As a ranger, you gain the following class features.
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per ranger level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics,
Insight, Investigation, Nature, Perception, Stealth, and Survival
You start with the following equipment in addition to the equipment granted by your background.
• (a) scale mail or (b) leather armor
• (a) two shortswords or (b) two simple melee w eapons
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• A longbow and a quiver of 20 arrows
Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain
type o f enemy.
Choose a type o f favored enemy: aberrations,
beasts, celestials, constructs, dragons, elementals, fey,
fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races o f humanoid
(such as gnolls and orc s) as favored enemies.
You have advantage on W isdom (Survival) checks to
track your favored enemies, as w ell as on Intelligence
checks to recall information about them.
When you gain this feature, you also learn one
language o f 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 adventures.
You are particularly familiar with one type o f natural
environment and are adept at traveling and surviving in
such regions. Choose one type o f 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 m ore in your favored
terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical
• Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking),
you remain alert to danger.
• If you are traveling alone, you can move stealthily at
a normal pace.
• When you forage, you find twice as much food as you
• While tracking other creatures, you also learn their
exact number, their sizes, and how long ago they
passed through the area.
You choose additional favored terrain types at 6th
and 10th level.
At 2nd level, you adopt a particular style o f fighting as
your specialty. Choose one o f the following options.
You can’t take a Fighting Style option more than once,
even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
When you engage in two-weapon fighting, you can add
your ability modifier to the damage o f the second attack.
By the time you reach 2nd level, you have learned to
use the magical essence o f nature to cast spells, much
as a druid does. See chapter 10 for the general rules of
spellcasting and here for the Ranger Spell List.
The Ranger table shows how many spell slots you have
to cast your spells o f 1st level and higher. To cast one of
these spells, you must expend a slot o f the spell’s level
or higher. You regain all expended spell slots when you
finish a long rest.
For example, if you know the 1st-level spell animal
friendship and have a 1st-level and a 2nd-level spell slot
available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells o f your choice from the
Ranger Spell List.
The Spells Known column o f the Ranger table shows
when you learn more ranger spells o f your choice. Each
o f these spells must be o f a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell o f 1st or 2nd level.
Additionally, when you gain a level in this class,
you can choose one o f the ranger spells you know
and replace it with another spell from the ranger
spell list, which also must be o f a level for which you
have spell slots.
Wisdom is your spellcasting ability for your ranger
spells, since your magic draws on your attunement to
nature. 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
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: Hunter or Beast Master, both detailed at
the end o f the class description. 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 o f 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.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score o f 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 nonmagical
difficult terrain costs you no extra movement. You can
also pass through nonmagical 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, such those created by the
Hide in Plain Sight
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 o ccurring
materials with which to create your camouflage.
Once you are camouflaged in this way, you can try
to hide by p ressing yourself up against a solid surface,
such as a tree or wall, that is at least as tall and w ide
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
Starting at 14th level, you can use the Hide action as a
bonus action on your turn. Also, you can’t be tracked by
nonmagical means, unless you choose to leave a trail.
At 18th level, you gain preternatural senses that help
you fight creatures you can’t see. 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 o f the location o f any invisible
creature within 30 feet o f you, provided that the
creature isn’t hidden from you and you aren’t
blinded or deafened.
At 20th level, you become an unparalleled hunter o f your
enemies. Once on each o f your turns, you can add your
Wisdom modifier to the attack roll or the damage roll of
an attack you make against one o f your favored enemies.
You can choose to use this feature before or after the
roll, but before any effects of the roll are applied.