Ranger
Rangers are uniquely attuned to the world around them, able to channel their Aṣé into heightened senses and focused instinct. This internal flow grants them unmatched awareness and freedom of movement, allowing them to stalk prey, detect threats, and outmaneuver opponents with uncanny efficiency. Though not full spellcasters, their bond with the world’s energy grants them access to tactical magic, subtle but potent spells that turn the tide of battle when used wisely. Whether stalking prey through dense forests or firing from rooftops in urban warzones, rangers wield bow and spell in harmony, sharp-eyed, silent, and always one step ahead.
Core Progression
Level | Proficiency | Features | Spells Prepared | Spells Known |
---|---|---|---|---|
1 | +2 | Precision Mark, Spellcasting | 2 | 1st:2 |
2 | +2 | Fighting Style, Weapon Mastery | 2 | 1st:2 |
3 | +2 | Subclass Feature | 3 | 1st:3 |
4 | +2 | ASI | 3 | 1st:3 |
5 | +3 | Extra Attack, Volley Expert | 4 | 1st:3 | 2nd:2 |
6 | +3 | Subclass Feature, Roving | 4 | 1st:3 | 2nd:2 |
7 | +3 | Home Terrain | 5 | 1st:3 | 2nd:2 |
8 | +3 | ASI, Terrain Mastery | 5 | 1st:3 | 2nd:2 |
9 | +4 | Improved Precision Mark (1d8) | 6 | 1st:3 | 2nd:3 | 3rd:2 |
10 | +4 | Subclass Feature | 6 | 1st:3 | 2nd:3 | 3rd:2 |
11 | +4 | Tactical Edge | 6 | 1st:3 | 2nd:3 | 3rd:2 |
12 | +4 | ASI | 7 | 1st:3 | 2nd:3 | 3rd:2 |
13 | +5 | Superior Movement or Concealment | 7 | 1st:3 | 2nd:3 | 3rd:3 |
14 | +5 | Subclass Feature | 8 | 1st:3 | 2nd:3 | 3rd:3 |
15 | +5 | Epic Boon, Evasion or Archer's Reflexes | 9 | 1st:3 | 2nd:3 | 3rd:3 | 4th:2 |
Features
(1st Level)
Precision Mark
As a bonus action, mark a creature within 90 feet. For 1 minute, deal +1d6 damage against that creature with weapon attacks. If it moves on its turn, your next ranged attack against it has advantage. Uses = proficiency bonus per long rest. Increases to 1d8 at level 9.
Spellcasting
You have learned to channel your focus to cast spells, drawing upon instinct, and the latent forces of nature that respond to your will.
Preparing Spells
Your training allows you to prepare a number of spells from the Ranger spell list, shown in the Prepared Spells column of the Ranger table. You must choose spells you have knowledge of, seen in the spells known column. For example, as a 5th-level Ranger, you can prepare six spells, which can be a mix of 1st- and 2nd-level Ranger spells. Once per long rest you can swap put spells prepared picking from your spells known list.
Spellcasting Ability
Wisdom is your spellcasting ability for your Ranger spells. Your training and environmental instincts allows you to shape magical forces around you.
- You must roll to cast spells based on Homebrew rules (DC = 10 + spell level)
- Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
- Spell Attack Modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a specially attuned item as a spellcasting focus for your Ranger spells. This item channels the raw energies of nature through your hunting tools and survival gear.
The specific form of this focus is determined by your Ranger subclass. You may only benefit from your subclass’s focus if you are wielding or wearing the item as described.
Expanded Spell List
Additional spells:
- 1st: Zephyr Strike, Ensnaring Strike, Snare, Fog Cloud
- 2nd: Pass Without Trace, Silence
- 3rd: Conjure Barrage (as magical arrow storm)
- 5th: Conjure Volley (as explosive arrow volley)
(2nd Level)
Fighting Style
Choose one:
- Archery: +2 to ranged attack rolls.
- Rapid Draw (New): Once per turn, draw/fire a ranged weapon as part of movement; can stow as part of same movement.
- Deadeye Shot (New): When you make a ranged attack with disadvantage, reduce the penalty by 2. You also ignore half cover.
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.
(3rd Level)
Ranger Subclass Feature
You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.
(4th Level)
Ability Score Improvement
You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.
(5th Level)
Extra Attack
You can attack twice instead of once when you take the Attack action.
Volley Expert
- When you make a ranged weapon attack as part of the Attack action, you may draw and fire two arrows for one attack roll.
- If both arrows hit, each deals damage separately.
- Deal damage twice (can only apply Precision Mark or poison to one of them).
- Usable once per turn.
- This does not stack with Extra Attack to fire four arrows per action.
(6th Level)
Subclass Feature
Gain your subclass’s 2nd feature.
Roving
- +10 ft to movement speed.
- You gain climb and swim speeds equal to your walking speed.
(7th Level)
Home Terrain
You’ve mastered survival and combat tactics in a specific type of terrain. Choose one of the following environments: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or Urban.
While in your chosen environment:
- You ignore nonmagical difficult terrain.
- You cannot become lost except by magical means.
- You have advantage on initiative rolls.
- You and your allies within 30 feet can’t be surprised unless magically surprised.
- You have advantage on Dexterity (Stealth), Wisdom (Survival), and Wisdom (Perception) checks made in this terrain.
You may select a second environment at level 13, reflecting your broadened experience.
(8th Level)
Ability Score Improvement
You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.
Terrain Mastery
- You ignore difficult terrain in natural environments.
- Your speed increases by 10 feet, and your jump distance is doubled while in them.
(9th Level)
Precision Mark Improves
Your Precision Mark deals 1d8 bonus damage .
(10th Level)
Subclass Feature
Gain your subclass’s 3rd feature.
(11th Level)
Tactical Edge
You’ve honed your awareness and positioning. You gain one of the following tactical options:
- Snap Reflex: You may take a free weapon attack once per round if an enemy enters or leaves cover within 30 ft.
- Cover Expert: You gain +1 AC while in half cover, and ranged attacks made from cover ignore half and three-quarters cover.
- Silent Stalker: When you are hidden from a creature and miss with a ranged attack, you remain hidden.
(12th Level)
Ability Score Improvement
You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.
(13th Level )
Superior Movement or Concealment Option
Choose one of the following features to represent your heightened command of terrain and mobility:
Wind Step
Gain a flying speed equal to your walking speed for 1 minute or until you’re incapacitated or end it early (no action). Usable once per long rest. Also, non-magical difficult terrain no longer affects you.
Ghost Walk
You can take the Hide action as a bonus action when lightly obscured by natural terrain. Gain advantage on Dexterity (Stealth) checks in natural environments.
Blurred Motion
When you move 10 ft or more during your turn, attacks against you have disadvantage until the start of your next turn. Usable for a number of rounds equal to your proficiency bonus per long rest.
Predator’s Rush
When you move 20 feet straight toward a target and hit with a weapon attack, deal +2d8 damage and attempt to shove them (no action required). Useable proficiency bonus times per long rest.
(14th Level)
Subclass Feature
Gain your subclass’s final feature.
(15th Level)
Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify.
Evasion
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage (such as a fireball), you instead take no damage on a success and only half damage on a failure.
You don’t benefit from this feature while wearing medium or heavy armor.
OR
Archer’s Reflexes
Your reflexes sharpen to a supernatural degree.
- You gain a +2 bonus to initiative.
- When a creature you can see misses you with an attack, you can use your reaction to make a single ranged weapon attack against them.
- You can use this reaction a number of times equal to your Dexterity modifier (minimum 1), and regain all expended uses on a short or long rest.
Hit Points
- Hit Dice: 1d10 per ranger level
- HP at 1st Level: 10 + your Constitution modifier
- HP at Higher Levels: 1d10 (or 6) + your Con modifier per ranger level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
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 weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A longbow and a quiver of 20 arrows
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