Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

RANGER

THE RANGER
—Spell Slots per Spell Level—

Level Features 1st 2nd 3rd 4th 5th

1 Primeval Awareness, Spirit Healing — — — — —

2 Fighting Style, Spellcasting, Spirit Strike 2 — — — —

3 Spirit Health, Totem Spirit 3 — — — —

4 Ability Score Improvement 3 — — — —

5 Extra Attack 4 2 — — —

6 Aura of Courage 4 2 — — —

7 Totem Spirit feature 4 3 — — —

8 Ability Score Improvement 4 3 — — —

9 Land’s Stride 4 3 2 — —

10 Aura of Insight 4 3 2 — —

11 Improved Spirit Strike 4 3 3 — —

12 Ability Score Improvement 4 3 3 — —

13 Vanish 4 3 3 1 —

14 Cleansing Touch 4 3 3 1 —

15 Totem Spirit feature 4 3 3 2 —

16 Ability Score Improvement 4 3 3 2 —

17 Improved Spirit Strike 4 3 3 3 1

18 Aura improvements 4 3 3 3 1

19 Ability Score Improvement 4 3 3 3 2

20 Totem Spirit feature 4 3 3 3 2


CLASS FEATURES FIGHTING STYLE
As a ranger, you get the following class features. At 2nd level, you adopt a style of fighting as
your specialty. Choose one of the following
HIT POINTS options.
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution ARCHERY
modifier You gain a +2 bonus to attack rolls you make
Hit Points at Higher Levels: 6 + your with ranged weapons.
Constitution modifier
DEFENSE
PROFICIENCIES You gain a +1 bonus to AC
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons DUELING
Tools: None You gain a +2 bonus to damage when fighting
with one weapon in one hand.
Saving Throws: Strength, Dexterity
Skills: Choose three skills from Animal TWO-WEAPON FIGHTING
Handling, Athletics, Insight, Investigation, When you engage in two-weapon fighting, you
Nature, Perception, Stealth, and Survival can add your ability modifier to the damage of
the second attack.
EQUIPMENT
You start with the following equipment, in
addition to the equipment granted by your
SPELLCASTING
background: By the time you reach 2nd level, you have
• scale mail or leather armor learned to draw upon the spirits to cast spells.
• two melee weapons
• a dungeoneers’s pack or an explorer’s pack CANTRIP
• a longbow and a quiver of 20 arrows You know the druidcraft cantrip.

PRIMEVAL AWARENESS SPELL SLOTS


The Ranger table shows how many spell slots
As an action, you can sense the presence of
you have to cast your spells of 1st level and
unnatural creatures. Until the end of your next
higher. To cast one of these spells, you must
turn, you know the location of any aberration or
expend a slot of the spell’s level or higher. You
fiend within 60 feet of you.
regain all expended spell slots when you finish
You can use this feature a number of times
a long rest.
equal to 1 + your Wisdom modifier. When you
finish a long rest you regain all expended uses.
SPELLS KNOWN
You know two 1st-level spells of your choice
SPIRIT HEALING from the ranger spell list.
Your connection to the spirits allows you to heal The Spells Known column of the Ranger
wounds. You have a pool of healing power that table shows when you learn more ranger spells
replenishes when you take a long rest. With that of your choice. Each of these spells must be of a
pool, you can restore a total number of hit level for which you have spell slots.
points equal to your ranger level x 5. Additionally, when you gain a level in this
As a bonus action, you can touch a creature class, you can choose one of the ranger spells
and draw power from the pool to restore a you know and replace it with another spell.
number of hit points to that creature, up to the
maximum amount remaining in your pool.
SPELLCASTING ABILITY CAT
Wisdom is your spellcasting ability for your As a bonus action, you call upon the cat spirit.
ranger spells, so you use your Wisdom For 1 minute, you can jump a distance equal to
whenever a spell refers to your spellcasting your speed. If you jump at least 20 feet before
ability. In addition, you use your Wisdom attacking, you add 1d4 damage to the first
modifier when setting the saving throw DC for attack that hits.
an ranger spell you cast and when making an
attack roll with one. EAGLE
As a bonus action, you call upon the eagle
Spell save DC = 8 + your proficiency bonus + your spirit. For 1 minute, other creatures have
Wisdom modifier
disadvantage on opportunity attack rolls
Spell attack modifier = your proficiency bonus + your against you, and you can use the Dash action as
Wisdom modifier a bonus action on your turn.

WOLF
SPIRIT STRIKE As a bonus action, you call upon the wolf spirit.
For 1 minute, your friends have advantage on
Starting at 2nd level, when you hit a creature melee attack rolls against any creature within 5
with a weapon attack, you can expend one feet of you.
ranger spell slot to deal force damage to the
target, in addition to the weapon’s damage. The BANISHMENT
extra damage is 2d8 for a 1st-level spell slot, As an action, you call upon the spirits, and each
plus 1d8 for each spell level higher than 1st. The aberration or fiend within 30 feet of you that
damage increases by 1d8 if the target is an can see or hear you must make a Wisdom
aberration or a fiend. saving throw. On a failed save, the creature is
turned for 1 minute or until it takes damage.
SPIRIT HEALTH A turned creature must spend its turns
trying to move as far away from you as it can,
By 3rd level, the spirit magic flowing through
and it can’t willingly move to a space within 30
you makes you immune to disease.
feet of you. It also can’t take reactions. For its
action, it can only use the Dash action or try to
TOTEM SPIRIT escape from an effect that prevents it from
When you reach 3rd level, you pick a personal moving. If there’s nowhere to move, the
totem spirit that becomes bound to you. Choose creature can use the Dodge action.
one of the following options. You gain the listed If the creature’s true form is concealed by an
feature as well as the banishment feature. When illusion, shapeshifting, or other effect, that form
you call upon your totem spirit, you choose is revealed while it is turned.
which option to use. You must then finish a
short or long rest to call upon your totem spirit ABILITY SCORE IMPROVEMENT
again.
At 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of
BEAR your choice by 2. As normal, you can’t increase
As a bonus action, you call upon the bear spirit. an ability above 20 using this feature.
You gain resistance to all damage for 1 minute.

EXTRA ATTACK
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
AURA OF COURAGE AURA OF INSIGHT
Starting at 6th level, you and friendly creatures Starting at 10th level, you and friendly creatures
within 10 feet of you have advantage on saving within 10 feet of you have advantage on saving
throws vs fear. throws vs charm and illusion.
At 18th level, the range of this aura increases At 18th level, the range of this aura increases
to 30 feet, and you can’t be frightened. to 30 feet, and you can’t be charmed.

TOTEM SPIRIT ASPECT IMPROVED SPIRIT STRIKE


At 7th level, you gain a magical benefit based By 11th level, you are so attuned with the spirits
on the totem animal of your choice. You can that all your weapon attacks carry magical
choose the same animal you selected at 3rd power with them. Whenever you hit a creature
level or a different one. with a weapon, the creature takes an extra 1d8
force damage.
BEAR At 17th level this damage increases to 2d8
Your carrying capacity (including maximum
load and maximum lift) is doubled, and you VANISH
have advantage on Strength checks made to
push, pull, lift, or break objects. Starting at 13th level, you can use the Hide
action as a bonus action on your turn. Also, you
can’t be tracked by non-magical means, unless
CAT you choose to leave a trail.
You gain proficiency in two skills from the
following list: Acrobatics, Athletics, Stealth, and
Survival. DISPELLING TOUCH
Beginning at 14th level, you can use your action
EAGLE to end one spell on yourself or on one willing
You can see up to 1 mile away with no creature that you touch.
difficulty, able to discern even fine details as You can use this feature a number of times
though looking at something no more than 100 equal to your proficiency bonus. You regain
feet away from you. Additionally, dim light expended uses when you finish a long rest.
doesn’t impose disadvantage on your
Perception checks.
TOTEM SPIRIT
WOLF At 15th level, you gain a magical benefit based
You can track other creatures while traveling at on a totem animal of your choice. You can
a fast pace, and you can move stealthily while choose the same animal you selected previously
moving at a normal pace. or a different one.
You can now call upon one of your totem
spirits twice between rests. These can be the
LAND’S STRIDE same spirit or different ones.
At 9th level, moving through nonmagical
difficult terrain costs you no extra movement. BEAR
In addition, you have advantage on saving As a bonus action, you call upon the bear spirit.
throws against plants that are magically created For 1 minute, any creature within 5 feet of you
or manipulated to impede movement. that’s hostile to you has disadvantage on attack
rolls against targets other than you. An enemy
is immune to this effect if it can’t see or hear
you or if it can’t be frightened.
CAT
As a bonus action, you call upon the cat spirit. TOTEMIC CHAMPION
For 1 minute, when you engage in two-weapon
fighting, you can make two attacks with your At 20th level, you can use your bonus action to
second weapon. assume the form of an ancient force of nature,
taking on an appearance you choose. For 1
minute, you gain the following benefits:
EAGLE • Whenever an enemy creature starts its turn
As a bonus action, you call upon the eagle
within 30 feet of you, the creature takes 10
spirit. For 1 minute, you have a flying speed
force damage.
equal to your current walking speed.
• You have advantage on saving throws against
spells and effects from aberrations and fiends.
WOLF Once you use this feature, you can’t use it
As a bonus action, you call upon the wolf spirit again until you finish a long rest.
for 1 minute. Once per turn, when you hit a
creature of size Large or smaller with a melee
weapon attack you can knock it prone unless it
succeeds on a Strength saving throw.

You might also like