3: Spellcasting
7: Nature's Wellspring
11: Hardy Resilience
15: Naturally Attuned
There is magic in the raw wilderness of nature, and some rangers have learned to tap into it. When you reach 3rd level, your deep connection to nature grants you the ability to cast spells. You have third caster spell progression and your spellcasting Ability is Wisdom.
You start knowing two cantrips and three 1st-level spells of your choice from druid spell list. Every odd level, you learn a new spell known, which must be of a level for which you have spell slots. At 10th level, you gain an additional cantrip. Additionally, when you gain a level in this class, you can choose one of the spells you know from this feature and replace it with another druid spell of a level for which you have spell slots.
You can use a nature focus as a spellcasting focus for your Ranger spells.
At 7th level, you gain one of the following features.
Magical Intuition
You can cast detect magic at will, without expending a spell slot.
Magical Weapons
Your weapon attacks are magical.
Overcome Magic
You gain an expertise die on saving throws made against spells and other magical effects.
At 11th level, you gain proficiency in Composure saving throws and an expertise dice on Concentration checks
At 15th level, you gain one of the following features.
Magical Abundance
You can attune to one item made of organic materials (such as wood or leather) without using an attunement slot.
Magic Resistance
You gain advantage on saving throws made against spells and other magical effects.