Level | competition bonus | Characteristics | 1º | 2º | 3º | 4º | 5ª |
---|---|---|---|---|---|---|---|
1º | +2 | Favored Enemy, Natural Scout | - | - | - | - | - |
2º | +2 | Fighting style, Martial versatility, Spellcasting | 2 | - | - | - | - |
3º | +2 | Ranger Conclave, Primal Awareness | 3 | - | - | - | - |
4º | +2 | Skill score improvement, competition versatility | 3 | - | - | - | - |
5ª | +3 | Scope Conclave Resource | 4 | 2 | - | - | - |
6º | +3 | biggest favorite enemy | 4 | 2 | - | - | - |
7º | +3 | Ranger Conclave Resource | 4 | 3 | - | - | - |
8º | +3 | Skill Score Enhancement, Competition Versatility, Foot Fleet | 4 | 3 | - | - | - |
9º | +4 | - | 4 | 3 | 2 | - | - |
10º | +4 | hide in plain sight | 4 | 3 | 2 | - | - |
11º | +4 | Ranger Conclave Resource | 4 | 3 | 3 | - | - |
es 12 | +4 | Skill score improvement, competition versatility | 4 | 3 | 3 | - | - |
13º | +5 | - | 4 | 3 | 3 | 1 | - |
es 14 | +5 | to disappear | 4 | 3 | 3 | 1 | - |
es 15 | +5 | Ranger Conclave Resource | 4 | 3 | 3 | 2 | - |
he is 16 | +5 | Skill score improvement, competition versatility | 4 | 3 | 3 | 2 | - |
he is 17 | +6 | - | 4 | 3 | 3 | 3 | 1 |
has 18 | +6 | senses would | 4 | 3 | 3 | 3 | 1 |
Has 19 | +6 | Skill score improvement, competition versatility | 4 | 3 | 3 | 3 | 2 |
es 20 | +6 | enemy assassin | 4 | 3 | 3 | 3 | 2 |
health points
Hit data:1d10
Hit Points at 1st Level:10 + your Constitution modifier
Hitpoints at higher levels:1d10 (or 6) + your Constitution modifier per ranger level (revised) after 1.
Skills
Armor:light armor, medium armor, shields
armas:simple weapons, martial weapons
Tools:none
Safeguards:Strength, Dexterity
Skills:Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
boot kit
Start with the following, plus anything provided by your history.
- (a) chain mail or (b) leather armor
- (a) two short swords or (b) two simple melee weapons
- (a) a dungeon pack or (b) an explorer pack
- A longbow and a quiver of 20 arrows.
Alternatively, you can start with 5d4 × 10 gp to buy your own equipment.
favorite enemy
Starting at 1st level, you gain significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly found in the wild.
Choose a favorite enemy type: Beasts, Faeries, Humanoids, Monstrosities, or Undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. In addition, you have advantage on Wisdom (Survival) checks to track your favorite enemies, as well as on Intelligence checks to retrieve information about them.
When you get this feature, you also learn a language of your choice, usually one spoken by your favorite enemy or creatures associated with it. However, you are free to choose any language you want to learn.
natural explorer
You are a master at navigating the natural world, reacting with swift and decisive action when attacked. This gives you the following benefits:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are an expert in navigating the desert. You get the following benefits when you travel for an hour or more:
- Difficult terrain doesn't slow down your party's journey.
- Your party cannot be lost except by magical means.
- Even when you're doing another activity on the go (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 foraging for food, it finds twice as much food as it normally would.
- As you track other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Spell
By the time you reach 2nd level, you will have learned to use the magical essence of nature to cast spells, just as a druid does. See chapter 10 for general casting rules and chapter 11 for the list of ranger spells.
spell slots
The ranger table shows how many spell slots you have to cast your ranger level 1 or higher spells. To cast one of these spells, you must spend 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 animal friendship spell and have a 1st-level and 2nd-level spell slot available, you can cast animal friendship using either slot.
Known spells of 1st level and higher
You know two first-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 example, when you reach 5th level in this class, you can learn a new 1st or 2nd level spell.
Also, 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 must also be of a level you have ranger spell slots for.
spell casting ability
Wisdom is your spellcasting ability for your ranger spells, as your magic depends on your attunement with nature. You use your Wisdom whenever a spell refers to your ability to cast spells. In addition, you use your Wisdom modifier when you set the saving throw DC for a ranger spell you cast and when you make an attack roll with one.
Spell Check DC = 8 + your proficiency bonus + your Wisdom modifier
Magic Attack Modifier = Your Proficiency Bonus + Your Wisdom Modifier
fighting style
At 2nd level, you adopt a particular fighting style as a specialty. Choose one of the following options. You cannot choose a fighting style option more than once, even if you can choose it again later.
archery
You gain a +2 bonus on attack rolls made with ranged weapons.
Luta Cega(UA)
Being unable to see a creature doesn't put you at a disadvantage on your attack rolls against it, as long as the creature isn't hidden from you.
Close Range Shooter (AU)
When you make a ranged attack while within 5 feet of a hostile creature, you have no disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarter cover against targets within 30 feet of you. You have a +1 bonus to attack rolls for ranged attacks.
Defending
While wearing armor, you gain a +1 bonus to AC.
Druidic Warrior (AU)
You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your ability to cast spells for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
duel
When you wield a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Intercept (AU)
When a creature you can see strikes a target within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Sailor (AU)
As long as you are not wearing heavy armor or a shield, you have swimming speed and climbing speed equal to your normal speed and gain a +1 bonus to AC.
combat with thrown weapons (AU)
You can draw a weapon that has the throw property as part of the attack you make with the weapon.
Additionally, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
Tunnel Fighter (AU)
As a bonus action, you can take a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make attacks of opportunity without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while in range.
two weapon combat
When engaging in two-weapon combat, you can add your ability modifier to the damage of the second attack.
Unarmed Combat (AU)
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you attack with both hands free, the d6 becomes a d8.
When you successfully initiate a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grab ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Martial Versatility
Second Tier Resource (Upgrades Fighting Style)
Please note that this feature is designed to be used with the Ranger class featured in the Player's Handbook. It is presented here for your convenience and may not be suitable for use as a revised Ranger feature.
Whenever you gain a level in this class, you can replace a fighting style you know with one available to your class. This change represents a change in the focus of your training and martial practice, causing you to lose the benefits of one style and gain the benefits of another style.
primitive consciousness
Starting at 3rd level, your mastery of ranger lore allows you to forge a powerful bond with the beasts and land around you.
You have an innate ability to communicate with beasts, and they recognize you as a soul mate. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and you can read its basic mood and intent. You learn his emotional state, whether he is affected by magic of any kind, his short-term needs (such as food or safety), and the actions you can take (if any) to talk him out of attacking.
You can't use this ability against a creature you've attacked in the last 10 minutes.
Additionally, you can tune in to your senses to determine if any of your favorite enemies are nearby. By spending 1 minute uninterrupted in concentration (as if concentrating on a spell), you can sense if any of your favorite enemies are present within a 5 mile radius of you. This feature reveals which of your favorite enemies are present, their number and the general direction of the creatures, and their distance (in miles) from you.
If there are multiple groups of your favorite enemies within range, you learn this information for each group.
Rangers Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave from the list of available conclaves. Your choice grants features at level 3 and again at levels 5, 7, 11, and 15.
Skill Score Boost
Upon reaching 4th 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 usual, you cannot increase an ability score above 20 with this characteristic.
If your DM allows the use of feats, you may choose one.
Competition Versatility (AU)
4th level resource (increases skill score enhancement)
Please note that this feature is designed to be used with the Ranger class featured in the Player's Handbook. It is presented here for your convenience and may not be suitable for use as a revised Ranger feature.
When you get the Skill Score Enhancement feature for your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace does not need to be from that class).
This change represents one of your abilities atrophiing as you focus on a different ability.
Ranger Conclave Resource
At 5th level, you gain a resource from your Ranger Conclave.
biggest favorite enemy
At the sixth level, you are ready to hunt even deadlier prey. Choose a favorite main enemy type: aberrations, celestials, constructs, dragons, elementals, demons, or giants. You get all the benefits against this chosen enemy that you normally get against your favorite enemy, including an additional language. Your bonus to damage rolls against all your favored enemies is increased to +4.
Additionally, you have advantage on saving throws against spells and abilities used by a larger favored enemy.
Ranger Conclave Resource
At level 7, you gain a resource granted by your Ranger Conclave.
Skill Score Boost
Upon reaching level 8, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As usual, you cannot increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may choose one.
Competition Versatility (AU)
8th level resource (increases skill score enhancement)
Please note that this feature is designed to be used with the Ranger class featured in the Player's Handbook. It is presented here for your convenience and may not be suitable for use as a revised Ranger feature.
When you get your class's Skill Score Enhancement feature, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace doesn't need to be from that class).
This change represents one of your abilities atrophiing as you focus on a different ability.
permanent fleet
Starting at 8th level, you can use the Run action as a bonus action on your turn.
hide in plain sight
Starting at level 10, you can remain completely immobile for long periods of time to set up ambushes.
When you try to hide on your turn, you can choose not to move that turn. If you avoid moving, creatures that try to detect you take a -10 penalty on their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall, either voluntarily or due to some external effect. You will still be automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can remain immobile and gain this buff until you are spotted.
Ranger Conclave Resource
At level 11, you gain a resource granted by your Ranger Conclave.
Skill Score Boost
Upon reaching 12th 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 usual, you cannot increase an ability score above 20 using this ability.
If your DM allows the use of feats, you may choose one.
Competition Versatility (AU)
Level 12 Resource (Increases Skill Score Enhancement)
Please note that this feature is designed to be used with the Ranger class featured in the Player's Handbook. It is presented here for your convenience and may not be suitable for use as a revised Ranger feature.
When you get your class's Skill Score Enhancement feature, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace doesn't need to be from that class).
This change represents one of your abilities atrophiing as you focus on a different ability.
to disappear
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you cannot be tracked by non-magical means unless you choose to leave a trail.
Ranger Conclave Resource
At level 15, you gain a resource granted by your Ranger Conclave.
Skill Score Boost
Upon reaching 16th 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 usual, you cannot increase an ability score above 20 using this ability.
If your DM allows the use of feats, you may choose one.
Competition Versatility (AU)
Level 16 Resource (Increases Skill Score Enhancement)
Please note that this feature is designed to be used with the Ranger class featured in the Player's Handbook. It is presented here for your convenience and may not be suitable for use as a revised Ranger feature.
When you get your class's Skill Score Enhancement feature, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace doesn't need to be from that class).
This change represents one of your abilities atrophiing as you focus on a different ability.
senses would
At level 18, you gain supernatural 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 put you at a disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided the creature is not hidden from you and you are not blind or deaf.
Skill Score Boost
Upon reaching 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 usual, you cannot increase an ability score above 20 using this ability.
If your DM allows the use of feats, you may choose one.
Competition Versatility (AU)
Level 19 Resource (Increases Skill Score Enhancement)
Please note that this feature is designed to be used with the Ranger class featured in the Player's Handbook. It is presented here for your convenience and may not be suitable for use as a revised Ranger feature.
When you get your class's Skill Score Enhancement feature, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace doesn't need to be from that class).
This change represents one of your abilities atrophiing as you focus on a different ability.
enemy assassin
At level 20, you become a hunter like no other. Once on each of your turns, you can add your Wisdom modifier to the attack roll or damage of an attack you make. You can choose to use this feature before or after the roll, but before any roll effects are applied.