Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain 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.
Humanoids
Humanoids are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.
Elves
Goblinoids
Elvish
Elementals
Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.
Goblin
Natural Explorer
You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.
Forest
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Grassland
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Fighting Style
You adopt a particular style of fighting as your specialty.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Spellcasting
You can cast known ranger spells using WIS as your spellcasting modifier (Spell DC 12, Spell Attack +4).
Primal Awareness
You learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table.
Speak with Animals(1st) Once per Long Rest
Beast Sense(2nd) Once per Long Rest
Ranger Archetype
Fey Wanderer
Dreadful Strikes
When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
Fey Wanderer Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table.
Charm Person(1st)
Misty Step(2nd)
Otherworldly Glamour
Whenever you make a CHA check, you gain a +1 bonus to the check: Persuasion
Ability Score Improvement
Ability Score Improvement
Dexterity Score
Dexterity Score
Extra Attack
You can attack twice whenever you take the Attack action on your turn.
Beguiling Twist
You have advantage on saving throws against being charmed or frightened.
Whenever you or a creature you can see within 120 ft. of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 ft. of you to make a WIS saving throw (DC:12). If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Beguiling Twist: 1 Reaction
Land’s Stride
Moving through nonmagical difficult terrain costs you no extra movement and you can also pass through nonmagical plants without being slowed by them and without taking damage from them. You have advantage on saving throws against plants that are magically created or manipulated to impede movement.
Features & Traits