Ranger — Class Features by Level
Source: Player’s Handbook (2014) Rules Baseline: 2014
Class Table
| Level | Prof | Spells Known | 1st | 2nd | 3rd | 4th | 5th | Features |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | — | — | — | — | — | — | Favored Enemy, Natural Explorer |
| 2nd | +2 | 2 | 2 | — | — | — | — | Fighting Style, Spellcasting |
| 3rd | +2 | 3 | 3 | — | — | — | — | Ranger Archetype, Primeval Awareness |
| 4th | +2 | 3 | 3 | — | — | — | — | ASI |
| 5th | +3 | 4 | 4 | 2 | — | — | — | Extra Attack |
| 6th | +3 | 4 | 4 | 2 | — | — | — | Favored Enemy improvement, Natural Explorer improvement |
| 7th | +3 | 5 | 4 | 3 | — | — | — | Ranger Archetype feature |
| 8th | +3 | 5 | 4 | 3 | — | — | — | ASI, Land’s Stride |
| 9th | +4 | 6 | 4 | 3 | 2 | — | — | — |
| 10th | +4 | 6 | 4 | 3 | 2 | — | — | Natural Explorer improvement, Hide in Plain Sight |
| 11th | +4 | 7 | 4 | 3 | 3 | — | — | Ranger Archetype feature |
| 12th | +4 | 7 | 4 | 3 | 3 | — | — | ASI |
| 13th | +5 | 8 | 4 | 3 | 3 | 1 | — | — |
| 14th | +5 | 8 | 4 | 3 | 3 | 1 | — | Favored Enemy improvement, Vanish |
| 15th | +5 | 9 | 4 | 3 | 3 | 2 | — | Ranger Archetype feature |
| 16th | +5 | 9 | 4 | 3 | 3 | 2 | — | ASI |
| 17th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | — |
| 18th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | Feral Senses |
| 19th | +6 | 11 | 4 | 3 | 3 | 3 | 2 | ASI |
| 20th | +6 | 11 | 4 | 3 | 3 | 3 | 2 | Foe Slayer |
Starting Equipment & Proficiencies
- Hit Dice: 1d10 per level
- Hit Points at 1st Level: 10 + CON modifier
- Hit Points at Higher Levels: 1d10 (or 6) + CON modifier per level after 1st
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose 3 from: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
- Starting Equipment:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A longbow and a quiver of 20 arrows
Level 1
- Favored Enemy — Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or two humanoid races. Advantage on Survival checks to track them, Intelligence checks to recall info about them. Learn one associated language.
- Natural Explorer — Choose a favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp. Benefits while in that terrain: doubled proficiency for INT/WIS checks, difficult terrain doesn’t slow party, can’t become lost except by magic, alert to danger even while foraging/navigating, can move stealthily at normal pace, find twice as much food, learn exact number/size of tracked creatures.
Level 2
- Fighting Style — Choose one:
- Archery — +2 to ranged weapon attack rolls
- Defense — +1 AC when wearing armor
- Dueling — +2 damage with one-handed melee weapon, no other weapon
- Two-Weapon Fighting — Add ability modifier to off-hand damage
- Spellcasting — Half-caster using Wisdom. Spells known (not prepared). Can swap one spell per level-up.
- Spell save DC = 8 + proficiency + WIS modifier
- Spell attack = proficiency + WIS modifier
Level 3
- Ranger Archetype — Choose subclass (Hunter, Beast Master, etc.)
- Primeval Awareness — Expend a spell slot to sense aberrations, celestials, dragons, elementals, fey, fiends, undead within 1 mile (6 miles in favored terrain) for 1 minute per slot level. Doesn’t reveal location or number.
Level 4
- Ability Score Improvement (or Feat)
Level 5
- Extra Attack — Attack twice when taking the Attack action
Level 6
- Favored Enemy improvement — Choose one additional favored enemy type + language
- Natural Explorer improvement — Choose one additional favored terrain
Level 7
- Ranger Archetype feature
Level 8
- Ability Score Improvement (or Feat)
- Land’s Stride — Moving through nonmagical difficult terrain costs no extra movement. Pass through nonmagical plants without being slowed or taking damage. Advantage on saves against magically created/manipulated plants that impede movement.
Level 9
- Spell slots: 4/3/2
Level 10
- Natural Explorer improvement — Choose one additional favored terrain
- Hide in Plain Sight — Spend 1 minute creating camouflage with natural materials. Press against a solid surface: +10 to Stealth checks while stationary. Must re-camouflage after moving or taking action/reaction.
Level 11
- Ranger Archetype feature
Level 12
- Ability Score Improvement (or Feat)
Level 13
- Spell slots: 4/3/3/1
Level 14
- Favored Enemy improvement — Choose one additional favored enemy type + language
- Vanish — Hide as bonus action. Can’t be tracked by nonmagical means unless you choose to leave a trail.
Level 15
- Ranger Archetype feature
Level 16
- Ability Score Improvement (or Feat)
Level 17
- Spell slots: 4/3/3/3/1
Level 18
- Feral Senses — No disadvantage on attacks against unseen creatures. Aware of invisible creatures within 30ft (if not hidden from you, and you aren’t blinded/deafened).
Level 19
- Ability Score Improvement (or Feat)
Level 20
- Foe Slayer — Once per turn, add WIS modifier to attack roll or damage roll against a favored enemy. Choose before or after the roll, but before effects are applied.
Hunter Archetype
Level 3 — Hunter’s Prey (choose one)
- Colossus Slayer — Extra 1d8 damage once per turn when you hit a creature below its HP max
- Giant Killer — Reaction: attack a Large+ creature within 5ft after it attacks you (hit or miss)
- Horde Breaker — Once per turn when you attack, make another attack against a different creature within 5ft of the first target
Level 7 — Defensive Tactics (choose one)
- Escape the Horde — Opportunity attacks against you have disadvantage
- Multiattack Defense — +4 AC against subsequent attacks from same creature after it hits you
- Steel Will — Advantage on saves against frightened
Level 11 — Multiattack (choose one)
- Volley — Action: ranged attack against any number of creatures within 10ft of a point in weapon range (separate rolls, need ammo)
- Whirlwind Attack — Action: melee attack against any number of creatures within 5ft (separate rolls)
Level 15 — Superior Hunter’s Defense (choose one)
- Evasion — DEX save for half damage → no damage on success, half on fail
- Stand Against the Tide — Reaction: force melee attacker that misses you to repeat the attack against another creature of your choice
- Uncanny Dodge — Reaction: halve damage from an attack you can see
Beast Master Archetype
Level 3 — Ranger’s Companion
- Gain a beast companion (CR 1/4 or lower, medium or smaller). Obeys commands, acts on your turn.
- Add your proficiency bonus to AC, attack rolls, damage, saving throws, and skills it’s proficient in.
- HP = beast’s normal max or 4x ranger level (whichever is higher).
Level 7 — Exceptional Training
- On your turn, command beast to Dash, Disengage, Dodge, or Help as bonus action. Beast attacks are considered magical.
Level 11 — Bestial Fury
- When you command beast to Attack, it makes two attacks or uses Multiattack.
Level 15 — Share Spells
- When you cast a spell targeting yourself, it also affects your beast if within 30ft.
Validation Checklist
- Favored Enemy chosen (1st, 6th, 14th)
- Natural Explorer terrain chosen (1st, 6th, 10th)
- Fighting Style chosen (Level 2+)
- Correct number of spells known for level
- Correct spell slots for level
- Subclass chosen at Level 3
- If Beast Master: companion defined with stats
- If Hunter: choices made at 3rd, 7th, 11th, 15th
- 3 skill proficiencies from class list
- STR and DEX saving throw proficiency
- Proficiency bonus correct for level
- HP calculated correctly (1d10 + CON per level)