Ranger — Class Features by Level

Class Table

LevelProfSpells Known1st2nd3rd4th5thFeatures
1st+2Favored Enemy, Natural Explorer
2nd+222Fighting Style, Spellcasting
3rd+233Ranger Archetype, Primeval Awareness
4th+233ASI
5th+3442Extra Attack
6th+3442Favored Enemy improvement, Natural Explorer improvement
7th+3543Ranger Archetype feature
8th+3543ASI, Land’s Stride
9th+46432
10th+46432Natural Explorer improvement, Hide in Plain Sight
11th+47433Ranger Archetype feature
12th+47433ASI
13th+584331
14th+584331Favored Enemy improvement, Vanish
15th+594332Ranger Archetype feature
16th+594332ASI
17th+61043331
18th+61043331Feral Senses
19th+61143332ASI
20th+61143332Foe 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)