Hit Points at 1st level: 13 + Constitution Score
Hit points per level: 5
Hit Dice amount: Prof + constitution modifier + 3(minimum 1)
Hit Dice Size: 1d10
Saving Throws: Anchor, Fortitude
Skill pts at 1st level: 5
Skill pts per level: 1, +1 every 3 levels (levels 3,6,9...)
Proficiencies: Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
For a ranger exploration isn’t just something that happens between destinations—it’s a way of life. You start with two ranger exploration knacks of your choice. Your exploration knacks are detailed at the end of the class description. The Knacks Known column of the Ranger table shows when you learn more exploration knacks.
You have significant experience studying, tracking, hunting, and even communicating with your enemies. Choose a type of adversary: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two Mortal species (such as Jords and Talins) as studied adversaries. You have advantage on Ability checks to track your studied adversaries, or to recall information about them. You also learn to communicate with basic words in a language of your choice that is spoken by your studied adversaries, if they speak one at all. During a long rest, you can replace a current studied adversary with a new one.
When making an Intelligence or Wisdom check related to a natural terrain, you gain an expertise die if using a skill you have at least 2 ranks in. While traveling in a natural terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel.
The first time you fail a navigation check during a journey, your group does not get lost.
Even when you are engaged in another activity while traveling, you remain alert to danger. Your passive Perception increases by 2.
If you are traveling alone, you can move stealthily at a normal pace.
When you Hunt and Gather, you find twice as much Supply as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror’s Glint, Rapid Current, Razor’s Edge, Spirited Steed and Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Ranger table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with
At 2nd level, you learn to maintain a level of discipline that spills over into everything you do. This perpetual state of focus allows you to perform the two following incredible feats.
Accuracy Bonus
When you make a weapon attack, you can use your reaction to gain an attack bonus or damage bonus as shown on the Accuracy Bonus table. Between long rests, you have a number of uses equal to your Wisdom modifier (minimum 1).
Accuracy Reserve
If you have not moved since the beginning of your last turn, you gain a +1 bonus to weapon attack rolls until the end of your turn. You lose this bonus if you move.
Your wilderness survival instincts guide your physical and mental training. You gain one of the following features at 2nd level. You gain the other feature when you reach 5th level in this class.
Hunter’s Target
You can use your bonus action to focus your attention on a specific enemy. Choose a creature you can see within 90 feet to mark as your quarry. For 1 hour, you are focused on this creature. You gain a +1 bonus to weapon attack rolls against the creature, and your weapon attacks against it deal an extra 1d6 damage. In addition, you have advantage on Ability checks you make to find it. If the creature drops to 0 hit points before the hour ends, you can use a bonus action to mark a new quarry. Once you use this feature, you can’t use it again until you finish a short or long rest.
Swift Feet
You can use your bonus action to move with greater agility. For 1 minute, your movement doesn’t provoke opportunity attacks. You can choose to end this effect early to either increase your Speed by 30 feet until the end of your turn or gain advantage on a weapon attack. Once you use this feature, you can’t use it again until you finish a short or long rest.
At 3rd level, you choose an archetype (from in-print books or from the ones available here, recommended in-print archetypes : Drakewarden (slight retweaks), Fey Wanderer, Horizon Walker, Swarmkeeper) that embodies your purpose as a ranger. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level
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.
At 4th level your experience as an expert survivalist manifests at the subconscious level. Choose one of the following options:
Answering Silence
When others seek your advice on wilderness matters, they often arrive at the correct conclusion despite (or perhaps because of) the silence with which you respond. When a friendly creature makes a Wilderness check while within 5 feet of you, it gains an expertise die.
Fearsome Mysticism
Your uncanny abilities and single-minded focus can be unnerving to the uninitiated. You gain an expertise die on Intimidation checks against any creature that is neither proficient in Arcana nor casts spells.
Kindred Spirit
You intuitively sense when another wilderness expert is nearby. Your passive Awareness increases by 5 to detect hidden or invisible creatures within 30 feet of you, and you instantly detect whether any creature you can see is proficient with Stealth or Wilderness.
At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level you gain an additional studied adversary, and you gain a +1 bonus on weapon attack rolls made against your studied adversaries.
At 6th level, you have advantage on any check made to locate or catch local game animals in the wild and gain the following features:
You have proficiency with nets, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with a net.
You can use a 30-foot length of rope or strong vine as a lasso and try to grapple a creature within 20 feet of you. As long as a creature is grappled by your lasso, it is also restrained. The lasso has AC 13 and 7 hit points. It is vulnerable to slashing damage and resistant to bludgeoning damage. If the lasso drops to 0 hit points, it is destroyed.
When you use the Attack action and attack with a dual-wielding weapon, you can use your off-hand attack to attack with a net or use a lasso you are holding.
At 8th level, once between long rests, you can take two reactions in a round instead of one. In addition, whenever you learn a new ranger exploration knack or replace an existing one, you can choose from druid secrets of nature or fighter soldiering knacks.
At 9th level you gain the Missile Volley or Whirlwind Strike combat maneuver. It does not count against your number of maneuvers known and you do not have to spend exertion points to activate it.
At 9th level, you can remain focused on your Hunter’s Target for up to 8 hours.
At 10th level, you can’t be tracked except by magical means, unless you choose to leave a trail. In addition, whenever you learn a new ranger exploration knack or replace an existing one, you can choose to learn a rogue skill trick instead
At 12th level, your knowledge of wilderness lore deepens. Choose one of the following options:
Big Game Traps
Leveraging your skill with snaring small game, you take 1 minute to set a trap or snare for a creature of Large size or smaller. The trap’s DC is 8 + your Dexterity bonus + your proficiency bonus. A creature can spot the trap by making an Awareness check against the trap’s DC. Describe the mechanics of your trap to the Narrator, including what triggers it and what happens when triggered. You may use the following examples or work with the Narrator to invent your own. When a creature enters the trapped area or interacts with the trapped object it makes a Anchor or Reflex saving throw - depending on the trap - against the trap’s DC or triggers the trap.
Pendulum Trap. Creatures within 5 feet of the trap are struck by a swinging object that deals bludgeoning, piercing, or slashing damage (determined by the object) equal to 1d8 plus your Wisdom bonus.
Pit Trap. The creature falls into a pre-existing pit or hazard that you have concealed.
Rope Trap. The creature is either knocked prone or restrained by a net or rope.
Waste Not
With 10 minutes work you can scavenge valuable cuts from the corpse of a beast, dragon, monstrosity, or plant that has a CR of 1 or higher and has died within the last hour. If sold to a collector, druid, or other naturalist, this notable component is worth an amount of gold equal to 5 × the creature’s CR.
Experience has taught you that defending others is often the key to survival. At 13th level choose one of the following options :
Defensive Marksman
When a hostile creature moves towards you or a companion, you can use your reaction to make a ranged weapon attack against it.
Hunter’s Blind
You can spend 10 minutes constructing a natural shelter able to accommodate you. The shelter blends in with its surroundings, and as long as you don’t move into or out of it, the shelter is indistinguishable from a natural object. It is designed to allow you to see out while inside, but prevent anyone outside from seeing in. The shelter is comfortable and dry, regardless of the weather outside, and counts as a safe haven for you. Any other creature that tries to use your Hunter’s Blind inadvertently ruins it after 2d4 hours
At 14th level you gain a third studied adversary. In addition, you can choose one of the following ranger tactics:
Covered Shot
When you are protected by half cover, you gain the benefits of three-quarters cover (+5 to AC, Reflex saving throws, and ability checks made to hide).
Nature’s Shadow
You gain an expertise die on Stealth checks.
At 16th level, basic survival skills have become second nature to you. Choose one of the following options :
Under the Stars
You gain the benefits of a short rest in half the normal amount of time.
Woodlore
Using your action, you can produce a flame at a moment’s notice even in wet or cold environments. You can hold the flame in your hand without harming yourself or your equipment. Without additional fuel, the flame lasts for 10 minutes, shedding bright light in a 10-foot radius and dim light for an additional 10 feet.
At 17th level, you add your Wisdom bonus to the damage you inflict with a weapon attack.
At 18th level choose one of the following benefits:
Beastly Attack
Once on each of your turns, a beast that is friendly to you and able to see or hear you can use its reaction to make a single attack.
High Ground
You instantly analyze the natural foliage and features of a given terrain as well as how to leverage them to your advantage. You gain the following benefits:
Your walking and climbing speed increase by 5 feet.
When you are protected by three-quarters cover, you gain the benefits of total cover.
If you make a weapon attack against a creature, your movement does not provoke opportunity attacks from it until the beginning of your next turn.
When you move through an area, you can cause it to become difficult terrain until the beginning of your next turn, and any creature that moves through the area during that time has disadvantage on its next attack roll.
Your travels and training have taken you to new heights and amazing depths. At 19th level, you gain two of the following benefits:
You gain resistance to fire and cold damage.
You gain immunity to poison.
You gain a swimming speed and climbing speed equal to your Speed
At 20th level, you are a master of yourself and your natural surroundings. You become extremely familiar with all types of terrain and can use the Master Tracker exploration knack at will. In addition, You can spend an action speaking directly to the spirit of nature itself to request assistance. All beasts within a 1-mile radius of you are friendly to you for 1 minute, and for the duration on initiative count 20 (losing initiative ties), you can choose one of the following effects. You can’t use the same effect two rounds in a row. Once you have used this feature, you can’t do so again until you finish a long rest.
Enraged Fauna. Up to 3 Huge native creatures of up to CR 8 charge forward, bowling into your enemies. Choose any number of creatures you can see within 100 feet. Each creature makes an Anchor saving throw against your maneuver DC or takes 6d8 bludgeoning damage, or half damage on a success. In addition, you can choose one of the Huge creatures to stay and fight. You can have only one such creature assist in this way at a time, and it retreats when bloodied or when you command it to leave.
Rushing Stampede. A Huge-sized horde of Small, Medium, and Large native creatures hurry through the area, traveling in a 30-foot wide straight line from a direction you choose. Until the start of your next turn, the area is difficult terrain. In addition, each enemy creature in the area makes a Reflex saving throw against your maneuver DC. On a failure, a creature takes 6d6 bludgeoning damage, is knocked prone, and stunned until the start of your next turn. On a success, a creature instead takes half damage and is rattled until the start of your next turn.
Swarming Pests. Several Medium-sized swarms of Tiny native creatures enter the spaces of up to 5 Small, Medium, or Large creatures you choose, or the space of a Huge or Gargantuan creature. Each enemy creature in the swarm’s area must make a Fortitude saving throw against your maneuver DC or become blinded and slowed until the start of your next turn, and loses concentration on any spell or effect it is concentrating on. On a successful save, an enemy creature is instead slowed.
When you gain access to a new exploration knack, choose one of the following. Some knacks have requirements, such as minimum ranger level or another knack. You must meet those requirements before you choose that knack.
If you spend 10 minutes befriending and feeding a Medium or smaller beast of CR 1/8 or less, you become its guardian ranger. It follows you and is loyal to you, but it acts independently. In combat, it rolls its own initiative and acts on its own turn. The beast won’t attack except as a reaction to being attacked, but it can take other actions as normal and makes death saving throws. You can only be a guardian ranger to one beast at a time.
You can spend a day (8 hours) building a basic shelter which protects up to 8 people from the elements and reduces the likelihood of attack from monsters and bandits. The shelter counts as a haven. It lasts for as long as it is needed, but falls apart permanently after being left for a month unattended. You can only have one of these shelters active at a time. Once you have used this feature, you cannot do so again for a week.
Using verbal and nonverbal cues to communicate with beasts, you can gain basic information from them or make a simple request (like delivering a short message or small object).
By spending 1 minute remaining stationary, using sound and vibrations alone, until you move or take an action you are able to deduce information up to 30 feet in every direction, as if using blindsight or tremorsense.
Once between long rests, you can take 1 minute to collect a number of edible, non-poisonous plants and grubs equal to your proficiency bonus. A creature can use its action to eat up to 5 plants or grubs, each of which restores 1 hit point and constitutes 1 Supply. The grubs die and spoil 1 hour after being collected.
You can travel an additional number of hours equal to your proficiency bonus before needing to make a Endurance check for a forced march.
While traveling, once between long rests, when you would have a failure or critical failure for a Scout journey activity, you succeed instead, and you can Scout while engaged in any other journey activity.
Once between long rests you can spend an hour to collect natural ingredients and concoct an ointment that speeds healing. This salve is potent for 24 hours and has a number of uses equal to 1 + your Wisdom modifier. As an action, you can use the salve to restore 1d4 hit points to a creature within reach.
You can spend an hour to collect ingredients and brew two servings of a bitter drink that is potent for 24 hours. Imbibing a serving takes an action and reduces fatigue by one level for 4 hours.
When you use the Hunt and Gather journey activity, you gain advantage on your Wilderness checks.
When you would gain a level of fatigue due to lack of Supply during a journey, you do not gain that level of fatigue. Alternatively, you can choose to accept the level of fatigue, allowing up to two traveling companions to forgo gaining a level of fatigue instead. Once you have used this feature, you cannot do so again until you finish a long rest.
You can spend 5 minutes looking at a 30-foot diameter outdoor area to study the ground and other clues. You learn all events which transpired in that area in the last 24 hours as though you had witnessed them yourself, although you do not learn secret information not obvious to an observer. The information you gain is only that which would be learned by sight; you do not gain sound-based information or learn what creatures in the area said to each other. Once you have used this feature, you can’t use it again until you finish a long rest.
By imitating how a beast or studied adversary sounds, looks, and moves, you gain advantage on Deception and Intimidation checks made to convince a creature that it is seeing or hearing that beast or studied adversary.
Once between long rests you can spend 10 minutes to extract 3 doses of liquid poison (when ingested, a creature makes a DC 10 Fortitude saving throw or is poisoned for 1 hour) from poisonous plants you’ve foraged with an hour of searching and DC 10 Wilderness check. Alternatively, using the same plants you can spend an hour making a dose of antitoxin.
By spending 10 minutes observing facial expressions, body language, and vocal intonation, you can detect minute details which give you insight into the creatures within 30 feet of you. For the next minute, you can direct your focus on any one creature that you can see within 30 feet. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can shift your attention to another creature’s thoughts.
Once you have successfully picked up the tracks of a creature, you are able to follow those tracks without any need for further checks for a period of up to 7 days.
Once between long rests you can focus your attention on peripheral sights, sounds, and other signs of unseen passage. For the next hour, you can detect invisible creatures and objects, their location, movement, and actions, and even sense creatures and objects in Passage.
When traveling you may undertake two journey activities instead of one. Both activities must be from the following list: Befriend Animal, Harvest, Hunt and Gather, Scout.