Ranger

Classic fifth-edition (2014) SRD 5.1 rules. The complete rules for this entry are reproduced below for use at the table.

  • Hit Die: d10
  • Saving Throws: STR, DEX
  • Proficiencies: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Saving Throw: DEX, Saving Throw: STR
  • Skill choices: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Starting Equipment

  • 1 × Longbow
  • 20 × Arrow
  • Choose: (a) scale mail or (b) leather armor
  • Choose: (a) two shortswords or (b) two simple melee weapons
  • Choose: (a) a dungeoneer’s pack or (b) an explorer’s pack

Class Progression

Level Proficiency Bonus Features Favored Enemies Favored Terrain
1 +2 Favored Enemy (1 type), Natural Explorer (1 terrain type) 1 1
2 +2 Fighting Style, Spellcasting: Ranger 1 1
3 +2 Ranger Archetype, Primeval Awareness 1 1
4 +2 Ability Score Improvement 1 1
5 +3 Extra Attack 1 1
6 +3 Favored Enemy (2 types), Natural Explorer (2 terrain types) 2 2
7 +3 Ranger Archetype feature 2 2
8 +3 Ability Score Improvement, Land's Stride 2 2
9 +4 None 2 2
10 +4 Natural Explorer (3 terrain types), Hide in Plain Sight 2 3
11 +4 Ranger Archetype feature 2 3
12 +4 Ability Score Improvement 2 3
13 +5 None 2 3
14 +5 Favored Enemy (3 enemies), Vanish 3 3
15 +5 Ranger Archetype feature 3 3
16 +5 Ability Score Improvement 3 3
17 +6 None 3 3
18 +6 Feral Senses 3 3
19 +6 Ability Score Improvement 3 3
20 +6 Foe Slayer 3 3

Spellcasting Progression

Level Spells Known 1st 2nd 3rd 4th 5th
1 0 0 0 0 0 0
2 2 2 0 0 0 0
3 3 3 0 0 0 0
4 3 3 0 0 0 0
5 4 4 2 0 0 0
6 4 4 2 0 0 0
7 5 4 3 0 0 0
8 5 4 3 0 0 0
9 6 4 3 2 0 0
10 6 4 3 2 0 0
11 7 4 3 3 0 0
12 7 4 3 3 0 0
13 8 4 3 3 1 0
14 8 4 3 3 1 0
15 9 4 3 3 2 0
16 9 4 3 3 2 0
17 10 4 3 3 3 1
18 10 4 3 3 3 1
19 11 4 3 3 3 2
20 11 4 3 3 3 2

Spellcasting

Spell Slots

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

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

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.

Class Features

Favored Enemy (1 type)

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 (1 terrain type)

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

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

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

Defense

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

Dueling

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

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

Spellcasting: Ranger

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.

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.

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.

Ability Score Improvement

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

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

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 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

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

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

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

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.

Subclasses

Epic Levels 21-40

The following epic progression is fully summarized here for play on Tazzurath. All epic rules in this section use the purple epic-text style.

The character editor presents levels 1-40 as one Ranger class. When synchronized to Avrae, levels above 20 are automatically stored under ERanger while retaining the same subclass.

Level Proficiency Bonus Features
21st +7 Creature Studies, Extra Attack, Second Cast
22nd +7 Second Fighting Style
23rd +7 Second Ranger Conclave
24th +7 Ability Score Improvement
25th +8 --
26th +8 Creature Studies (2), Extra Attack
27th +8 Second Ranger Conclave Feature
28th +8 Ability Score Improvement
29th +9 --
30th +9 --
31st +9 Extra Attack, Hide In Plane Sight Improvement, Second Ranger Conclave Feature
32nd +9 Ability Score Improvement
33rd +10 --
34th +10 Creature Studies (3)
35th +10 Second Ranger Conclave Feature
36th +10 Ability Score Improvement, Extra Attack
37th +11 --
38th +11 --
39th +11 --
40th +12 Ability Score Improvement

Epic spell progression

Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
21st 3 4 3 3 3 2 - - - -
22nd 3 4 3 3 3 2 1 - - -
23rd 3 4 3 3 3 2 1 - - -
24th 4 4 3 3 3 2 1 - - -
25th 4 4 3 3 3 2 1 - - -
26th 4 4 3 3 3 2 1 1 - -
27th 4 4 3 3 3 2 1 1 - -
28th 4 4 3 3 3 2 1 1 - -
29th 4 4 3 3 3 2 1 1 - -
30th 4 4 3 3 3 2 1 1 1 -
31st 4 4 3 3 3 2 1 1 1 -
32nd 5 4 3 3 3 2 1 1 1 -
33rd 5 4 3 3 3 2 1 1 1 -
34th 5 4 3 3 3 2 1 1 1 1
35th 5 4 3 3 3 2 1 1 1 1
36th 5 4 3 3 3 3 1 1 1 1
37th 5 4 3 3 3 3 1 1 1 1
38th 5 4 3 3 3 3 2 1 1 1
39th 5 4 3 3 3 3 2 1 1 1
40th 6 4 3 3 3 3 2 2 1 1

Epic feature rules

Creature Studies

Choose a creature type or two humanoid peoples. Gain advantage to track and recall them, learn an associated language, and deal +1d8 force damage to them. The die becomes d10 at 26 and d12 at 34, when you also add more studied creatures.

Extra Attack

Your Attack action makes three attacks at level 21, four at 26, five at 31, and six at 36.

Second Cast

After casting a leveled spell, cast a cantrip or another spell as part of the same action: 1st level at 21, 2nd at 28, and 3rd at 35.

Second Fighting Style

Choose another option from the fighter or ranger Fighting Style list.

Second Ranger Conclave

Choose another Ranger Conclave at level 23 and gain its corresponding features at levels 23, 27, 31, and 35.

Ability Score Improvement

Gain 3 ability-score points. No score can exceed the character's total level. Instead, take a feat and increase one ability score by 1.

Hide in Plain Sight Improvement

Spend a spell slot to conceal yourself immediately. The camouflage requires concentration but remains while moving or attacking if you spend a bonus action each round to sustain it.

Primal Battlefield

Gain points equal to Wisdom modifier + proficiency bonus, restored after a long rest. As a bonus action, spend one to create cover, create difficult or restraining terrain, communicate with animals, plants, fey, or elementals for an hour, or command a beast to attack; maintain up to three effects at once.

Nature's Veil Improvement

If Nature's Veil replaces Hide in Plain Sight, its invisibility lasts for rounds equal to half your proficiency bonus.

Primal Awareness

If Primal Awareness replaces Primeval Awareness, its added spells remain always available and do not count against ranger spells known.

Epic progression credited to Adalwolf's Epic Level Handbook: Players.

SRD 5.1 · CC BY 4.0
Open source

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.