5e SRD 5.2.1 · 5.2.1
Creation.”
Spells > Creation.”
Level 2: Fighting Style You gain a Fighting Style feat of your choice (see “Feats”). Instead of choosing one of those feats, you can choose the option below. Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip. Level 3: Ranger Subclass You gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower. Level 4: Ability Score Improvement You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16. Level 5: Extra Attack You can attack twice instead of once whenever you take the Attack action on your turn. Level 6: Roving Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed. Level 9: Expertise Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills. Level 10: Tireless Primal forces now help fuel you on your journeys, granting you the following benefits. Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1. Level 13: Relentless Hunter Taking damage can’t break your Concentration on Hunter’s Mark. Level 14: Nature’s Veil You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. Level 17: Precise Hunter You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark. Level 18: Feral Senses Your connection to the forces of nature grants you Blindsight with a range of 30 feet. Level 19: Epic Boon You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended. Level 20: Foe Slayer The damage die of your Hunter’s Mark is a d10 rather than a d6.
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells SpellSchoolSpecial AlarmAbjurationR Animal FriendshipEnchantment— Cure WoundsAbjuration— Detect MagicDivinationC, R Detect Poison and DiseaseDivinationC, R Ensnaring StrikeConjurationC EntangleConjurationC Fog CloudConjurationC GoodberryConjuration— Hunter’s MarkDivinationC JumpTransmutation— LongstriderTransmutation— Speak with AnimalsDivinationR Level 2 Ranger Spells SpellSchoolSpecial AidAbjuration— Animal MessengerEnchantmentR BarkskinTransmutation— DarkvisionTransmutation— Enhance AbilityTransmutationC Find TrapsDivination— Gust of WindEvocationC Lesser RestorationAbjuration— Locate Animals or PlantsDivinationR Locate ObjectDivinationC Magic WeaponTransmutation— Pass without TraceAbjurationC Protection from PoisonAbjuration— SilenceIllusionC, R Spike GrowthTransmutationC Level 3 Ranger Spells SpellSchoolSpecial Conjure AnimalsConjurationC DaylightEvocation— Dispel MagicAbjuration— Meld into StoneTransmutationR NondetectionAbjurationM Plant GrowthTransmutation— Protection from EnergyAbjurationC RevivifyNecromancyM Speak with PlantsTransmutation— Water BreathingTransmutationR Water WalkTransmutationR Wind WallEvocationC Level 4 Ranger Spells SpellSchoolSpecial Conjure Woodland BeingsConjurationC Dominate BeastEnchantmentC Freedom of MovementAbjuration— Locate CreatureDivinationC