{"name":"Ranger Subclass","overview":"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.\r\nAfter 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\u2019s thick scales.\r\n\r\nHolding 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\u2019s been tracking and sends the hawk to distract the creature while he readies his bow.\r\n\r\nFar 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.\r\n\r\n[h3]Deadly Hunters[\/h3]\r\nWarriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization\u2014humanoid 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.\r\nThanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature\u2019s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger\u2019s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.\r\n\r\n[h3]Independent Adventurers[\/h3]\r\nThough a ranger might make a living as a hunter, a guide, or a tracker, a ranger\u2019s true calling is to defend the outskirts of civilization from the ravages of monsters 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\u2014and possibly the last\u2014line of defense.\r\n\r\nThis 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\u2019s 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.\r\n[h3]Creating a Ranger[\/h3]\r\nAs 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\u2019s ways? Did you leave your apprenticeship, or was your mentor slain\u2014perhaps 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.\r\n\r\nWhat\u2019s 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?","hit_dice":"1d10","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1d10 (or 6) + your Constitution modifier per Ranger level after 1st","armor_proficiencies":"light armor, medium armor, shields","weapon_proficiencies":"simple weapons, martial weapons","tools":"none","saving_throws":"Strength, Dexterity","skills":"Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.","starting_equipment":"You start with the following items, plus anything provided by your background.\r\n(a) scale mail or (b) leather armor\r\n(a) two shortswords or (b) two simple melee weapons\r\n(a) a dungeoneer's pack or (b) an explorer's pack\r\nA longbow and a quiver of 20 arrows\r\nAlternatively, you may start with 5d4 \u00d7 10 gp to buy your own equipment.\r\n","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.\r\nSpell Slots\r\nThe Ranger 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.\r\n\r\nFor example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.\r\n\r\nSpells Known of 1st Level and Higher\r\nYou know two 1st-level spells of your choice from the ranger spell list.\r\n\r\nThe 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.\r\n\r\nAdditionally, 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.\r\n\r\nSpellcasting Ability\r\nWisdom 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.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Wisdom modifier\r\nSpell attack modifier = your proficiency bonus + your Wisdom modifier\r\n\r\nSpellcasting Focus\r\n2nd-level ranger optional feature\r\n\r\nYou can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.","class_features":"Favored Enemy\r\nBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\r\n\r\nChoose 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.\r\n\r\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\r\n\r\nWhen 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.\r\n\r\nYou 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.\r\n\r\nNatural Explorer\r\nYou 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\u2019re proficient in.\r\n\r\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\r\n\r\nDifficult terrain doesn\u2019t slow your group\u2019s travel.\r\nYour group can\u2019t become lost except by magical means.\r\nEven when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\r\nIf you are traveling alone, you can move stealthily at a normal pace.\r\nWhen you forage, you find twice as much food as you normally would.\r\nWhile tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\r\nYou choose additional favored terrain types at 6th and 10th level.\r\n\r\nFighting Style\r\nAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. \r\n\r\nYou can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n[ul]\r\n[li][b]Archery[\/b]: You gain a +2 bonus to attack rolls you make with ranged weapons.[\/li]\r\n[li][b]Defense[\/b]: While you are wearing armor, you gain a +1 bonus to AC.[\/li]\r\n[li][b]Dueling[\/b]: 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.[\/li]\r\n[li][b]Two-Weapon Fighting[\/b]: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.[\/li]\r\n[\/ul]\r\n\r\nRanger Archetype\r\nAt 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.\r\n\r\nPrimeval Awareness\r\nBeginning 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\u2019t reveal the creatures\u2019 location or number.\r\n\r\nAbility Score Improvement\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\nExtra Attack\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nLand\u2019s Stride\r\nStarting 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.\r\n\r\nIn 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.\r\n\r\nHide in Plain Sight\r\nStarting 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.\r\n\r\nOnce 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.\r\n\r\nVanish\r\nStarting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can\u2019t be tracked by nonmagical means, unless you choose to leave a trail.\r\n\r\nFeral Senses\r\nAt 18th level, you gain preternatural senses that help you fight creatures you can\u2019t see. When you attack a creature you can\u2019t see, your inability to see it doesn\u2019t impose disadvantage on your attack rolls against it.\r\n\r\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn\u2019t hidden from you and you aren\u2019t blinded or deafened.\r\n\r\nFoe Slayer\r\nAt 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.","subclass_options":"[h1]Arcane Archer[\/h1]\r\nAn Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.\r\n\r\n[h2]Arcane Archer Lore[\/h2]\r\nAt 3rd level, you learn magical theory or some of the secrets of nature\u2014typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip\r\n\r\n[h2]Arcane Archer Magic[\/h2]\r\nYou learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\r\n[table]\r\n[tr]\r\n[th]Ranger Level[\/th]\r\n[th]Spell[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Guiding Bolt[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Melf's Acid Arrow[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Fly[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Raulothim's Psychic Lance[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Far Step[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]Arcane Wrath[\/h2]\r\nStarting at 3rd level, when you hit a creature with a ranged weapon attack, you can expend one spell slot to deal your choice of acid, cold, fire, lightning, poison, or thunder damage, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is a favored enemy, to a maximum of 6d6.\r\n\r\n[h2]Magic Shot[\/h2]\r\nStarting at 7th level, you can use a bonus action to negate any defensive condition your target has for an attack. for example, if your target is in half cover, you can choose to negate that benefit and attack as if they weren't in cover. You can use this ability a number of times equal to your wisdom modifier (minimum of 1) and can only regain uses of this ability after a short or long rest.\r\n\r\n[h2]Arcane Strike[\/h2]\r\nAt 11th level, You can make an additional attack as part of your attack action after using your Arcane Wrath at least once.\r\n\r\n[h2]Arcane Archer's Fury[\/h2]\r\nStarting at 15th level, you can use your action to choose a number of creatures within a 20 foot radius sphere and make your full attack action against each of them. While attacking in this way, you cannot use your arcane wrath ability. You must complete a long rest before using this ability again.","table_data":"","source":"Ranger","jsondata":"","tags":"ranger, subclass, arcane, archer","isShared":"on","templateId":"5460","blockId":"929181","world":"726a030e-5d6e-4732-a914-89c2984650a1","folder":"8393"}