(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.
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.