Civilization may have entrenched itself upon the Known Lands for millennia, but there are still vast tracts of unspoiled land that few humans or humanoids have ever set foot upon. Rangers are those who feel the tug of wanderlust pushing them to go into these primordial forests and see what no one has ever seen - or at least not for a very long time.

By traveling beyond the comforts of civilization and into the wilderness, you have joined an elite group that call the pristine wilderness their home.

There you have learned skills and tricks that others can only dream of, such as tracking a beast that leaves nary a trace or walking across a field of dry leaves without making a sound. Rangers are always traveling and learning about new people and cultures - never happy until they know what’s beyond the next hill.

Rangers with the spell casting class features are considered primal casters.

Spell-less Ranger

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: Herbalist Kit
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival


You start with the following equipment, in addition to the equipment granted by your background.

  • Choose either the scale mail or leather armor national equivalent
  • Choose any two martial melee weapons and two simple melee weapons appropriate to your starting nation
  • Choose either a dungeoneer’s pack or an explorer’s pack
  • Choose either a bow or crossbow and a quiver of 20 arrows/bolts

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, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as dark-kin and gar) as your 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 such as their habits or capabilities. Additionally, you gain a +2 bonus on weapon damage rolls against 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 or groups you have encountered on your adventures.

Level Proficiency Bonus Class Ability
1 +2 Favored Enemy, Natural Explorer
2 +2 Fighting Style, Herb Craft, Quarry (1d6)
3 +2 Ranger Archetype, Skirmisher
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Favored Enemy, Natural Explorer improvements, Quarry (2d6)
7 +3 Ranger Archetype feature
8 +3 Ability Score Improvement, Land’s Stride
9 +4 Natural Explorer improvement
10 +4 Extra Attack (2)
11 +4 Ranger Archetype feature, Quarry (3d6)
12 +4 Ability Score Improvement, Natural Explorer improvement
13 +5 Additional Fighting Style, Herb Craft Improvement
14 +5 Favored Enemy improvement, Vanish
15 +5 Ranger Archetype feature
16 +5 Ability Score Improvement
17 +6 Herb Craft Improvement
18 +6 Feral Senses
19 +6 Ability Score Improvement
20 +6 Foe Slayer

Natural Explorer

You 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, subterranean, or swamp. 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’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • 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, 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.

You choose additional favored terrain types at 6th, 9th, and 12th level.

Fighting Style

At 2nd level, and again at 13th level, you adopt a particular style of fighting as your specialty. Choose any style from the Fighting Style feature of the fighter class. You can’t take a Fighting Style option more than once.


Once you reach 2nd level, you may, as a bonus action, choose one target you can clearly see as your quarry. The creature remains your quarry for a number of days equal to your ranger level or until you choose a new quarry. When tracking your quarry, you gain advantage on all Wisdom (Survival) checks.

Once per turn, when you make an attack against your quarry with a melee or ranged weapon, you deal an additional 1d6 damage of your weapon’s type. This extra damage increases to 2d6 at 6th level, 3d6 and 11th level.

Upon reaching 6th level your quarry’s movement provokes an opportunity attack from you even if they disengage, and upon reaching 10th level, you may retain your quarry indefinitely or until you select a new quarry.

Herb Craft

At 2nd level you have acquired a wealth of herbal lore, which becomes quite useful in healing common ailments and treating wounds.

When you forage for food while traveling, you may also gather a number of herbal bundles equal to your proficiency bonus. If you only forage for herbs, you can find an additional 1d6 herbal bundles.

Without a herbalism kit, freshly cut herb bundles will lose their potency within 3 days. You can use a herbalism kit to preserve your harvest, making your herbal bundles last an additional number of days equal your ranger level.

You can store only a number of herbal bundles equal to your level in this class + your Wisdom modifier.

You can use your herbal bundles in the following ways:

Ointment of Healing: As an action, you use 1 or more herbal bundles to apply a healing poultice to a creature.

Roll a number of d4’s equal to the number of herbal bundles you used to create the poultice (up to a maximum number of bundles equal to your proficiency bonus) and add your Wisdom modifier; the creature you apply the poultice to regains that many hit points. Any creature treated with an ointment of healing cannot benefit from another until they complete a long rest.

The die rolled for your ointment’s healing increases as you gain levels in this class, becoming d6’s at 5th level, d8’s at 10th, and d12’s at 15th.

Refreshing Tea: You may prepare a special tea to speed up natural healing. You must use 1 herbal bundle for every six creatures that will drink this tea. Any creature that does so and regains hit points at the end of the short rest also gains an additional 1d6 hit points. This die increases as you gain higher levels, becoming 1d8 at 5th level, 1d10 at 10th, and 1d12 at 15th.

Fortifying Tea: Upon reaching 13th level you learn how to brew a powerful but foul smelling tea. This tea takes 1 hour to brew and uses 2 herbal bundles. Any creature who drinks this tea gains advantage on all saving throws against disease and poison until they complete a long rest.

Restorative Tea: Upon reaching 17th level you learn how to brew a powerful sweet tasting tea. This tea takes 1 hour to brew and uses 5 herbal bundles. Any creature who drinks this tea loses two levels of exhaustion. The tea also ends either any one reduction to one of the creature’s ability scores or any one effect reducing the creature's hit point maximum.

Crafting Potions: you can use herbal bundles to craft potions, healing kits, antitoxin, or even poison.

Treat each herbal bundle as 10 gp worth of components for such crafting. The time required to craft an item with herbal bundles is reduced by number of days equal your proficiency bonus (minimum of 1 day). You may only use a number of herbal bundles equal to you proficiency bonus in this way per potion.

For example, a 5th level ranger could reduce the crafting cost of a healing potion (50 gp) by 30gp and complete it in a single day while a 10th level ranger could craft a healing potion in 1 day, using 5 herbal bundles.

Ranger Archetypes

At 3rd level, 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.


Starting at 3rd level, while in one of your favored terrains you can use the Hide action as a bonus action on your turn.

Ability Score Improvement

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, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, 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 10th level.

Land’s Stride

Starting 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.

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.


Starting at 14th level, you can use the Hide action as a bonus action on your turn regardless of the terrain you are in. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Foe Slayer

At 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.