Ranger Class Details
Ranger is a fighter who tackles threats on the edge of civilization. Following are details of the Ranger class:
An unshaven human, rough and wild in appearance, prowls alone through the forest in search of the orcs he suspects are plotting an attack on a nearby farm. With a shorts-word in each arm, he is an unstoppable force of steel, slicing through waves of enemies. An elf recovers from falling out of a cone of cold air and prepares to fire an arrow at a white dragon. Forgetting the chill of the dragon’s breath, she fires arrow after arrow at it, hoping to find a hole in its thick scales.
A half-elf raises his palm to his mouth and calls a hawk circling above him by whistling. He sends the bird to distract the owlbear he’s been tracking, whereas he readies his knot and, in a whisper of Elvish, gives the hawk instructions.
Ranger posts are typically located far from human habitation, past the fences that protect even the most remote farms from the dangers of the wild, among the densely packed trees of driverless woods, and across vast, empty plains.
Killer Animals
Warriors of the forest, rangers are experts in slaying the terrifying beasts and horrors lurking at civilization’s frontiers, including humanoid raiders, monstrous beasts, colossal monsters, and even dragons. They practice stalking their prey in the same manner as a predator would, remaining hidden amongst the foliage and debris of the wilderness. Rangers hone their fighting skills to perfection by concentrating on the methods that are most effective against their preferred enemies.
Rangers, like druids, get the ability to perform spells that tap into the force of nature as they explore the wilderness and gain experience doing so. Similar to their fighting skills, their magic centers around quickness, stealth, and the hunt. When it comes to the difficult job of guarding the frontier, a ranger’s skills and training are fine-tuned to a deadly edge.
Free-Range Explorers
A ranger’s primary calling is to protect the fringes of society from the horrors and humanoid masses that surge in from the wild. However, a ranger may earn a living as a trapper, guide, or tracker. Rangers may form covert orders or druidic alliances in certain regions. However, many rangers are fiercely independent, knowing they may be the first and only line of defense against a dragon or a gang of orcs.
Because of their tenacious sense of self-reliance, rangers are ideally suited to the rigors of exploration, as they are used to doing without such creature amenities as running water and a warm bed. When dealing with city-bred explorers who moan and groan about the trials of the outdoors, rangers usually reply with laughter, annoyance, and compassion. However, they soon realize that the additional burden is worth it to team up with other explorers who can hold their own against civilization’s enemies. People who have never had to forage for food or drink dirty river water as adults may lack these skills, but they more than make up for it in other ways.
Producing a Ranger
Consider the specifics of your training that led to your ranger skills as you develop your character. Have you trained under the tutelage of a single master, traveling the wilderness together until you become an expert ranger? When did you stop being an apprentice, or was your master killed by the monster that later became your nemesis? Or maybe you’re a ranger who was part of a group that studied mysticism and the ways of the wild as part of a druidic order. To survive in the wilds, you may be a hermit who has taught yourself warfare, tracking, and even a mystical connection to nature.
Can you explain why you have such a deep-seated aversion to some types of adversaries? Have you lost a loved one or seen your home or community destroyed by a monster? Or have you witnessed the carnage these monsters wreak and become dedicated to ending their rampage? Is your career in exploring and adventure an expansion of your previous work guarding the frontiers or a radical departure from it? Why did you become part of that group of brave individuals? Do you enjoy the time spent with new friends, or do you prefer to be alone?
INSTANT CONSTRUCTION
If you follow these guidelines, you’ll have a ranger in no time. Make Dexterity your most excellent skill score first, then Wisdom. (For those rangers who prefer two-weapon fighting, Strength is prioritized over Dexterity.) Next, I recommend setting an outlandish scene.
Class Attributes
You obtain class features as a ranger.
Hit Points
Dice:Â 1d10 every 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 beyond the first, plus 1d10 (or 6) per ranger level afterward.
Proficiencies
Light armor, medium armor, and shields make up the armor
Simple weaponry and military weapons
Tools:
None Saving Throws: Agility and Strength
Pick different from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
Equipment
In addition to the tools provided by your background, you begin to play with the following items:
Either scale mail or leather armor
A pair of small swords or b a couple of rudimentary melee weapons
A dungeon master’s pack or an explorer’s pack.
Longbow with 20 arrows in a quiver.
Favored Enemy
Starting at 1st level, you have extensive experience analyzing, tracking, hunting, and conversing with a specific opponent type.
Choose from aberrations, creatures, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternately, you may choose two humanoid species ( dwarfs) as preferred foes. You have an advantage on Wisdom (Survival) checks to track and Intelligence checks to recollect information about your preferred foes. When you get this ability, you also learn a language spoken by your chosen foes, if any of them talk about a language. You select another favored foe and a language linked with it at levels 6 and 14. As you advance in levels, your decisions should reflect the types of enemies you’ve encountered over your journeys.
Natural Explorer
You are proficient at navigating and surviving in a specific type of natural environment and deeply understand it. Pick your preferred landscape from the following options: arctic, coastal, desert, forest, grassland, mountain, swamp, or Underdark. Your proficiency bonus is doubled if you are competent in a skill you use to make an Intelligence or Wisdom check relevant to your favorite terrain.
You acquire the following bonuses while traveling for at least one hour in your preferred terrain:
The journey speed of your group is unaffected by the rugged terrain.
Your party can only become lost through magical ways.
You stay vigilant for danger even when involved in another activity (such as foraging, navigation, or tracking) while traveling.
Walking alone is possible to walk discreetly at a regular speed.
When you explore, you discover double as much sustenance as usual.
You learn the exact quantity of other creatures, their sizes, and how time afterward they were in the area while monitoring them. You select different favorite terrain types at levels 6 and 10.
Fighting Method
At a second level, you specialize in a particular fighting style. Select one of the following alternatives. You cannot select the Fighting Method choice more than once, although if you subsequently have the opportunity to do so.
Archery
You receive a +2 bonus on attack rolls with ranged weapons.
Defense
While wearing armor, your AC is increased by +1.
Dueling
You get a +2 bonus to attack rolls with a solitary melee weapon when you have no other weapons loaded.
Two-Weapon Combat
When engaging in two-weapon combat, you can increase the power of the second strike by your ability modifier.
Spellcasting
You have learned to use the mystical connection with nature to inflict damage, much like a druid, by the time you hit the second level. Refer to Spells Rules for basic spellcasting guidelines and Charms Catalogue for the ranger magic list.
Spell Slots
The Ranger table displays how many spells credits you have available to cast 1st-level and higher ranger spells. To perform these spells, you must use a spell slot of the same or higher level as the spell. Upon completing a lengthy rest, you restore all spent spell slots.
If you know the 1st-level spell animal friendship and have both 1st-level and 2nd-level spell slots open, you can cast animal friendship using either space.
Known Spells of 1st Level and Higher
You know two 1st-level spells chosen from the list of ranger spells.
The Spells Known row of the Ranger table shows whenever you learn additional spells. Each charm must have a level corresponding to your available spell slots. For example, when you reach the 5th level in this class, you can learn a new 1st- or 2nd-level spell.
In addition, whenever you level up as a ranger, you may replace one of your known ranger spells with another spell from the ranger spell list, provided that the new spell’s level is within the ranger’s spell slot maximum.
Spellcasting Power
Intelligence is your spellcasting skill for ranger spells, as your magic is based on your connection with nature. You employ your Intelligence whenever a bit references your spellcasting aptitude. Additionally, you use your Wisdom bonus when determining the resistance throw DC for a spell you cast as a ranger and when making an attack throw with one.
DC of your spell saves equals eight plus your proficiency bonus plus your Wisdom modifier.
Modifier for spell attacks equals your proficiency bonus plus your Wisdom modifier.
Ranger Archetype
At the 3rd level, you select an archetype to emulate, either the Hunter described after the class explanation or one from another origin. Your selection gets you characteristics at the 3rd level, 7th level, 11th level, and 15th level.
Primal Knowledge
At the 3rd level, you can use your move and one spell slot as a ranger to concentrate your awareness on the surrounding area. For 1 minute per level of the spell slot you waste, you may detect the presence of aberrations, celestials, dragons, elementals, fey, fiends, and undead within 1 mile of you (or up to 6 miles if you’re in your chosen terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This ability does not reveal the location or number of the animals.
Ability Score Increase
At the 4th level, 8th level, 12th level, 16th level, and 19th level, you can enhance one ability rating of your selection by 2, or you can raise two ability scores by 1. As usual, you can not use this feature to boost an ability score beyond 20.
Using the elective feats rule, you may forego this ability in favor of a marvel of your choosing.
Extra Attack
Beginning at the 5th level, whenever you perform the Attack action on your turn, you can attack twice instead of once.
Land’s Attack
Beginning at level 8, traversing nonmagical rugged terrain requires no additional movement. Additionally, you can travel through spell caster plants without even being hindered by them or receiving damage if they contain thorns, spines, or a comparable hazard. Additionally, you benefit from escape throws against magically manufactured or controlled plants that hamper mobility, such as those produced by the entangled spell.
Conceal in Plain View
You can spend 1-minute generating camouflage for yourself beginning at level 10. To produce a mask, you must have a supply of fresh mud, soil, plants, smoke, and other found natural elements. Once camouflaged, you can attempt to hide by pressing yourself against a solid surface that is at least as tall and wide as you are, such as a tree or a wall. You receive a +10 advantage to Dexterity (Stealth) tests as long as you remain still and take no action. It would be best if you hid again to regain this benefit after moving or performing an action or reaction.
Vanish
You can use the Hide action as a bonus on your turn, beginning at the 14th level. Additionally, you cannot be tracked by nonmagical means unless you leave a trail.
Feral Senses
At the 18th level, you develop supernatural senses that aid you in combating invisible foes. When attacking a creature you cannot see, you do not suffer a disadvantage on attack rolls against it due to your inability to see it. Additionally, if you are not blinded or deafened, and an unseen creature is within 30 feet of you, you can pinpoint its exact location.
Slayer of Enemies
At level 20, you become an unmatched adversary hunter. Once per turn, you may increase the attack roll or damage roll by your Wisdom modifier when attacking a favored enemy. You may use this ability following the final registration and before the roll’s effects are applied.
Ranger Archetypes
The ranger ideal has timeless expressions. The details are provided below.
Hunter
If you want to live up to the Hunter archetype, you have to be willing to embrace your role as a barrier between civilized society and the dangers of the natural world. As you go along Hunter’s path, you’ll pick up expert strategies for taking down everything from swarms of orcs and ogres to colossal titans and scary dragons.
The target of the Hunter
You choose one of the following benefits when you reach the third level, which applies to you immediately.
Colossus Slayer is a figurative term
Your perseverance can eventually wear down even the strongest of opponents. Weapon attacks that hit a creature with fewer hit points than the attacker deal an extra 1d8 damage. You only have one opportunity every turn to do this additional damage to an opponent.
Killer of Giants
When a Large or more giant creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the beast.
Killer of Hordes
When making a weapon attack, you may make an additional attack against a different entity within 5 feet of your initial target and within your weapon’s range once per turn.
Defensive Strategies
You choose one of the following abilities to improve at the 7th level, and it immediately becomes available to you. It would help if you took this opportunity to flee the horde because your attackers will be at a disadvantage.
Defense in Depth
Whenever an enemy creature successfully strikes you with an assault, you get a +4 boost to your AC against attacks from that monster for the remainder of the turn. You have a steel will and have a bonus on Will saves vs fear.
Multi-attack
You choose one of the following abilities to improve at the 11th level, and it immediately becomes available to you.
Volley
Any creature within 10 feet of a spot you can see within your weapon’s range can be the target of a ranged attack you perform with your action. Each target requires its round of ammunition.
Attempted Whirlwind Assault
As a part of your action, you may make a melee attack against every number of enemies within 5 feet of you, rolling an attack die for each target.
Protecting Yourself Like a Hunter
After reaching level 15, you unlock a new ability.
Evasion
You suffer no damage from effects that generally allow you to make a Wisdom saving throw. Such as you take half damage, such as a red dragon’s hot breath or a fireball spell, and only half damage if you miss the saving throw.
Defy the Flow
If an enemy creature attempts a melee attack against you and misses, you can use your reaction. In this way, you can let it retry the attack against the other animal (other than yourself) of your choice.
Amazing Deception
You can reduce the amount of damage taken by an enemy that you can see dealing you an attack by using your reaction when that assault hits you.
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