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\section{Ranger}\label{ranger}

Rough and wild looking, a human stalks alone through the shadows of
trees, hunting the orcs he knows are planning a raid on a nearby farm.
Clutching a shortsword in each hand, he becomes a whirlwind of steel,
cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet
and draws back her bow to loose an arrow at the white dragon. Shrugging
off the wave of fear that emanates from the dragon like the cold of its
breath, she sends one arrow after another to find the gaps between the
dragon's thick scales.

Holding his hand high, a half---elf whistles to the hawk that circles
high above him, calling the bird back to his side. Whispering
instructions in Elvish, he points to the owlbear he's been tracking and
sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter
the most distant farms from the terrors of the wild, amid the
dense-packed trees of trackless forests and across wide and empty
plains, rangers keep their unending watch.

\subsection{Background}\label{background}

\subsubsection{Deadly Hunters}\label{deadly-hunters}

Warriors of the wilderness, rangers specialize in hunting the monsters
that threaten the edges of civilization---humanoid raiders, rampaging
beasts and monstrosities, terrible giants, and deadly dragons. They
learn to track their quarry as a predator does, moving stealthily
through the wilds and hiding themselves in brush and rubble. Rangers
focus their combat training on techniques that are particularly useful
against their specific favored foes.

Thanks to their familiarity with the wilds, rangers acquire the ability
to cast spells that harness nature's power, much as a druid does. Their
spells, like their combat abilities, emphasize speed, stealth, and the
hunt. A ranger's talents and abilities are honed with deadly focus on
the grim task of protecting the borderlands.

\subsubsection{Independent Adventures}\label{independent-adventures}

Though a ranger might make a living as a hunter. a guide, or a tracker,
a ranger's true calling is to defend the outskirts of civilization from
the ravages of monster and humanoid hordes that press in from the wild.
In some places, rangers gather in secretive orders or join forces with
druidic circles. Many rangers, though, are independent almost to a
fault, knowing that, when a dragon or a band of orcs attacks, a ranger
might be the first---and possibly the last\textasciitilde{}line of
defense.

This fierce independence makes rangers well suited to adventuring, since
they are accustomed to life far from the comforts of a dry bed and a hot
bath. Faced with city-bred adventurers who grouse and whine about the
hardships of the wild, rangers respond with some mixture of amusement,
frustration, and compassion. But they quickly learn that other
adventurers who can carry their own weight in a fight against
civilization's foes are worth any extra burden. Coddled city folk might
not know how to feed themselves or find fresh water in the wild, but
they make up for it in other ways.

\subsubsection{Creating a Ranger}\label{creating-a-ranger}

As you create your ranger character, consider the nature of the training
that gave you your particular capabilities. Did you train with a single
mentor, wandering the wilds together until you mastered the ranger's
ways? Did you leave your apprenticeship, or was your mentor slain---
perhaps by the same kind of monster that became your favored enemy? Or
perhaps you learned your skills as part of a band of rangers affiliated
with a druidic circle, trained in mystic paths as well as wilderness
lore. You might be self-taught, a recluse who learned combat skills,
tracking, and even a magical connection to nature through the necessity
of surviving in the wilds.

What's the source of your particular hatred of a certain kind of enemy?
Did a monster kill someone you loved or destroy your home village? Or
did you see too much of the destruction these monsters cause and commit
yourself to reining in their depredations? Is your adventuring career a
continuation of your work in protecting the borderlands, or a
significant change? What made you join up with a band of adventurers? Do
you find it challenging to teach new allies the ways of the wild, or do
you welcome the relief from solitude that they offer?

\paragraph{Quick Build}\label{quick-build}

You can make a ranger quickly by following these suggestions. First.
make Dexterity your highest ability score, followed by Wisdom. (Some
rangers who focus on two-weapon fighting make Strength higher than
Dexterity.) Second, choose the outlander background.

\end{multicols}
\begin{tabular}{ l | l | l | l }
  level & proficiency & skills & spells known \\
 \hline
 1st & +2 & Favored Enemy, Natural Explorer & --- \\
 2nd & +2 & Fighting Style, Spellcasting & 2 \\
 3rd & +2 & Ranger Archetype, Primeval Awareness & 3 \\
 4th & +2 & Ability Score Improvement & 3 \\
 5th & +3 & Extra Attack & 4 \\
 6th & +3 & Favored Enemy and Natural Explorer improvements & 4 \\
 7th & +3 & Ranger Archetype feature & 5 \\
 8th & +3 & Ability Score Improvement, Land's Stride & 5 \\
 9th & +4 & --- & 6 \\
 10th & +4 & Natural Explorer improvement, Hide in Plain Sight & 6 \\
 11th & +4 & Ranger Archetype feature & 9 \\
 12th & +4 & Ability Score Improvement & 7 \\
 13th & +5 & --- & 8 \\
 14th & +5 & Favored Enemy improvement, Vanish & 8 \\
 15th & +5 & Ranger Archetype feature & 9 \\
 16th & +5 & Ability Score Improvement & 9 \\
 17th & +6 & --- & 10 \\
 18th & +6 & Feral Senses & 10 \\
 19th & +6 & Ability Score Improvement & 11 \\
 20th & +6 & Foe Slayer & 11
\end{tabular}{}
\begin{multicols}{2}

\subsection{Class Features}\label{class-features}

As a ranger, you gain the following class features.

\subsubsection{Baseline}\label{baseline}

\paragraph{Hit Points}\label{hit-points}
\begin{description}
\item[Hit Dice] 1d10 per ranger level

\item[Hit Points at 1st Level] 10 + your Constitution modifier

\item[Hit Points at Higher Levels] 1d10 (or 6) + your Constitution
modifier per ranger level after 1st
\end{description}

\columnbreak
\paragraph{Proficiencies}\label{proficiencies}
\begin{description}
\item[Armor] Light armor, medium armor, shields

\item[Weapons] Simple weapons, martial weapons

\item[Tools] None

\item[Saving Throws] Strength, Dexterity

\item[Skills] Choose three from Animal Handling, Athletics, Insight,
Investigation, Nature, Perception, Stealth, and Survival
\end{description}

\paragraph{Equipment}\label{equipment}

You start with the following equipment, in addition to the equipment
granted by your background:

\begin{itemize}
\tightlist
\item
  \emph{(a)} scale mail or \emph{(b)} leather armor
\item
  \emph{(a)} two shortsworcls or \emph{(b)} two simple melee weapons
\item
  \emph{(a)} a dungeoneer's pack or \emph{(b)} an explorer's pack
\item
  A longbow and a quiver of 20 arrows
\end{itemize}

\subsubsection{Favored Enemy}\label{favored-enemy}

Beginning at 1st level, you have significant experience studying,
tracking, hunting, and even talking to a certai type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials,
constructs, dragons, elementals, fey, fiends, giants, monstrosities,
oozes, plants, or undead. Alternatively, you can select two races of
humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored
enemies, as well as on Intelligence Checks to recall information about
them.

When you gain this feature, you also learn one language of your choice
that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated
language, at 6th and 14th level. As you gain levels, your choices should
reflect the types of monsters you have encountered on your adventures.

\subsubsection{Natural Explorer}\label{natural-explorer}

You are particularly familiar with one type of natural environment and
are adept at traveling and surviving in such regions. Choose one type of
favored terrain: arctic, coast, desert, forest, grassland, mountain,
swamp, or the Underdark. When you make an Intelligence or Wisdom check
related to your favored terrain, your proficiency bonus is doubled if
you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain
the following benefits:

\begin{itemize}
\tightlist
\item
  Difficult terrain doesn't slow your group's travel.
\item
  Your group can't become lost except by magical means.
\item
  Even when you are engaged in another activity while traveling (such as
  foraging, navigating, or tracking), you remain alert to danger.
\item
  If you are traveling alone, you can move stealthily at a normal pace.
\item
  When you forage, you find twice as much food as you normally would.
\item
  While tracking other creatures, you also learn their exact number,
  their sizes, and how long ago they passed through the area.
\end{itemize}

You choose additional favored terrain types at 6th and 10th level.

\subsubsection{Fighting Style}\label{fighting-style}

At 2nd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can't take a
Fighting Style option more than once, even if you later get to choose
again.

\paragraph{Archery}\label{archery}

You gain a +2 bonus to attack rolls you make with ranged weapons.

\paragraph{Defense}\label{defense}

While you are wearing armor, you gain a +1 bonus to AC.

\paragraph{Dueling}\label{dueling}

When you are wielding a melee weapon in one hand and no other weapons,
you gain a +2 bonus to damage rolls with that weapon.

\paragraph{Two-Weapon Fighting}\label{two-weapon-fighting}

When you engage in two---weapon fighting, you can add your ability
modifier to the damage of the second attack.

\begin{tabular}{ l | r | r | r | r | r }
  level & 1st & 2nd & 3rd & 4th & 5th \\
  \hline
 1st & --- & --- & --- & --- & --- \\
 2nd & 2 & --- & --- & --- & --- \\
 3rd & 3 & --- & --- & --- & --- \\
 4th & 3 & --- & --- & --- & --- \\
 5th & 4 & 2 & --- & --- & --- \\
 6th & 4 & 2 & --- & --- & --- \\
 7th & 4 & 3 & --- & --- & --- \\
 8th & 4 & 3 & --- & --- & --- \\
 9th & 4 & 3 & 2 & --- & --- \\
 10th & 4 & 3 & 2 & --- & --- \\
 11th & 4 & 3 & 3 & --- & --- \\
 12th & 4 & 3 & 3 & 1 & --- \\
 13th & 4 & 3 & 3 & 1 & --- \\
 14th & 4 & 3 & 3 & 2 & --- \\
 15th & 4 & 3 & 3 & 2 & --- \\
 16th & 4 & 3 & 3 & 3 & --- \\
 17th & 4 & 3 & 3 & 3 & 1 \\
 18th & 4 & 3 & 3 & 3 & 1 \\
 19th & 4 & 3 & 3 & 3 & 2 \\
 20th & 4 & 3 & 3 & 3 & 2
\end{tabular}

\subsubsection{Spellcasting}\label{spellcasting}

By the time you reach 2nd level, you have learned to use the magical
essence of nature to cast spells, much as a druid does. See chapter 10
for the general rules of spellcasting and chapter 11 for the ranger
spell list.

\paragraph{Spell Slots}\label{spell-slots}

The Ranger table shows how many spell slots you have to cast your spells
of 1st level and higher. To cast one of these spells, you must expend a
slot of the spell's level or higher. You regain all expended spell slots
when you finish a long rest.

For example, if you know the lst---level spell animal friendship and
have a lst---level and a 2nd---level spell slot available, you can cast
animal friendship using either slot.

\paragraph{Spells Known of 1st Level and
Higher}\label{spells-known-of-1st-level-and-higher}

You know two lst---level spells of your choice from the ranger spell
list.

The Spells Known column of the Ranger table shows when you learn more
ranger spells of your choice. Each of these spells must be of a level
for which you have spell slots. For instance, when you reach 5th level
in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of
the ranger spells you know and replace it with another spell from the
ranger spell list, which also must be of a level for which you have
spell slots.

\paragraph{Spellcasting Ability}\label{spellcasting-ability}

Wisdom is your spellcasting ability for your ranger spells, since your
magic draws on your attunement to nature. You use your Wisdom whenever a
spell refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a ranger spell you
cast and when making an attack roll with one.

\begin{quote}
\textbf{Spell save DC} = 8 + your proficiency bonus + your Wisdom
modifier

\textbf{Spell attack modifier} = your proficiency bonus + your Wisdom
modifier
\end{quote}

\subsubsection{Ranger Archetype}\label{ranger-archetype}

At 3rd level, you choose an archetype that you strive to emulate: Hunter
or Beast Master, both detailed at the end of the class description. Your
choice grants you features at 3rd level and again at 7th, 11th, and 15th
level.

\subsubsection{Primeval Awareness}\label{primeval-awareness}

Beginning at 3rd level, you can use your action and expend one ranger
spell slot to focus your awareness on the region around you. For 1
minute per level of the spell slot you expend, you can sense Whether the
following types of creatures are present Within 1 mile of you (or within
up to 6 miles if you are in your favored terrain): aberrations,
celestials, dragons, elementals, fey, fiends, and undead. This feature
doesn't reveal the creatures' location or number.

\subsubsection{Ability Score
Improvement}\label{ability-score-improvement}

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
you can increase one ability score of your choice by 2, or you can
increase two ability scores of your choice by 1. As normal, you can't
increase an ability score above 20 using this feature.

\subsubsection{Extra Attack}\label{extra-attack}

Beginning at 5th level, you can attack twice, instead of once, whenever
you take the Attack action on your turn.

\subsubsection{Land's Stride}\label{lands-stride}

Starting at 8th level, moving through nonmagical difficult terrain costs
you no extra movement. You can also pass through nonmagical plants
without being slowed by them and without taking damage from them if they
have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are
magically created or manipulated to impede movement, such those created
by the entangle spell.

\subsubsection{Hide in Plain Sight}\label{hide-in-plain-sight}

Starting at 10th level, you can spend 1 minute creating camouflage for
yourself. You must have access to fresh mud, dirt, plants, soot, and
other naturally occurring materials with which to create your
camouflage.

Once you are camouflaged in this way, you can try to hide by pressing
yourself up against a solid surface, such as a tree or wall, that is at
least as tall and wide as you are. You gain a +10 bonus to Dexterity
(Stealth) checks as long as you remain there without moving or taking
actions. Once you move or take an action or a reaction, you must
camouflage yourself again to gain this benefit.

\subsubsection{Vanish}\label{vanish}

Starting at 14th level, you can use the Hide action as a bonus action on
your turn. Also, you can't be tracked by nonmagical means, unless you
choose to leave a trail.

\subsubsection{Feral Senses}\label{feral-senses}

At 18th level, you gain preternatural senses that help you fight
creatures you can't see. When you attack a creature you can't see, your
inability to see it doesn't impose disadvantage on your attack rolls
against it. You are also aware of the location of any invisible creature
within 30 feet of you, provided that the

creature isn't hidden from you and you aren't blinded or deafened.

\subsubsection{Foe Slayer}\label{foe-slayer}

At 20th level, you become an unparalleled hunter of your enemies. Once
on each of your turns, you can add your Wisdom modifier to the attack
roll or the damage roll of an attack you make against one of your
favored enemies. You can choose to use this feature before or after the
roll, but before any effects of the roll are applied.

\subsection{Ranger Archetypes}\label{ranger-archetypes}

The ideal of the ranger has two classic expressions: the Hunter and the
Beast Master.

\subsubsection{Hunter}\label{hunter}

Emulating the Hunter archetype means accepting your place as a bulwark
between civilization and the terrors of the wilderness. As you walk the
Hunter's path, you learn specialized techniques for fighting the threats
you face, from rampaging ogres and hordes of orcs to towering giants and
terrifying dragons.

\paragraph{Hunter's Prey}\label{hunters-prey}

At 3rd level, you gain one of the following features of your choice.

\begin{description}
\item[Colossus Slayer] Your tenacity can wear down the most potent
foes. When you hit a creature with a weapon attack, the creature takes
an extra 1d8 damage if it's below its hit point maximum. You can deal
this extra damage only once per turn.

\item[Giant Killer] When a Large or larger creature within 5 feet of
you hits or misses you with an attack, you can use your reaction to
attack that creature immediately after its attack, provided that you can
see the creature.

\item[Horde Breaker] Once on each of your turns when yo make a weapon
attack, you can make another attack with the same weapon against a
different creature that is within 5 feet of the original target and
within range of your weapon.
\end{description}

\paragraph{Defensive Tactics}\label{defensive-tactics}

At 7th level, you gain one of the following features of your choice.
\begin{description}
\item[Escape the Horde] Opportunity attacks against you are
  made with disadvantage.

\item[Multiattack Defense] When a creature hits you with an attack,
you gain a +4 bonus to AC against all subsequent attacks made by that
creature for the rest of the turn.

\item[Steel Will] You have advantage on saving throws against being
frightened.
\end{description}

\paragraph{Multiattack}\label{multiattack}

At 11th level, you gain one of the following features of your choice.
\begin{description}
\item[Volley] You can use your action to make a ranged attack
  against any number of creatures Within 10 feet of a point you can
  see within your weapon's range. You must have ammunition for each
  target, as normal, and you make a separate attack roll for each
  target.

\textbf[Whirlwind Attack] You can use your action to make a melee
attack against any number of creatures within 5 feet of you. with a
separate attack roll for each target.
\end{description}

\paragraph{Superior Hunter's Defense}\label{superior-hunters-defense}

At 15th level, you gain one of the following features of your choice.
\begin{description}
\item[Evasion] You can nimbly dodge out of the way of certain
  area effects, such as a red dragon's fiery breath or a lightning
  bolt spell.  When you are subjected to an effect that allows you to
  make a Dexterity saving throw to take only half damage, you instead
  take no damage if you succeed on the saving throw, and only half
  damage if you fail.

\item[Stand Against the Tide] When a hostile creature misses you with
a melee attack, you can use your reaction to force that creature to
repeat the same attack against another creature (other than itself) of
your choice.

\item[Uncanny Dodge] When an attacker that you can see hits you with
an attack, you can use your reaction to halve the attacks damage against
you.
\end{description}

\subsubsection{Beast Master}\label{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.

\paragraph{Ranger's Companion}\label{rangers-companion}

At 3rd level, you gain a beast companion that accompanies you on your
adventures and is trained to fight alongside you. Choose a beast that is
no larger than Medium and that has a challenge rating of 1/4 or lower
(Appendix D presents statistics for the hawk, mastiff, and panther as
examples). Add your proficiency bonus to the beasts AC, attack rolls,
and damage rolls, as well as to any saving throws and skills it is
proficient in. Its hit point maximum equals its normal maximum or four
times your ranger level, whichever is higher.

The beast obeys your commands as best as it can. It takes its turn on
your initiative, though it doesn't take an action unless you command it
to. On your turn, you can verbally command the beast where to move (no
action required by you). You can use your action to verbally command it
to take the Attack, Dash, Disengage, Dodge, or Help action. Once you
have the Extra Attack feature, you can make one weapon attack yourself
when you command the beast to take the Attack action.

While traveling through your favored terrain with only the beast, you
can move stealthin at a normal pace.

If the beast dies, you can obtain another one by spending 8 hours
magically bonding with another beast that isn't hostile to you, either
the same type of beast as before or a different one.

\paragraph{Exceptional Training}\label{exceptional-training}

Beginning at 7th level, on any of your turns when your beast companion
doesn't attack, you can use a bonus action to command the beast to take
the Dash, Disengage, Dodge, or Help action on its turn.

\paragraph{Bestial Fury}\label{bestial-fury}

Starting at 11th level, your beast companion can make two attacks when
you command it to use the Attack action.

\paragraph{Share Spells}\label{share-spells}

Beginning at 15th level, when you cast a spell targeting yourself, you
can also affect your beast companion with the spell if the beast is
within 30 feet of you.