SIGNING IN

Hit Points

Hit Dice 1d10 per level

Proficiencies

STR , DEX

Ranger (Resourceful)

Level Proficiency Bonus Features Known Recipes Mark Uses
1 + 2 Favored Enemy Natural Explorer Wild Kinship 0 0
2 + 2 Favored Enemy Natural Explorer Wild Kinship 3 2
3 + 2 Favored Enemy Natural Explorer Wild Kinship 3 3
4 + 2 Favored Enemy Natural Explorer Wild Kinship 3 3
5 + 3 Favored Enemy Natural Explorer Wild Kinship 4 3
6 + 3 Favored Enemy Natural Explorer Wild Kinship 4 4
7 + 3 Favored Enemy Natural Explorer Wild Kinship 4 4
8 + 3 Favored Enemy Natural Explorer Wild Kinship 4 4
9 + 4 Favored Enemy Natural Explorer Wild Kinship 6 4
10 + 4 Favored Enemy Natural Explorer Wild Kinship 6 4
11 + 4 Favored Enemy Natural Explorer Wild Kinship 6 4
12 + 4 Favored Enemy Natural Explorer Wild Kinship 6 5
13 + 5 Favored Enemy Natural Explorer Wild Kinship 7 5
14 + 5 Favored Enemy Natural Explorer Wild Kinship 7 5
15 + 5 Favored Enemy Natural Explorer Wild Kinship 7 5
16 + 5 Favored Enemy Natural Explorer Wild Kinship 7 6
17 + 6 Favored Enemy Natural Explorer Wild Kinship 9 6
18 + 6 Favored Enemy Natural Explorer Wild Kinship 9 6
19 + 6 Favored Enemy Natural Explorer Wild Kinship 9 6
20 + 6 Favored Enemy Natural Explorer Wild Kinship 9 6

Class Features

Level 1

Favored Enemy
Natural Explorer
Wild Kinship

Level 10

Sharpened Mark

Level 11

Ranger Conclave feature

Level 12

Ability Score Improvement

Level 14

Subversive Mark
New Favored Enemy

Level 15

Ranger Conclave feature

Level 16

Ability Score Improvement

Level 18

Vial of Swiftness

Level 19

Ability Score Improvement

Level 2

Fighting Style
Marked Prey
Concoctions

Level 20

Foe Slayer

Level 3

Ranger Conclave

Level 4

Ability Score Improvement

Level 5

Ranger Conclave feature

Level 6

Cunning Action
New Favored Enemy

Level 7

Ranger Conclave feature

Level 8

Ability Score Improvement
Hide in Plain Sight

Proficiencies

Armor

light

medium

shield

Weapons

simple

martial

Skills

Starting Equipment

(a) a martial weapon and a shield or (b) two shortswords or two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
A longbow and a quiver of 20 arrows

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 commonly encountered in the wilds.

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 as favored enemies. When you make an attack against your favored enemy, you make it with advantage.

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. You gain an additional favored enemy (and associated language) at 6th and 14th levels.

Natural Explorer (Level 1)

You are a master of navigating the natural world, letting you ignore the slowing effects of traveling through difficult terrain.

In addition, you gain the following benefits when traveling for at least an hour:

  • 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're alone, you can move stealthily at a normal pace.

  • You find twice as much food as normal when foraging.

  • While tracking other creatures, you also learn their exact number and how long ago they passed through the area.

Wild Kinship (Level 1)

At 1st level, your familiarity with the natural world lets you relate to 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, its short-term needs (like 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

Fighting Style (Level 2)

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you 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 AC.

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.

Marked Prey (Level 2)

Also at 2nd level, you gain the ability to Mark a target within 90 feet of you as your quarry using a bonus action. You focus your attention on the target's behaviors, sounds, and smells in order to predict its every move. You can maintain this Mark for up to an hour on a target, and you gain advantage on any Perception or Survival checks you make in order to find your quarry.

The first time each round that you hit a Marked target with a weapon attack, that target takes an additional 1d8 weapon damage. You can only have one Marked Prey at a time, and you lose the Mark's affects if you fall unconscious.

You can use this feature a number of times as shown on the Ranger table before needing to finish a long rest to use it again. If your quarry falls to 0 hit points, you may move your Mark to another target as a bonus action within a minute without expending another use of this feature.

Concoctions (Level 2)

Starting at 2nd level, you can start crafting Concoctions using natural materials. Over the course of your adventures, you forage and store the ingredients you need in order to craft them.

When you gain this feature, you learn three recipes of your choice. Concoctions increase in potency as you gain levels in this class. You learn more recipes at 5th, 9th, 13th, and 17th levels, as shown on the Ranger table. Whenever you gain a new Ranger level, you can choose to forget a recipe and replace with another one instead. Recipes are detailed at the end of this class description.

You can make Concoctions from your list of known recipes every long rest. In order to keep them fresh and potent, you empty your unused Concoctions at the end of each long rest before making new ones using your stash of foraged ingredients. You can make a maximum number of Concoctions per long rest equal to your Ranger level. Making one Concoction takes two minutes and can be done throughout the day as time permits.

You can give Concoctions to your allies for them to use. Unused Concoctions held by your allies also expire at the end of their next long rest.

Use the Concoction DC below whenever a Concoction that you made calls for a target to make a saving throw.

Maneuver

Ranger Conclave (Level 3)

At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

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.

Ranger Conclave feature (Level 5)

At 5th level your conclave provides another feature

Cunning Action (Level 6)

At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

If you have an animal companion, it also gains this feature.

New Favored Enemy (Level 6)

Also at 6th level, you gain an additional favored enemy (and associated language)

Ranger Conclave feature (Level 7)

At 7th level your conclave provides another feature

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.

Hide in Plain Sight (Level 8)

By 8th level, you're an expert at avoiding detection while at rest. You can spend 30 minutes using locally found resources and naturally occurring materials to camouflage a camp site and hide up to 6 medium sized companions in a 15 foot radius. By doing so, you also eliminate any tracks or other traces from your group's traveling in the immediate area surrounding the camp.

Camouflaging a campsite in this way grants the creatures within its radius a +10 bonus to Stealth checks to remain concealed from creatures. Anything overt, such as a fire or talking above a whisper, negates this benefit.

Sharpened Mark (Level 10)

At 10th level, your focus on Marked Prey intensifies. The damage your Marked Prey inflicts increases to 2d8 per round.

Ranger Conclave feature (Level 11)

At 11th level your conclave provides another feature

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.

Subversive Mark (Level 14)

At 14th level, creatures affected by your Marked Prey can no longer hide behind their defenses. Weapon attacks that you or an animal companion make against your quarry count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

New Favored Enemy (Level 14)

Also at 14th level, you gain an additional favored enemy (and associated language)

Ranger Conclave feature (Level 15)

At 15th level your conclave provides another feature

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.

Vial of Swiftness (Level 18)

At 18th level, you devise a new Concoction recipe that that grants your hands supernatural agility. For one minute after drinking it, you can make two ranged or melee weapon attacks as a bonus action on each of your turns. Melee attacks made in this way must be done using a weapon with the finesse property.

You can drink this Concoction twice before needing a long rest to use it again, and only you can benefit from it.

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.

Foe Slayer (Level 20)

By 20th level, you've developed unparalleled instincts. Your Wisdom increases by 4, even if it's already 20. Your maximum Wisdom score increases to 24.

Once on each of your turns, you can add your Wisdom modifier to either the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Subclasses

Subclass Features

Beast Conclave

Beast Conclave (Level 3)

Many rangers are more at home in the wilds than civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, becoming a well-orchestrated force as they grow closer together.

Animal Companion

At 3rd level, you form a powerful bond with a creature of the natural world. Whether it be by a life-altering event, a mutual sense of understanding through chance encounters, or by some other force, you and a creature become partners. In the event where there isn't a narrative behind your companion's appearance at 3rd level, you may spend 8 hours and 50gp worth of powerful, rare herbs to call forth a creature from the wilderness to serve as your companion. You can only have one companion at a time.

As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions. Your DM might pick one of these for you based on the surrounding terrain and available wildlife. Consult your DM if you would like to form a bond with a different creature than those listed.

If your companion dies, you can make a special Concoction using pieces of fur, scales, or feathers from your late companion and an assortment of rare, forageable components. The process of foraging and creating this Concoction is slow and delicate, taking you 8 hours of concentrated effort. You can give this Concoction to a new companion, granting them the knowledge and experience of its predecessor.

Companion's Bond

Your animal companion gains a variety of benefits while it's linked to you. It's recommended to have a character sheet for a companion, as they are treated as a separate creature with unique abilities and statistics.

  • The animal companion loses any Multiattack action it has.

  • The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

  • When using your Natural Explorer feature, you and your animal companion can move stealthily at a normal pace. The companion uses your proficiency bonus to add to its rolls instead of its own. Add your proficiency bonus to the beast's AC, attack rolls, damage rolls, all saving throws and any skills that it is proficient in.

  • You companion's hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.

  • Choose two skills for it to become proficient in in addition to any it is already.

  • Whenever you gain the Ranger's Ability Score Improvement class feature, your companion's abilities also improve. You and your companion each have 2 ability points to spend as you wish. At your DM's discretion, your companion may elect to take a feat instead of increasing its ability scores.

  • Your companion gains the benefits of hunting your Marked Prey and favored enemies. Each round, either you or your companion can gain the bonus damage from your Marked Prey.

Pack Sharing (Level 5)

By 5th level, you and your companion form a pack-like bond. You can both benefit the from the effects of Draughts that you drink while next to each other.

In addition, you each regain an additional 1d6 hit points when you take a short rest together.

Beast's Resolve (Level 7)

At 7th level, while you and your companion can see each other, your companion has advantage on all saving throws.

Storm of Claws and Fangs (Level 7)

Also at 7th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet with a separate attack roll for each target. It can use this feature a number of times equal to your Wisdom modifier (a minimum of once) before needing to finish a short or long rest to use it again.

Coordinated Attack (Level 11)

At 11th level, you and your animal companion form a perfectly orchestrated 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.

Watchful Eye (Level 15)

At 15th level, whenever an attacker that you can see hits your animal companion with an attack, you can use your reaction to alert your companion and halving the attack's damage.

Selfless Loyalty (Level 15)

Also at 15th level, your companion can use an action on its turn to distract a Large or smaller creature within 5 feet of it. As long as the creature stays within 5 feet of your companion, it has disadvantage on any attack roll that doesn't target your companion. This lasts until the beginning of your companion's next turn.

If one of this creature's attacks would still hit an ally other than your companion, your companion can use its reaction to block the attack and take the damage instead.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) and regain all expended uses after finishing a long rest.

Harvest Conclave

Harvest Conclave (Level 3)

Other Rangers prefer to let chemistry handle the difficulties of adventuring. Rangers of the Harvest Conclave tend to develop an innate understanding of the natural world, and will supplement their attacks with Concoctions to cripple their foes and protect their allies.

Bonus Concoctions

You learn an additional Concoction recipe at 5th and 13th levels.

Bonus Proficiences

When you choose this Conclave at 3rd level, you gain proficiency with either Brewer's Supplies or Cook's Utensils.

Thrown Concoctions

At 3rd level, you start creating Concoctions to be absorbed through the skin. When you would normally use a Draught or Vial on an ally, you can choose to hurl it up to 30 feet at them instead as an action. The vessel shatters upon impact and the creature gains the benefits of the Concoction as normal. A creature affected by a thrown Concoction gains only one serving's worth of the effects. If there are servings left for multiple uses, they are lost upon impact.

Mixologist

Also at 3rd level, whenever you strike your Marked Prey target with a Flask, you add the Mark's bonus damage to the damage from the Flask. If the Flask doesn't normally deal damage, the Mark's damage is considered to be slashing and is applied before the affects of the Concoction.

Extra Attack (Level 5)

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

One Fluid Motion (Level 7)

At 7th level, if you use a Draught as an action on your turn, you may make a single weapon attack as a bonus action.

Recycle (Level 11)

By 11th level, your familiarity with your recipes lets you quickly alter the effects of your existing Concoctions. As a bonus action, you can change a Concoction you had already made into another one from your list of known recipes.

You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) before needing to finish a long rest to use it again.

Quick Mix (Level 15)

At 15th level when you roll for initiative and have no Concoctions left, you can hastily cobble together ingredients to create two Concoctions from your known recipes. If you had already made the maximum amount since your last long rest, you create one instead.

Hunter Conclave

Extra Attack (Level 5)

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

Defensive Tactics (Level 7)

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

Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Poison Tolerance

You can no longer be poisoned by nonmagical means and gain resistance to poison damage.

Hunter's Defense

When the target of your Marked Prey forces you to make a saving throw or an ability check to escape its grapple, add 1d6 to your roll.

Multiattack (Level 11)

At 11th level, you gain one of the following features of your choice.

Volley

You can use your action to make a ranged attack against any number of creatures 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.

Whirlwind Attack

You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Evasion (Level 11)

Beginning at 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Reflexive (Level 15)

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

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.

Assault Breaker

When a hostile creature misses you with a melee attack, you can use your reaction to redirect it and force that creature to repeat the same attack against another creature (other than itself) of your choice.

Hunter's Counter

If the target of your Marked Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry if it's within range. You make this attack immediately before making the saving throw. If the attack hits, your save automatically