Ranger, Variant (5e Class) The Concierge Level Proficiency Bonus Features Beast CR Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Natural Explorer, Animal Companion, Spellcasting 1/4 2 2 2 — — — — 2nd +2 Fighting Style, Know The Enemy 1/4 2 2 2 — — — — 3rd +2 Primordial Knowledge, Ranger Archetype 1/2 2 3 3 1 — — — 4th +2 Ability Score Improvement 1/2 3 3 3 1 — — — 5th +3 Extra Attack 1 3 4 4 2 — — — 6th +3 Expert Natural Explorer 1 3 4 4 2 — — — 7th +3 Ranger Archetype feature 2 3 5 4 3 1 — — 8th +3 Ability Score Improvement 2 3 5 4 3 1 — 9th +4 Wild Connection 3 3 6 4 3 2 — — 10th +4 Master Natural Explorer 3 4 6 4 3 2 — — 11th +4 Ranger Archetype feature 4 4 7 4 3 3 — — 12th +4 Ability Score Improvement 4 4 7 4 3 3 — — 13th +5 One With The Wilderness 5 4 8 4 3 3 1 — 14th +5 Supreme Natural Explorer 5 4 8 4 3 3 1 — 15th +5 Ranger Archetype feature 6 4 9 4 3 3 2 — 16th +5 Ability Score Improvement 6 4 9 4 3 3 2 — 17th +6 xxx 7 4 10 4 3 3 3 1 18th +6 xxx 7 4 10 4 3 3 3 1 19th +6 xxx 8 4 11 4 3 3 3 2 20th +6 xxx 8 4 11 4 3 3 3 2 Class Features As a Ranger, you gain the following class features 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: Medium armor, Light armor, Shields Weapons: Simple weapons, martial weapons Tools: One type of artisan's tools or the herbalist kit Saving Throws: Dexterity, Wisdom Skills: Survival and choose 2 from Animal Handling, Insight, Perception, Stealth, Investigation, and Nature Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor (a) martial weapon or (b) two simple weapons (a) an adventurer's pack or (b) an explorer's pack 1 Longbow with 20 arrows and quiver (a) one type of artisan's tools or (b) a herbalist kit
Level 1 Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose two type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When the ranger makes an Intelligence or Wisdom check related to his chosen terrain, he doubles his proficiency bonus if he uses a skill in which he has proficiency. When traveling in a region of his chosen terrain, the ranger gains the following benefits: Pathfinder. Difficult terrain doesn't slow your travel, and you have advantage on Intelligence (Nature) or Wisdom (Survival) checks to identify Wilderness and Dungeon Hazards (such as Quicksand, Thin Ice, or Brown Mold). Scout. When you are moving alone, you can move stealthily while traveling at a normal and fast pace. Guide. While guided by you, your group can move stealthily while traveling at a normal pace and difficult terrain doesn't slow your group's travel. Look-out. You don't suffer the -5 penalty to your passive Wisdom (Perception) score while traveling at a fast pace, and even when you are engaged in another activity while traveling — such as foraging, navigating, or tracking — you remain alert to danger. Forager. When you forage, you find twice as much food and water as you normally would. Even if you fail, you still find enough food and water to sustain one person for one day. Hunter. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Choose other types of terrain at 6th and 10th level. Animal Companion At the 1st Level, you have created a special bond with an animal, a constant companion and friend. Choose a beast that has a CR of ¼ or less. The chosen beast is now your animal companion. During combat, you and your animal companion are treated as the same character, sharing the same turn and initiative. However, you and your animal companion have separate movement speeds and actions, and hostile creatures can still choose to target your animal companion for attacks or spells. If your animal companion is one size smaller than you or smaller, it can occupy the same space as you. If it is one size larger than you or more, it can be used like a mount. Your animal companion acts according to his instincts, it can choose to move, attack, dodge, help, dash, disengage, go prone, freely on his turn. Your animal companion lost the multiattack feature if it has one. Using your bonus action you can command a specific action to your companion, it may see or ear you in order to follow your orders. If you are reduced to 0 hit points, it will do its best to protect you. In the event that your animal companion dies, the rules of saving rolls against death are used, anyone can stabilize it with a roll on Wisdom (Medicine) DC 10 passed, healing it with magical or natural sources. Your animal companion uses your proficiency bonus and follow the Hit Dice of his stat-block. Each time you gain a level, your animal companion gains one Hit Dice (Medium Value) as well as a Maximum Hit Point increase. This companion gradually becomes stronger over time, gaining special improvements as shown below. Alternatively, you may release your current animal companion and obtain a new animal companion by capturing a beast with a CR equal to the number shown in the Beast CR table (upon a successful Animal Handling skill check vs a DC of 8 + CR + Bonus Proficiency of the beast) and spending 1d8 consecutive hours bonding with it. For every three levels that you take in this class, you may take one of the improvements below to add to your animal companion. These improvements apply only to your current animal companion and can only be re-allocated in the event that you must receive a new animal companion after the death of your previous one. However, if you choose to capture a new companion of a higher CR than your previous companion, you do not re-allocate your former animal companion's improvements to the new companion. Your animal companion gains a +2 bonus to its AC. Your animal companion gains a +2 bonus to hit with its melee weapon attacks. Your animal companion gains a +2 bonus to damage with its melee weapon attacks. Your animal companion gains a +2 bonus on all saving throws it makes. Choose one melee weapon attack that your animal companion can make. Increase the damage done by this attack by 1d4. Your animal companion may use a bonus action to take the dash or disengage actions. Your animal companion gains the Warrior's Second Wind feature.
Spellcasting You have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your 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 (druid) 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
Level 2 Know The Enemy You can use a bonus action to quickly study a creature in order to gain temporary advantages against them. Target a creature within your line of sight, then make an Insight skill check with a DC equal to the targeted creature's CR + 8 (rounded up to 1 for creatures with a CR of less than 1). You gain a +1 bonus to hit with your weapon or spell attacks for each of the creatures turns you observe. (Bonus stack at the begin of the enemy turn). On a successful skill check, you may choose one of the following benefits. The chosen benefit (with the exception of the Detail benefit) remains active for a number of rounds equal to your Wisdom modifier. You can choose different benefit in each of your turn using bonus action.(Different benefit can stack). You are free to choose different creature in each of your turn. On a succesfull skill check, the next rolls on the same creature will be made with advantage. Vulnerability You find a vulnerable spot on the targeted creature's body. You gain advantage on attack rolls made against the targeted creature. Pressure Point You find a critical flaw in the targeted creature's means of defense. When you declare an attack on the targeted creature, its AC decreases by an amount equal to your Wisdom modifier until the attack is completed. Habit You can sense the creature's alignment, its needs, its intentions, and why it acts the way it does. You gain advantage on all Animal Handling checks and two types of Charisma checks of your choice made when interacting with the target creature. Detail You learn about the creature's anatomy, biology, or other valuable information. You may have the DM reveal to you one of the following pieces of information about the targeted creature: The targeted creature's AC Up to two of the targeted creature's saving throw proficiencies Up to two of the targeted creature's damage or condition vulnerabilities/immunities The target's current and maximum Hit Points One of the targeted creature's normal, special, or legendary actions Pattern You notice a predictable pattern in their actions. Attacks made against you by the targeted creature are made at disadvantage. Fighting Style When you hit 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. 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. 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. Superior Technique You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. 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. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Druidic Warrior: (TCoE). The ranger learns two tricks of his choice from the druid spell list. They count as ranger spells for him, and wisdom is his Spellcasting Feature. When he reaches a level in this class, he can replace one of these tricks with another trick from the druid spell list. Close Quarters Shooter (UA) 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.
Level 3 Primordial Knowledge You can focus your awareness through the interconnections of nature: you learns additional spells when reaches certain levels in this class if you didn't already know them, as shown in the Primordial Knowledge Spells table. These spells do not count toward the number of ranger spells he knows. You can cast each of these spells once without spending a spell slot. Once you casts a spell this way, you cannot cast it again until finish a Long Rest. Primordial Knowledge Ranger Level Spell 3° Speak with Animals 5° Beast Sense 9° Speak with Plant 13° Locate Creature 17° Commune with Nature Archetype When you reach 3rd Level, you can choose a Ranger Archetype that you will specialize in. Choose from Beast Master, xxx, or xxx, all detailed at the end of the class description. Your choice grants you features at the 3rd, 7th, 11th, and 15th Levels. Level 4 Ability Score Increase 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. You may also increase the ability score(s) of your animal companion in the same way. In addition, your animal companion's AC increases by 2. As normal, you can't increase an ability score above 20 using this feature. Level 5 Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Level 6 Expert Natural Explorer By 6th level, you have become an expert in navigating the wilderness. You gain the following features: Quick. Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Smart. You gain expertise in Survival and Nature skills. Artisan. Gain one Tool/Kit Proficiency of your choice from Alchemist, Carpenter, Cartographer, Leatherworker, Woodcarver, Herbalism, Poisoner. Based on the new areas explored, you can choose two more favored terrains. If you have not explored new areas, you must spend 1d8 days reading books and studyng the new areas you will choose. While in your favored terrain, either the one you already had or the two you gain from this feature, you gain the following benefits: Ignore difficult terrain. Advantage on initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
Level 9 Wild Connection Beginning at 9rd level, your training have taught you how to use your surroundings to gather resources, adapt and to acquire information about your prey. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses after a short rest. Each time you use your Wild Connection, you can choose one of the following options below: Plant Lore You gain a better understanding of herbs and medicine. For 1 hour, you have advantage on Intelligence (Nature) checks to identify plants and there uses. If you have a Healers Kit when you forage in your favored terrain, you can find plants and herbs needed to regain two use of your healers kit, if you have one. Wild Medicine When you have a Healer's kit in hand, you can use an action and touch a creature, spending one use of the kit and one use of your Wild Connection. That creature regain hit points equal to 1d6 + its amount of hit dice + your Wisdom modifier. Beast Lore DA MODIFICARE You get more knowledge about the beasts and the possible uses of their bodies. For 1 hour, you have advantage on Wisdom (Survival) checks to identify possible crafting material. If you have Leatherworking tools you can find crafting material needed to create a valuable piece of leather with a DC in base of rarity (10 common, 15 uncommon, 20 rare, 25 very rare, 30 legendary). Potion Maker If you have an Herbalist kit, you can spend one use of your Wild Connection and one use of your Healer's Kit over the course of a long rest to craft a potion of healing. If you have an Alchemist Kit, you can spend one use of your Wild Connection over the course of a long rest to try to craft a specific potion with a DC in base of rarity (10 common, 15 uncommon, 20 rare, 25 very rare, 30 legendary). Primeval Awareness You can spend your action to focus your awareness on the region around you. For 1 minute, you can sense any creature are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): This feature reveal the creatures’ location.
Level 10 Master Natural Explorer By 10th level, you have become a master in exploring the wilderness. You gain the following features: Quick Master. Your walking speed increases by 5, and you gain advantage on Dexterity (Acrobatics) checks for climbing and you can hold your breath underwater for twice the normal time. Smart Master. You gain expertise in Insight and Perception skills. Artisan Master. You gain Expertise in the Tools/Kits you have competence in, and producing something with them costs half the time and money. Based on the new areas explored, you can choose two more favored terrains. If you have not explored new areas, you must spend 1d8 days reading books and studyng the new areas you will choose. While in your favored terrain, either the one you already had or the two you gain from this feature, you gain the following benefits: Land Strider. 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. You can spend 1 minute creating a natural camouflage for yourself. you must have access to the right materials according to the area you are in (plants or branches for the forest, sand-colored cloth for the desert, mud or dirt for the swamp). As long as you are in that area, you have +5 in Dexterity (Stealth) and ranged weapon attacks does not reveal your location. The disguise lasts one hour or until it is removed voluntarily or not (if you are shot with a fireball and covered in leaves they are burned). Level 13 One With The Wilderness At the 13th Level, you have become exceedingly adaptable to the excessive dangers of the world. After completing a long rest, choose one of the following benefits: Choose one type of elemental damage (fire, cold, lightning, water, or wind). You are now resistant to that type of damage. Choose one environmental condition (Strong Wind, Heavy Precipitation, or High Altitude). You are now acclimated to that type of environment as described on page 110 of the Dungeon Master's Guide. You are immune to poison damage and are unaffected by the poisoned condition. You are immune to all diseases. Upon gaining a disease, you are immediately cured of it. Level 14 Supreme Natural Explorer By 14th level, you have become a leggend in exploring the wilderness. You gain the following features:
Ranger Archetype Beast Master The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike. Level 3 Beast Master Magic Starting at 3rd level, the ranger learn an additional spell when he reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell, but it doesn't count against the number of ranger spells he know. He can cast each of these spells once without spending a spell slot. Once he casts a spell this way, he cannot cast it again until he finishes a Long Rest. Ranger Level Spell 3° Find Familiar 5° Summon Beast 9° Conjure Animals 13° Guardian of Nature 17° Summon Draconic Spirit Danger Sense Also at 3rd level, your animal companion and you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage in Wisdom (Perception) checks related to hearing and smelling. Both of you also have advantage on Dexterity saving throws against effects that you can see or ear, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. If you or your animal companion get hit by a spell or trap that forces a saving throw, halve the damage received if successful and negate it if unsuccesful. Level 7 Mythic Bond Beginning at 7th level, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your animal companion have advantage on Wisdom saving throws against spells from the enchantment school, the charmed condition and the frightened condition. Level 11 Bestial Fury Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks. Level 15 Superior Beast Vengeance At 15th level, whenever an attacker that your companion can see hits it with an attack, your companion can use its reaction to halve the attack’s damage against it. The next attack your companion do against that attacker is critic.