Ranger
D&D Free Rules (2024)
Ranger
Core Ranger Traits
| Primary Ability | Dexterity and Wisdom |
|---|---|
| Hit Point Die | 1d10 |
| Saving Throw Proficiencies | Strength and Dexterity |
| Skill Proficiencies | Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival |
| Weapon Proficiencies | Simple and Martial weapons |
| Tool Proficiencies | |
| Armor Training | Light and Medium armor and Shields |
| Starting Equipment | Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP |
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character:
- Gain all the traits in the Core Ranger Traits table.
- Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character:
- Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields.
- Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Class Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | Spellcasting, Favored Enemy, Weapon Mastery | 2 | 2 | 2 | — | — | — | — |
| 2 | 2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | — | — | — | — |
| 3 | 2 | Ranger Subclass | 2 | 4 | 3 | — | — | — | — |
| 4 | 2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — |
| 5 | 3 | Extra Attack | 3 | 6 | 4 | 2 | — | — | — |
| 6 | 3 | Roving | 3 | 6 | 4 | 2 | — | — | — |
| 7 | 3 | Subclass feature | 3 | 7 | 4 | 3 | — | — | — |
| 8 | 3 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — |
| 9 | 4 | Expertise | 4 | 9 | 4 | 3 | 2 | — | — |
| 10 | 4 | Tireless | 4 | 9 | 4 | 3 | 2 | — | — |
| 11 | 4 | Subclass feature | 4 | 10 | 4 | 3 | 3 | — | — |
| 12 | 4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | — | — |
| 13 | 5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | — |
| 14 | 5 | Nature’s Veil | 5 | 11 | 4 | 3 | 3 | 1 | — |
| 15 | 5 | Subclass feature | 5 | 12 | 4 | 3 | 3 | 2 | — |
| 16 | 5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | — |
| 17 | 6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | 6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | 6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | 6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1: Spellcasting
You have learned to channel the magical essence of nature to cast spells. Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination. If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells. Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.Level 1: Favored Enemy
You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels.Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.Level 2: Deft Explorer
Thanks to your travels, you gain the following benefits. Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill. Languages. You know two languages of your choice.Level 2: Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below. Druidic WarriorYou learn two Druid cantrips of your choice. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.


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