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RANGER

A Ranger is a skilled and versatile adventurer who possesses a deep connection with nature. With their keen senses and extensive knowledge of the wilderness, they navigate through untamed landscapes with ease. Masters of archery and stealth, Rangers excel at tracking prey, surviving in harsh environments, and harnessing the power of nature to aid them in their quests. They are solitary hunters, guardians of the wild, and guardians of those who venture into the unknown, using their skills to protect both the natural world and those who dwell within it.

This class is highly modifiable, allowing you to choose between sets of abilities catered to your specific needs and desires.

Starting Proficiencies

Skill Proficiencies (choose two)

Athletics

Handiness

Investigation

Geography & Dungeoneering

Nature & Beasts

Profession

Animal Handling

Insight

Perception: Spot

Perception: Vibe

Survival

Armor Proficiencies

All armor,
Shields

Weapon Proficiencies

Simple weapons,
Martial weapons

Tool Proficiencies


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Saving Throws

Strength

Dexterity

Ranger Specializations

These are some of the special features you will experience as a Ranger:

Favored Enemy

You have significant experience with a certain type of enemy.

Choose a specific group of creatures to have a greater understanding of habits, characteristics, and gain advantages against when fighting.
Can also be replaced by the Favored Foe ability.

Natural Explorer

You are adept at traveling and surviving in a specific environment.

You choose one type of familiar biome to gain advantage in. When traveling this biome, you are better at traversing, tracking, foraging, and more.
Can also be replaced by the Deft Explorer ability.

Fighting Style

You are specialized in a particular set of tactics.

You choose one Fighting Style from the Ranger list, gaining you a benefit in specific circumstances.

Spellcasting

You have learned to use the magical essence of nature to cast spells, much as a druid does.

Starting at 2nd level, Rangers gain access to their class’ list of spells.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave.
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Beast Master

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Hunter

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Grimstalker

Glrimstalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a grimstalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in tunnels and caverns, but they will go any place where evil lurks in the shadows.

Class Stats

Primary Attributes

Dexterity

Wisdom

Strength

Spellcasting Attribute

Wisdom

Hit Die

1 d10 per ranger level

Starting HP

10 + CON Modifier

HP at Higher Levels

1d10 (or 6) + your Constitution modifier per ranger level after 1st

Starting Equipment

– a martial weapon and a shield; or two martial weapons
– five javelins; or any simple weapon
– a priest’s pack; or an explorer’s pack
– chain mail
– a holy symbol