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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