Class Features

As a Ranger, you gain the following class features.

Hit Points

Hit Dice: 1d10 per ranger level
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: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Your choice from harvesting kit, herbalism kit, navigator’s kit, poisoner’s kit, or a musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival


You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for rangers:

Table: The Ranger
LevelFeaturesKnacks KnownManeuvers KnownFocus PoolManeuver DegreeSpells KnownMana PoolMax Spell Level
1stAdversary, Explorer, Exploration Knacks2
2ndCombat Maneuvers, Fighting Style, Spellcasting3221st241st
3rdNatural Awareness, Ranger Conclave3231st361st
4thAbility Score Improvement, Wilderness Mystique4231st361st
5thExtra Attack4341st4142nd
6thRanger Conclave feature5341st4142nd
7thAdversary and Explorer Improvement5351st5172nd
8thAbility Score Improvement6351st5172nd
10thRanger Conclave feature, Vanish7462nd6273rd
11thExplorer Improvement7462nd7323rd
12thAbility Score Improvement8462nd7323rd
14thRanger Conclave feature, Tactical Advantage9572nd8384th
15thAdversary Improvement9572nd9444th
16thAbility Score Improvement10572nd9444th
18thFeral Senses11683rd10575th
19thAbility Score Improvement11683rd11645th
20thNature's Call12683rd11645th


1st-level Ranger feature
Your hunter's instincts have given you the skills and knowledge to track down and destroy your adversaries. Choose one of the paths below, which determines what features you gain from this ability.

Know your Enemy

You specialize in hunting, tracking, and slaying specific kinds of creatures. You gain the Favored Enemy feature, the Greater Favored Enemy feature at 7th level, and the Superior Favored Enemy feature at 15th level.

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You deal an additional 1d4 damage with weapon attacks against creatures of the chosen type. Additionally, 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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Greater Favored Enemy

At 7th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to 1d6.

Superior Favored Enemy

At 15th level, your mastery of the hunt has spread to even more types of creatures. Choose a third type of favored enemy you have not already selected for your Favored Enemy or your Greater Favored Enemy from this list: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language.

Additionally, you have advantage on saving throws against the spells and abilities used by all of your favored enemies.


You are a hunter of singular focus, and you have become adept at picking your targets. You gain the Favored Foe feature, which gains additional features at 7th and 15th level.

Favored Foe

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute. If you reduce that creature to 0 hit points before the end of this duration, you can mark another creature you can see.

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d6. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases to a d8 and apply it to all of your attack rolls when you reach 7th level in this class. This feature's extra damage increases to a d10 and and its duration becomes 1 hour when you reach 15th level in this class.


1st-level Ranger feature
All rangers are experts at navigating the world. Choose one of the following features, each of which grant additional improvements at 7th and 11th level.

Deft Explorer

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny ability below, the Roving ability at 7th level, and the Tireless ability at 11th level.


Choose one of your skill proficiencies. You gain Expertise with the chosen skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.


Your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed.


As an Action, you can give yourself a number of temporary hit points equal to 1d8 + your Ranger spellcasting ability modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your fatigue and strife levels, if any, are decreased by 1.

Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. Choose one of these major abilities:

In addition, you are skilled at navigating the wilderness. Choose two of these minor abilities, which you benefit from when traveling for an hour or more:

At 7th level, choose another major ability and two more minor abilities. At 11th level, you gain all major and minor abilities that you did not already have.

Exploration Knacks

1st-level Ranger feature
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 on the Exploration Knacks page. The Knacks Known column of the Ranger table shows when you learn more exploration knacks. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the Exploration Knacks you know and replace it with another Exploration Knacks that you could learn at that level.

Combat Maneuvers

2nd-level Ranger feature
You gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Cavalry, Deadeye, Determination, Skirmisher. You learn two maneuvers of your choice from traditions you are proficient with.

The Ranger table shows how much focus you have to use your maneuvers of 1st degree and higher. To use one of your maneuvers, you must expend focus from your focus pool. You regain all expended focus when you finish a short or long rest. Your maneuvers show how much focus they cost. 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. You cannot know more maneuvers of a degree than you know of degrees below it.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver.

Fighting Style

2nd-level Ranger feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery. You gain a +1 bonus to attack rolls you make with ranged weapons.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close Quarters Shooter. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.

Defense. While you are wearing armor, you gain a +1 bonus to AC, and your speed is not reduced by wearing heavy armor.

Druidic Warrior. You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Intelligence or Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Dueling. 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.

Free-Hand Fighting. When you make an attack roll against a creature within 5 feet of you, the d20 die result required to activate a flourish is reduced by 2 as long as you have at least one free hand.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed. For each of these speeds you already have, your walking speed increases by 5 feet instead.

Opportunist. You have advantage on opportunity attacks.

Protection. Immediately after a creature you can see makes an attack roll and hits a target other than you that is within 5 feet of you, you can use your reaction to interpose your shield and impose a penalty on the attack roll equal to the shield's AC bonus, potentially turning it into a miss. You must be wielding a shield to use this reaction.

Rider. You have advantage on saving throws made to avoid falling off mounts or vehicles. If you fall off your mount or vehicle and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature or vehicle costs only 5 feet of movement, rather than half your speed.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. Additionally, once on your turn when you hit a creature with an unarmed strike, you can deal damage to the creature and also grapple or shove them.

Vigorous Fighting. When you spend hit die to recover focus, you recover an additional 1 focus for each hit die spent.

Martial Versatility

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.


2nd-level Ranger feature
You have learned to use the magical essence of nature to cast spells, much as a druid does.


The Ranger table shows how much mana you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend mana from your mana pool. You regain all expended mana when you finish a long rest. The mana costs for spells can be found on the mana cost table.

Preparing and Casting Spells

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + your half your Ranger level (minimum of one spell). The spells must be of a level for which you can cast.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Choose Intelligence or Wisdom to be your spellcasting ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use the chosen ability modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your chosen ability modifier
Spell attack modifier = your proficiency bonus + your chosen ability modifier

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells.

Ranger Conclave

3rd-level Ranger feature
You choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Beast MasterPlayer's Handbook. Altered.
DrakewardenFizban's Treasury of Dragons. Altered.
Fey WandererTasha's Cauldron of Everything. Altered.
Gloom StalkerXanathar's Guide to Everything. Bonus spells altered.
Horizon WalkerXanathar's Guide to Everything. Altered.
HunterPlayer's Handbook. Altered.
Monster SlayerXanathar's Guide to Everything. Altered.
Primeval GuardianUnearthed Arcana. Altered.
SwarmkeeperTasha's Cauldron of Everything. Altered.

Natural Awareness

3rd-level Ranger feature
At 3rd level, your mystical awareness of the natural world around you manifests. Gain one of the following features of your choice.

Primal Awareness

You can focus your awareness through the interconnections of nature: 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. These spells don't count against the number of ranger spells you know.

3rd Level: speak with animals
5th Level: beast sense
9th Level: speak with plants
13th Level: locate creature
17th Level: commune with nature

You can cast each of these spells once without expending mana. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Primeval Awareness

You can attune your senses to determine if any of your favored enemies lurk nearby. As an action, you can focus your awareness on the region around you. During this time, you can sense the following types of creatures are present within a number of miles equal to your Ranger spellcasting ability modifier (minimum 1) of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. If you have any Favored Enemies that are not on this list, you can sense them as well. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

You can sense this information for a number of minutes equal to your Ranger level, which are spent in minimum increments of 1 minute. After this time, you may continue to do so, but must spend 1 mana for every minute you are using this ability. You regain your free uses of this ability whenever you finish a long rest.

Ability Score Improvement

4th-level Ranger feature
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, you can increase two ability scores of your choice by 1, or you can select a feat you meet the prerequisites for. As normal, you can't increase an ability score above 20 using this feature.

Additionally, whenever you gain this feature, you can replace one of your skill proficiencies with a skill proficiency offered by this class at 1st level. The proficiency you replace does not need to be from this class.

Lastly, you can do one of the following, representing a shift in the focus of your ranging practice:

Wilderness Mystique

4th-level Ranger feature
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. Friendly creatures within 5 feet of you have Advantage on Nature or Survival check while within 5 feet of you.

Fearsome Mysticism

Your uncanny abilities and single-minded focus can be unnerving to the uninitiated. You have Advantage 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. You can tell whether any creature you can see is proficient with Stealth or Survival.

Extra Attack

5th-level Ranger feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.


9th-level Ranger feature
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. Your Ranger levels count as Fighter or Druid levels for the purpose of fulfilling prerequisites.

Additionally, your ranging expertise has made you a master of mobility. Gain one of the following features of your choice.

Fleet of Foot

You can use the Dash action as a bonus action on your turn.

Land’s Stride

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. In 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.


10th-level Ranger feature
You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.


13th-level Ranger feature
You have become practiced in the art of surprise and stealth. Gain one of the following features of your choice.

Hide in Plain Sight

You can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Nature’s Veil

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tactical Advantage

14th-level Ranger feature
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, Dexterity saving throws, and ability checks made to hide).

Nature’s Shadow

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. If you have the Mask of the Wild trait, you can also use this ability in dim light.


17th-level Ranger feature
Basic survival skills have become second nature to you. Choose one of the following options:


You learn the control flames and produce flame cantrips.

Under the Stars

You gain the benefits of a long rest in half the normal amount of time.

Woad Wiles

You learn the wild cunning spell and can cast it at will.

Feral Senses

18th-level Ranger feature
Your connection to the forces of nature grants you Blindsight with a range of 30 feet as long as you aren't blinded and deafened.

Nature's Call

20th-level Ranger feature
You are a master of yourself and your natural surroundings. Choose one of the following:

Elemental Mastery

By focusing on a specific natural element within 100 feet (air, fire, earth, water, or wood) you can attract similar essences to you. After 10 minutes of concentration, an elemental of that element, or a shambling mound, is drawn to your presence and becomes your loyal companion. This creature uses the wilderness guardian template with certain traits determined by its type. The creature is friendly to you and your companions, takes its turn immediately after yours, and obeys your verbal commands. The creature disappears after 1 hour, when it is reduced to 0 hit points, or you use a bonus action to dismiss it. Once you have used this feature, you can’t do so again until you finish a long rest.

Wilderness Guardian Template
A wildnerness guardian keeps the statistics of its base creature except as follows:
Armor Class. The guardian's Armor Class increases by 2.
Magic Weapons. The guardian's weapon attacks deal magical damage.

Summon Stampede

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. Each creature makes a Strength saving throw against your maneuver DC or takes 27 (6d8) bludgeoning damage, or half as much damage on a successful one.

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 each use of Summon Stampede, and it retreats when it is reduced to half hit points 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 Dexterity saving throw against your maneuver DC. On a failure, a creature takes 21 (6d6) bludgeoning damage, and if it is Huge or smaller, it is knocked prone and stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn’t knocked prone or stunned.
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 has its movement speed halved until the start of your next turn and must make a Constitution saving throw against your maneuver DC or become blinded until the start of your next turn. It also loses concentration on any spell or effect it is concentrating on, and it must use its reaction to use its movement for the next turn to move in a random direction.

Foe Slayer

You become an unparalleled hunter. You can choose to add your Ranger spellcasting ability modifier to the attack roll or the damage roll of any attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.