Ranger
Base Class: Ranger

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 how to stand against the threats you face, from rampaging orgres and hordes of orcs to towering giants and terrifying dragons. 

 

Hunter Magic

3rd-level  Hunter feature

You learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Hunter Spells
RANGER LEVEL SPELLS
3rd find familiar
5th pass without trace
9th haste
13th find greater steed
17th

far step

Master of Versatility

At 3rd level, you have mastered the use of a variety of different weapons.

While you're not wielding a melee weapon with the heavy property, you gain the following benefits: 

  • You can use Dexterity instead of Strength for the attack and damage rolls of your melee attacks. 
  • While you're not wielding a shield you gain +2 to your AC.
  • When you are wielding a melee weapon, you gain a +2 bonus to attack rolls you make with that weapon.
  • You can draw or stow two weapons when you would normally be able to draw or stow only one.

Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

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. You can deal this extra damage only once per turn.

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 range of your weapon.

Hunter's Resolve

You learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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.

Hunter's Flurry

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Superior Multiattack

At 15th level, you gain one of the following features of your choice.

Volley

When you take the attack action, you can use one of your attacks to make a ranged attack against any number of cretures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You can use this feature once per turn.

Whirlwind Attack

When you take the attack action you can use one of your attacks to make an attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can use this feature once per turn.

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