Ranger
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
Proficiencies
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
Equipment
You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for rangers:
- scale mail or studded leather armor
- two shortswords or two simple melee weapons
- a dungeoneer's pack or an explorer's pack
- A longbow and a quiver of 20 arrows
- A harvesting kit, herbalism kit, navigator's kit, poisoner's kit, or musical instrument
Level | Features | Knacks Known | Maneuvers Known | Focus Pool | Maneuver Degree | Mana Pool | Max Spell Level |
---|---|---|---|---|---|---|---|
1st | Adversary, Explorer, Exploration Knacks | 2 | — | — | — | — | — |
2nd | Combat Maneuvers, Fighting Style, Spellcasting | 3 | 2 | 2 | 1st | 2 | 1st |
3rd | Natural Awareness, Ranger Conclave | 3 | 2 | 3 | 1st | 4 | 1st |
4th | Ability Score Improvement, Wilderness Mystique | 4 | 2 | 3 | 1st | 6 | 1st |
5th | Extra Attack | 4 | 3 | 4 | 1st | 8 | 2nd |
6th | Ranger Conclave feature | 5 | 3 | 4 | 1st | 10 | 2nd |
7th | Adversary and Explorer Improvement | 5 | 3 | 5 | 1st | 12 | 2nd |
8th | Ability Score Improvement | 6 | 3 | 5 | 1st | 13 | 2nd |
9th | Strider | 6 | 4 | 6 | 2nd | 15 | 3rd |
10th | Ranger Conclave feature, Vanish | 7 | 4 | 6 | 2nd | 17 | 3rd |
11th | Explorer Improvement | 7 | 4 | 6 | 2nd | 19 | 3rd |
12th | Ability Score Improvement | 8 | 4 | 6 | 2nd | 21 | 3rd |
13th | Ambuscade | 8 | 5 | 7 | 2nd | 23 | 4th |
14th | Ranger Conclave feature, Tactical Advantage | 9 | 5 | 7 | 2nd | 26 | 4th |
15th | Adversary Improvement | 9 | 5 | 7 | 2nd | 29 | 4th |
16th | Ability Score Improvement | 10 | 5 | 7 | 2nd | 32 | 4th |
17th | Survivalcraft | 10 | 6 | 8 | 3rd | 35 | 5th |
18th | Feral Senses | 11 | 6 | 8 | 3rd | 38 | 5th |
19th | Ability Score Improvement | 11 | 6 | 8 | 3rd | 41 | 5th |
20th | Nature's Call | 12 | 6 | 8 | 3rd | 44 | 5th |
Level | Features | Knacks Known | Maneuvers Known | Focus Pool | Maneuver Degree | Mana Pool | Max Spell Level |
---|---|---|---|---|---|---|---|
21st | Epic Ability Score Improvement, Master Explorer (1) | 12 | 7 | 9 | 3rd | 47 | 6th |
22nd | Nemesis (1) | 13 | 7 | 9 | 3rd | 48 | 6th |
23rd | Greater Natural Awareness | 13 | 7 | 9 | 3rd | 50 | 6th |
24th | Ranger Conclave feature | 14 | 7 | 9 | 3rd | 52 | 6th |
25th | Epic Ability Score Improvement, Master Explorer (2) | 14 | 8 | 10 | 4th | 54 | 7th |
26th | Greater Nature's Call | 15 | 8 | 10 | 4th | 56 | 7th |
27th | Ranger Conclave feature | 15 | 8 | 10 | 4th | 58 | 7th |
28th | Extra Attack (2) | 16 | 8 | 10 | 4th | 60 | 7th |
29th | Epic Ability Score Improvement, Druidic Sentinel | 16 | 9 | 11 | 4th | 62 | 8th |
30th | Master of the Hunt | 17 | 9 | 11 | 4th | 64 | 8th |
Adversary
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.
Foehammer
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.
Explorer
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.
Canny
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.
Roving
Your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless
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:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
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:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone or with your animal companion, you can move stealthily at a normal pace.
- When you forage, you find twice as much food 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 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, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.
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.
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.
Spellcasting
2nd-level Ranger feature
You have learned to use the magical essence of nature to cast spells, much as a druid does.
Mana
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 6th, 10th, 14th, 24th, and 27th level.
Beast Master | Player's Handbook. Altered. |
Drakewarden | Fizban's Treasury of Dragons. Altered. |
Fey Wanderer | Tasha's Cauldron of Everything. Altered. |
Gloom Stalker | Xanathar's Guide to Everything. Bonus spells altered. |
Horizon Walker | Xanathar's Guide to Everything. Altered. |
Hunter | Player's Handbook. Altered. |
Monster Slayer | Xanathar's Guide to Everything. Altered. |
Primeval Guardian | Unearthed Arcana. Altered. |
Swarmkeeper | Tasha'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.
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:
- Replace one of the Favored Enemies you chose for your Favored Enemy feature with one of that feature’s other options.
- Replace the option you chose for your Wilderness Mystique feature with one of that feature’s other options.
- Replace the option you chose for your Strider feature with one of that feature’s other options.
- Replace the option you chose for your Ambuscade feature with one of that feature’s other options.
- Replace the option you chose for your Tactical Advantage feature with one of that feature’s other options.
- Replace the option you chose for your Survivalcraft feature with one of that feature’s other options.
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. The number of attacks increases to three when you reach 28th level in this class.
Strider
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.
Vanish
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.
Ambuscade
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.
Survivalcraft
17th-level Ranger feature
Basic survival skills have become second nature to you. Choose one of the following options:
Firestarter
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. The DM may select another suitable elemental or plant creature of CR 5 if applicable. Regardless, the creature gains additional benefits shown on the Wilderness Guardian template below.
The creature is friendly to you and your companions, takes its turn immediately after yours, and obeys your verbal commands. The creature disappears when you finish a long rest, 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.
A wilderness guardian keeps the statistics of its base creature except as follows: Armor Class. The guardian's Armor Class increases by your spellcasting ability modifier.
Hit Points. The guardian's has its hit point total maximized.
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.
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 spell save 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, after 1 minute, or when you command it to leave.
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 spell save 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.
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 spell save 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.
Epic Level Ranger: Master Explorer
21st-level Ranger feature
You have become a master of exploration. You gain one of the following benefits:
Lesser Deft Explorer
Prerequisite: Natural Explorer
You gain the Canny ability of Deft Explorer. If you select this option again at 25th level, you gain the Roving ability.
Lesser Natural Explorer
Prerequisite: Deft Explorer
Choose one major and two minor abilities from Natural Explorer.
Superior Deft Explorer
Prerequisite: Deft Explorer
You gain the following benefits:
- You gain Expertise with a skill of your choice.
- Your walking speed increases by 5 feet.
- The die you roll for the Tireless ability increases one step.
Superior Natural Explorer
Prerequisite: Natural Explorer
You, and your allies while they are with you, gain two of the following benefits while:
- You and your allies can't become lost, even my magical means.
- You and your allies can't be surprised.
- No solid terrain is considered difficult terrain for you. Your allies ignore difficult terrain.
- You and your allies remain alert to danger while engaged in other activities and can move stealthily at a fast pace.
You may choose a second option from this list at 25th level. You may select the same option twice.
Epic Level Ranger: Nemesis
22nd-level Ranger feature
Your technique for dispatching your favored enemies grows greater. You gain one of the following benefits:
Lesser Favored Enemy
Prerequisite: Foehammer
You gain the Favored Enemy ability. If you choose this option again at 30th level, you gain the Greater Favored Enemy ability.
Lesser Foehammer
Prerequisite: Know Your Enemy
You gain the base ability of the Favored Foe feature. If you choose this option again at 30th level, you gain the 7th-level upgrades of Favored Foe.
Superior Favored Enemy
Prerequisite: Know Your Enemy
You gain an additional favored enemy.
Superior Favored Foe
Prerequisite: Foehammer'
The feature's damage die increases to d12, and you regain a use whenever you score a critical hit to a creature marked as your Favored Foe. If you choose this option at 30th level, you score a critical hit on creatures marked by your favored foe ability on a roll of 19 or 20, and you can mark another creature you can see when a creature you have marked with Favored Foe is reduced to 0 hit points.
You may choose a second option from this list at 30th level. You may select the same option twice.
Epic Level Ranger: Greater Natural Awareness
23rd-level Ranger feature
The depths of your natural awareness has grown beyond mortal limits. You gain one of the following benefits:
Primal Awareness
Prerequisite: Primeval Awareness
You gain the Primal Awareness feature.
Primeval Awareness
Prerequisite: Primal Awareness
You gain the Primeval Awareness feature.
Superior Primal Awareness
Prerequisite: Primal Awareness
You can cast the spells from Primal Awareness at will, without spending mana.
Superior Primeval Awareness
Prerequisite: Primeval Awareness
You can activate Primeval Awareness as a Bonus Action, and the range is doubled.
Epic Level Ranger: Greater Nature's Call
26th-level Ranger feature
The call of nature has grown stronger. Your Nature's Call ability gains the following improvement based on the option you chose:
- Greater Elemental Mastery. You can use Elemental Mastery at will, but if you already have a creature called with this ability, it disappears.
- Greater Stampede. The creatures summoned by your Enraged Fauna can be monstrosities, and the one who stays to fight remains for 1 hour instead of 1 minute.
- Greater Foe Slayer. You add your Ranger spellcasting ability modifier to your attack and damage rolls.
Epic Level Ranger: Druidic Sentinel
29th-level Ranger feature
When you finish a long rest, you may prepare three additional spells. These spells can be chosen from the Druid or Ranger spell list. These spells count as Ranger spells for you.
Epic Level Ranger: Master of the Hunt
30th-level Ranger feature
You are a true master of dispatching your enemies. You gain the following benefits which also apply to your beast companion if you have one:
- Nemesis. You gain the benefits of the Nemesis class feature.
- Steady Strikes. Your attacks can’t be made with Disadvantage. Called Shots made against your Favored Enemies or creatures marked as your Favored Foes do not count against the limit of making one Called Shot per turn.