Rangers are hunters and trackers who live at the edges of civilization; striking a careful balance against becoming the bestial predators they slay. They often value stealth and tactical approaches, favoring specific foes, and living fiercely independent and self-sufficient. Thanks to their familiarity with the wilds, they often form a communion with nature and acquire druidic powers and/or bonds with their wildlife.

 

  • Strength is not important for rangers, but it can be helpful for melee damage or for saving throws.

  • Dexterity is vital for rangers for the extra AC, and for using ranged or finesse weapons. It is also helpful for saving throws and for commonly associated skill checks (such as stealth).

  • Constitution is not important for rangers, but it can be helpful extra HP, for concentration checks and for saving throws.

  • Intelligence is not important for rangers, but it can be helpful for saving throws and for commonly associated skill checks (such as investigation).

  • Wisdom is important for rangers as it is their primary spellcasting ability score. It can also be helpful for saving throws and for commonly associated skill checks (such as perception).

  • Charisma is not important for rangers, but it can be helpful for saving throws and for skill checks.

Favored Foe

Starting at 1st level, you can call on your bond with nature to mark a creature as your favored enemy for a time. As a Bonus Action, once per combat, you can choose a creature you can see within 20m and mystically mark it as your quarry. Until the end of combat, you deal an extra 1d6 damage to the target whenever you hit it with a Melee Attack or Ranged Attack (does not include your companion’s attacks until 6th level), and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. (Note: Favored Foe does work with the 1st level Hunter’s Mark spell, they are treated as separate effects.)

Deft Explorer

Starting at 1st level, you are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.
 

Canny

Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write two additional languages of your choice.
 

Roving

You gain an extra Movement Action. You may now spend a Movement Action to perform the Disengage Action.
 

Tireless

As a Bonus Action, once per combat, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier until the end of combat. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. (Temporary HP does not stack from multiple uses.)
 

Spellcasting

By the time you reach 2nd Level, you have learned to use the magical essence of Nature to Cast a Spell, much as a druid does.  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. The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Ranger spells, you must expend a slot of the spell's level. You regain all expended spell slots when you finish a long rest.

 

You may cast any spell at a higher level spell slot. When you cast a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if you cast Light using a 3rd-level spell slot, that Light is considered to be 3rd level. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description.

 

Spell save DC = 8 + Proficiency Bonus + Wisdom modifier

Spell Attack modifier = Proficiency Bonus + Wisdom modifier
Spellcasting Ability Score modifier = Wisdom modifier

 

Fighting Style

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

While using a melee weapon that is one-handed without a weapon in your off-hand, you gain a +2 bonus to your weapon damage rolls.

Two-Weapon Fighting

While using two one-handed melee weapons, you gain your Dexterity ability score modifier on your Offhand Attack Actions.

Primal Companion

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky— which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. At 6th level, your primal companion gains the benefits of your Favored Foe feature.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 3 meters of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Charge

If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 physical damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond

You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Maul

Melee Weapon Attack:  your spell attack modifier to hit, reach 3m., one target. Hit: 1d8 + 2 + PB physical damage.

Amphibious

The beast can breathe both air and water.

Primal Bond

You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Binding Strike

Melee Weapon Attack: your spell attack modifier to hit, reach 3m., one target. Hit: 1d6 + 2 + PB physical damage, and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.

Flyby

The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Primal Bond

You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Shred

Melee Weapon Attack: your spell attack modifier to hit, reach 3m., one target. Hit: 1d4 + 3 + PB physical damage.

Primeval Awareness

Beginning at 3rd Level, you can use your Bonus Action and either: gain advantage your next tracking, perception or survival skill check. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest.

Coordinated Attack

Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Melee Attack or Ranged Attack Action on your turn, if your companion can see you, it can use its Reaction to make a Melee Attack Action.

Beast’s Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.

Fade Away

Starting at 10th level, you can use a Bonus Action to magically become invisible, until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.