Ranger Statistics
Hit Dice: d10
Saving Throws: Strength, Dexterity
Skills: Two out of Athletics, History, Insight, Intimidation, Medicine, Persuasion, and Religion
Armor: Light Armor, Medium Armor, Shields
Weapons: All
Tools: None
ASIs: 5 (4th, 8th, 12th, 16th, 19th)
Important Ability Scores: Strength or Dexterity, Wisdom
Subclasses (Archetypes): 5
- PHB Archetypes: Hunter, Beast Master
- Xanathar Archetypes: Horizon Walker, Monster Slayer, Gloomstalker
General Traits
Trait Selection: Fighting Style - 1 Option, does not change with levelCommunication
- Favored Enemy (1st)
Concealment/Deception/Illusion
- Hide in Plain Sight (10th)
- Vanish (14th)
Divination/Senses/Information Gathering
- Favored Enemy (1st)
- Feral Senses (18th)
- Primeval Awareness (3rd)
Healing/Restorative
Movement/Travel
- Land's Stride (8th)
- Natural Explorer (1st)
Offensive
- Extra Attack (5th)
- Feral Senses (18th)
- Fighting Style: Archery (2nd)
- Fighting Style: Dueling (2nd)
- Fighting Style: Two-Weapon Fighting (2nd)
- Foe Slayer (20th)
Survivability
- Fighting Style: Defense (2nd)
- Land's Stride (8th)
Utility
- Natural Explorer (1st)
Archetype Traits
Hunter
- Trait Selection
- Hunter's Prey: 1 option
- Defensive Tactics: 1 option
- Multiattack: 1 option
- Superior Hunter's Defense: 1 option
- Damage
- Hunter's Prey: Colossus Slayer (3rd)
- Offensive
- Hunter's Prey: Horde Breaker (3rd)
- Multiattack: Volley (11th)
- Multiattack: Whirlwind (11th)
- Retributive
- Hunter's Prey: Giant Killer (3rd)
- Superior Hunter's Defense: Stand Against the Tide (15th)
- Survivability
- Defensive Tactics: Escape the Horde (7th)
- Defensive Tactics: Multiattack Defense (7th)
- Defensive Tactics: Steel Will (7th)
- Superior Hunter's Defense: Evasion (15th)
- Superior Hunter's Defense: Uncanny Dodge (15th)
Beast Master
- Companion
- Ranger's Companion (3rd)
- Offensive
- Bestial Fury (11th)
- Utility
- Exceptional Training (7th)
- Share Spells (15th)
Gloom Stalker
- Ambush
- Dread Ambusher (3rd)
- Concealment/Deception/Illusion
- Gloom Stalker: Disguise Self (3rd - 1st Level Spell)
- Gloom Stalker: Great Invisibility (13th - 4th Level Spell)
- Gloom Stalker: Rope Trick (5th - 2nd Level Spell)
- Gloom Stalker: Seeming (17th - 5th Level Spell)
- Umbral Sight (3rd)
- Divination/Senses/Information Gathering
- Umbral Sight (3rd)
- Gloom Stalker Magic (levels listed are spell level not class level)
- Concentration
- Fear (3rd)
- Great Invisibility (4th)
- Concealment/Deception/Illusion
- Disguise Self (1st)
- Great Invisibility (4th)
- Rope Trick (2nd)
- Seeming (5th)
- Mind Control
- Fear (3rd)
- Utility
- Rope Trick (2nd)
- Offensive
- Stalker's Flurry (11th)
- Survivability
- Iron Mind (7th)
- Shadowy Dodge (15th)
Horizon Walker
- Concealment/Deception/Illusions
- Ethereal Step (7th)
- Damage
- Planar Warrior (3rd)
- Divination/Senses/Information Gathering
- Detect Portal (3rd)
- Horizon Walker Magic (levels listed are spell level not class level)
- Concentration
- Banishment (4th)
- Haste (3rd)
- Protection from Evil and Good (1st)
- Expensive Material Components
- Teleportation Circle* (5th)
- Increased Effectiveness with Higher Level Slots
- Banishment (4th)
- Control
- Banishment (4th)
- Defensive
- Haste (3rd)
- Protection from Evil and Good (1st)
- Movement/Travel
- Haste (3rd)
- Misty Step (2nd)
- Teleportation Circle (5th)
- Offensive
- Haste (3rd)
- Movement/Travel
- Distant Strike (11th)
- Ethereal Step (7th)
- Offensive
- Distant Strike (11th)
- Planar Warrior (3rd)
- Survivability
- Spectral Defense (15th)
Monster Slayer
- Damage
- Slayer's Prey (3rd)
- Divination/Senses/Information Gathering
- Hunter's Sense (3rd)
- Monster Slayer Magic (levels listed are spell level not class level)
- Concentration
- Protection from Evil and Good (1st)
- Expensive Material Components
- Magic Circle* (3rd)
- Increased Effectiveness with Higher Level Slots
- Banishment (4th)
- Hold Monster (5th)
- Area Denial
- Magic Circle (3rd)
- Control
- Banishment (4th)
- Hold Monster (5th)
- Defensive
- Magic Circle (3rd)
- Protection from Evil and Good (1st)
- Divination/Senses/Information Gathering
- Zone of Truth (2nd)
- Mind Control
- Zone of Truth (2nd)
- Wards
- Magic Circle (3rd)
- Retributive
- Magic-User's Nemesis (11th)
- Slayer's Counter (15th)
- Survivability
- Slayer's Counter (15th)
- Supernatural Defense (7th)
Ranger General Spells
Half-CasterInnate Caster
Known Spells at 2nd Level: 2
Known Spells at 20th: 11
Spells gained as Archetype features (Gloom Stalker, Horizon Walker, Monster Slayer) do not count against the number of spells known and those 3 Archetypes end with 16 spells known.
Spells from Xanathar's are in Bold
Concentration
- Absorb Elements (1st)
- Barkskin (2nd)
- Beast Bond (1st)
- Beast Sense (2nd)
- Conjure Animals (3rd)
- Conjure Woodland Beings (4th)
- Detect Magic (1st)
- Detect Poison and Disease (1st)
- Ensnaring Strike (1st)
- Fog Cloud (1st)
- Flame Arrows (3rd)
- Grasping Vine (4th)
- Guardian of Nature (4th)
- Healing Spirit (2nd)
- Hunter's Mark (1st)
- Locate Creature (4th)
- Locate Object (2nd)
- Pass Without Trace (2nd)
- Protection from Energy (3rd)
- Spike Growth (2nd)
- Swift Quiver (5th)
- Tree Stride (5th)
- Wind Wall (3rd)
- Wrath of Nature (5th)
- Zephyr Strike (1st)
Expensive Material Components
- Conjure Barrage* (3rd)
- Conjure Volley (5th)
- Cordon of Arrows* (2nd)
- Stoneskin* (4th)
Increased Effectiveness with Higher Level Slots
- Conjure Animals (3rd)
- Conjure Woodland Beings (4th)
- Cordon of Arrows (2nd)
- Cure Wounds (1st)
- Ensnaring Strike (1st)
- Flame Arrows (3rd)
- Fog Cloud (1st)
- Hail of Thorns (1st)
- Healing Spirit (2nd)
- Hunter's Mark (1st)
- Lightning Arrow (3rd)
Ritual
- Alarm (1st)
- Beast Sense (2nd)
- Commune with Nature (5th)
- Detect Magic (1st)
- Detect Poison and Disease (1st)
- Locate Animals and Plants (2nd)
- Silence (2nd)
- Water Breathing (3rd)
- Water Walk (3rd)
Area Denial
- Cordon of Arrows (2nd)
- Plant Growth (3rd)
- Snare (1st)
- Spike Growth (2nd)
- Wind Wall (3rd)
- Wrath of Nature (5th)
Buff
- Barkskin (2nd)
- Jump (1st)
- Longstrider (1st)
- Swift Quiver (5th)
Communication
- Animal Messenger (2nd)
- Beast Bond (1st)
- Speak with Animals (1st)
- Speak with Plants (3rd)
Concealment/Deception/Illusions
- Fog Cloud (1st)
- Nondetection (3rd)
- Pass without Trace (2nd)
- Silence (2nd)
Control
- Ensnaring Strike (1st)
- Grasping Vine (4th)
- Snare (1st)
- Wrath of Nature (5th)
Damage
- Absorb Elements (1st)
- Conjure Barrage (3rd)
- Conjure Volley (5th)
- Cordon of Arrows (2nd)
- Ensnaring Strike (1st)
- Flame Arrows (3rd)
- Hail of Thorns (1st)
- Hunter's Mark (1st)
- Lightning Arrow (3rd)
- Spike Growth (2nd)
- Steel Wind Strike (5th)
- Wrath of Nature (5th)
- Zephyr Strike (1st)
Defensive
- Absorb Elements (1st)
- Barkskin (2nd)
- Freedom of Movement (4th)
- Protection from Energy (3rd)
- Protection from Poison (2nd)
- Silence (2nd)
Divination/Senses/Information Gathering
- Beast Bond (1st)
- Beast Sense (2nd)
- Commune with Nature (5th)
- Darkvision (2nd)
- Detect Magic (1st)
- Detect Poison and Disease (1st)
- Find Traps (2nd)
- Hunter's Mark (1st)
- Locate Animals and Plants (2nd)
- Locate Creature (4th)
- Locate Object (2nd)
- Speak with Animals (1st)
- Speak with Plants (3rd)
Healing/Restorative
- Cure Wounds (1st)
- Goodberry (1st)
- Healing Spirit (2nd)
- Lesser Restoration (2nd)
Movement/Travel
- Freedom of Movement (4th)
- Jump (1st)
- Longstrider (1st)
- Tree Stride (5th)
- Water Breathing (3rd)
- Water Walk (3rd)
- Zephyr Strike (1st)
Mind Control
- Animal Friendship (1st)
Offensive
- Flame Arrows (3rd)
- Swift Quiver (5th)
- Zephyr Strike (1st)
Summoning
- Conjure Animals (3rd)
- Conjure Woodland Beings (4th)
Transformative
- Guardian of Nature (4th)
Utility
- Daylight (3rd)
- Goodberry (1st)
- Plant Growth (3rd)
- Water Breathing (3rd)
Wards
- Alarm (1st)
- Cordon of Arrows (2nd)
- Snare (1st)
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