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which also must be of a level for which you have spell 

Martial Archetype: Ranger  slots. 


Warriors of the wilderness, rangers specialize in hunting   
the monsters that threaten the edges of 
Spellcasting Ability 
civilization—humanoid raiders, rampaging beasts and 
Wisdom is your spellcasting ability for your ranger spells, 
monstrosities, terrible giants, and deadly dragons. They 
since your magic draws on your attunement to nature. You 
learn to track their quarry as a predator does, moving 
use your Wisdom whenever a spell refers to your 
stealthily through the wilds and hiding themselves in 
spellcasting ability. In addition, you use your Wisdom 
brush and rubble. Rangers focus their combat training on 
modifier when setting the saving throw DC for a ranger 
techniques that are particularly useful against their 
spell you cast and when making an attack roll with one. 
specific favored foes. 
 
Thanks to their familiarity with the wilds, rangers 
Spell save DC​ = 8 + your proficiency bonus + your Wisdom 
acquire the ability to cast spells that harness nature’s 
modifier 
power, much as a druid does. Their spells, like their 
Spell attack modifier ​= your proficiency bonus + your 
combat abilities, emphasize speed, stealth, and the hunt. A 
Wisdom modifier 
ranger’s talents and abilities are honed with deadly focus 
 
on the grim task of protecting the borderlands. 
  Ranger Spellcasting 
Ranger  1st level  2nd level  3rd level  4th level 
Natural Explorer 
Level  spell slots  spell slots  spell slots  spell slots 
When you choose this archetype at 3rd level, you gain 
3rd  2  -  -  - 
proficiency in the Nature and Survival skills if you don’t 
4th  3  -  -  - 
already have it. Your proficiency bonus is doubled for any 
5th  3  -  -  - 
ability check you make that uses either of those 
6th  3  -  -  - 
proficiencies. 
  7th  4  2  -  - 
8th  4  2  -  - 
Spellcasting  9th  4  3  -  - 
By the time you reach 3rd level, you have learned to use 
10th  4  3  -  - 
the magical essence of nature to cast spells, much as a 
11th  4  3  -  - 
druid does. See Spells Rules for the general rules of 
12th  4  3  -  - 
spellcasting and the Spells Listing for the ranger spell list. 
13th  4  3  2  - 
 
14th  4  3  2  - 
Spell Slots 
15th  4  3  2  - 
The Ranger table shows how many spell slots you have to 
16th  4  3  3  - 
cast your ranger spells of 1st level and higher. To cast one 
17th  4  3  3  - 
of these spells, you must expend a slot of the spell’s level 
18th  4  3  3  - 
or higher. You regain all expended spell slots when you 
finish a long rest.  19th  4  3  3  1 
For example, if you know the 1st-level spell ​animal  20th  4  3  3  1 
friendship​ and have a 1st-level and a 2nd-level spell slot   
available, you can cast ​animal friendship​ using either slot.  Defensive Tactics 
  At 7th level, you gain one of the following features of your 
Spells Known of 1st Level and Higher  choice. 
You know two 1st-level spells of your choice from the  Escape the Horde.​ Opportunity attacks against 
ranger spell list.  you are made with disadvantage. 
The Spells Known column of the Ranger table  Multiattack Defense​. When a creature hits you 
shows when you learn more ranger spells of your choice.  with an attack, you gain a +4 bonus to AC against all 
Each of these spells must be of a level for which you have  subsequent attacks made by that creature for the rest of 
spell slots. For instance, when you reach 5th level in this  the turn. 
class, you can learn one new spell of 1st or 2nd level.  Steel Will.​ You have advantage on saving throws 
Additionally, when you gain a level in this class,  against being frightened. 
you can choose one of the ranger spells you know and   
replace it with another spell from the ranger spell list, 
Hide in Plain Sight  additional creature when you cast the spell with a bonus 
action and the spell lasts for 8 hours.  
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 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. 
 
Vanish 
Starting at 15th 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. 
 
Superior Hunter’s Mark 
At 18th level, you are a master of slaying your marked 
quarry. You deal an additional 1d6 damage to creatures 
you have marked with your ​hunter’s mark​ spell when you 
hit them with a weapon attack. 
 
 

New Spells 
 
The ​hunter’s mark​ spell has been revised to serve as the
core spell of this subclass. Note the changes:
● It no longer requires concentration
● It can be cast via weapon attack
● Casting at 3rd level can target an additional
creature
 
Hunter’s Mark 
1st-level divination  
Casting Time​: 1 bonus action or hitting the target 
creature with a weapon attack 
Range:​ 90 ft 
Components​: V  
Duration​: 1 hour 
You choose a creature you can see within range and 
mystically mark it as your quarry. Until the spell ends, you 
deal an extra 1d6 damage to the target whenever you hit it 
with a weapon attack, and you have advantage on any 
Wisdom (Perception) or Wisdom (Survival) check you 
make to find it. If the target drops to 0 hit points before 
this spell ends, you can use a bonus action on a 
subsequent turn of yours to mark a new creature. 
At Higher Levels​. When you cast this spell using a 
spell slot of 3rd level or higher, you can target an 

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