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Revision as of 08:49, 7 October 2022
See Ranger (disambiguation)
Ranger class [1]
Class Group: Experts
Primary Abiliy: Dexterity, Wisdom
Unofficial Description: Rangers are expert trackers with a strong knowledge of terrain.
Level | Proficiency Bonus |
Class Features | Cantrips | —Prepared Spells per Spell Level— | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||||||
1st | +2 | Expertise, Favored Enemy, Spellcasting | 2 | 2 | — | — | — | — | |||||
2nd | +2 | Fighting Style | 2 | 2 | — | — | — | — | |||||
3rd | +2 | Ranger Subclass | 2 | 3 | — | — | — | — | |||||
4th | +2 | Feat | 2 | 3 | — | — | — | — | |||||
5th | +3 | Extra Attack | 2 | 4 | 2 | — | — | — | |||||
6th | +3 | Subclass Feature | 2 | 4 | 2 | — | — | — | |||||
7th | +3 | Roving | 2 | 4 | 3 | — | — | — | |||||
8th | +3 | Feat | 2 | 4 | 3 | — | — | — | |||||
9th | +4 | Expertise | 2 | 4 | 3 | 2 | — | — | |||||
10th | +4 | Subclass Feature | 3 | 4 | 3 | 2 | — | — | |||||
11th | +4 | Tireless | 3 | 4 | 3 | 3 | — | — | |||||
12th | +4 | Feat | 3 | 4 | 3 | 3 | — | — | |||||
13th | +5 | Nature's Veil | 3 | 4 | 3 | 3 | 1 | — | |||||
14th | +5 | Subclass Feature | 3 | 4 | 3 | 3 | 1 | — | |||||
15th | +5 | Feral Senses | 3 | 4 | 3 | 3 | 2 | — | |||||
16th | +5 | Feat | 3 | 4 | 3 | 3 | 2 | — | |||||
17th | +6 | — | 3 | 4 | 3 | 3 | 3 | 1 | |||||
18th | +6 | Foe Slayer | 3 | 4 | 3 | 3 | 3 | 1 | |||||
19th | +6 | Feat | 3 | 4 | 3 | 3 | 3 | 2 | |||||
20th | +6 | Epic Boon | 3 | 4 | 3 | 3 | 3 | 2 |
Creating a Ranger
[1] Class Group: Experts
Primary Ability: Dexterity, Wisdom
To create a Ranger, consult the following lists, which provide Hit Points, Proficiencies, and Armor Training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Ranger” section.
Then look at the Ranger table to see the Class Features you get at each level in this Class. The descriptions of those features appear in the “Ranger Class Features” section.
Hit Points
Hit Dice: 1d10 per Ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points per Level after 1st: 1d10 (or 6) + your Constitution modifier
Proficiencies
Saving Throws: Strength, Dexterity.
Skills: Choose 3 from Athletics, Stealth, Survival (or choose
three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival).
Weapons: Simple Weapons, Martial Weapons
Tools: None
Armor Training
Light Armor, Medium Armor, Shields
Starting Equipment
As a 1st-level character, you start with the following equipment, or you can forgo it and spend 150 GP on equipment of your choice. Arrows (20), Explorer's Pack, Longbow, Quiver, Scimitar, Shortsword, Studded Leather Armor, 8 gp
Multiclassing and the Ranger
If your group uses the multiclassing rules in the Player's Handbook, here’s what you need to know if you choose Ranger as one of your Classes.
Ability Score Minimum. 13 Dexterity and Wisdom.
Proficiencies. Martial Weapons and one Skill.
Armor Training. Light Armor, Medium Armor, and Shield.
Spell Slots. Half your Ranger levels (rounded up).
Ranger Class Features
As a Ranger, you gain the following Class Features when you reach the specified levels in this Class. These features are listed on the Ranger table.
Expertise
1st and 9th Level
Summary: Double Proficiency on two Skills.[1]
Favored Enemy
1st Level
Summary: Know and have prepared an improved Hunter's Mark.[1]
Spellcasting
1st level
Summary: Can cast Primal Spells that are not Evocations (see the Ranger class table). Wisdom is your spellcasting ability and you may use a Druidic Focus.[1]
Fighting Style
2nd Level
Summary: Gain Fighting Style (Archery, Defense, or Two-Weapon Fighting). May use Fighting Style Feats.[1]
Ranger Subclass
3rd Level (features at 3rd, 6th, 10th, 14th)
Summary: You choose a Hunter Subclass.[1]
List of Ranger Subclasses
6 official and unofficial subclasses.
Subclass | Summary | Features | Flags | Source |
---|---|---|---|---|
Beast Master | This ranger subclass forms a special bond with a beast, utilizing Primal power. | Primal Companion, Exceptional Training, Bestial Fury, Share Spells | Noncanon, Pointer, UA | UA 2023 Player's Handbook Playtest 6 |
Beast Master | This ranger subclass forms a special bond with a beast, utilizing Primal power. | Primal Companion, Exceptional Training, Bestial Fury, Share Spells | Noncanon, Pointer, UA | UA 2023 Player's Handbook Playtest 6 |
Beast Master | This ranger subclass forms a special bond with a beast, utilizing Primal power. | Primal Companion, Exceptional Training, Bestial Fury, Share Spells | Noncanon, Pointer, UA | UA 2023 Player's Handbook Playtest 6 |
Beast Master | This ranger subclass forms a special bond with a beast, utilizing Primal power. | Primal Companion, Exceptional Training, Bestial Fury, Share Spells | Noncanon, Pointer, UA | UA 2023 Player's Handbook Playtest 6 |
Gloom Stalker | Gloom stalkers draw power from the Shadowfell. | Gloom Stalker Magic, Dread Ambusher, Umbral Sight, Iron Mind, Stalker's Fury, Shadowy Dodge | Noncanon, Pointer, UA | UA 2023 Player's Handbook Playtest 6 |
Hunter | This ranger subclass specializes in knowledge of its prey. | Hunter's Prey, Hunter's Lore, Defensive Tactics, Superior Hunter's Defense | Noncanon, Pointer, UA | UA 2023 Player's Handbook Playtest 6 |
Feat
4th, 8th, 12th, 16th, 19th Levels
Summary: You gain a Feat of your choice, Ability Score Improvement or another.[1]
Extra Attack
5th Level
Summary: Attack Action allows you two attacks on your turn.[1]
Roving
7th Level
Summary: Speed increased if not in Heavy Armor. Also gain Climbing and Swimming speeds.[1]
Tireless
11th Level
Summary: Gain Temporary Hit Points [2] and recover one level of Exhaustion when you finish a Rest.[1]
Nature's Veil
11th Level
Summary: As a Bonus Action, become Invisible for a Turn at the cost of a Spell Slot.[1]
Feral Senses
15th Level
Summary: Gain Blindsight.[1]
Foe Slayer
18th Level
Summary: Damage increased from Hunter's Mark.[1]
Epic Boon
20th Level
Summary: Gain Epic Boon Feat (Epic Boon of Fortitude suggested).[1]
Sources and Notes
- summarized from — Jeremy Crawford, et. al.. UA 2022 Expert Classes (Dungeons and Dragons One D&D) (2022-09-29). Wizards of the Coast. © Wizards of the Coast. Descriptions are unofficial summaries. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14
- Rule Tip: Temporary Hit Points Don't Stack. If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player's Handbook (5e). - Guildmasters' Guide to Ravnica p.27, UA 2020 Subclasses Part 1, UA 2020 Subclasses Part 3, Player's Handbook (5e) p.198 (different wording). ↑
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