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Ranger - Hunter (2024)

The document outlines the Ranger class in a role-playing game, detailing core traits, spellcasting abilities, and features gained at various levels. It includes information on favored enemies, weapon mastery, and subclass options for the Hunter. Additionally, it provides a comprehensive spell list and descriptions of specific abilities and spells related to the Ranger class.

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Bruno Watanabe
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0% found this document useful (0 votes)
16 views15 pages

Ranger - Hunter (2024)

The document outlines the Ranger class in a role-playing game, detailing core traits, spellcasting abilities, and features gained at various levels. It includes information on favored enemies, weapon mastery, and subclass options for the Hunter. Additionally, it provides a comprehensive spell list and descriptions of specific abilities and spells related to the Ranger class.

Uploaded by

Bruno Watanabe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Ranger

Hunter

Core Ranger Traits


●​ Primary Ability: Dexterity and Wisdom
●​ Hit Point Die: D10 per Ranger level
●​ Saving Throw Proficiencies: Strength and Dexterity
●​ Skill Proficiencies: Choose 3: Animal Handling, Athletics, Insight,
Investigation, Nature, Perception, Stealth, or Survival
●​ Weapon Proficiencies: Simple and Martial Weapons
●​ Armor Training: Light and Medium Armor and Shields
●​ Starting Equipment: Choose A or B: (A) Studded Leather Armor,
Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus
(sprig of mistletoe), Explorer's Pack and 7 GP; or (B) 150 GP

Ranger Table

Favored
Level PB Features
Enemy

1 +2 Spellcasting, Favored Enemy, Weapon Mastery 2

2 +2 Deft Explorer, Fighting Style 2

3 +2 Ranger Subclass 3

4 +2 ASI 3

5 +3 Extra Attack 3

6 +3 Roving 4

7 +3 Subclass Feature 4

8 +3 ASI 4

9 +4 Expertise 4

10 +4 Tireless 4

11 +4 Subclass Feature 4
12 +4 ASI 5

13 +5 Relentless Hunter 5

14 +5 Nature's Veil 5

15 +5 Subclass Feature 5

16 +5 ASI 5

17 +6 Precise Hunter 6

18 +6 Feral Senses 6

19 +6 Epic Boon 6

20 +6 Foe Slayer 6

Ranger Spell Table

Prepared
Lv. 1st 2nd 3rd 4th 5th
Spells

1 2 2 - - - -

2 3 2 - - - -

3 4 3 - - - -

4 5 3 - - - -

5 6 4 2 - - -

6 6 4 2 - - -

7 7 4 3 - - -

8 7 4 3 - - -

9 9 4 3 2 - -

10 9 4 3 2 - -

11 10 4 3 3 - -

12 10 4 3 3 - -
13 11 4 3 3 1 -

14 11 4 3 3 1 -

15 12 4 3 3 2 -

16 12 4 3 3 2 -

17 14 4 3 3 3 1

18 14 4 3 3 3 1

19 15 4 3 3 3 2

20 15 4 3 3 3 2

Ranger Class Features


As a Ranger, you gain the following class features when you reach the
specified Ranger levels. These features are listed in the Ranger Features
table.

Level 1: Spellcasting
You have learned to channel the magical essence of nature to cast spells.
The Information below details how you use those rules with Ranger spells,
which appear in the Ranger spell list later in the class's description.

●​ Spell Slots. The Ranger Features table shows how many spell slots
you have to cast your level 1+ spells. You regain all expended slots
when you finish a Long Rest.
●​ Prepared Spells of Level 1+. You prepare the list of level 1+ spells
that are available for you to cast with this feature. To start, choose two
level 1 Ranger spells Cure Wounds and Ensnaring Strike are
recommended.

The number of spells on your list increases as you gain Ranger levels,
as shown in the Prepared Spells column of the Ranger Features table.
Whenever that number increases, choose additional spells from the
Ranger spell list until the number of spells on your list matches the
number on the table. The chosen spells must be of a level for which
you have spell slots. For example, if you're a level 5 Ranger, your list
of prepared spells can include six spells of levels 1 and 2 in any
combination.

If another Ranger feature gives you spells that you always have
prepared, those spells don’t count against the number of spells you
can prepare with this feature, but those spells otherwise count as
Ranger spells for you.

●​ Changing Your Prepared Spells. Whenever you finish a Long Rest,


you can replace one spell on your list with another Ranger spell for
which you have spell slots.
●​ Spellcasting Ability. Wisdom is your spellcasting ability for your
Ranger spells.
●​ Spellcasting Focus. You can use a Druidic Focus as a Spellcasting
Focus for your Ranger spells.

Level 1: Favored Enemy


You always have the Hunter's Mark spell prepared. You can cast it
twice without expending a spell slot, and you regain all expended uses of
this ability when you finish a Long Rest.

The number of times you can cast the spell without a spell slot
increases when you reach certain Ranger Levels, as shown in the Favored
Enemy column of the Ranger Features table.

Level 1: Weapon Mastery


Your training with weapons allows you to use the mastery properties of
two kinds of weapons of your choice with which you have proficiency, such
as Longbows and Shortswords.

Whenever you finish a Long Rest, you can change the kinds of
weapons you chose. For example, you could switch to using the mastery
properties of Scimitars and Longswords.
Level 2: Deft Explorer
Thanks to your travels, you gain the following benefits.

●​ Expertise. Choose one of your skill proficiencies with which you lack
Expertise. You gain Expertise in that skill.
●​ Languages. You know two languages of your choice from the
language tables in chapter 2.

Level 2: Fighting Style


You gain a Fighting Style feat of your choice (see chapter 5). Instead
of choosing one of those feats, you can choose the option below.

●​ Druidic Warrior. You learn two Druid cantrips of your choice (See the
Druid class's section for a list of Druid spells). Guidance and Starry
Wisp are recommended. The chosen cantrips count as Ranger spells
for you, and Wisdom is your spellcasting ability for them. Whenever
you gain a Ranger level, you can replace one of these cantrips with
another Druid cantrip.

Level 3: Ranger Subclass


A Subclass is a specialization that grants you features at certain
Ranger levels. For the rest of your career, you gain each of your subclass’s
features that are of your Ranger level or lower.

Level 4: Ability Score Improvement


You gain the Ability Score Improvement feat or another feat of your
choice for which you qualify. You gain this feature again at Ranger levels 8,
12, and 16.

Level 5: Extra Attack


You can attack twice instead of once whenever you take the Attack
action on your turn.
Level 6: Roving
Your speed increases by 10 feet while you aren't wearing Heavy Armor.
You also have a Climb speed and a Swim Speed equal to your Speed.

Level 9: Expertise
Choose two of your skill proficiencies with which you lack Expertise.
You gain Expertise in those skills.

Level 10: Tireless


Primal forces no help fuel you on your journeys, granting you the
following benefits.

●​ Temporary Hit Points. As a Magic Action, you can give yourself a


number of Temporary Hit Points equal to 1d8 plus your Wisdom
modifier (minimum of 1). You can use this action a number of times
equal to your Wisdom modifier (minimum of once), and you regain all
expended uses when you finish a Long Rest.
●​ Decrease Exhaustion. Whenever you finish a Short Rest, your
Exhaustion level, if any, decreases by 1.

Level 13: Relentless Hunter


Taking damage can't break your Concentration on Hunter's Mark.

Level 14: Nature’s Veil


You invoke spirits of nature to magically hide yourself. As a Bonus
Action you can give yourself the Invisible condition until the end of your next
turn.

You can use this feature a number of times equal to your Wisdom
modifier (minimum of once), and you regain all expended uses when you
finish a Long Rest.
Level 17: Precise Hunter
You have Advantage on attack rolls against the creature currently
marked by your Hunter's Mark.

Level 18: Feral Senses


Your connection to the forces of nature grants you Blindsight with a
range of 30 feet.

Level 19: Epic Boon


You gain an Epic Boon feat or another feat of your choice for which you
qualify. Boon of Dimensional Travel is recommended.

Level 20: Foe Slayer


The damage die of your Hunter's Mark is a d10 rather than a d6.

Ranger Subclass: Hunter


You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to
protect nature and people everywhere from forces that would destroy them.

Level 3: Hunter’s Lore


You can call upon the forces of nature to reveal certain strengths and
weaknesses of your prey. While a creature is marked by your Hunter's Mark,
you know whether the creature has any Immunities, Resistances, or
Vulnerabilities, and if the creature has any, you know what they are.

Level 3: Hunter’s Prey


You gain one of the following feature options of your choice. Whenever
you finish a Short or Long Rest, you can replace the chosen option with the
other one.
●​ Colossus Slayer. Your tenacity can wear down even the most resilient
foes. When you hit a creature with a weapon, the weapon deals an
extra 1d8 damage to the target if it's missing any of its Hit Points. You
can deal this extra damage only once per turn.
●​ Horde Breaker. Once on each of your turns when you make an attack
with a weapon, you can make another attack with the same weapon
against a different creature that is within 5 feet of the original target,
that is within the weapon's range, and that you haven't attacked this
turn.

Level 7: Defensive Tactics


You gain one of the following feature options of your choice. Whenever
you finish a Short or Long Rest, you can replace the chosen option with the
other one.

●​ Escape the Horde. Opportunity Attacks have Disadvantage against


you.
●​ Multiattack Defense. When a creature hits you with an attack roll,
that creature has Disadvantage on all other attack rolls against you
this turn.

Level 11: Superior Hunter’s Prey


Once per turn when you deal damage to a creature marked by your
Hunter's Mark, you can also deal that spell's extra damage to a different
creature that you can see within 30 feet of the first creature.

Level 15: Superior Hunter’s Defense


When you take damage, you can take a Reaction to give yourself
Resistance to that damage and any other damage of the same type until the
end of the current turn.

Hunter’s Mark
Lv.1 Divination (Ranger)
●​ Casting Time: Bonus Action
●​ Range: 90 feet
●​ Components: V
●​ Duration: Concentration, up to 1 hour
You magically mark one creature you can see within range as
your quarry. Until the spell ends, you deal an extra 1d6 Force damage
to the target whenever you hit it with an attack roll. You also have
Advantage on any Wisdom (Perception or Survival) check you make to
find it.

If the target drops to 0 Hit Points before this spell ends, you can
take a Bonus Action to move the mark to a new creature you can see
within range.

●​ Using a Higher-Level Spell Slot. Your Concentration can last


longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to
24 hours).

Ranger Spell List


●​ * - 2024 changes
●​ © - new spells

1st Level
●​ Absorb Elements
●​ Alarm
●​ Animal Friendship
●​ Beast Bond ©
●​ Cure Wounds *
●​ Detect Magic ©
●​ Detect Poison and Disease ©
●​ Ensnaring Strike * ©
●​ Entangle * ©
●​ Fog Cloud ©
●​ Goodberry *
●​ Hail of Thorns *
●​ Hunter’s Mark * ©
●​ Jump *
●​ Longstrider
●​ Searing Smite *
●​ Snare
●​ Speak with Animals *
●​ Zephyr Strike ©

2nd Level
●​ Aid
●​ Air Bubble
●​ Animal Messenger *
●​ Barkskin *
●​ Beast Sense ©
●​ Cordon of Arrows
●​ Darkvision *
●​ Enhance Ability * ©
●​ Find Traps
●​ Gust of Wind ©
●​ Healing Spirit ©
●​ Lesser Restoration *
●​ Locate Animals or Plants
●​ Locate Object ©
●​ Magic Weapon *
●​ Pass without Trace ©
●​ Protection from Poison *
●​ Silence ©
●​ Spike Growth * ©
●​ Summon Beast ©

3rd Level
●​ Ashardalon’s Stride ©
●​ Conjure Animals * ©
●​ Conjure Barrage *
●​ Daylight *
●​ Dispel Magic
●​ Elemental Weapon ©
●​ Flame Arrows ©
●​ Lightning Arrow *
●​ Meld into Stone
●​ Nondetection
●​ Plant Growth
●​ Protection from Energy ©
●​ Revivify
●​ Speak with Plants *
●​ Summon Fey * ©
●​ Water Breathing
●​ Water Walk
●​ Wind Wall * ©

4th Level
●​ Conjure Woodland Beings * ©
●​ Dominate Beast ©
●​ Freedom of Movement
●​ Grasping Vine * ©
●​ Guardian of Nature ©
●​ Locate Creature ©
●​ Stoneskin * ©
●​ Summon Elemental ©

5th Level
●​ Commune with Nature
●​ Conjure Volley *
●​ Greater Restoration
●​ Steel Wind Strike
●​ Swift Quiver * ©
●​ Tree Stride ©
●​ Wrath of Nature ©
Ranger Weapon Mastery

Weapon Mastery
Each weapon has a mastery property, which is usable only by a character
who has a feature, such as Weapon Mastery, that unlocks the property for
the character. The properties are defined below.

Cleave
(Greataxe, Halberd)
If you hit a creature with a melee attack roll using this weapon, you
can make a melee attack roll with the weapon against a second creature
within 5 feet of the first that is also within your reach. On a hit, the second
creature takes the weapon’s damage, but don't add your ability modifier to
that damage unless that modifier is negative. You can make this extra attack
only once per turn.

Graze
(Glaive, Greatsword)
If your attack roll with this weapon misses a creature, you can deal
damage to that creature equal to the ability modifier you used to make the
attack roll. This damage is the same type dealt by the weapon, and the
damage can be increased only by increasing the ability modifier.

Nick
(Dagger, Light Hammer, Sickle, Scimitar)
When you make the extra attack of the Light property, you can make it
as part of the Attack action instead of as a Bonus Action. You can make this
extra attack only once per turn.

Push
(Greatclub, Pike, Warhammer, Heavy Crossbow)
If you hit a creature with this weapon, you can push the creature up to
10 feet straight away from yourself if it is Large or smaller.
Sap
(Mace, Spear, Flail, Longsword, Morningstar, War Pick)
If you hit a creature with this weapon, that creature has Disadvantage
on its next attack roll before the start of your next turn.

Slow
(Club, Javelin, Light Crossbow, Sling, Whip, Longbow, Musket)
If you hit a creature with this weapon and deal damage to it, you can
reduce its Speed by 10 feet until the start of your next turn. If the creature
is hit more than once by weapons that have this property, the Speed
reduction doesn’t exceed 10 feet.

Topple
(Quarterstaff, Battleaxe, Lance, Maul, Trident)
If you hit a creature with this weapon, you can force the creature to
make a Constitution saving throw (DC 8 plus the ability modifier used to
make the attack roll and your Proficiency Bonus). On a failed save, the
creature has the Prone condition.

Vex
(Handaxe, Dart, Shortbow, Rapier, Shortsword, Blowgun, Hand
Crossbow, Pistol)
If you hit a creature with this weapon and deal damage to the
creature, you have Advantage on your next attack roll against that creature
before the end of your next turn.

Ranger Fighting Style

Fighting Style Feats

Archery
You gain a +2 bonus to attack rolls you make with Ranged weapons.
Blind Fighting
You have Blindsight with a range of 10 feet.

Defense
While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus
to Armor Class.

Dueling
When you're holding a Melee weapon in one hand and no other weapons,
you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting


When you roll damage for an attack you make with a Melee weapon that you
are holding with two hands, you can treat any 1 or 2 on a damage die as a
3. The weapon must have the Two-Handed or Versatile property to gain this
benefit.

Interception
When a creature you can see hits another creature within 5 feet of you with
an attack roll, you can take a Reaction to reduce the damage dealt to the
target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or
a Simple or Martial weapon to use this Reaction.

Protection
When a creature you can see attacks a target other than you that is within 5
feet of you, you can take a Reaction to interpose your Shield if you're
holding one. You impose Disadvantage on the triggering attack roll and all
other attack rolls against the target until the start of your next turn if you
remain within 5 feet of the target.

Thrown Weapon Fighting


When you hit with a ranged attack roll using a weapon that has the Thrown
property, you gain a +2 bonus to the damage roll.
Two Weapon Fighting
When you make an extra attack as a result of using a weapon that has the
Light property, you can add your ability modifier to the damage of that
attack if you aren't already adding it to the damage.

Unarmed Fighting
When you hit with your Unarmed Strike and deal damage, you can deal
Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the
normal damage of an Unarmed Strike. If you aren't holding any weapons or
a Shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to
one creature Grappled by you.

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