M = Level at which a feature changes
New hit point calculation
Level 1
Weapon Mastery (New)
Healing Salve (New)
Level 2
Natural Explorer (Moved and Changed)
Favored Foe (Moved and Changed)
Fighting Style (Removed)
Level 4
Martial Versatility (Removed)
Level 5
Extra Attack (Changed into Extra Action)
Level 6
Roving (New)
Level 18
Feral Senses (Changed)
Level 20
Foe Slayer (Changed)
Hit Dice: 1d10 per Ranger level
Hit Points at 1st Level: 3d10 (or 18) + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st
Armor: Light armor, medium armor, shields
Saving Throws: Strength, Dexterity
Skills (Choose 3): Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Weapons: Simple weapons, martial weapons
Tools: None
Languages: You can learn two additional languages of your choice.
Starting at 1st level, your training with weapons and shields has allowed you to master certain techniques. Choose 3 weapons or shields to Master, you can use each of those weapons or shields’ Signature Property and one additional Mastery property on each weapon or shield. The Property can be the “Specialist” property or one property from that weapon or shield’s available Mastery Properties. Whenever you finish a Long Rest, you can practice weapon drills and change the additional Mastery Properties or the kinds of weapons or shields you choose.
Beginning at 5th level you may use two of the additional Mastery Properties of each weapon or shield that you have Mastered rather than one.
Mastery Ability
Strength or Dexterity is your Mastery ability for your weapon masteries, meaning you use your Mastery ability modifier when setting the DC for a any masteries that impose a saving throw.
Mastery Save DC = 8 + your Proficiency Bonus + your Mastery modifier
Starting at 1st level, you have a pool of d6s equal to twice your Ranger level. You can spend 1 minute applying a Salve to a creature within 5ft of you and expend any number of these d6s to heal that creature for the amount rolled. Once a d6 has been used it cannot be used again until you finish a short or long rest.
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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
Spell Slots
You acquire spell slots at half of the rate for a full caster (half your ranger level rounded up on the Spell Slot Table). 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.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table below shows when you learn more 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 5th 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 ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you 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 a druidic focus as a spellcasting focus for your ranger spells.
| Spell Slots per Spell level |
lvl - 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th
2nd - 2 - - - - - - - -
3rd - 3 - - - - - - - -
5th - 4 - 2 - - - - - - -
7th - 4 - 3 - - - - - - -
9th - 4 - 3 - 2 - - - - - -
11th - 4 - 3 - 3 - - - - - -
13th - 4 - 3 - 3 - 1 - - - - -
15th - 4 - 3 - 3 - 2 - - - - -
17th - 4 - 3 - 3 - 3 - 1 - - - -
19th - 4 - 3 - 3 - 3 - 2 - - - -
lvl - spells known
1st - -
2nd - 2
3rd - 3
4th - 3
5th - 4
6th - 4
7th - 5
8th - 5
9th - 6
10th - 6
11st - 7
12nd - 7
13rd - 8
14th - 8
15th - 9
16th - 9
17th - 10
18th - 10
19th - 11
20th - 11
Starting at 2nd level, when you hit a hostile creature with a weapon attack you can expend a spell slot of 1st level or higher to mark them as a Favored Foe. The attack deals 2d6 extra damage and until the start of your next turn, allied creatures deal an additional 1d6 damage to the creature the first time that they damage it on each of their turns. This extra damage can only be dealt a number of times equal to your Spellcasting modifier.
When you use a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.
Starting at level 2, you are adept at traveling and surviving in harsh and untamed regions. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
In addition, 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.
At 3rd level, you choose an archetype that you strive to emulate: detailed below. Your choice grants you features at 3rd level and again at later levels.
Beginning at 3rd level, 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.
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.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
When you reach 5th level you've learned to move more efficiently in combat.
Once per turn when you take any action other than the Cast a Spell action on your turn you may take a second action. This action may be any action except for the Magic Action.
Beginning at level 6, your walking speed increases by 10ft, and you gain a climbing speed and a swimming speed equal to your walking speed. In addition, you can add your wisdom modifier to the first damage roll you make on each of your turns.
You can confer these benefits to all allies within 10ft of you at the start of your turn, or whenever an ally moves into or starts their turn in that area. Affected allies retain these benefits until the end of their turn. When you reach 18th level, this area increases to 30ft
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect 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.
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.
When you reach 10th level, you draw on the powers of nature to hide yourself from view briefly. 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 proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
At 18th level, you gain preternatural senses that help you find creatures you can’t see. You gain 60ft of blindsight that goes around corners but not through walls.
At 20th level, you become an unparalleled leader of hunters. When a creature benefits from your Roving feature, their movement speed instead increases by 30ft and they can add your Wisdom modifier to all damage rolls that they make on their turn.