5e SRD 5.2.1 · 5.2.1
Survival
Spells > Survival
Weapon Proficiencies Simple and Martial weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP Becoming a Ranger ... As a Level 1 Character • Gain all the traits in the Core Ranger Traits table. • Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. As a Multiclass Character • Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields. • Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Ranger Class Features As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table. Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description. Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination. If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells. Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells. Level 1: Favored Enemy You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table. Level 1: Weapon Mastery Your training with weapons allows you to use the mastery properties of two kinds of weapons of your Ranger Features Proficiency Bonus Favored Enemy Prepared
—Spell Slots per Spell Level— LevelClass Features12345 1+2Spellcasting, Favored Enemy, Weapon Mastery 222———— 2+2Deft Explorer, Fighting Style232———— 3+2Ranger Subclass243———— 4+2Ability Score Improvement253———— 5+3Extra Attack3642——— 6+3Roving3642——— 7+3Subclass feature3743——— 8+3Ability Score Improvement3743——— 9+4Expertise49432—— 10+4Tireless49432—— 11+4Subclass feature410433—— 12+4Ability Score Improvement410433—— 13+5Relentless Hunter5114331— 14+5Nature’s Veil5114331— 15+5Subclass feature5124332— 16+5Ability Score Improvement5124332— 17+6Precise Hunter61443331 18+6Feral Senses61443331 19+6Epic Boon61543332 20+6Foe Slayer61543332
choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords. Level 2: Deft Explorer Thanks to your travels, you gain the following benefits. Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill. Languages. You know two languages of your choice from the language tables in “Character