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Ranger

Hit Dice: 10

Proficiency Choices:

Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
  • Animal Handling
    - When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
  • Athletics
    - Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming.
  • Insight
    - Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
  • Investigation
    - When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
  • Nature
    - Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
  • Perception
    - Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
  • Stealth
    - Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
  • Survival
    - The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

Proficiencies

  • - Light Armor
  • - Medium Armor
  • - Shields
  • - Simple Weapons
  • - Martial Weapons
  • - Saving Throw: DEX
  • - Saving Throw: STR

Saving Throws

  • - STR
  • - DEX

Starting Equipment

  • - Longbow
  • - Arrow

Starting Equipment Options

  • - (a) scale mail or (b) leather armor
  • - (a) two shortswords or (b) two simple melee weapons
  • - (a) a dungeoneer’s pack or (b) an explorer’s pack

Multiclass Prerequsites

  • - Minimum DEX score: 13
  • - Minimum WIS score: 13

Multiclass Proficiencies

  • - Light Armor
  • - Medium Armor
  • - Shields
  • - Simple Weapons
  • - Martial Weapons

Subclasses

  • - Hunter

Spellcasting

  • Spell Slots
    • - The Ranger table shows how many spell slots you have to cast your 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.
    • - For 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.
  • Spells Known of 1st Level and Higher
    • - You know two 1st-level spells of your choice from the ranger spell list.
    • - The 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.
    • - Additionally, 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.
  • Spellcasting Ability
    • - Wisdom 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.
    • - Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
    • - Spell attack modifier = your proficiency bonus + your Wisdom modifier.