:::warning
Some details are subject to change during the campaign, as we figure see how the changes work out. There will be a changelog at the base of this document.
:::
# Ranger
| | |
| -------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Hit Point Die | D10 per Ranger level |
| 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 |
| 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 |
# Class Features
As a ranger, you gain the following class features.
| Level | Features | Favored Enemy | Spells Known | Max Spell Level |
|:-----:| -------------------------------------------- |:-------------:|:------------:|:---------------:|
| 1 | Deft Explorer, Favored Enemy, Weapon Mastery | 2 | - | 1 |
| 2 | Fighting Style, Spellcasting | 2 | 2 | 1 |
| 3 | Primal Awareness, Ranger Conclave | 2 | 3 | 1 |
| 4 | Feat | 3 | 4 | 1 |
| 5 | Extra Attack | 3 | 5 | 2 |
| 6 | Roving | 3 | 6 | 2 |
| 7 | Ranger Conclave feature | 3 | 7 | 2 |
| 8 | Feat, Land's Stride | 3 | 8 | 2 |
| 9 | Conjure Barrage, Expertise | 4 | 9 | 3 |
| 10 | Tireless | 4 | 9 | 3 |
| 11 | Ranger Conclave feature | 4 | 10 | 3 |
| 12 | Feat | 4 | 10 | 3 |
| 13 | Relentless Hunter | 4 | 11 | 4 |
| 14 | Nature's Veil | 5 | 11 | 4 |
| 15 | Ranger Conclave feature | 5 | 12 | 4 |
| 16 | Feat | 5 | 12 | 4 |
| 17 | Conjure Volley, Precise Hunter | 6 | 14 | 5 |
| 18 | Feral Senses | 6 | 14 | 5 |
| 19 | Epic Boon | 6 | 15 | 5 |
| 20 | Foe Slayer | 6 | 15 | 5 |
## 01: Deft Explorer
**Expertise.** Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
**Languages.** You know two additional languages of your choice.
While traveling for an hour or more, you gain the following benefits:
* Difficult terrain doesn’t slow your group’s travel.
* Your group can’t become lost except by magical means.
* 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 normally would.
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
## 01: 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. When you cast Hunter's Mark this way, it's level is the max level of spell you are able to cast.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger Levels, as shown in the Favored Enemy column of the Ranger Features table.
## 01: Weapon Mastery
Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
## 02: Fighting Style
You have honed your martial prowess. You gain a [Fighting Style](/2fc1HM9BQOWtXn7YEAasng). This Fighting Style must have the Ranger tag. When you gain a Ranger level, you can replace this fighting style with a different one.
## 02: Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
### Spellcasting Mana
### 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 Cure Wounds and Ensnaring Strike are recommended.
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 spells from the Ranger spell list until the number of spells on your list matches the number on the 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 spells of levels 1 and 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 Cleric spells. You may use Intelligence or Charisma instead with DM permission.
### Spellcasting Focus
You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
## 03: Primal Awareness
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
| Ranger Level | Spell |
|:------------:| ------------------- |
| 3rd | Speak with Animals |
| 5th | Beast Sense |
| 9th | Speak with Plants |
| 13th | Locate Creature |
| 17th | Commune with Nature |
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
## 03: Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
| Conclave | Original Source |
| -------------- | ------------------------------ |
| Beast Master | Player's Handbook (2024) |
| Fey Wanderer | Player's Handbook (2024) |
| Gloom Stalker | Player's Handbook (2024) |
| Hunter | Player's Handbook (2024) |
| Horizon Walker | Xanathar's Guide to Everything |
| Monster Slayer | Xanathar's Guide to Everything |
| Swarm Keeper | Tasha's Cauldron of Everything |
| Drakewarden | Fizban's Treasury of Dragons |
## Feats
When you reach 4th level, and again at 8th, 12th, and 16th level, you gain one feat of your choice. You also gain an Ability Score Improvement Feat.
## 05: Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
## 06: Roving
Your walking speed increases by 10 when you aren't wearing heavy armor. You also gain a climbing speed and a swimming speed equal to your walking speed.
## 08: Land's Stride
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 as those created by the Entangle spell.
## 09: Conjure Barrage
You always have the Conjure Barrage spell prepared.
## 09: Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
## 10: Tireless
Primal forces no help fuel you on your journeys, granting you the following benefits.
**Temporary Hit Points.** As a Magic Action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
**Decrease Exhaustion.** Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
## 13: Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
## 14: Nature's Veil
As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
You can use this feature a number of times equal to your spellcasting bonus, and you regain all expended uses when you finish a long rest.
## 17: Conjure Volley
You always have the Conjure Volley spell prepared.
## 17: Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
## 18: Feral Senses
You gain preternatural senses that help you fight creatures you can't see. You also gain blindsight with a radius of 30 feet.
Additionally, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
## 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
## 20: Foe Slayer
When your attack roll misses the target of your Hunter's Mark, you can add your spell-casting modifier to the attack roll, potentially turning it into a hit.
In addition, whenever you hit that target with an attack roll and deal damage to it, you can add your spell-casting modifier to the damage.
# Change Log
* [time=Sat, Aug 31, 2024 3:40 PM]- Initial rework finished. Things still need to be linked.
* [time=Mon, Sep 23, 2024 7:13 PM]- Obligatory 2024 PHB update.