Blood and Stone
- Hit Dice: 2d6 per ranger level.
- Hit Points at 1st Level: 12 + your Constitution modifier.
- Hit Points at Higher Levels: 2d6 (or 7) + your Constitution modifier per ranger level after 1st.
- Armor. Light Armor, Medium Armor, & Shields.
- Weapons. Simple Weapons, Martial Weapons.
- Tools. Herbalism Kit.
- Saving Throws. Dexterity, Wisdom.
- Skills. Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, & Survival.
You start with the following equipment, in addition to the equipment granted by your background.
- (a) scale mail or (b) leather armor
- (a) two shortswords, or (b) two simple melee weapons, or © a martial melee weapon and a shield.
- (a) a dungeoneer’s pack or (b) an explorer’s pack.
- (a) a longbow and a quiver of 20 arrows or (b) a martial weapon.
|1st||+2||Ambuscade, Favored Enemy, Natural Explorer, Wild Empathy|
|2nd||+2||Fighting Style, Skirmisher’s Stealth|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Fast Movement, Trackless Passage|
|6th||+3||Favored Enemy & Natural Explorer improvements|
|7th||+3||Ranger Archetype Feature|
|8th||+3||Ability Score Improvement, Land’s Stride|
|9th||+4||Additional Fighting Style, Call the Wild|
|10th||+4||Natural Explorer Improvement, Hide in Plain Sight|
|11th||+4||Ranger Archetype feature|
|12th||+4||Ability Score Improvement|
|13th||+5||Call the Wild Improvement|
|14th||+5||Favored Enemy Improvement, Vanish|
|15th||+5||Ranger Archetype feature|
|16th||+5||Ability Score Improvement, Freedom of Movement|
|17th||+6||Call the Wild Improvement, Swift Quiver|
|19th||+6||Ability Score Improvement|
Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as
gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered in your adventures.
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits.
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
A ranger can improve the attitude of an animal by making a successful Wisdom (Animal Handling) check.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option m ore than once, even if you later get to choose again.
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Two−Weapon Fighting. When you engage in two−weapon fighting, you can add your ability modifier to the damage of the second attack.
Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your location.
When in your favored terrain, at the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.
Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute per Ranger Level, you can sense whether the following types of creatures are present within 1 mile of you (or within 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature does not reveal the creatures’ location or number. You may use this ability a number of times equal to your Wisdom modifier (minimum 1), and regain all uses after a long rest.
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. As normal, you can’t increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 5th level, your speed increases by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Beginning at 5th level, while in your favored terrain, you and one creature per Wisdom modifier that you choose (and that remains within 30 feet of you) has a +10 bonus to Dexterity (Stealth) checks, and cannot be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. Use of this ability requires concentration, and you may not use it again until after a long rest.
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Call the Wild
Beginning at 9th level, if you are within your favored terrain, you may summon a number of beasts to come to your aid. The beast(s) arrive in 1d4 rounds. Choose one of the following options for what appears:
- One beast of challenge rating 2 or lower.
- Two beasts of challenge rating 1 or lower.
- Four beasts of challenge rating 1/2 or lower.
- Eight beasts of challenge rating 1/4 or lower.
A summoned beast dies when it drops to 0 hit points, or runs off when combat ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. As a bonus action, you can make a Wisdom (Animal Handling) check to issue commands. If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
At 13th level, you may summon up to twice as many beasts, and three times as many at 17th level. You may use Call of the Wild a number of times equal to your Wisdom Modifier, and regain all uses after a long rest.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or a wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
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.
Freedom of Movement
At 16th level, as an action, you can create an effect similar to the spell Freedom of Movement. You are the target for this ability, and you require no components, but in all other respects, this features works exactly as the spell. You must take a long rest before you may use this feature again.
As a bonus action, you may enter a state of focus for up to one minute. During this state of heightened focus, you ay use a bonus action to make two ranged attacks. Losing control or possession of your ranged weapon or quiver, or expending your ammunition ends this state of focus. You may not use this feature again until you complete a short or a long rest.
At 18th level, your senses are honed to an almost preternatural degree. 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.
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
See page 93 of the Player’s Handbook, although the archetypes have the following changes:
At 3rd level, when you gain the Hunter Archetype, you also gain the ability to use Hunter’s Mark. As a bonus action, you may designate one enemy that you can see, that is within 90 feet, as your quarry.
So long as you are concentrating on your quarry, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on an Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points, you concentration is broken.
You may use this feature a number of times per day equal to your Wisdom modifier, and regain all uses after the completion of a long rest.
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in, as well as the DCs of any of your companions attacks and abilities. It’s hit point maximum equals its normal maximum or four times your ranger level, whichever is higher, and it has a number of hit dice equal to your ranger level (plus its Con modifier, if positive). The beast is proficient in the saving throws of its two highest ability scores; and whenever your companion reaches zero hit points, it makes death saving throws as per rules for characters.
The beast obeys your commands as best it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use an attack action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. It continues to obey the last command you gave it, though it doesn’t otherwise take an action unless commanded to do so (if you order your companion to attack an enemy, it will continue to attack that enemy until ordered to stop or do something else). Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast.
When traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain another by spending 8 hours bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
Add the following clause: On any of your turns in which you do not make an attack or cast a spell, you can use your bonus action to command your companion to make a single attack.
Beginning at 15th level, when you are the target of a beneficial spell, you can also have the spell affect your beast companion if the beast is within 30 feet of you.