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Level Proficiency Bonus Features

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1 +2 Keen Memory/Natural Explorer

2 +2 Tracker

3 +2 Nature’s Cure/Ranger Archetype

4 +2 Ability Score Improvement

5 +3 Keen Mind Improvement

6 +3 Primeval Awareness

7 +3 Extra Attack/ Ranger Archetype Ability

8 +3 Land’s Stride/Ability Score Improvement

9 +4 --------------------------------------------------------

10 +4 Hide In Plain Sight

11 +4 Ranger Archetype Ability

12 +4 Ability Score Improvement

13 +5 --------------------------------------------------------

14 +5 Vanish

15 +5 Ranger Archetype Ability

16 +5 Ability Score Improvement

17 +6 -------------------------------------------------------

18 +6 Feral Senses

19 +6 Ability Score Improvement

20 +6 Huntmaster

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Keen Memory: Beginning at level 1 you have significant experience studying, tracking, hunting, and talking to different peoples and creatures. After spending 15 or more minutes with a person or animal you pick up a lot about their personality and character, giving you an extra 1d4 die when making ability checks on them that require charisma or wisdom, along with the investigation skill. After spending 1 hour or more with someone you gain this bonus when using the same ability checks on people or groups that they are closely associated with.

Starting at 5th level, when you end combat you will remember your enemies and how they fought. In the future if you come into contact with the same type of creature you will deal an extra 1d4 damage on every attack against them. After reaching level 10 in this class, at the end of a second fight with a creature you have already fought, the damage bonus will increase to 1d6, and after a third fight you will do 1d8 extra damage after reaching level 12 in this class. Also, you can now recall information such as weaknesses, strengths, and abilities of specific types of creatures after your first combat with them.

Natural Explorer: Starting at level 1 you are able to adapt to whatever terrain you are in. You can’t be slowed by non-magical difficult terrain. After spending 30 minutes in any terrain you have +10 movement in it and you gain ability hide while in the terrain with a +2 to dexterity (stealth) checks. You also can’t be surprised in a terrain you are familiar with. At 10th level and after spending a day in a type of terrain you gain the ability to know whenever a creature is within 50 feet of you. Once you are familiar with terrain you will always be familiar with it.

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Tracker: Starting at level 2, your sharp senses allow you to trace the path of enemies, giving you the ability to follow physical tracks, as well as the smell of, or magic trace of a creature as long as you find their track within 2 days of it being left. Similarly, you will not be able to track something if their tracks have been obscured by natural means. If tracks were hidden by unnatural means you will still be able to locate them with a perception check.

Ranger Archetype: At 3rd level choose an archetype that you strive to emulate(detailed at the end)

Nature’s Cure: Starting at 3rd level you have learned much about nature and what it can do, allowing you to find and use plants that have healing properties easily. You gain a +3 to medicine. Also, you can cast Healing Word and/or Lesser Restoration twice every long rest and Cure Wounds once every long rest. At 8th level you can cast these spells as if you had used a 2nd level spell, and at 15th level you can cast it as if you had used a 4th level spell. Lesser Restoration and Healing Word share charges.

Ability Score Improvement: 4th Level

Keen Mind Improvement: 5th Level

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Primeval Awareness: Starting at 6th level you can use your action to focus on the land around you, allowing you to tell what types of creatures are within 1 mile of you, and allowing you to find a creatures tracks easily, even if they were naturally covered up or up to 200 feet away. You can use this feature twice per long rest.

Extra Attack: Starting at 7th level you can attack twice each turn when you take the attack action. This will stack with other abilities that have similar effects.

Ranger Archetype Ability: 7th Level

Land’s Stride: Starting at 8th level you learn to better harness your agility, granting you immunity to any movement impairing effects and +4 to dexterity saving throws.

Ability Score Improvement: 8th Level

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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.

Ranger Archetype Ability: 11th Level

Ability Score Improvement: 12th Level

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 non-magical means, unless you choose to leave a trail.

Ranger Archetype Ability: 15th Level

Ability Score Improvement: 16th Level

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Feral Senses: At 18th level you learn to use your senses in way that allows you to fight enemies which you can’t see. When a creature attacks you or when you try to attack a creature which you can’t see, you don’t gain disadvantage. You are aware of any invisible creatures within 30 feet of you, and as long as they are not hidden you can attack them without gaining disadvantage. Also, you have advantage on wisdom (perception) rolls when determining if an object is real or an illusion and can see through fake terrain without rolling.

Ability Score Improvement: 19th Level

Huntmaster: Now at the pinnacle of your abilities, any enemy you can locate will become your prey. At level 20, whenever you see an enemy they are instantly afflicted with Hunter’s Mark, which will not require concentration to stay. Enemies with hunter’s mark must roll a d20 every time they take damage from you. If they roll a 4 or lower they become frightened. This Hunter’s Mark will end after 1 minute of not being able to see your target.

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Warden Archetype:

Extensive Training: At 3rd level you gain proficiency in the signature weapon of this type of ranger, the Lhang. You also gain the ability to dual wield them without gaining disadvantage. While dual wielding Lhang you can apply half of your dexterity modifier(round down) to each extra hit on an action. Also, wearing light armor will increase your movement by 5 feat and give you a second reaction, while wearing medium armor you take 1 less damage from all attacks made against you.

Unparalleled Skill: Starting at 7th level, your long years of training allow you to swap between your weapons in a flash, making you take no type of action while changing weapons. Also, you can equip a small shield while dual wielding if it is strapped onto part of your arm, granting you a +1 to your AC.

Magic Coating: Starting at level 11, you can use your reaction to magically coat an arrow or blade in fire or poison, causing it to deal an extra 1d4 damage and causing the enemy to gain the effect burning or poison, depending on the magic used. If you are dual wielding Lhang you can coat both blades in the same reaction. This coating will last for 1 minute.

Master Combatant: At 15th level you have near mastery over your fighting skills, granting you extra skills in combat.

Evasion: When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, 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. This can only happen while wearing light or medium armor.

Chain Attack: Killing an enemy on your turn will allow you to take the attack action as a reaction on your turn. During this you can only attack once, and this reaction can only be taken once per turn.

Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to reduce the the attack’s damage against you by ¼ of its total damage. This can only happen while wearing light or medium armor.

Lhang Weapon: 30gp / 1d8 Slashing damage / 3lbs / Versatile, Two-Handed / Only Warden Rangers can be proficient in this weapon.

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Beast Master Archetype:

Loyal Companion: At 3rd level you can tame a beast companion, magically bonding yourself to it.

.To tame a beast, you must roll 2d20, adding your wisdom modifier to one die and your charisma modifier to the other. Combined the rolls must be higher than 20. If trying to tame a beast already tamed by someone else, you must roll higher than a 32. Attempting to tame is an action. Taming takes one minute, in which any damage taken by you or the beast will interrupt it. If the beast was an enemy before the taming was interrupted, it will once again be an enemy. Magically bonding to the beast, which is what causes it to understand you, takes 1 hour. If a beast is not magically bonded to you when it is in combat it will be controlled by the DM. After bonding toa beast, it will understand you and you can understand the meaning behind it’s sounds, but not specific words.

.Your beast companion will accompany you and fight by your side. You can have a maximum of 1 beast companion at a time, increasing to 2 at 8th level and 3 at 15th level. At 7th level and below, you can tame beasts with a maximum of a ¼ challenge rating. Starting at level 8 you can tame beasts with a maximum of a ½ challenge rating. Starting at level 15 you can tame beasts with a maximum of a 1 challenge rating, but you can only have 1 beast at a time with a challenge rating over ½. Beast companions will have hit points equal to your hit points multiplied by their challenge rating. Beast under a challenge rating of 1 will have their hit points increased half of your wisdom modifier per your ranger level.

.In combat, your beast companions will each share a turn and together will be able to take 2 actions, 2 bonus actions, and 2 reactions. Your beasts can take all of the same basic actions that you can(attack, dash, disengage, or help). Beast deaths work the same as player deaths do.

Beastal Instincs: Starting at 7th level your beast companions have learned to fight by your side with an increased skill. As a reaction on either you or your beasts turns you can use a reaction to attack an enemy when they take the attack action against you or your beasts. This reaction can only be taken one every enemy turn. Doing this halves the damage done by the enemy.

Beastial Fury: Starting at level 11th level, your beasts can now attack twice when they take the attack action.

Focus Fire: At 15th level you now have perfect unison with your beasts. When you or your beasts attack an enemy who was hit by you or your beasts since the end of their last turn, they gain disadvantage on saving throws against you and your beasts, and you can add 1d8 to the damage rolls of you and your beasts.

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Hunter Archetype:

Rugged Training: At 3rd level, gain the Sharpshooter feat. Also, attacking at melee range with a ranged attack does not impose disadvantage. When a creature hits you with an attack you gain a +4 AC to all subsequent attacks made by that creature for the rest of its turn.

Multi-Shot: Starting at level 7, you can use your action and bonus action to notch up to five arrows onto your bow. You can hit up to 5 targets with this attack, and when using this you can only hit each target once. All arrows will do the same amount of damage and will have the same roll to attack.

Clean Kill: At 11th level, your first attack against an enemy gains advantage, will instantly crit on a hit, and will deal an extra 1d6 damage.

Trick Shot: Starting at 15th level, every time you deal damage by shooting someone with an arrow, roll 1d10. Different rolls will have different effects. Roll once to determine every arrow during a multishot.

.Rolls 1/2/3/5/7/9: No added effect.

.Roll 4: Fire a poison arrow that deals 1d4 extra poison damage and poisons the enemy.

.Roll 6: Fire an explosive arrow that deals 1d4 extra damage to everybody within 10 feet of the enemy.

.Roll 8: Fire a freezing arrow that deals 1d4 extra frost damage and slows the enemies movement speed by 5 feet.

.Roll 10: Fire a lightning arrow that deal 1d6 extra lightning damage.

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Naturalist Archetype:

Spellcasting: Starting at level 3 you have learned to use the magical essence of nature to cast spells, much as a druid does. You have the ability to learn druid spells, and you learn spell hunter’s mark as a cantrip. The Naturalist uses wisdom to cast spells.

The archetype table shows how many spell slots you have to cast your ranger 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.

Level Spells Known Cantrips 1st 2nd 3rd 4th 5th 6th

1st 2 2 2 - - - - -

2nd 3 3 3 - - - - -

3rd 3 3 3 - - - - -

4th 4 4 4 - - - - -

5th 4 4 4 2 - - - -

6th 5 5 4 2 - - - -

7th 5 5 4 3 - - - -

8th 6 5 4 3 - - - -

9th 7 5 4 3 2 - - -

10th 7 5 4 3 2 - - -

11th 8 5 4 3 3 - - -

12th 8 5 4 3 3 - - -

13th 9 5 4 3 3 1 - -

14th 9 5 4 3 3 1 - -

15th 10 5 4 3 3 2 - -

16th 10 5 4 3 3 2 - -

17th 11 5 4 3 3 3 1 -

18th 11 5 4 3 3 3 1 -

19th 12 5 4 3 3 3 2 -

20th 12 6 5 4 3 3 2 1

Gift of Nature: Starting at 7th level you gain a blessing from your patron god of nature, giving you resistance to fire damage and the ability to cast Healing Word as a cantrip. Add an extra 1d6 to all healing done by Healing Word.

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Nature’s Fury: Staring at 11th level gain 5 Nature Points that can be spent on a variety of things.

-Ensnare: As a bonus action or reaction you can spend 1 Nature Point to sprout vines at an enemies feet. They must beat a dexterity saving throw of 15 or

they will lose all movement speed on their next turn.

-Wall of Vines: As an action or bonus action you can spend 1 Nature Point to sprout a 5 ft long, 3.5 feet high, and .5 ft thick wall of vines from the ground. This ability has a 40 ft range and can be cast in an occupied space as long as there is enough room in that space for a wall. This wall will take 4x damage from fire and has 15 health points.

-Overgrowth: As a bonus action or action you can spend 1 Nature Point to turn a 10ft by 10 ft space into difficult terrain.

Focused Mind: At 15th level you learn to focus on multiple things at the same time. You can now keep concentration on up to 3 spells at the same time. You also no longer need to succeed a saving throw when taking damage in order to keep concentration.