Ranger

Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and even tame wolves to act as their allies.

## Class Features

As a ranger, you gain the following class features.

##### Hit Points

* **Hit Dice:** 1d10 per ranger level
* **Hit Points at 1st Level:** 10 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st

##### Proficiencies

* **Armor:** Light armor, medium armor, shields
* **Weapons:** Simple weapons, martial weapons
* **Tools:** None
* **Saving Throws:** Strength, Dexterity
* **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

##### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) scale mail or (b) leather armor
* (a) a longbow and a quiver of 20 arrows or (b) a crossbow and 20 bolts
* (a) a dungeoneer's pack or (b) an explorer's pack
* A shortsword and dagger

### Natural Explorer

Starting at 1st level, you are a master at navigating the natural world, and you react with swift and decisive action when attacked. This grants 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 skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

* 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.

### Sign Language

At 1st level, you learn sign language known by rangers that allows you to communicate complex strategies without speaking to those who understand sign language.

### 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.
* **Close Quarters Shooter**. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
* **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.
* **Mariner**. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
* **Two-Weapon Fighting**. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
* **Blind Fighting**. Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
* **Thrown Weapon Fighting**. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
* **Unarmed Fighting**. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

### Poultice Crafting

At 2nd level, you can spend 1 hour gathering herbs and preparing treated bandages to create a number of health poultices equal to your Wisdom modifier (minimum of 1). You can carry a number of health poultices at one time equal to your Wisdom modifier (minimum 1).

### Ranger's Movement

Starting at 2nd level, your speed increases by 5 feet while you are wearing armor that doesn’t impose disadvantage on Stealth checks (or no armor). This bonus increases by 5 feet at 9th level and again at 16th level.

### Combat Superiority

Starting at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

***Maneuvers.*** You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

***Superiority Dice.*** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

***Saving Throws.*** Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

**Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

### Wolf Companion

At 3rd level, you gain a wolf companion that accompanies you on your adventures and is trained to fight alongside you. Add your proficiency bonus to the wolf's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the wolf can spend Hit Dice during a short rest.

The wolf obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the wolf where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the wolf takes the Dodge action. While traveling with only the wolf, you can move stealthily at a normal pace.

If you are incapacitated or absent, the wolf acts on its own, focusing on protecting you and itself. The wolf never requires your command to use its reaction, such as when making an opportunity attack.

If the wolf dies, you can obtain another one by spending 8 hours bonding with another wolf that isn’t hostile to you.

### 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.

### Animal Calls

At 5th level, you can mimic the sounds of any beast or non-sentient monster. You must have heard the creature speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Intelligence (Nature) check allows a listener to determine that the sound is faked.

### Coordinated Attack

Beginning at 5th level, you and your wolf companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

### Exceptional Training

Beginning at 7th level, on any of your turns when your wolf companion doesn’t attack, you can use a bonus action to command the wolf to take the Dash, Disengage, or Help action on its turn. In addition, the wolf’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

### Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

### Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still 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 continue to remain motionless and gain this benefit until you are detected.

### Bestial Fury

Starting at 11th level, when you command your wolf companion to take the Attack action, the wolf can make two attacks, or it can take the Multiattack action if it has that action.

### 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.

### Beastly Coordination

Beginning at 15th level, when an attacker that you can see hits your wolf companion with an attack, you can call out a warning. If your wolf companion can hear you, it can use its reaction to halve the attack’s damage against it.

### Relentless

Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

### 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.