Ranger

Class Features

Level Proficiency Bonus Aspects Known Aspect Tier Features
1st +2 3 Tier 1 Fighting Style, Hunter's Mark, Aspect Bond
2nd +2 3 Tier 1 Martial Feats, Natural Explorer
3rd +2 4 Tier 1 Ranger Conclave, Analyzed
4th +2 4 Tier 1 Ability Score Improvement
5th +2 4 Tier 1 Fatigue Resistance
6th +3 5 Tier 1 Favored Foe
7th +3 5 Tier 1 Ranger Conclave Feature
8th +3 5 Tier 2 Ability Score Improvement
9th +3 6 Tier 2 Aspect Tier Improvement
10th +4 6 Tier 2 Nature's Veil
11th +4 6 Tier 2 Mortal Reminder II
12th +4 7 Tier 2 Ability Score Improvement
13th +4 7 Tier 2 Aspect Tier Improvement, Analyzed II
14th +5 7 Tier 3 Ranger Conclave Feature
15th +5 8 Tier 3 Foe Slayer
16th +5 8 Tier 3 Ability Score Improvement
17th +5 8 Tier 3 Evasion
18th +6 9 Tier 3 Feral Senses
19th +6 9 Tier 3 Ability Score Improvement
20th +6 10 Tier 3 Ranger Conclave Feature

Hit Points

Class Health Number: 6

Hit Points at 1st Level: 12 + your fighting style health bonus

Hit Points at Higher Levels: 6 + your fighting style health bonus 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

Physical and Mental Modifiers

Some of your abilities will require your Mental or Physical Modifier.

Your Physical Modifier is your Strength or Dexterity Modifier.

Your Mental Modifier is your Wisdom Modifier.

Fighting Style: 1

You adopt a particular style of fighting as your specialty. Choose one of the following options. Each Fighting style grants you a bonus at level 1, you must be wielding one of your fighting style’s respective item to gain this benefit. At level 7, your fighting style provides you with a Martial Feat, this feat does not count against your Feats known, and it does not require a slot when you use it. You must be wielding one of your fighting style’s respective item to use this feature, but you can use this feat regardless of your class.

The health bonus is added to your hit point maximum at 1st level and whenever you gain a level in this class.

Hunter's Mark: 1st-Level Ranger Feature

Beginning at 1st level, with an action you designate an enemy you can see within 90 feet of you as your chosen enemy. While this enemy is marked you have advantage on any Wisdom (Perception or Survival) checks you make to find or track it. You deal a number of d4 force damage equalto your proficiency bonus when you hit a marked creature with an attack. When you designate a new creature as marked, the last creature you marked becomes unmarked.

Aspect Bond: 1

You have learned to bond with the essences of animals, channeling their traits to enhance your own abilities. You gain access to animal aspects, which are grouped into tiers representing their power and complexity.

Aspects Known. You know 3 aspects of your choice from the Tier 1 aspect list. You learn additional aspects as shown in the Aspects Known column of the Ranger Features table. When you gain a level in this class, you can replace one aspect you know with another aspect of the same tier.

Aspect Tiers. Aspects are organized into three tiers of power. You gain access to higher tiers at levels 1, 8, and 14, as shown in the Aspect Tier column.

Preparing Aspects. During a short or long rest, you can meditate and commune with nature to swap out any or all of your known aspects for other aspects you know. You cannot change aspects during combat or other high-stress situations.

Active Aspects. You can have a number of aspects active simultaneously equal to your Wisdom modifier (minimum of 1). All other known aspects remain dormant until you prepare them during a rest.

Aspect Categories. Aspects are grouped into categories based on the type of benefit they provide. You cannot have more than two active aspects from the same category at one time. The categories are: Offense, Proficiency, Movement, Resistance, Save Resistance, and Misc.

Martial Feats: 2

You have trained in special techniques that give you an edge in combat and beyond. You gain access to martial feats, as described in the Martial Feats section. You may only use one Feat Slot per turn.

Primary Slots. You have 2 Primary Slots, which you expend to activate your feats. You regain all expended slots when you finish a short rest. Your number of Primary Slots increases as you gain levels, as shown in the Feats Progression table.

Feats Known. You know 2 martial feats of your choice from your feat list. The Feats Known column of the Feats Progression table shows when you learn more feats. Additionally, when you gain a level in this class, you can replace one feat you know with another feat of your choice from your class feat list.

Feat Tier. You can learn feats of Tier 1 at level 2. At higher levels you gain access to higher tiers, as shown in the table.

Feats Progression
Level Primary Slots Feats Known Feat Tier Available
2nd 2 2 Tier 1
3rd 2 2 Tier 1
4th 2 2 Tier 1
5th 3 3 Tier 2
6th 3 3 Tier 2
7th 3 3 Tier 2
8th 3 3 Tier 2
9th 3 3 Tier 2
10th 4 3 Tier 2
11th 4 3 Tier 3
12th 4 4 Tier 3
13th 5 4 Tier 3
14th 5 4 Tier 3
15th 5 4 Tier 3
16th 6 5 Tier 3
17th 6 5 Tier 4
18th 6 5 Tier 4
19th 7 5 Tier 4
20th 7 6 Tier 4

Natural Explorer: 2

You are a master of navigating the natural world. You gain the following benefits:

Ranger Conclave: 3

You choose a conclave that embodies your hunting philosophy. Your choice grants you features at 3rd level and then again at 7th, 11th, and 15th level.

Analyzed: 3

When you deal damage to a marked creature, you know if they have any resistances, immunities, or vulnerabilities.

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th level, you can increase an ability score by 1

Martial Fatigue Resistance: 5

Taking the attack action does not inflict you with the fatigued condition.

Mortal Reminder: 6

When you reduce a creature to 0 hit points with a weapon attack, you may immediately apply hunter’s mark to a new creature without the use of an action.

Once per turn when you deal damage with your Hunter’s Mark feature you may force the effected creature to make a Mental DC saving throw (their save stat is your choice) on a failure the creature lowers their proficiency bonus by one until they are no longer marked by you. At level 11, this effect can stack.

Nature's Veil: 10

You can draw on the aspects of creatures that blend into their surroundings. As an action, you can become invisible until the start of your next turn.

This feature requires the use of a Feat Slot, when you use this feature, mark one Feat Slot.

Analyzed II: 13

An enemy marked by you is considered fatigued when attacking you with any action.

Foe Slayer: 15

You become an unparalleled hunter of your marked prey. Once on each of your turns when you hit your Hunter's Mark target with a weapon attack, you can add your Wisdom modifier to the attack roll or the damage roll.

Evasion: 17

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.

Feral Senses: 18

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.