SIGNING IN

Hit Points

Hit Dice 1d10 per level

Proficiencies

STR , DEX

Ranger (Expanded)

Level Proficiency Bonus Features Spells Known
1 + 2 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 0
2 + 2 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 2
3 + 2 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 3
4 + 2 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 3
5 + 3 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4
6 + 3 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4
7 + 3 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 5
8 + 3 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 5
9 + 4 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 6
10 + 4 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 6
11 + 4 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 7
12 + 4 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 7
13 + 5 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 8
14 + 5 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 8
15 + 5 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 9
16 + 5 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 9
17 + 6 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 10
18 + 6 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 10
19 + 6 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 11
20 + 6 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 11

Spell Slots per Spell Level

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1 + 2 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 0 0 0 0 0
2 + 2 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 2 0 0 0 0
3 + 2 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 3 0 0 0 0
4 + 2 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 3 0 0 0 0
5 + 3 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 2 0 0 0
6 + 3 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 2 0 0 0
7 + 3 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 0 0 0
8 + 3 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 0 0 0
9 + 4 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 2 0 0
10 + 4 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 2 0 0
11 + 4 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 3 0 0
12 + 4 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 3 0 0
13 + 5 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 3 1 0
14 + 5 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 3 1 0
15 + 5 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 3 2 0
16 + 5 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 3 2 0
17 + 6 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 3 3 1
18 + 6 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 3 3 1
19 + 6 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 3 3 2
20 + 6 Favored Enemy Favored Foe Favored Foe Natural Explorer Deft Explorer Deft Explorer 4 3 3 3 2

Class Spells

Ranger (PHB)

Class Features

Level 1

Favored Enemy
Favored Foe
Favored Foe
Natural Explorer
Deft Explorer
Deft Explorer

Level 10

Hide in Plain Sight
Fade Away
Nature's Veil
Natural Explorer improvement
Deft Explorer Improvement

Level 11

Ranger Archetype feature

Level 12

Ability Score Improvement
Proficiency Versatility

Level 14

Vanish
Favored Enemy improvement

Level 15

Ranger Archetype feature

Level 16

Ability Score Improvement
Proficiency Versatility

Level 18

Feral Senses

Level 19

Ability Score Improvement
Proficiency Versatility

Level 2

Fighting Style
Martial Versatility
Spellcasting
Spell Versatility
Spellcasting Focus
Spellcasting Focus

Level 20

Foe Slayer

Level 3

Ranger Archetype
Primeval Awareness
Primal Awareness
Primal Awareness
Expert Tracker

Level 4

Ability Score Improvement
Proficiency Versatility
Martial Versatility

Level 5

Extra Attack

Level 6

Favored Enemy and Natural Explorer improvements
Deft Explorer Improvement
Sharpened Senses

Level 7

Ranger Archetype feature

Level 8

Ability Score Improvement
Proficiency Versatility
Land's Stride

Spells Known Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Spells Known 0 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Caster Progression

Caster Progression: 1/2

Proficiencies

Armor

light

medium

shield

Weapons

simple

martial

Skills

Starting Equipment

Alternatively, you may start with: 5d4 × 10|5d4 × 10|Starting Gold

Class Features

Favored Enemy (Level 1)

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.

Favored Foe (Level 1)

1st-level ranger feature (replaces Favored Enemy)

You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration—a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

When you gain the Spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know.

Favored Foe (Level 1)

1st-level ranger optional feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Natural Explorer (Level 1)

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.

Deft Explorer (Level 1)

1st-level ranger feature (replaces Natural Explorer)

You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.

Canny

Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.

In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.

Roving

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless

As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Deft Explorer (Level 1)

1st-level ranger optional feature, which replaces the Natural Explorer feature

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Fighting Style (Level 2)

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.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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.

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 +2 bonus to the damage roll.

Martial Versatility (Level 2)

2nd-level feature (enhances Fighting Style)

Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Spellcasting (Level 2)

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 chapter 10 for the general rules of spellcasting and chapter 11 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

Spell

Spell Versatility (Level 2)

2nd-level ranger feature (enhances Spellcasting)

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.

Spellcasting Focus (Level 2)

2nd-level ranger feature (enhances Spellcasting)

You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, "Equipment," of the Player's Handbook for a list of things that count as druidic focuses.

Spellcasting Focus (Level 2)

2nd-level ranger optional feature

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Ranger Archetype (Level 3)

At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Primeval Awareness (Level 3)

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.

Primal Awareness (Level 3)

3rd-level ranger feature (replaces Primeval Awareness)

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Primal Awareness (Level 3)

3rd-level ranger optional feature, which replaces the Primeval Awareness feature

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells
Ranger LevelSpell

3rd

speak with animals

5th

beast sense

9th

speak with plants

13th

locate creature

17th

commune with nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Expert Tracker (Level 3)

3rd-level ranger optional feature

You gain proficiency in the Survival skill. If you already have proficiency with that skill, your proficiency bonus is doubled for any ability check you make with it.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 4)

4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Martial Versatility (Level 4)

4th-level ranger optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Extra Attack (Level 5)

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

Favored Enemy and Natural Explorer improvements (Level 6)

At 6th level, you gain an additional favored terrain.

At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

Deft Explorer Improvement (Level 6)

You gain an additional benefit when you reach 6th level in this class.

Roving

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Sharpened Senses (Level 6)

6th-level ranger optional feature

You have advantage on skill checks that rely on your sense of hearing or your sense of smell.

Ranger Archetype feature (Level 7)

At 7th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 8)

8th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Land's Stride (Level 8)

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 as those created by the entangle spell.

Hide in Plain Sight (Level 10)

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.

Fade Away (Level 10)

10th-level ranger feature (replaces Hide in Plain Sight)

You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Nature's Veil (Level 10)

10th-level ranger optional feature, which replaces the Hide in Plain Sight feature

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Natural Explorer improvement (Level 10)

You gain an additional favored terrain.

Deft Explorer Improvement (Level 10)

You gain an additional benefit when you reach 10th level in this class.

Tireless

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Ranger Archetype feature (Level 11)

At 11th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 12)

12th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Vanish (Level 14)

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.

Favored Enemy improvement (Level 14)

At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

Ranger Archetype feature (Level 15)

At 15th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 16)

16th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 19)

19th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Foe Slayer (Level 20)

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.

Multiclassing

Multiclassing Requirements

{"dex":13,"wis":13}

Proficiencies Gained

Armor light , medium , shield
Skills Choose Choose 1 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
Weapons simple , martial

Subclasses

JBoE