The ranger is the survivalist, someone who seeks mastery over himself and his surroundings, and who hones his instincts to serve him. A ranger seeks to be the hunter, the one who strikes first, and the one who aims true. In order to achieve this, the ranger not only equips themself with various skills and tools for the task, but also the focus and dedication needed to overcome whatever problem may come their way.
Level / Proficiency / Features
1 / 2 / Sense danger, focus
1 / 2 / prep, triage, ability score improvement
3 / 2 /Ranger training
4 / 3 / 1st archetype
5 / 3 / ability score improvement
6 / 3 / -
7 / 4 / 2nd archetype
8 / 4 / ability score improvement
9 / 8 / -
10 / 5 / 3rd archetype
11 / 5 / ability score improvement
12 / 5 / -
Hit dice: 1d8
Armor: Light armor, light shields
Weapons: Simple weapons, martial ranged weapons and 1 martial melee weapon category
Tools: Choose 1 from: Herbalism kit, Climber's kit, Cook's utensils, Leatherworker's tools, Cartographer's tools
Saving throws: Dexterity, Wisdom
Skills: Choose three from: Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
(a) Leather armor or (b) Padded armor and a light shield
(a) Two simple melee weapons or (b) Longbow and a quiver with 20 arrows
(a) two daggers or (b) a simple one-handed weapon.
(a) a dungeoneer’s pack or (b) an explorer’s pack
At 1st level, you can act in the surprise round.
At 1st level, you can spend 1 rest dice as a free action to gain 1d4 rounds of focus. While under the effects of focus you gain the following effects:
Attack rolls have a +1d4 bonus to hit.
Your dexterity and wisdom checks have advantage.
When you reach 2nd level, and again at 5th, 8th, and 11th level, increase one ability score by 2, or two ability scores by 1. Alternatively, gain a feat.
Also, whenever you would gain an ability score increase, also gain one of the following:
Gain proficiency with a martial weapon group and gain a +1 bonus to damage with weapons of that group.
Gain proficiency with medium armor
Gain proficiency with heavy armor if already proficient with medium armor
Gain proficiency with heavy shields.
Gain a +1 bonus to a save of your choice.
Gain a +1 bonus to a skill of your choice.
At 2nd level, during a short rest you can spend 1 rest dice to gain one of the following benefits:
Brew of vigor - Create 1 potion, which restores 1 rest dice, 1d4 health, and 1 fatigue. It can be consumed as a bonus action and expires during your next long rest. Consuming 3 or more in one day requires a DC 16 constitution save. On a failure, the effect is lost.
Blackroot poison - Create 1 potion of poison, which when applied to a weapon or ammunition, causes the next instance of damage with it to deal an extra 4d4 poison damage. If ingested, the target takes 6d6 acid damage.
Elixir of strength - Create 1 potion, which when consumed grants 1 temporary block, which lasts until next rest. Consuming more than 3 requires a DC 14 constitution save. On a failure, take 1d4 poison damage.
Plan - Gain a +1d4 bonus to a skill you are proficient with until your next rest. Can only plan one skill at a time.
Silver ammunition - Prepare 1d4 + 1 silver bolts (or bullets, or arrows,) which deal an additional 1d8 radiant damage. This increases to 2d8 at 5th, and 3d8 at 9th level.
At 2nd level, during a short rest you can spend 1 rest dice to heal an ally for 1d6 + wisdom bonus health, restore 1d2 fatigue, and allow them to remake a saving throw against a non-magical affliction of their choice(such as a disease, an injury, or poison. Subject to GM.) If their save is successful, they regain 1 rest dice.
At 3rd level, choose 3 upgrades from the list below:
Beast lore - You gain a +3 bonus to all checks made to detect, identify, track, train, and communicate with beasts and animals.
Enhanced focus - The duration of your focus is increased by 1 turn. Can be taken twice.
Folklore knowledge - Gain proficiency with history. When using prep for an intelligence or wisdom skill, make a DC 18 wisdom check. On a success, the prep rest dice are refunded.
Hex practicing - Learn a minor hex. Can be taken again to learn a major hex. Can be taken a third time to learn a greater hex.
Keen will - Gain a +1 bonus to wisdom saves. Gain proficiency with insight. If already proficient, gain expertise. If already expert, Increase your maximum rest dice by 1.
Loadbearing - Ignore 1 bulk. This increases to 2 bulk at 7th ranger level.
Monster lore - You gain a +1 bonus to all checks made to detect, identify, or inspect the lairs of beasts and monsters (Subject to GM.)
Novice alchemy - When you prep, you can also create 1d2 of the following:
Remedial potion - Potion that provides all the effects of triage, but does not heal.
Cats eye potion - Potion that grants darkvision at a range of 90 feet and a +1 bonus to dexterity saves for 3 hours.
Ranger healing potion - Potion that grants regeneration 1 for a number of turns equal to your ranger level + your wisdom bonus.
Warding stone - A tool that can be thrown. If it is exposed to a magical area or aura, it begins to shimmer and fizzle harmlessly until it slowly dissolves away. This process lasts an hour.
Occult hunter - Learn an occult cantrip. You can use wisdom or dexterity as the casting modifier. The cantrip costs 1d3-1 health to cast (Same as having a 1d3 HP component cost) if it does not already have an associated HP cost.
Quick hands - Gain the dual wielding feat, but do not gain the ability score increase from it. Swapping and drawing weapons can be done as a free action. Gain advantage on disarm checks.
Quick step - When moving, your first 5 feet of movement do not provoke attacks of opportunity.
Remedial care - When using triage, you restore 1d4 more health. Once per long rest, when you heal a creature with triage, you can restore 1 rest dice to them.
Sudden focus - If you roll a nat 1 on your focus duration die, you regain 1 rest dice.
Sure step - You can ignore 5 feet of difficult terrain up to as many times as your wisdom bonus per turn.
Tactical step - On a successful block attempt, you can spend a reaction to move 5 feet per dexterity bonus(min 1.) This movement does not provoke attacks of opportunity.
Thinking fast - You have an extra reaction. Gain a +1 bonus to initiative.
Warding signs - Learn a mystic or oath cantrip. Use wisdom or dextrity as the casting modifier.
At 4th level, choose your 1st ranger archetype:
At 7th level, choose your 2nd ranger archetype
At 10th level, choose your 3rd ranger archetype