|1st||+2||2||3||Survival Instincts, Hunter's Focus, Scrap, Traps, Ranger Archetype|
|3rd||+2||3||5||Ranger's Prey, Ranger Archetype Features|
|4th||+2||3||6||Ability Score Improvement|
|6th||+3||4||8||Ranger Archetype Features|
|8th||+3||5||10||Greater Ability Score Improvement|
|9th||+4||6||11||Ranger Archetype Features|
- Hit Dice: 1d10 per ranger level.
- Hit Points (1st-level): 10 + your Constitution modifier.
- Hit Points (Higher Levels): 1d10 (or 6) + your Constitution modifier per ranger level after 1st.
- Armor: Light armor, medium armor, shields.
- Weapons: Simple weapons, martial weapons.
- Tools: None.
- Saving Throws: Strength, Dexterity.
- Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
Choose one of the following equipment options—preset or custom. You gain these items in addition to any other gear you might have (such as from your background):
A. Preset Equipment
- (a) scale mail or (b) leather armor.
- (a) two shortswords or (b) two simple melee weapons.
- (a) a dungeoneer's pack or (b) an explorer's pack.
- A longbow and a quiver of 20 arrows.
B. Custom Equipment
You gain 5d4 x 10 gold pieces (or 120 gp). You may spend some or all of this gold to purchase your own equipment.
As a ranger, you gain the following class features.
You gain two survival instincts (see of your choice. When you gain certain ranger levels, you gain additional survival instincts of your choice—as shown in the Survival Instincts column of the Class Features (Ranger) table.
Replacing Instincts: When you gain a level in this class, you can choose one of the instincts you have and replace it with another instinct that you could learn at that level.
You can spend a bonus action to enter a hunter's focus that lasts for up to 10 minutes. While you are focused, you gain the following benefits:
Quarry: As a free action, you can mark one creature that you can see as your quarry. Once per turn, when you hit your quarry with a weapon attack, you may deal an extra 1d4 damage.
If your quarry is reduced to 0 hit points, you can spend a bonus action to mark a different creature as your quarry.
- Tracker: You have advantage on any Wisdom (Perception) and Wisdom (Survival) checks you make to track, spot, or locate any creatures.
- Alert: You can't be surprised.
Your focus ends early if you are reduced to 0 hit points or otherwise rendered unconscious.
You can use this feature a number of times equal to your Wisdom modifier, and you regain expended uses when you finish a long rest.
Greater Hunter's Focus: Starting at 5th-level, the additional damage you deal increases from 1d4 to 1d6.
Superior Hunter's Focus: Starting at 9th-level, the additional damage you deal increases from 1d6 to 1d8.
You have an amount of salvaged scrap, as shown in the Scrap Points column of the Class Features (Ranger) table. You can spend scrap to create traps—and you may learn other ways to use scrap from your Survival Instincts and your Ranger Archetype.
You recover all expended scrap points when you finish a long rest.
You are able to construct ranger traps (see that can bait, capture, and control your prey.
Preparing your Traps: When you finish a short or long rest, you can spend any amount of your remaining scrap to prepare a number of traps of your choice.
At any one time, you can have a maximum number of prepared traps equal to your Wisdom modifier. Prepared traps that have not been activated by the time you finish a long rest expire automatically.
Activating a Trap: Once per turn, you may activate one of your prepared traps if it's condition has been met. When you activate a trap, it is expended. Some traps may require your target to make a saving throw—the DC is calculated as follows:
Trap save DC: 8 + your proficiency bonus + your Wisdom modifier
If you activate one of your ranger traps and it doesn't work—or you want to change one of your prepared traps—you can spend 1 minute to salvage it. You recover up to half of the scrap that was used to prepare the trap (rounded up).
Choose a Ranger Archetype. You gain features from your Ranger Archetype at 1st, 3rd, 6th, and 9th-level.
You gain access to one unique trap from your Ranger Archetype. Add this to your list of trap options.
Choose one of the following Fighting Styles. You can't take a Fighting Style option more than once, even if you later get to choose again.
Changing Your Fighting Style: When you finish a long rest, you can choose one of the fighting styles you know and replace it with a different fighting style.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
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.
When you engage in two-weapon fighting, you can add your ability modifier.
Choose one of the following options.
Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum.
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Once during your turn, when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
4Ability Score Improvement
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Greater Ability Score Improvement: At 8th-level, you gain another ability score improvement.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Choose one of the following options.
Escape the Horde
Opportunity attacks against you are made with disadvantage.
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
You have advantage on saving throws against being frightened.
Choose one of the following options. You may use your chosen strike a number of times equal to your wisdom modifier, and you regain expended uses when you finish a long rest.
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, and you make a separate attack roll for each target.
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
As a ranger, you able to hone the following survival instincts. You can't choose the same instinct multiple times unless that instinct specifies otherwise.
A Forest Friend
You gain the trust of a tiny animal friend. You both share a basic, wordless understanding of each other—though the animal is still subject to its natural instincts. Your animal must be a tiny CR 0 beast, and—when relevant—it shares your pool of actions.
If your animal friend is reduced to 0 hit points, you can spend one hit die or suffer a level of exhaustion to reduce it to 1 hit point instead. If your animal friend leaves or dies, you can spend time during a long rest to bond with another creature from the surrounding environment.
Many Friends: You may take this instinct multiple times, gaining an additional animal friend each time.
A Light in the Dark
You know how to craft well-made candles and torches using natural materials. When you attempt to craft basic lighting equipment, you roll with advantage. In addition, your crafted lights burn for twice as long as normal.
Scrap Lights: You can spend 1 action and 1 scrap to make an improvised torch that lasts for up to 1 hour.
You like to have at least one trap prepared. When you finish a long rest, you may prepare one trap worth up to 2 scrap without needing to spend your own scrap.
Greater Preparation: Starting at 5th-level, your trap can be worth up to 3 scrap.
Superior Preparation: Starting at 9th-level, your trap can be worth up to 4 scrap.
You know how to study tracks left behind by a creature. When you study a set of tracks, you roll with advantage and—if successful—gain an answer to one of the following questions (your choice):
- How many creatures made these tracks?
- What type of creature made these tracks?
- How old are these tracks?
- Where are these tracks heading?
If you critically succeed on your tracking, you gain answers to two questions of your choice instead of one.
Choose one common or three uncommon favored enemies. When you mark a favored enemy as your quarry, your quarry damage increases from 1d4 to 1d6.
Greater Favored Enemy: Starting at 5th-level, the additional damage you deal increases from 1d6 to 1d8.
Superior Favored Enemy: Starting at 9th-level, the additional damage you deal increases from 1d8 to 1d10.
Many Enemies: You may take this instinct multiple times, selecting new enemies each time.
|Common||Beasts, Fey, Humanoids (choose two races), Monstrosities, Undead|
|Uncommon||Aberrations, Celestials, Constructs, Dragons, Elementals, Fiends, Giants, Oozes, Plants|
You can use your Hunter's Focus feature one additional time, regaining expended uses when you finish a long rest.
Extreme Focus: You may take this instinct multiple times, gaining an additional +1 use each time.
I Can Sleep Anywhere
You know how camp comfortably in the wild. When trying to locate a good site for camp, or when setting up camp equipment—tents, campfires, etc—you roll with advantage.
Scrap Fire: You can spend 1 action and 1 scrap to light a basic campfire that lasts for up to 1 hours.
Scrap Tent: You can spend 10 minutes and 6 scrap to make an improvised tent that lasts for up to 8 hours.
While you are asleep, you remain half-aware of what's happening around you. You can sense movement and may make Wisdom (Perception) checks while you sleep—though you have disadvantage.
Natural Sense of Direction
When travelling outside, you may navigate as if you had a map and compass. In addition, difficult terrain doesn't slow you or your group's travel during long journeys.
Scrap Compass: You can spend 1 action and 1 scrap to make an improvised compass that lasts for up to 1 hour.
Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival.
You gain proficiency in this skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using it.
Once per long rest, you may scavenge a location for suitable scrap material. You regain 1d4 expended scrap from your location.
Greater Scavenger: Starting at 5th-level, the amount of scrap you recover increases from 1d4 to 1d6.
Superior Scavenger: Starting at 9th-level, the amount of scrap you recover increases from 1d6 to 1d8.
Shortcut to Mushrooms
When you forage, you find twice as much food or water as you normally would.
Walk a Mile in my Shoes
Your base walking speed increases by 5 ft. In addition, you gain a climbing and swimming speed equal to your base walking speed.
As a ranger, you know how to prepare the following traps using your scrap.
Spend 1 scrap to prepare a bait trap. When a creature moves adjacent to you or your allies, you can activate a bait trap. The creature must make a Wisdom saving throw. On a failed save, the creature is distracted by your bait and another creature of your choice (that is adjacent to the baited creature) can spend their reaction to move up to 10 ft without provoking an attack of opportunity from it.
- Extra-Strong: (+1 scrap) Up to two creatures of your choice can move away from your baited prey.
- Distracting: (+1 scrap) The maximum distance increases from 10 ft to 15 ft.
- Interrupt: (+1 scrap) Instead of moving, your chosen creature can spend their reaction to make a melee attack against the baited creature.
Spend 1 scrap to prepare a marking trap. When a creature moves within 15 ft of your or your allies, you can activate a marking trap. The creature must make a Wisdom saving throw. On a failed save, the creature is marked with brightly-colored dye for up to 1 minute. While marked, the creature can't benefit from the invisible condition.
- Easy Target: (+1 scrap) While marked, the creature can't benefit from half or three-quarters cover.
- Trail: (+1 scrap) The dye leaves a clear trail. While marked, you know exactly where the creature has moved.
- Blinding: (+2 scrap) On a failed save, the creature is blinded until the end of its next turn.
Spend 1 scrap to prepare a pit trap. When a creature that you can see ends its turn without moving, you can activate a pit trap. The creature must make a Wisdom saving throw. On a failed save, the creature falls into a 5 ft by 5 ft pit that is 10 ft deep.
The creature must be on the ground, and the ground must be sufficiently deep and soft/fragile for your pit without causing a bottomless hole.
- Slippery: (+1 scrap) Attempts to climb out of this trap are made with disadvantage.
- Spiked: (+1 scrap) On a failed save, spikes at the bottom of the pit deal 2d4 piercing damage.
- Scaled: (+1 scrap) You can increase the diameter of your pit by 5 ft, or the depth by 5 ft.
Spend 1 scrap to prepare a rockslide trap. When a creature that you can see moves adjacent to a wall of equal or greater height, you can activate a rockslide trap. The creature must make a Wisdom saving throw. On a failed save, the creature is knocked prone.
- Bludgeoning: (+1 scrap) On a failed save, the creature takes 2d4 bludgeoning damage.
- Dusty: (+1 scrap) On a failed save, the creature is blinded until the end of its next turn.
- Stunning: (+3 scrap) On a failed save, the creature is stunned until the end of its next turn.
Spend 1 scrap to prepare a snare trap. When a creature that you can see moves within 15 ft of you or one of your allies, you can activate a snare trap. The creature must make a Wisdom saving throw. On a failed save, the creature is grappled until the end of its next turn.
A grappled creature can attempt to break free early using force—it may spend an action to make an Athletics check against your Trap DC.
- Durable: (+1 scrap) Attempts to break free of this trap are made with disadvantage.
- Piercing: (+1 scrap) On a failed save, the creature takes 2d4 piercing damage.
- Tenacious: (+1 scrap) On a failed save, the creature is grappled for one additional turn.
Spend 1 scrap to prepare a stench trap. When a creature that you can see makes a weapon attack against you or your allies, you can activate a stench trap. The creature must make a Wisdom saving throw. On a failed save, the creature is marked with a disgusting scent until the end of its turn and must make its attack with disadvantage.
- Sneezing: (+1 scrap) On a failed save, after the attack is resolved, the creature drops one item of your choice.
- Spores: (+2 scrap) On a failed save, the creature is poisoned until the start of its next turn.
- Toxic: (+1 scrap) On a failed save, the creature takes 2d4 poison damage.