Source: Player's Handbook

Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.

Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.

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

Becoming a Ranger …

As a Level 1 Character

  • Gain all the traits in the Core Ranger Traits table.
  • Gain the Ranger's level 1 features, which are listed in the Ranger Features table.

As a Multiclass Character

  • Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger's skill list, training with Light and Medium Armor and Shields.
  • Gain the Ranger's level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in multiclassing to determine your available spell slots.

Ranger Class Features

Ranger Features (Part A)
Level Proficiency Bonus Class Features Prepared Spells 1st 2nd 3rd 4th 5th
1 +2 Spellcasting, Favored Enemy, Weapon Mastery 2 2 - - - -
2 +2 Deft Explorer, Fighting Style 3 2 - - - -
3 +2 Ranger Subclass 4 3 - - - -
4 +2 Ability Score Improvement 5 3 - - - -
5 +3 Extra Attack 6 4 2 - - -
6 +3 Roving 6 4 2 - - -
7 +3 Subclass Feature 7 4 3 - - -
8 +3 Ability Score Improvement 7 4 3 - - -
9 +4 Expertise 9 4 3 2 - -
10 +4 Tireless 9 4 3 2 - -
11 +4 Subclass Feature 10 4 3 3 - -
12 +4 Ability Score Improvement 10 4 3 3 - -
13 +5 Relentless Hunter 11 4 3 3 1 -
14 +5 Nature's Veil 11 4 3 3 1 -
15 +5 Subclass Feature 12 4 3 3 2 -
16 +5 Ability Score Improvement 12 4 3 3 2 -
17 +6 Precise Hunter 14 4 3 3 3 1
18 +6 Feral Senses 14 4 3 3 3 1
19 +6 Epic Boon 15 4 3 3 3 2
20 +6 Brilliant Hunter 15 4 3 3 3 2

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 Ranger spells.

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+ Ranger Spells that are available for you to cast with this feature. The amount you can prepare is indicated in the Ranger Features table above for each Ranger Level.

If another Ranger feature gives you spells that you always have prepared, they are considered Ranger Spells, but don’t count against the number of spells you can prepare with this feature.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one Ranger 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 (buffed) spell prepared.
You can cast it a number of times equal to your proficiency bonus without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. When you cast it this way, it doesn't require concentration for you.

Level 1: Weapon Mastery

Your training with weapons allows you to choose a mastery property of two kinds of weapons of your choice with which you have proficiency. (see Weapons)

Whenever you finish a Long Rest, you can change the kinds of weapons and mastery properties you chose, provided you are proficient with those weapons.

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 table.

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. The chosen cantrips count as Ranger spells for you. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

Level 3: Ranger Subclass

You gain a Ranger Subclass of your choice. 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.

Ranger Subclasses

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 a number of feet equal to 5 times your proficiency bonus 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

Whenever you cast Hunter's Mark(buffed), you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are.

Additionally, you learn another Weapon Mastery Property for a Weapon you're proficient with (see Weapons).

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

Whenever you score a critical hit against the creature currently marked by your Hunter's Mark(buffed) , you can reroll all damage dice and pick the highest result.

Level 18: Feral Senses

Your connection to the forces of nature grants you Blindsight with a range of 60 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: Brilliant Hunter

Whenever you finish a long rest, you may choose one of the following benefits:

  • Bowmaster. Twice each turn, whenever you attack a creature with a ranged weapon, you can make an additional attack using the same attack roll against a creature within 10 feet of it.
  • Apex Stalker. When you hit a creature that hasn’t taken a turn yet in combat, the attack deals an additional 5d8 damage of the same type.
  • Agile Striker. Whenever you make an opportunity attack against a creature, you may make two attacks against it instead of one.