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Hit Points

Hit Dice 1d10 per niveau

Vaardigheden

STR , DEX

Adaptive Ranger

Niveau Proficiency Bonus Eigenschappen Marks
1 + 2 Deft Explorer Mark of the Hunt 3
2 + 2 Deft Explorer Mark of the Hunt 3
3 + 2 Deft Explorer Mark of the Hunt 3
4 + 2 Deft Explorer Mark of the Hunt 3
5 + 3 Deft Explorer Mark of the Hunt 4
6 + 3 Deft Explorer Mark of the Hunt 4
7 + 3 Deft Explorer Mark of the Hunt 4
8 + 3 Deft Explorer Mark of the Hunt 4
9 + 4 Deft Explorer Mark of the Hunt 4
10 + 4 Deft Explorer Mark of the Hunt 4
11 + 4 Deft Explorer Mark of the Hunt 5
12 + 4 Deft Explorer Mark of the Hunt 5
13 + 5 Deft Explorer Mark of the Hunt 5
14 + 5 Deft Explorer Mark of the Hunt 5
15 + 5 Deft Explorer Mark of the Hunt 5
16 + 5 Deft Explorer Mark of the Hunt 5
17 + 6 Deft Explorer Mark of the Hunt 6
18 + 6 Deft Explorer Mark of the Hunt 6
19 + 6 Deft Explorer Mark of the Hunt 6
20 + 6 Deft Explorer Mark of the Hunt 6

Spell Slots per Spell Level

Niveau Proficiency Bonus Eigenschappen 1st 2nd 3rd 4th 5th
1 + 2 Deft Explorer Mark of the Hunt 0 0 0 0 0
2 + 2 Deft Explorer Mark of the Hunt 2 0 0 0 0
3 + 2 Deft Explorer Mark of the Hunt 3 0 0 0 0
4 + 2 Deft Explorer Mark of the Hunt 3 0 0 0 0
5 + 3 Deft Explorer Mark of the Hunt 4 2 0 0 0
6 + 3 Deft Explorer Mark of the Hunt 4 2 0 0 0
7 + 3 Deft Explorer Mark of the Hunt 4 3 0 0 0
8 + 3 Deft Explorer Mark of the Hunt 4 3 0 0 0
9 + 4 Deft Explorer Mark of the Hunt 4 3 2 0 0
10 + 4 Deft Explorer Mark of the Hunt 4 3 2 0 0
11 + 4 Deft Explorer Mark of the Hunt 4 3 3 0 0
12 + 4 Deft Explorer Mark of the Hunt 4 3 3 0 0
13 + 5 Deft Explorer Mark of the Hunt 4 3 3 1 0
14 + 5 Deft Explorer Mark of the Hunt 4 3 3 1 0
15 + 5 Deft Explorer Mark of the Hunt 4 3 3 2 0
16 + 5 Deft Explorer Mark of the Hunt 4 3 3 2 0
17 + 6 Deft Explorer Mark of the Hunt 4 3 3 3 1
18 + 6 Deft Explorer Mark of the Hunt 4 3 3 3 1
19 + 6 Deft Explorer Mark of the Hunt 4 3 3 3 2
20 + 6 Deft Explorer Mark of the Hunt 4 3 3 3 2

Klassespreuken

Ranger (PHB)

Klasse-eigenschappen

Niveau 1

Deft Explorer
Mark of the Hunt

Niveau 10

Evasion

Niveau 11

Ranger Archetype Feature

Niveau 12

Ability Score Improvement

Niveau 14

Vanish

Niveau 15

Ranger Archetype Feature

Niveau 16

Ability Score Improvement

Niveau 18

Feral Senses

Niveau 19

Ability Score Improvement

Niveau 2

Fighting Style
Spellcasting

Niveau 20

Foe Slayer

Niveau 3

Ranger Archetype

Niveau 4

Ability Score Improvement

Niveau 5

Extra Attack

Niveau 6

Hide in Plain Sight
Land's Stride

Niveau 7

Ranger Archetype Feature

Niveau 8

Ability Score Improvement

Caster-voortgang

Caster-voortgang: 1/2

Vaardigheden

Armor

light

medium

shield

Weapons

simple

martial

Skills

Startuitrusting

Als alternatief kun je beginnen met: 5d4x10

Klasse-eigenschappen

Deft Explorer (Level 1)

Your experience traveling through varying environments has taught you techniques for surviving through even the harshest conditions.

Choose either the Nature or Survival skill. You become proficient with the chosen skill, and your proficiency bonus is doubled when you make ability checks using that skill.

For each minute you spend studying a creature's tracks, you can learn one particular statistic of the creature - chosen from its type, size, speeds, or if it is proficient with the Acrobatics, Athletics, or Stealth skills.

Also, you and creatures you travel with gain the following benefits:

  • Difficult terrain doesn't slow your travel.

  • You don't need to reduce your pace to travel stealthily.

  • You can reroll any hit dice you roll once if the result of the die is lower than your proficiency bonus,and use the higher result.

  • When you finish a short rest, you can reduce your exhaustion level by 1. You can't do so again until you finish a long rest.

Fighting Style (Level 2)

At 2nd level, you adopt a particular style of fighting as your specialty. 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 (Level 2)

At 2nd level, you have learned to draw upon the magic inherent in nature,allowing you to cast spells.

Preparing and Casting Spells

The Adaptive Ranger table shows how many spell slots you have to cast your ranger spells. To cast one of yourranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

Casting a spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new ranger spell requires time spent in commune with the land: at least 1 minute per spell level for each spell you prepare.

Primal Awareness

Your spellcasting threads your senses through the nature around you: you can cast each of the spells shown in the Primal Awareness Spells table once without expending a spell slot when you reach certain levels in this class. Once you've cast one of these spells, you must finish a long rest before you can cast that spell again.

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

Ritual Casting

You can cast any ranger spell you have prepared as a ritual if that spell has the ritual tag.

Ranger Archetype (Level 3)

At 3rd level, choose an archetype to strive towards. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement (Level 4)

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.

Extra Attack (Level 5)

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

Hide in Plain Sight (Level 6)

Starting at 6th level, you gain a +5 bonus to Dexterity (Stealth) checks while you press yourself against a solid surface made of natural materials, such as a tree or stone wall that is large enough to provide you cover, or such as when you are prone against grassy groundcover, as the materials magically rearrange and mold to provide you appropriate camouflage.

You lose this benefit until the start of your next turn if you move more than 5 feet on your turn while you are within 60 feet of a creature that can see you.

Land's Stride (Level 6)

Also at 6th level, land around you recognizes you as its protector and provides you safe passage. Non-magical difficult terrain costs you no extra movement, and plants can't slow you down and can't damage you via thorns, spines, or other similar hazards that they have.

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.

Evasion (Level 10)

Beginning at 10th level, you can nimbly dodge away from certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. 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 the saving throw, and only half damage if you fail.

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.

Vanish (Level 14)

Starting at 14th level, you can take the Hide action as a bonus action on each of your turns. Whenever you successfully hide, you become invisible and leave no tracks or traces of your presence until the start of your next turn, or until you attack or cast a spell.

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 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.

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.

Foe Slayer (Level 20)

At 20th level, once per turn, you can add your Wisdom modifier to the attack and damage rolls of one weapon attack you make. You can do so after the attack roll, but before determining the attack's outcome.

Also, when you hit a creature that you've marked for hunting with an attack, you can choose to score a critical hit and add an extra 6d6 damage to the critical hit. You can't do so again until you finish a short or long rest.

Subklasses

Subklasse-eigenschappen

Beast Master

Nature's Fury (Level 7)

Starting at 7th level, your companion's attacks count as magical for the purposes of overcoming resistance to non-magical damage.

Beast Whisperer (Level 11)

At 11th level, you gain proficiency with the Animal Handling skill if you don't already have it,and your proficiency bonus is doubled for ability checks you make using the skill.

Share Spells (Level 15)

Beginning at 15th level,when you cast a spell that includes you as a target, you can also affect your animal companion with the spell if the animal is within 30 feet of you.

Dragonguard

Dragonguard (Level 3)

Dragonguards are rangers in stalwart service to dragons. They offer servitude to these proud creatures in the form of defending their territory. In exchange, dragons can offer use of their supernatural abilities to a dragonguard. However, these rangers are wise to remember that dragons are far too intelligent and prideful to be tamed, and that the ire of a dragon is long-lasting.

Dragonguard Magic

Starting at 3rd level, you always have additional spells prepared when you reach certain levels in this class, shown in the Dragonguard Spells table. These spells counts as ranger spells for you, and they don't count against the ranger spells you can prepare.

Dragonguard Spells
Ranger LevelSpell

3rd

cause fear

5th

dragon's breath

9th

fly

13th

polymorph

17th

control winds

Dragon Servant

When you choose this archetype at 3rd level, you are bound to serve a dragon and protect its territory. You can speak, read, and write Draconic. Also, choose one dragon color from the list below, which determines the form your dragonguard features will take and grants you resistance to the color's damage type.

Dragon Servant Colors
Dragon ColorDamage Type

Black

acid

Blue

lightning

Brass

fire

Bronze

lightning

Copper

acid

Gold

fire

Green

poison

Red

fire

Silver

cold

White

cold

Aspect of the Dragon

Also at 3rd level, through a combination of dragon and ranger magic, you can draw the aspect of a dragon into yourself, assuming its form.

You can use your bonus action to transform into a Dragon Aspect. You remain in this form for a number of hours equal to your ranger level, or until you use your bonus action to end the transformation early. Your equipment merges with your form while transformed. You can revert to your normal form early as a bonus action. While transformed, the following rules apply:

  • Your game statistics are replaced with the dragon's, but you retain your ranger features, your proficiency bonus, your Intelligence, Wisdom and Charisma scores, your alignment, and any languages you know.

  • Your Dragon Aspect gains one hit die and its hit points increase by 8 (1d8 + 3) for each of your ranger levels above 3rd. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, instead of being knocked unconscious immediately, any excess damage carries over to your normal form. For example, if you take 10 damage in dragon form while you have only 1 hit point left, you revert and take 9 damage.

  • Your dragon form is immune to the damage type associated with the color you chose for your Dragon Servant feature, and its bite attack deals 1d4 extra damage of the same type.

  • You can't cast spells other than those you know from your Dragonguard Magic feature, and you don't need to provide material components for spells you cast in this way. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell such as moonbeam.

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

Spectral Rider (Level 7)

At 7th level, a spectral, flowing visage of your normal form rides your dragon form, synchronizing your abilities with the dragon's.

Your dragon form gains your normal form's senses, and it becomes proficient in any skills that you are proficient with. Additionally, you can add your proficiency bonus to the damage dealt by your Dragon's Breath spell in both your normal form and dragon form.

Frightful Aspect (Level 11)

At 11th level, the dragon aspect within you creates a presence that you can invoke to strike fear into your foes.

You can use your action to choose any number of creatures within 60 feet of you. A chosen creature that can see or hear you must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Freedom's Wing (Level 15)

At 15th level, you can use your dragon aspect to sprout wings, allowing you to escape danger even while you are not transformed.

As a reaction after you are hit with a melee attack, the attacker must succeed on a Strength saving throw against your spell save DC or be knocked prone. You can then fly up to 30 feet without provoking opportunity attacks and float there (if you choose) until the end of your next turn, when you float gently to the ground unless something else is keeping you aloft.

Hunter

Hunter (Level 3)

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of The Wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering Giants and terrifying Dragons.

Hunter Magic

Starting at 3rd level, you always have additional spells prepared when you reach certain levels in this class, shown in the Hunter Spells table. These spells counts as ranger spells for you, and they don't count against the ranger spells you can prepare.

Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon Attack, you can deal an extra 1d8 damage to the creature if it's below its hit point maximum. You can deal this extra damage only once per turn.

Predator Crusher

When a creature within 5 feet of you attacks you, you can use your reaction immediately after its attack to attempt to grapple that creature, provided that you can see the creature. If your attempt succeeds, the creature takes 1d8 bludgeoning damage. Also, once per turn, you can deal an extra 1d8 bludgeoning damage when you hit a creature with a weapon attack if it's grappled by you.

Horde Breaker

Once on each of your turns, you can maximize the result of one weapon damage die you roll for a weapon attack, as long as another hostile creature is within 5 feet of the target of your attack. You can do so before or after rolling the damage die.

Stalker's Adaptation

Also at 3rd level, whenever you finish a short or long rest, you can replace your chosen Hunter's Prey feature with another feature of your choice from the same list. When you later gain a feature from Defensive Tactics, Multiattack, and Superior Hunter's Defense, you can also replace your choice for those features with different choices from the respective features' lists.

Defensive Tactics (Level 7)

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

Escape the Horde

Opportunity attacks against you are made with disadvantage, and when an opportunity attack misses you, your speed increases by 10 feet until the end of your turn.

Multiattack Defense

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

Steel Will

You have advantage on saving throws you make when you repeat your saving throw against any ongoing effect.

Multiattack (Level 11)

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

Volley

As an action, you can 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

As an action, you can make a melee attack against any number of creatures within reach of a weapon you are holding, with a separate attack roll for each target.

Superior Hunter's Defense (Level 15)

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

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (including itself) 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.

Primeval Watch

Primeval Watch (Level 3)

Rangers of the primeval watch archetype skulk the borders of ancient forests, woodlands and natural preserves, as they consider it their duty to preserve these bastions of primal life. Their creed affords the primeval watch protection in kind, enhancing their bodies with the nature magic they command.

Primeval Watch Magic

Starting at 3rd level, you always have additional spells prepared when you reach certain levels in this class, shown in the Primeval Watch Spells table. These spells counts as ranger spells for you, and they don't count against the ranger spells you can prepare.

Primeval Watch Magic
Ranger LevelSpell

3rd

faerie fire

5th

warding wind

9th

plant growth

13th

guardian of nature

17th

insect plague

Guardian Soul

Starting at 3rd level, you gain the ability to magically don a tree-like shell, covered with leaves and bark.

As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or you are incapacitated. You undergo the following changes while in this form:

  • You gain temporary hit points equal to your Wisdom modifier when you use this feature, as well as at the start of each of your turns, which last until your guardian form ends.

  • Your reach increases by 5 feet.

  • When you cast a ranger spell that deals damage, you can add your Wisdom modifier to each of the spell's damage rolls.

Guardian Soul Note

Guardian Soul doesn't apply to the Mark of the Hunt feature, but it does apply to the hunter's mark spell. The feature works here due to that change, but to make it work with any other style of ranger, exclude hunter's mark from gaining the benefits of Guardian Soul.

Piercing Thorns

Also at 3rd level, you can briefly sprout sharp defensive thorns.

Whenever you are hit with a melee attack, you can use your reaction to deal 1d8 piercing damage to your attacker. This damage increases to 2d8 when you reach 11th level in this class.

Ancient Fortitude (Level 7)

At 7th level, you endure like an ancient tree. While in guardian form, your AC increases by 2, and can add your Wisdom modifier to your Strength, Dexterity, and Constitution saving throws.

Rooted Defense (Level 11)

At 11th level, you can project vine and bark which layers the ground around you, slowing your foes and protecting your allies.

While you are in your guardian form, the ground within 20 feet of you becomes difficult terrain. You can choose any number of creatures when you activate your guardian form, who ignore this difficult terrain and have half cover within the area instead.

Ironwood Bark (Level 15)

At 15th level, your bark has become exceptionally hardy and resilient. You can add half of your ranger level to the temporary hit points you gain from your guardian form.