Ranger

As a Ranger, you gain the following class features

* **Hit Points at Higher Levels:** 1d8 (or 6) + your Constitution modifier per Ranger level after 1st

#### Proficiencies

* **Armor:** Light Armor
* **Weapons:** Simple Weapons, All Ranged Weapons
* **Tools:** None

* **Saving Throws:** Dexterity, Wisdom
* **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)* A Ranged Weapon or *(b)* two Simple weapons
* *(a)* Leather Armor and A ranged weapon or *(b)* Studded Leather Armor
* *(a)* two shortswords or, *(b)* any simple melee weapon
* *(a)* A Dungeoneers pack, or *(b)* An explorers pack

## Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy:

* Beasts
* Fey
* Humanoids
* Monstrosities
* Undead.

You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

## Natural Explorer

You are a master of 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.

## 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.

### Close Quarters Shooter

When attacking creatures that are within 5ft of you with a Black Powder weapon or Crossbow, you have advantage on the attack roll. However, if attacking any creature with a Black Powder weapon or Crowssbow from further than 20ft., you have disadvantage on the attack roll

### Sniper

When attacking creatures that are further than 30ft. from you, you gain advantage on your attack roll. Furthermore, if attacking any creature that is closer than 30ft with a ranged weapon you have disadvantage on attack rolls.

### Defense

While you are wearing armor, you gain a +1 bonus to AC.

### Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability 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.

### 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.

### Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

### Mariner

As long as you 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.

### Protection

When a creature you can see attacks a target other than you that is within your movement speed feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

### Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks 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 within your reach.

### Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### Blinding 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.

### Interception

When a creature that is within your movement speed takes damage, you may use your reaction to take the damage instead. The attack will deal extra damage based on your Hit Dice and level.

### 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.

### Primeval Awareness

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

## Natural Choice

At level 3, you gain the ability to chose between Natural and Martial combat styles. The details of both of them are listed below.

## Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave. You are only able to chose a conclave that is in match with your Natural Choice feature:

* ***Natural:***
* Druidic Guardian (HB)
* Fey Wanderer
* Horizon Walker
* Primeval Guardian
* Swarmkeeper
* ***Martial:***
* Beast Master
* Crossbow Master (WHB)
* Deckguard (WHB)
* Gloom Stalker
* Greatbow Master (HB)
* Hunter
* Monster Slayer

## 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.

## Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy:

* Aberrations
* Celestials
* Constructs
* Dragons
* Elementals
* Fiends
* Giants

You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

## 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.

## 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.

## 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.