Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Favored Enemy, Natural-Explorer | — | — | — | — | — | — |
2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | — | — | — | — |
3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 4 | 2 | — | — | — |
6th | +3 | Favored Enemy Improvements, Natural Explorer Improvements | 4 | 4 | 2 | — | — | — |
7th | +3 | Ranger Archetype feature | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Natural Explorer improvement, Hide in Plain Sight | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Favored Enemy improvement, Vanish | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.
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 goblins) 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 adventure.
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:
You choose additional favored terrain types at 6th and 10th level.
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.
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.
By the time you reach 2nd level, you have learned to cast spells.
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.
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.
Wisdom is your spellcasting ability for your ranger spells. 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
At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
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.
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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 8th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical 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.
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.
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by non-magical means, unless you choose to leave a trail.
At 18th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
At 20th level, 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.
Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one attack yourself and you can command the beast to take an Attack action.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. If you don't issue a command, the beast takes the Dodge action.
Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multi-attack action if it has that action.
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
(Xanathar's Guide to Everything)
You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spell |
---|---|
3rd | Disguise Self |
5th | Rope Trick |
9th | Fear |
13th | Greater Invisibility |
17th | Seeming |
At 3rd level, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
By 7th level, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
At 11th level, once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Starting at 15th level, whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
(Xanathar's Guide to Everything)
You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spell |
---|---|
3rd | Protection from Evil and Good |
5th | Misty Step |
9th | Haste |
13th | Banishment |
17th | Teleportation Circle |
At 3rd level, as an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
At 3rd level, as a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
At 7th level, as a bonus action, you can cast Etherealness with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
At 15th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.
At 3rd level, you gain one of the following features of your choice.
At 7th level, you gain one of the following features of your choice.
At 11th level, you gain one of the following features of your choice.
At 15th level, you gain one of the following features of your choice.
(Xanathar's Guide to Everything)
You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spell |
---|---|
3rd | Protection from Evil and Good |
5th | Zone of Truth |
9th | Magic Circle |
13th | Banishment |
17th | Hold Monster |
At 3rd level, as an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Starting at 3rd level, as a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
At 7th level, whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.
At 11th level, when you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
At 15th level, if the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
(Unearthed Arcana)
You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
Ranger Level | Spell |
---|---|
3rd | Entangle |
5th | Enhance Ability |
9th | Conjure Animals |
13th | Giant Insect |
17th | Insect Plague |
Starting at 3rd level, as a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form:
At 3rd level, once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
At 7th level, your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.
At 11th level, while you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
Starting at 15th level, when any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points and it has no effect on undead and constructs.
(Tasha's Cauldron of Everything)
Starting at 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach 11th level in this class.
You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spell |
---|---|
3rd | Charm Person |
5th | Misty Step |
9th | Dispel Magic |
13th | Dimension Door |
17rd | Mislead |
You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
d6 | Gift |
---|---|
1 | Illusory butterflies flutter a round you while you take a short or long rest. |
2 | Fresh, seasonal flowers sprout from your hair each dawn. |
3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
4 | Your shadow dances while no one is looking directly at it. |
5 | Horns or antlers sprout from your head. |
6 | Your skin and hair change color to match the season at each dawn. |
At 3rd level, Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
At 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save ails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know Summon Fey (TCE). It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
At 15th level, You can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
(Tasha's Cauldron of Everything)
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
d6 | Gift |
---|---|
1 | Swarming insects |
2 | Miniature twig blights |
3 | Fluttering birds |
4 | Playful pixies |
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
At 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spell |
---|---|
3rd | Faerie Fire, Mage Hand |
5th | Web |
9th | Gaseous Form |
13th | Arcane Eye |
17rd | Insect Plague |
Starting at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.
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.
At 11th level, your Gathered Swarm grows mightier in the following ways:
Starting at 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
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.