal CompanionThese rangers cultivate friendships with beastsPlayer's Handbook (5e)
DrakewardenDraconic Gift, Bond of Fang and Scale, Drake's Breath, Drake Companion, Perfected BondThis archetype bonds with a DrakeFizban's Treasury of Dragons
Fey WandererFey Wanderer Magic, Dreadful Strikes, Beguiling Twist, Otherworldly Glamour, Fey Reinforcements, Misty WandererThese rangers patrol the border between the Feywild and the Material PlaneTasha's Cauldron of Everything
Fringe WardenFringe Warden Magic, Guerilla Tactics, Sharpened Senses, Moving Target, Cover of Night, Escape ArtistThis archetype focuses on guerilla tactics.Venture Maidens Campaign Guide
Gloom StalkerGloom Stalker Magic, Dread Ambusher, Umbral Sight, Iron Mind, Stalker’s Flurry, Shadowy DodgeThis archetype specializes in working in dark conditions.Xanathar's Guide to Everything
Horizon Walker - Z's RevisedHorizon Walker is one of the worst subclasses for an originally-bad class; Fey Wanderer is just better. So let's give it some juice, shall we?Zhenra-Khal
Horizon WalkerHorizon Walker Magic, Detect Portal, Planar Warrior, Ethereal Step, Distant Strike, Spectral DefenseThis subclass focuses on threats from other planesXanathar's Guide to Everything
HunterHunter’s Prey, Defensive Tactics, Multiattack, Superior Hunter’s DefenseSpecialized HunterSRD-CC v5.1, SRD-OGL v5.1
Kinslayer 
Monster SlayerMonster Slayer Magic, Hunter’s Sense, Slayer’s Prey, Supernatural Defense, Magic-User’s Nemesis, Slayer’s CounterThis subclass focuses on knowing a foes capabilities and foiling them.Xanathar's Guide to Everything
Shooting StarOccult Lore, Natural Recovery, Unbending Focus, Arcane Attack, Spell ReflectionA Ranger conclave with an emphasis on mastering dark magic; a re-imagining of the Arcane Archer.Vaegrim
SwarmkeeperGathered Swarm, Swarmkeeper Magic, Writhing Tide, Mighty Swarm, Swarming DispersalThese rangers shepherd a swarm of nature spirits.Tasha's Cauldron of Everything

Primeval Awareness[edit]

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.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Land’s Stride[edit]

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Hide in Plain Sight[edit]

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.

Vanish[edit]

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.

Feral Senses[edit]

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.

Foe Slayer[edit]

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.

End of the SRD5 material

Optional Class Features[edit]

These features are DM optional.[1]

Sources[edit]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 Jeremy Crawford, Dan Dillon, Ben Petrisor, Taymoor Rehman (17 November 2020). Tasha's Cauldron of Everything. (5e 2014) Wizards of the Coast. ISBN 9780786967025. p. 56-67.. (Unofficial Summation)

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Facts about "Ranger"
AuthorSRD-CC v5.1 + and SRD-OGL v5.1 +
Canontrue +
FeaturesFavored Enemy +, Natural Explorer +, Fighting Style +, Spellcasting +, Ranger Archetype +, Primeval Awareness +, Ability Score Improvement +, Extra Attack +, Land's Stride +, Hide in Plain Sight +, Vanish +, Feral Senses +, Foe Slayer +, Deft Explorer +, Canny +, Roving +, Tierless +, Favored Foe +, Primal Awareness +, Martial Versatility + and Nature's Veil +
Hit Die1d 10 +
Length20 +
PublicationSRD-CC v5.1 + and SRD-OGL v5.1 +
SaveStrength + and Dexterity +
SkillAnimal Handling +, Athletics +, Insight +, Investigation +, Nature +, Perception +, Stealth + and Survival +
SummaryWarriors of the Wilderness +
TitleRanger +