Ranger Sheet

Primary Ability: Dexterity
Saving Throw Proficiencies: Dexterity and Strength
Armor and Weapon Proficiencies: Light and medium armor, shield, Simple weapons, martial weapons

Levelling Up
Hit Die: d10
Hit points: 10+ Constitution modifier 1d10 Constitution modifier per level above 1

Level 1

Proficiency Bonus:   Your proficiency bonus is +2.

Favored Enemy: 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.

Natural Explorer: 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.

Level 2

Fighting Style: You adopt a particular style of fighting as your specialty. Choose one of the following options.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defence. 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.
  • Close Quarters Shooter (Unearthed Arcana: Light Dark Underdark!): You are trained in making ranged attack at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
  • Tunnel Fighter (Unearthed Arcana: Light Dark Underdark!): You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Spellcasting:   You have learned to use the magical essence of nature to cast spells, much as a druid does. The number of spell slots at each level is shown in the table at the bottom of the page.
Spellcasting Ability: Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. You spells' saving throws are 8+ your proficiency bonus + your Wisdom modifier. You spell attack bonus is your proficiency bonus + your Wisdom modifier.

Level 3
You choose your ranger archetype.
Primeval Awareness
Beginning at 3rd level, you can use your action and
expend one ranger spell slot to focus your awareness on
the region around you. For 1 minute per level of the spell
slot you expend, you can sense whether the following
types of creatures are present within 1 mile of you (or
within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends,
and undead. This feature doesn’t reveal the creatures’
location or number.

 

Level 4

 

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.

Level 5
Your Proficiency Bonus is now +3
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

Level 6
You gain improvements in your favoured enemy and favoured terrain.

Level 7
You unlock another ranger archetype feature.

Level 8
You gain another ability score improvement.
Land’s Stride
Starting at 8th level, moving through non-magical
difficult terrain costs you no extra movement. You can
also pass through non-magical 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 those created by the
entangle spell.

Level 9
Your Proficiency Bonus is now +4.

Level 10
You gain another natural explorer improvement.
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 wall, that is at least as tall and w ide
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.

Level 11
You gain another ranger archetype feature.

Level 12
You gain another ability score improvement.

Level 13
Your proficiency bonus is now +5.

Level 14
You gain a favoured enemy improvement.
Vanish
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.

Level 15
You gain another ranger archetype feature.

Level 16
You gain an ability score improvement.

Level 17
Your proficiency bonus is now +6.

Level 18
Feral Senses
At 18th level, you gain preternatural senses that help
you fight creatures you can’t see. W hen 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.

Level 19
You gain another ability score improvement.

Level 20
Foe Slayer
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.

 

Ranger Sheet

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