# Ranger
###### tags: `Ranger`, `Class`
## RANGER
Hunter & Beastmaster archetypes from this document replace archetypes of Ranger from PHB.
Also base class is modified too. Use described in this document options.
Also we described variant spell-less Ranger with 3 archetypes.
Level | Class Features | Spells Known | 1 | 2 | 3 | 4 | 5 |
------|----------------|--------------|---|---|---|---|---|
1| Natural Explorer, Favored Enemy, Hunter's Quarry| - | - | - | - | - | - |
2| Fighting Style, Spellcasting| 2 | 2 | - | - | - | - |
3| Ranger Archetype, Primal Awareness, Tireless| 3 | 3 | - | - | - | - |
4| ASI | 3 | 3 | - | - | - | - |
5| Extra Attack | 4 | 4 | 2 | - | - | - |
6| Natural Explorer Improvement, Favored Enemy Improvement, | 4 | 4 | 2 | - | - | - |
7| Archetype Feature | 5 | 4 | 3 | - | - | - |
8| ASI, | 5 | 4 | 3 | - | - | - |
9| | 6 | 4 | 3 | 2 | - | - |
10| Fade Away | 6 | 4 | 3 | 2 | - | - |
### **Natural Explorer**
### **Favored Enemy**
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: **aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead**. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on **Wisdom (Survival)** checks to track your favored enemies, as well as on **Intelligence checks** to recall information about them.
When you gain this feature, you also learn **one language** of 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.
> ### **Hunter's Quarry**
> **NEW**
> When you are attacking your favored enemies you can use Hunter's Quarry to get bonus 1d6 damage to your damage rolls against favored enemy. After death of original target you can use your bonus action to transfer Hunter's Quarry to another favored enemy target You can use this feature number of times equal 1+Wisdom modifier (min 2). You regain all expanded uses after short or long rest.
### **Fighting Style**
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
* Archery
* Defense
* Dueling
* Two-Weapon Fighting
> * Druidic Warrior
### **Spellcasting**
> ### **Spell Versatility**
>
> 2nd-level ranger feature (enhances Spellcasting)
>
> Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.
> ### **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.
>
> ***Primal Awareness Spells***
>
> Ranger Level | Spell
> -----|-------
> 3rd | detect magic, speak with animals
> 5th | beast sense, locate animals or plants
> 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.
> ### **Tireless**
> As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
>
> In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
### **Ability Score Improvement**
When you reach 4th level, you can increase one ability score of 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.
If your DM allows the use of feats, you may instead take a feat.
### **Extra Attack**
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### **Natural Explorer Improvement**
At 6th level, you gain an additional favored terrain.
### **Favored Enemy Improvement**
At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.
> ### **Fade Away**
>
> 10th-level ranger feature (replaces Hide in Plain Sight)
>
> You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
>
> Once you use this feature, you can't use it again until you finish a short or long rest.
### Hunter
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
#### Hunter's Prey
At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker.
**Colossus Slayer.** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
**Giant Killer.** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
**Horde Breaker.** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
#### Hunter Spells
> As any other archetype Hunter receive bonus spells.
Level | Bonus Spells
--|--
3rd | faerie fire
5th | See Invisibility
9th | Haste
13th | Guardian of Nature
17th | scrying
#### Defensive Tactics
At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will.
**Escape the Horde.** Opportunity attacks against you are made with disadvantage.
**Multiattack Defense.** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
**Steel Will.** You have advantage on saving throws against being frightened.
### Beast Master
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
#### **Ranger's Companion**
You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a **challenge rating of 1/4** or lower.
**Variant 1 (more powerful).** Add **your proficiency bonus** to the **beast's AC, attack rolls, and damage rolls**, as well as to any **saving throw**s and **skills** it is proficient in.
**Variant 2 (similar to Artificer Steel Defender). ** Each time when your proficiency bonus increases also you increase **beast's AC, attack rolls, and damage rolls**, as well as to any **saving throw**s and **skills** by 1.
**HP:** It's hit point maximum equals its normal maximum or **five+his con mod** times your ranger level, whichever is higher.
Like any creature, the beast can spend Hit Dice during a short rest.
> Hit Dice for medium beast is d8 and number of hit-dices of beast is equal to base number of hit dice + 1 for every 2 levels after 3rd.
> When you get Beast companion and if it **hasn't any saving throw proficiency** you can choose one for it - select one from Strength, Dexterity, Constitution or Wisdom saving throws.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you).
> *(modified, buffed)* You can use your bonus action to verbally command it to take the course of action such as: **"Attack"**, **"Guard"**, **"Defend"**, or **"Run"** etc. Beast will defend himself by attacking creatures who are attacking beast.
If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. ~~It never requires your command to use its reaction, such as when making an opportunity attack.~~
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.
#### Beastmaster's Spells
Level | Bonus Spells
--|--
3rd | *Beast Bond*
5th |
9th | *Haste*
13th | *Dominate beast*
17th | *Awaken*
#### **Exceptional Training**
Beginning at 7th level, your beast companion can make **Dash, Disengage, Dodge or Help** action as bonus action. ~~In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.~~
## Ranger variant
Civilization may have entrenched itself upon the Known Lands for millennia, but there are still vast tracts of unspoiled land that few humans or humanoids have ever set foot upon. Rangers are those who feel the tug of wanderlust pushing them to go into these primordial forests and see what no one has ever seen - or at least not for a very long time.
By traveling beyond the comforts of civilization and into the wilderness, you have joined an elite group that call the pristine wilderness their home. There you have learned skills and tricks that others can only dream of, such as tracking a beast that leaves nary a trace or walking across a field of dry leaves without making a sound. Rangers are always traveling and learning about new people and cultures - never happy until they know what's beyond the next hill.
## Class Features
As a ranger, you gain the following class features:
### Hit Points
**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
**Proficiencies Armor:** Light armor, medium armor, shields Weapons: Simple weapons, martial weapons
**Tools:** Herbalist Kit
**Saving Throws:** Strength, Dexterity
**Skills:** Choose two 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.
• Choose either the scale mail or leather armor national equivalent
• Choose any two martial melee weapons and two simple melee weapons appropriate to your starting nation
• Choose either a dungeoneer's pack or an explorer's pack
• Choose either a bow or crossbow and a quiver of 20 arrows/bolts
### Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as dark-kin and gar) as your favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them such as their habits or capabilities.
Additionally, you gain a +2 bonus on weapon damage rolls against them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
The Ranger
Level | Proficiency Bonus | Class Ability
---------------|---------------|------------------
1 |+2 |Favored Enemy, Natural Explorer
2 |+2 | Fighting Style, Herb Craft, Quarry (1d6)
3| +2| Ranger Archetype, Skirmisher
4| +2| Ability Score Improvement
5 +3 Extra Attack
6 +3 Favored Enemy, Natural Explorer improvements, Quarry (2d6)
7 +3 Ranger Archetype feature
8 +3 Ability Score Improvement, Land's Stride
9 +4 Natural Explorer improvement
10 +4 Extra Attack (2)
11 +4 Ranger Archetype feature, Quarry (3d6)
12 +4 Ability Score Improvement, Natural Explorer improvement
13 +5 Additional Fighting Style, Herb Craft Improvement
14 +5 Favored Enemy improvement, Vanish
15 +5 Ranger Archetype feature
16 +5 Ability Score Improvement
17 +6 Herb Craft Improvement
18 +6 Feral Senses
19 +6 Ability Score Improvement
20 +6 Foe Slayer
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 or groups you have encountered on your adventures.
### Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, subterranean, or swamp. 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 more 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 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.
You choose additional favored terrain types at 6th, 9th, and 12th level.
### Fighting Style
At 2nd level, and again at 13th level, you adopt a particular style of fighting as your specialty. Choose any style from the Fighting Style feature of the fighter class. You can't take a Fighting Style option more than once.
### Quarry
Once you reach 2nd level, you may, as a bonus action, choose one target you can clearly see as your quarry. The creature remains your quarry for a number of days equal to your ranger level or until you choose a new quarry. When tracking your quarry, you gain advantage on all Wisdom (Survival) checks.
Once per turn, when you make an attack against your quarry with a melee or ranged weapon, you deal an additional 1d6 damage of your weapon's type. This extra damage increases to 2d6 at 6th level, 3d6 and 11th level.
Upon reaching 6th level your quarry's movement provokes an opportunity attack from you even if they disengage, and upon reaching 10th level, you may retain your quarry indefinitely or until you select a new quarry.
### Herb Craft
At 2nd level you have acquired a wealth of herbal lore, which becomes quite useful in healing common ailments and treating wounds.
When you forage for food while traveling, you may also gather a number of herbal bundles equal to your proficiency bonus. If you only forage for herbs, you can find an additional 1d6 herbal bundles.
Without a herbalism kit, freshly cut herb bundles will lose their potency within 3 days. You can use a herbalism kit to preserve your harvest, making your herbal bundles last an additional number of days equal your ranger level.
You can store only a number of herbal bundles equal to your level in this class + your Wisdom modifier.
You can use your herbal bundles in the following ways:
**Ointment of Healing:** As an action, you use 1 or more herbal bundles to apply a healing poultice to a creature. Roll a number of d4's equal to the number of herbal bundles you used to create the poultice (up to a maximum number of bundles equal to your proficiency bonus) and add your Wisdom modifier; the creature you apply the poultice to regains that many hit points. Any creature treated with an ointment of healing cannot benefit from another until they complete a long rest.
The die rolled for your ointment's healing increases as you gain levels in this class, becoming d6's at 5th level, d8's at 10th, and d12's at 15th.
Refreshing Tea: You may prepare a special tea to speed up natural healing. You must use 1 herbal bundle for every six creatures that will drink this tea. Any creature that does so and regains hit points at the end of the short rest also gains an additional 1d6 hit points. This die increases as you gain higher levels, becoming 1d8 at 5th level, 1d10 at 10th, and 1d12 at 15th.
**Fortifying Tea:** Upon reaching 13th level you learn how to brew a powerful but foul smelling tea. This tea takes 1 hour to brew and uses 2 herbal bundles. Any creature who drinks this tea gains advantage on all saving throws against disease and poison until they complete a long rest.
**Restorative Tea:** Upon reaching 17th level you learn how to brew a powerful sweet tasting tea. This tea takes 1 hour to brew and uses 5 herbal bundles. Any creature who drinks this tea loses two levels of exhaustion. The tea also ends either any one reduction to one of the creature's ability scores or any one effect reducing the creature's hit point maximum.
**Optional Rule:** Crafting with Herb Craft At your GM's discretion you can use herbal bundles to craft potions, healing kits, antitoxin, or even poison. Treat each herbal bundle as 10 gp worth of components for such crafting. The time required to craft an item with herbal bundles is reduced by number of days equal your proficiency bonus (minimum of 1 day).
For example, a 10th level ranger could craft a healing potion (50 gp) in 1 day, using 5 herbal bundles. Also at your GM's discretion, items made with herbal bundles may have a temporary lifespan, losing potency after a number of days equal to your proficiency bonus.
### Ranger Archetypes
At 3rd level, you choose an archetype that you strive to emulate. You can choose either the **Hunter**, **Master of the Hounds**, or **Eldritch Ranger** archetypes. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
### Skirmisher
Starting at 3rd level, while in one of your favored terrains you can use the Hide action as a bonus action on your turn. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of 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.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10th level.
### 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 those created by the entangle spell.
### Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn regardless of the terrain you are in. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
### Feral Senses
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 of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
### Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies.
You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
### Ranger Archetypes
### Hunter
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting threats, from rampaging gar to towering giants.
Additional Proficiencies: When you take this archetype you gain proficiency with Survival.
#### Hunter's Prey
At 3rd level, you gain one of the following features of your choice.
**Colossus Slayer:** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
**Giant Killer:** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
**Horde Breaker:** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
#### Defensive Tactics
At 7th level, you gain one of the following features of your choice:
**Escape the Horde:** Opportunity attacks against you are made with disadvantage.
**Multiattack Defense:** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
**Steel Will:** You have advantage on saving throws against being frightened.
#### Multiattack
At 11th level, you gain one of the following features of your choice:
**Volley:** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal. You make a separate attack roll for each target.
**Whirlwind Attack:** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
#### Superior Hunter's Defense
At 15th level, you gain one of the following features of your choice:
**Evasion:** When you are subjected to an effect, such as a flame strike or a lightning bolt spell that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
**Stand Against the Tide:** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice within range of its attack.
**Uncanny Dodge:** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
### Hounds' Lord
**Additional Proficiencies:** When you take this archetype you gain proficiency with Animal Handling.
#### Favored Hound
At 3rd level, you choose one of the many hounds you have raised to become a special companion.
As a special downtime activity that takes 1 month, you can forge a unique bond with a **mastiff** or **wolf**, making it your favored hound. Your favored hound gains all the benefits of your Animal Companion ability. You can have only one favored hound at a time.
If your favored hound is ever slain, you can forge a new bond with another mastiff, making it your new favored hound.
If you use this ability to forge a new bond with another mastiff while your current favored hound is still living, your current favored hound leaves you and is replaced by the new mastiff.
#### Animal Companion
Your favored hound gains a variety of benefits while it is linked to you.
Your favored hound obeys your commands as best it can.
It rolls for initiative like any other creature, but you determine its action, decisions, attitudes and so on.
If you are incapacitated or absent, your favored hound acts on its own.
When using your Natural Explorer feature, you and your favored hound can both move stealthily at your normal pace.
Your favored hound adds your proficiency bonus to its Armor Class, Attack rolls, saving throws, and damage rolls.
Unless already proficient, your favored hound gains proficiency with **Perception** and **Survival** and with all saving throws.
For each level you gain after 3rd, your favored hound gains an additional hit die increasing their maximum hit point by half the hit die +1 + their constitution modifier. (an animal with a d8 hit die would have their maximum hit points increased by 5 + their constitution modifier for each hit die they gained).
Whenever you gain the **Ability Score Improvement** class feature, your hound's abilities also improve. Your favored hound can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your favored hound can't increase an ability score above 20 using this feature.
> Finally, any time you use your ointment of healing on your favored hound, they regains three times the amount of hit points they normally would.
#### Hunter's Companion
At 5th level, the bond between you and your hound strengthens even more.
When you and your favored hound are within 10 feet of each other, your favored hound benefits from your Skirmisher, Land's Stride, and Vanish class features. Your favored hound has the same favored terrain as you do.
Additionally, your favored hound **gains your bonus** to tracking while tracking a creature designated as your quarry or a favored enemy.
## Unwavering Devotion
At 7th level, your favored hound trusts you implicitly and will not turn against you.
While your favored hound can see you, they are **immune to the charmed and frightened conditions**.
#### Hamstring
At 11th level, you and your favored hound learn how to fight together and coordinate your attacks to strike foes where it hurts.
Once per turn, you can deal an extra 1d10 damage to one creature you hit with an attack while both you and your favored hound are adjacent to it.
#### Head of the Pack
At 15th level, you and your favored hound can understand each other on an instinctual level.
Any time your favored hound is adjacent to you and the target of a melee attack you may use your reaction to quickly shift places with your hound, redirecting the attack to yourself.
Your favored hound can use its reaction to make an opportunity attack on the creature that triggered this feature.
### Eldritch Ranger
#### Spellcasting
Beginning at 3rd level you start to learn how to cast a small number of arcane spells. You also learn how to manipulate the power of Creation and bend it to your will.
#### Arcane Flexibility
You gain 1 arcane point and gain more arcane points as you reach higher levels in this class, as shown in the Arcane Points column of the Eldritch Ranger table.
You can never have more arcane points than shown on the table for your level. You regain all spent arcane points when you finish a long rest.
#### Cantrips
You know two cantrips of your choice from the wizard spell list. You learn an additional cantrip once you reach 11th level.
##### Metamagic
One of the first lessons you were taught was how to properly hide your spell casting.
You gain the **Subtle Spell Metamagic** option.
You gain an additional Metamagic option at 11th level and again at 15th level.
You can only use one Metamagic option on a spell when you cast it, unless otherwise noted.
Eldritch Ranger
Ranger Level | Arcane Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th
--|--|--|--|--|--|--|--
3 |1 |2 |2 |1 |-- |-- |--
4 |1 |2 |2 |2 |-- |-- |--
5 |2 |2 |2 |3 |-- |-- |--
6 | 2 | 2 | 3 | 3 | -- | -- | --
7 | 2 | 2 | 3 | 4 | 1 | -- | --
8 | 3 | 2 | 3 | 4 | 1 | -- | --
9 | 3 | 2 | 3 | 4 | 2 | -- | --
10 | 3 | 2 | 3 | 4 | 2 | -- | --
11 | 4 | 3 | 4 | 4 | 3 | 1 | --
12 | 4 | 3 | 4 | 4 | 3 | 1 | --
13 | 4 | 3 | 4 | 4 | 3 | 2 | --
14 | 5 | 3 | 4 | 4 | 3 | 2 | --
15 | 5 | 3 | 5 | 4 | 3 | 3 | 1
16 | 5 | 3 | 5 | 4 | 3 | 3 | 1
17 | 6 | 3 | 5 | 4 | 3 | 3 | 2
18 | 6 | 3 | 6 | 4 | 3 | 3 | 2
19 | 6 | 3 | 6 | 4 | 3 | 3 | 3
20 | 7 | 3 | 6 | 4 | 3 | 3 | 3
**Spells Known of 1st Level and Higher**
You know two 1st-level spells of your choice from the wizard spell list.
The Spells Known column of **Eldritch Ranger** table shows when you learn more **Eldritch Ranger** spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the **Eldritch Ranger** spells you know and replace it with another spell from the **Eldritch Ranger** spell list, which also must be of a level for which you have spell slots.
#### Spellcasting Ability
If you choose your Eldritch Ranger spells from the elder sorcerer spell list, your spellcasting ability is Intelligence.
If you choose your Eldritch Ranger spells from **sorcerer** spell list, your spellcasting ability is Charisma. You use your Intelligence or Charisma whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting ability modifier when setting the saving throw DC for a Eldritch Ranger spell cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your spellcasting ability modifier
#### Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Eldritch Ranger spells.
#### Spell Slots
The Eldritch Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
#### Instinctive Counterspell
At 3rd level, you can cast *counterspell* once without expending a spell slot, and regain the ability to do so after finishing a short or long rest.
#### Mage Slayer
At 7th level, while engaged in combat with spellcasters, you know the best moment to strike. Any time a creature casts a spell within your reach they provoke **opportunity attack**.
#### Combat Caster
At 11th level you have learned how to combine weapons and spells to devastating effect. When you take the **Attack** action you may **cast a cantrip as a bonus action**.
#### Enhanced Counterspell
At 15th level, you have become adept at rapidly gathering power to quickly interrupt spells. Any time you are required to make an **ability check** to successfully **dispel** or **counter** a spell, you may add **half your proficiency bonus to the ability check**.