What the class is, and what it becomes as the levels pass.
The Ranger lives in the places others avoid: deep forests, forgotten passes, lawless borderlands. Hunter, scout or protector of the wilds, they wield bow and blade with the same ease they read a trail or a turning sky.
Hit die
d10
Primary ability
DEX
Saving throws
STR · DEX
Armor proficiencies
Light ArmorMedium ArmorShields
Weapon proficiencies
Simple WeaponsMartial Weapons
Progression tree
Build your character: the tree then shows only the chosen branches. Tap a level to read its details.
Origin
Archetype
Paths (2)
Levels
Custom ·
Caster tier Non-caster until an archetype is chosen. Some archetypes change the tier from their level: Wildborn (Third caster).
Hover an item to read its description; expand a level to see everything at once. TS / SS = Technique / Spell Slots, by degree.
LevelClassOriginArchetypePaths
Favored EnemyFavored EnemyChoose one creature category (from the Creature Families rule, e.g. Humanoid, Beast, Undead). You have advantage on Survival tests made to track creatures of that category, and on tests made to recall information about them. This is independent of and stacks with any bonus granted by an origin such as The Pursuit. Choose an additional favored enemy category at level 9.
Origin — choose 1 of 3Origin — choose 1 of 3Choose one of the origins: The Emerald Starlings, The Legion, The Pursuit.
Paths — 2 of 4Paths — 2 of 4Choose 2 paths among: Path of Bow and Steel, Path of Survival, Path of the Trapper, Path of the Mistwalker.
Select 1 to 2 paths to show their techniques and spells.
Fighting StyleFighting StyleChoose one fighting style: Archery (+2 to attack rolls made with ranged weapons), Dueling (+2 damage when you attack with a one-handed melee weapon and are wielding no other weapon), or Defense (+1 DEF while wearing armor).
Archetype — choose 1 of 4Archetype — choose 1 of 4Choose one of the archetypes: Loner, Animal Companion, Tactician, Wildborn.Loner · Lone WolfLoner — Lone WolfWhile no ally is within 9 meters, the ranger has advantage on Initiative, Stealth, and Survival tests.Animal Companion · Bonded BeastAnimal Companion — Bonded BeastThe ranger gains an animal companion (statistics set by the GM, growing with the ranger's level) that acts on the ranger's turn and assists them in the hunt.Tactician · Study the PreyTactician — Study the PreyAs an action, the ranger studies a creature they can see and learns its weaknesses (the GM reveals its resistances, vulnerabilities, or lowest defense); for 1 minute the ranger gains a bonus to attack rolls against it.Wildborn · Wild BloodWildborn — Wild BloodThe ranger chooses an animal or fey trait (a keen sense, a natural adaptation, or a fey quirk, with the GM's approval) and learns a small number of spells from the Divine, Elemental, Sorcery, and Arcane schools, cast by instinct. From level 3, the ranger is a Third caster (see the Caster Tiers rules): their Spell Slots follow the Third Caster Slots rule.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Extra AttackExtra AttackYou can attack twice, instead of once, whenever you take the Attack action on your turn.
Loner · Hair-Trigger ReflexesLoner — Hair-Trigger ReflexesThe ranger gains an additional Reaction each round and cannot be surprised.Animal Companion · Shared HuntAnimal Companion — Shared HuntThe ranger has advantage on attack rolls against a creature their companion has attacked since the start of the ranger's last turn, and vice versa.Tactician · Battle PlanTactician — Battle PlanAfter 1 minute of preparation before an assault, the ranger and their allies gain a bonus to Initiative and to their first attack roll of the encounter.Wildborn · Primal SurgeWildborn — Primal SurgeOnce per rest, the ranger can cast a known spell as a Bonus Action.
Ranger's StrideRanger's StrideYour speed increases by 3 meters while you aren't wearing heavy armor, and you leave no trail when moving through natural terrain, unless you choose to.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Favored EnemyFavored EnemyChoose one creature category (from the Creature Families rule, e.g. Humanoid, Beast, Undead). You have advantage on Survival tests made to track creatures of that category, and on tests made to recall information about them. This is independent of and stacks with any bonus granted by an origin such as The Pursuit. Choose an additional favored enemy category at level 9.
Relentless TrackerRelentless TrackerYou have advantage on saving throws against effects that would immobilize you or erase a trail you are following.
Loner · Beholden to NoneLoner — Beholden to NoneWhile no ally is within 9 meters, once per rest the ranger can reroll a failed test or saving throw.Animal Companion · Unbreakable BondAnimal Companion — Unbreakable BondThe companion becomes markedly more resilient (the GM sets the exact improvement).Tactician · AnticipationTactician — AnticipationOnce per rest, as a Reaction, the ranger anticipates an enemy's move and imposes disadvantage on an attack roll made against them or an ally.Wildborn · Fey-Touched FormWildborn — Fey-Touched FormOnce per rest, the ranger assumes a partial transformation for 1 minute, gaining a bonus tied to their chosen trait (the GM sets the exact bonus).
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Keen InstinctsKeen InstinctsYou can't be Surprised.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Feral SensesFeral SensesYou have advantage on Perception tests made in dim light or darkness. If you have Darkvision from your race, its range is doubled.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Master TrackerMaster TrackerOnce per Long Rest, when you make an attack roll against a creature of one of your favored enemy categories, you can turn a miss into a hit.