Ranger
Hit Points
Hit Dice: 1d10 per 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 after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
(a) scale mail or (b) leather armor
(a) two shortswords or (b) two simple melee weapons or (c) one martial weapon
(a) dungeoneers pack or (b) explorers pack
A longbow and a quiver of 20 arrows
Maneuvers
This class grants you maneuvers, see Chapter 12: Maneuvers for more information.
Hunters Prey
At 1st level, Rangers are adept at singling out a foe and exploiting them. You can use a bonus action on your turn to mark one enemy within 120 feet of you as your prey. The mark lasts for 1 minute, or until you designate a new target as your prey. You have a number of uses of this feature equal to your Wisdom modifier. You regain one use of the feature on a short rest, and all uses on a long rest.
You gain certain benefits against your prey. You choose one feature from the Ranger Specializations section at level 1. At later levels, 5th level, 11th level, and 17th level, you can pick another Ranger Specialization.
The abilities are categorized into "active" and "passive" abilities. For the features categorizes as active, you must choose when you use them, while the passive features are always active. You may only use one active Ranger Specialization per turn.
Additionally, you always have the Hunters Mark spell known, and it does not count against your total number of spells known. Whenever you use a bonus action to mark a creature as your Hunters Prey, you can also use the same bonus action to cast the Hunter's Mark spell on them.
Studious Hunter
At 1st level, you are adept at researching and learning about different types of monsters. Choose two types of enemies from the list provided: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively you can pick races of humanoids, such as gnolls, orcs, bugbears, etc.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one type of language associated with one of your chosen enemy types if they speak one at all.
You can change your selected enemy types on a long rest.
If you mark a creature as your prey with the Hunters Prey ability, it doesn't cost your bonus action to do so if the target is one of the creature types you have selected with this feature.
Additionally, you pick one of your skill proficiencies to gain expertise in.
Spellcasting
At 1st level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots. The Ranger table shows how many spell slots you have to cast your spells of 1st level or higher. When you cast a spell, you expend a spell slot. The spell slot spent must be equal to or greater than the level of the spell cast. You regain all expended spell slots on a long rest.
Spells Known. You know two 1st level spells of your choice from the primal spell list. The spells known column of the ranger table shows when you learn more spells from the primal spell list of your choice. You must have spell slots for the spells you learn.
Additionally, when you gain a level in the ranger class, you can replace one of your known spells with another one from the primal spell list, which also must be of a level that you have spell slots for.
Spellcasting Ability. Wisdom is your spellcasting ability for your ranger spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Fighting Style
At 2nd level, you gain a Fighting Style of your choice from the Fighting Style list. You can't learn a Fighting Style more than once, even if another feature allows you to learn another Fighting Style.
Primeval Awareness
At 3rd level, you are aware of your surroundings at all times. You gain a +5 to your passive perception, you are immune to the surprised condition, and when you roll initiative, you can use a reaction to mark one creature as your prey with the Hunters Prey ability.
Ranger Subclass
At 3rd level, you gain a ranger subclass of your choice: Beast Master, Gloom Stalker, Horizon Walker, Hunter, Swarmkeeper, and Drakewarden.
The subclass you choose grants you features at 3rd level, and again when you reach 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Keen Eye
At 5th level, when you mark a creature as your Hunters Prey, you can learn one of the following options about it:
The creatures speed
Any damage resistances/immunities the creature has
Any condition immunities that the creature has
If the target has any legendary actions or legendary saves (but not how many).
When you mark a target as your Hunters Prey, the creature has no idea that a mark was placed on them as it is not magical in nature, it is just a representation of your devotion to taking down that target.
If you mark a creature while they are unaware of your hostility towards them, they have a harder time concealing their abilities as they are not on the defense yet. You can pick two of the option above when you mark a creature this way, learning two pieces of crucial information about your target.
Strider
At 6th level, your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed, and moving through difficult terrain costs you no extra movement. In addition, you have advantage on saving throws against effects that impede movement, such as the entangle spell.
Finally, whenever you mark a creature with your Hunters Prey, you can move up to half your speed without spending movement or provoking attacks of opportunity.
Apex Predator
At 8th level, whenever you kill a creature that is marked by your Hunters Prey feature, you can use a free action to transfer the mark to another creature that you can see, expending a use of the feature as normal.
Tireless
At 10th level, as a bonus action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point).
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1, and you regain all uses of your Hunters Prey feature.
Unerring Hunter
At 10th level, whenever you miss a weapon attack against your Hunters Prey, you can reroll the attack against another creature within your weapons range.
Hunter's Action
At 14th level, once per round, immediately after another creature's turn ends, you can make either make one weapon attack against your Hunters Prey, or move up to half your speed towards your Hunters Prey without provoking attacks of opportunity.
Nature's Veil
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Feral Senses
At 18th level, you gain preternatural senses that help you fight. You gain the following benefits:
When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
When you roll initiative, you can immediately take one action or move up to your speed without provoking attacks of opportunity.
Foe Slayer
At 20th level, you become an unparalleled hunter. You can use two active Ranger Specializations per turn.
Additionally, you can add your Wisdom Modifier to the damage or attack roll against your Hunters Prey.