|
Level |
Proficency Bonus |
Class Feature |
Favored Enemy |
Prepared Spells |
1 |
2 |
3 |
4 |
5 |
|
1 |
+2 |
Spellcasting, Favored Enemy, Weapon Mastery |
2 |
2 |
2 |
||||
|
2 |
+2 |
Deft Explorer, Fighting Style |
2 |
3 |
2 |
||||
|
3 |
+2 |
Ranger Subclass |
2 |
4 |
3 |
||||
|
4 |
+2 |
Ability Score Improvement |
2 |
5 |
3 |
||||
|
5 |
+3 |
Extra Attack |
3 |
6 |
4 |
2 |
|||
|
6 |
+3 |
Roving |
3 |
6 |
4 |
2 |
|||
|
7 |
+3 |
Subclass feature |
3 |
7 |
4 |
3 |
|||
|
8 |
+3 |
Ability Score Improvement |
3 |
7 |
4 |
3 |
|||
|
9 |
+4 |
Expertise |
4 |
9 |
4 |
3 |
2 |
||
|
10 |
+4 |
Tireless |
4 |
9 |
4 |
3 |
2 |
||
|
11 |
+4 |
Subclass feature |
4 |
10 |
4 |
3 |
3 |
||
|
12 |
+4 |
Ability Score Improvement |
4 |
10 |
4 |
3 |
3 |
||
|
13 |
+5 |
Relentless Hunter |
5 |
11 |
4 |
3 |
3 |
1 |
|
|
14 |
+5 |
Nature’s Veil |
5 |
11 |
4 |
3 |
3 |
1 |
|
|
15 |
+5 |
Subclass feature |
5 |
12 |
4 |
3 |
3 |
2 |
|
|
16 |
+5 |
Ability Score Improvement |
5 |
12 |
4 |
3 |
3 |
2 |
|
|
17 |
+6 |
Precise Hunter |
6 |
14 |
4 |
3 |
3 |
3 |
1 |
|
18 |
+6 |
Feral Senses |
6 |
14 |
4 |
3 |
3 |
3 |
1 |
|
19 |
+6 |
Epic Boon |
6 |
15 |
4 |
3 |
3 |
3 |
2 |
|
20 |
+6 |
Foe Slayer |
6 |
15 |
4 |
3 |
3 |
3 |
2 |
Level 1: Spellcasting
You have learned to channel the magical essence of nature to cast spells.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. Additionally, you can cast these spells without Material components.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 1: Favored Enemy
Choose any two spells from the list below that you could select as prepared Ranger spells. Those spells are always prepared for you. You can cast these spells by expending a number of uses of this ability equal to the spell slot level. You can expend additional uses of this ability to cast the spells at a higher level, up to a maximum of the highest level spell slot you have access to. All spells you have prepared through a subclass feature are treated as Favoured Enemy spells.
You begin with two uses of this ability and the uses increase when you reach certain levels as shown on the Ranger class chart. You recover 1 expended use of this ability when you complete a Short Rest, and you recover any expended uses of this ability and may change your selected spells when you complete a Long Rest.
|
Spell |
Use Cost / Base Spell Level |
| [Tooltip Not Found] |
1 |
| [Tooltip Not Found] |
1 |
| [Tooltip Not Found] |
1 |
| [Tooltip Not Found] |
2 |
|
[Tooltip Not Found] |
3 |
|
[Tooltip Not Found] |
3 |
|
[Tooltip Not Found] |
5 |
|
[Tooltip Not Found] |
5 |
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2: Deft Explorer
Thanks to your travels, you gain the following benefits;
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages. You know two languages of your choice.
Level 2: Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below;
Druidic Warrior. You learn two Druid cantrips of your choice. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3: Ranger Subclass
You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Enemies’ Trail
As a Bonus Action, you can expend a spell slot of level 1+ to regain expended uses of Favored Enemy equal to the level of spell slot expended.
Level 6: Roving
Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed. You have Advantage on the roll whenever you make a Strength (Athletics) check to Climb or Swim.
You, and creatures of your choice traveling with you, do not suffer penalties for traveling at a Normal or Fast pace.
Level 9: Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10: Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits;
Temporary Hit Points. When you finish a Short or Long Rest, you can give yourself a number of Temporary Hit Points equal to your Ranger level plus your Wisdom modifier.
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Endurance. Whenever you would gain Exhaustion, you may reduce the Exhaustion gained by 1 by expending one use of your Favored Enemy ability. Your D20 Tests are reduced by 1 times your Exhaustion level (instead of 2 times). Your Exhaustion level is halved (rounded down) when determining the amount your Speed is reduced.
Level 13: Relentless Hunter
Taking damage can’t break your Concentration on your Ranger Spells.
Level 14: Nature’s Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn. You may extend your Nature’s Veil for another round by taking a bonus action to extend it, in which case it lasts until the end of your next turn. You can maintain Nature’s Veil for up to 10 minutes.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 17: Precise Hunter
You have Advantage on all attack rolls.
Level 18: Feral Senses
Your connection to the forces of nature grants you Blindsight with a range of 60 feet.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Foe Slayer
The damage die of your Hunter’s Mark is a d10 rather than a d6.
When you hit with an attack roll, you may turn the hit into a Critical Hit. You may turn a hit into a Critical Hit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
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