Ranger (Class)

Rangers live on the outskirts of civilization, traveling the wilderness and learning the means of survival. Having little to no connection to society, they typically work for hire as they spend their years tracking and hunting.

Basically, you're Aragorn.

## **Quick Build Tips**

Make Dexterity your highest ability score, followed by Wisdom (unless you want to focus on two-weapon fighting, in which case your second highest score should be Strength).

## **Traits**

### **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

### **Starting Equipment**

* (a) scale mail OR (b) leather armor
* (a) two shortswords OR (b) two simple melee weapons
* (a) a dungeoneer’s pack OR (b) an explorer’s pack
* A longbow and a quiver of 20 arrows
* OR starting gold of 5d4 x 10 gp

## **Features**

### **Favored Enemy**

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials,
constructs, dragons, elementals, fey, fiends, giants, monstrosities,
oozes, plants, or undead. Alternatively, you can select two races of
humanoid (such as gnolls and orcs) as favored enemies.

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 that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should
 reflect the types of monsters you have encountered on your adventures.

* **Aberrations** are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, and slaadi.

* **Beasts** are non-humanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.

* **Celestials** are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.

* **Constructs** are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, areconstructs shaped from the raw material of the plane by the will of more powerful creatures.

* **Dragons** are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.

* **Elementals** are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.

* **Fey** are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.

* **Fiends** are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.

* **Giants** tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.

* **Humanoids** are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.

* **Monstrosities** are monsters in the strictest sense - frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type.

* **Oozes** are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.

* **Plants** in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.

* **Undead** are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.

### **Natural Explorer**

You are particularly familiar with one type of
natural environment and are adept at traveling and surviving in such
regions. Choose one type of favored terrain: arctic, coast, desert,
forest, grassland, mountain, swamp, or the Underdark. When you make an
Intelligence or Wisdom check related to your favored terrain, your
proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:

* 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.

You choose additional favored terrain types at 6th and 10th level.

* Arctic
* Coast
* Desert
* Forest
* Grassland
* Mountain
* Swamp
* Underdark

### **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.

#### ***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.

#### ***Two-Weapon Fighting***

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

### **Spellcasting**

By the time you reach 2nd level, you have learned
 to use the magical essence of nature to cast spells, much as a druid
does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

#### ***Spell Slots***

The Ranger table shows how many spell slots you have to cast your
ranger spells of 1st level and higher. To cast one of these spells, you
must expend 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 spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

#### ***Spells Known of 1st Level and Higher***

You know two 1st-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 instance, when you reach 5th level
in this class, you can learn one new spell of 1st or 2nd level.

Additionally, 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 also must be of a level for which you have spell slots.

#### ***Spellcasting Ability***

Wisdom is your spellcasting ability for your ranger spells, since
your magic draws on your attunement to nature. You use your Wisdom
whenever a spell refers to your spellcasting ability. In addition, you
use your Wisdom modifier when setting the saving throw DC for a ranger
spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier

### **Ranger Archetype**

At 3rd level, you choose an archetype that you
strive to emulate: the Hunter that is detailed at the end of the class
description or one from another source. Your choice grants you features
at 3rd level and again at 7th, 11th, and 15th level.

### **Primeval Awareness**

Beginning at 3rd level, you can use your action
and expend one ranger spell slot to focus your awareness on the region
around you. For 1 minute per level of the spell slot you expend, you can
 sense whether the following types of creatures are present within 1
mile of you (or within up to 6 miles if you are in your favored
terrain): aberrations, celestials, dragons, elementals, fey, fiends, and
 undead. This feature doesn’t reveal the creatures’ location or number.

### **Ability Score Improvement or Feat**

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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

### **Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### **Land’s Stride**

Starting at 8th level, moving through nonmagical
difficult terrain costs you no extra movement. You can also pass through
 nonmagical plants without being slowed by them and without taking
damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that
are magically created or manipulated to impede movement, such those
created by the entangle spell.

### **Hide in Plain Sight**

Starting at 10th level, you can spend 1 minute
creating camouflage for yourself. You must have access to fresh mud,
dirt, plants, soot, and other naturally occurring materials with which
to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing
 yourself up against a solid surface, such as a tree or wall, that is at
 least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth)
 checks as long as you remain there without moving or taking actions.
Once you move or take an action or a reaction, you must camouflage
yourself again to gain this benefit.

### **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.

## **Archetypes**

This is basically what your specialty is. Are you a better fighter, or do you connect with animals? The archetype you choose can be from either PHB or Xanathar's Guide.

* Hunter = self explanatory
* Beast Master = connection to animals
* Gloom Stalker = master of the shadows and the underground/caves
* Horizon Walker = expert of the bleed between planes
* Monster Slayer = self explanatory