Ranger

Feat Name Action Contents
Favored Enemy Beginning at 1st level, {name} has 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, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, {name} can select two races of humanoid (such as gnolls and orcs) as favored enemies.
They have advantage on Wisdom (Survival) checks to track their favored enemies, as well as on Intelligence checks to recall information about them.
When they gain this feature, they also learn one language of their choice that is spoken by their favored enemies, if they speak one at all.
They choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As they gain levels, their choices should reflect the types of monsters they have encountered on their adventures.
Natural Explorer {name} is 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, or swamp. When they make an Intelligence or Wisdom check related to their favored terrain, their proficiency bonus is doubled if they are using a skill that they’re proficient in.
While traveling for an hour or more in their favored terrain, they gain the following benefits:
_ Difficult terrain doesn’t slow their group’s travel.
_ Their group can’t become lost except by magical means.
_ Even when they are engaged in another activity while traveling (such as foraging, navigating, or tracking), they remain alert to danger.
If they are traveling alone, they can move stealthily at a normal pace.
_ When they forage, they find twice as much food as they normally would.
* While tracking other creatures, they also learn their exact number, their sizes, and how long ago they passed through the area.
{name} chooses additional favored terrain types at 6th and 10th level.
Fighting Style At 2nd level, {name} adopts a particular style of fighting as their specialty. Choose one of the following options. They can’t take a Fighting Style option more than once, even if they later get to choose again.
_ Archery: They gain a +2 bonus to attack rolls they make with ranged weapons.
_ Defense: While they are wearing armor, they gain a +1 bonus to AC.
_ Dueling: When they are wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon.
_ Two-Weapon Fighting: When they engage in two-weapon fighting, they can add their ability modifier to the damage of the second attack.
Spellcasting By the time {name} reaches 2nd level, they have learned to use the magical essence of nature to cast spells, much as a druid does.
Ranger Archetype At 3rd level, {name} chooses an archetype that they strive to emulate. Their choice grants them features at 3rd level and again at 7th, 11th, and 15th level.
Primeval Awareness Beginning at 3rd level, {name} can use their action and expend one ranger spell slot to focus their awareness on the region around them. For 1 minute per level of the spell slot they expend, they can sense whether the following types of creatures are present within 1 mile of them (or within up to 6 miles if they are in their favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Extra Attack Beginning at 5th level, {name} can attack twice, instead of once, whenever they take the Attack action on their turn.
Land’s Stride Starting at 8th level, moving through nonmagical difficult terrain costs {name} no extra movement. They 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, they have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Hide in Plain Sight Starting at 10th level, {name} can spend 1 minute creating camouflage for themselves. They must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create their camouflage.
Once they are camouflaged in this way, they can try to hide by pressing themselves up against a solid surface, such as a tree or wall, that is at least as tall and wide as they are. They gain a +10 bonus to Dexterity (Stealth) checks as long as they remain there without moving or taking actions. Once they move or take an action or a reaction, they must camouflage themselves again to gain this benefit.
Vanish Starting at 14th level, {name} can use the Hide action as a bonus action ontheir turn. Also, they can’t be tracked by nonmagical means, unless they choose to leave a trail.
Feral Senses At 18th level, {name} gains preternatural senses that help them fight creatures they can’t see. When they attack a creature they can’t see, their inability to see it doesn’t impose disadvantage on their attack rolls against it.
They are also aware of the location of any invisible creature within {"30 feet"} of them, provided that the creature isn’t hidden from them and they aren’t blinded or deafened.
Foe Slayer At 20th level, {name} becomes an unparalleled hunter of their enemies. Once on each of their turns, they can add their Wisdom modifier to the attack roll or the damage roll of an attack they make against one of your favored enemies. They can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ranger Archetypes The ideal of the ranger has two classic expressions: the Hunter and the Beast Master.

Hunter Archetype

Feat Name Action Contents
Hunter’s Prey At 3rd level, {name} gains one of the following features of their choice.
- Colossus Slayer: Their tenacity can wear down the most potent foes. When they hit a creature with a weapon attack, the creature takes an extra {"1d8"} damage if it’s below its hit point maximum. They can deal this extra damage only once per turn.
- Giant Killer: When a Large or larger creature within {"5 feet"} of them hits or misses them with an attack, they can use their reaction to attack that creature immediately after its attack, provided that they can see the creature.
- Horde Breaker: Once on each of their turns when they make a weapon attack, they can make another attack with the same weapon against a different creature that is within {"5 feet"} of the original target and within range of their weapon.
Defensive Tactics At 7th level, {name} gains one of the following features of their choice.
- Escape the Horde: Opportunity attacks against them are made with disadvantage.
- Multiattack Defense: When a creature hits them with an attack, they gain a {"+4"} bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
- Steel Will: They have advantage on saving throws against being frightened.
Multiattack At 11th level, {name} gains one of the following features of their choice.
- Volley: They can use eir action to make a ranged attack against any number of creatures within {"10 feet"} of a point they can see within their weapon’s range. They must have ammunition for each target, as normal, and they make a separate attack roll for each target.
- Whirlwind Attack: They can use their action to make a melee attack against any number of creatures within {"5 feet"} of themselves, with a separate attack roll for each target.
Superior Hunter’s Defense At 15th level, {name} gains one of the following features of their choice.
- Evasion: When they are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
- Stand Against the Tide: When a hostile creature misses them with a melee attack, they can use their reaction to force that creature to repeat the same attack against another creature (other than itself) of their choice.
- Uncanny Dodge: When an attacker that they can see hits them with an attack, they can use their reaction to halve the attack’s damage against themselves.