Ranger (One)

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Disambiguation.png This article is about Ranger, D&D One class.
For other uses of Ranger, see Ranger (disambiguation).

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Noncanon

Ranger class [1]
Class Group: Experts
Primary Abiliy: Dexterity, Wisdom


Design Notes: Ranger Updates[edit]

 + Here are the main updates in this class since its last playtest version:

  • Deft Explorer replaces the Expertise feature at 1st level. Deft Explorer includes one Expertise choice, along with some terrain-oriented material, which playtesters requested. The feature now improves at 9th level.
  • Spellcasting has three noteworthy changes: (1) spell preparation is no longer tied to the level of your spell slots, (2) the Ranger can change one prepared spell upon finishing a Long Rest, and (3) cantrips are no longer included; the Ranger instead gets Weapon Mastery at 1st level.
  • Weapon Mastery is a new 1st-level feature.
  • Favored Enemy has moved to 2nd level, and it no longer removes Concentration from Hunter’s Mark, which was overpowered in playtests. The feature instead now allows you to cast the spell a number of times without expending a spell slot.
  • Ranger Subclass levels now match the level progression in the 2014 Ranger, ensuring compatibility with subclasses already in print.
  • Conjure Barrage is a new 9th-level feature.
  • Nature’s Veil no longer uses spell slots, and it has moved to 14th level.
  • Tireless now gives Temporary Hit Points as an action, as in Tasha’s Cauldron of Everything.
  • Conjure Volley is a new 17th-level feature.
  • Feral Senses has returned to 18th level.
  • Foe Slayer is now an improved version of the 2014 feature and has returned to 20th level, replacing Epic Boon (Epic Boon feats will return in a future UA, but they won’t be built into a class’s level progression). Foe Slayer is now not limited to once per turn.

Unofficial Description: Rangers are specialist in wilderness exploration and survival; guardians of nature.

The Ranger [1]
Level Proficiency
Bonus
Class Features Prepared
Spells
Prepared Spells per Spell Level
1st 2nd 3rd 4th 5th
1st +2 Deft Explorer, Spellcasting, Weapon Mastery 2 2
2nd +2 Favored Enemy, Fighting Style 3 2
3rd +2 Ranger Subclass 4 3
4th +2 Ability Score Improvement 5 3
5th +3 Extra Attack 6 4 2
6th +3 Roving 6 4 2
7th +3 Subclass Feature 7 4 3
8th +3 Ability Score Improvement 7 4 3
9th +4 Conjure Barrage, Deft Explorer Improvement 9 4 3 2
10th +4 Tireless 9 4 3 2
11th +4 Subclass Feature 10 4 3 3
12th +4 Ability Score Improvement 10 4 3 3
13th +5 11 4 3 3 1
14th +5 Nature's Veil 11 4 3 3 1
15th +5 Subclass Feature 12 4 3 3 2
16th +5 Ability Score Improvement 12 4 3 3 2
17th +6 Conjure Volley 14 4 3 3 3 1
18th +6 Feral Senses 14 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 Foe Slayer 15 4 3 3 3 2


Creating a Ranger[edit]

[1] Class Group: Experts
Primary Ability: Dexterity, Wisdom
To create a Ranger, consult the following lists, which provide Hit Points, Proficiencies, and Armor Training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Ranger” section.

Then look at the Ranger table to see the Class Features you get at each level in this Class. The descriptions of those features appear in the “Ranger Class Features” section.

Hit Points[edit]

Hit Dice: 1d10 per Ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points per Level after 1st: 1d10 (or 6) + your Constitution modifier

Proficiencies[edit]

Saving Throws: Strength, Dexterity.
Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival).
Weapons: Simple Weapons, Martial Weapons
Tools: None

Armor Training[edit]

Light Armor, Medium Armor, Shields

Starting Equipment[edit]

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 150 GP on equipment of your choice. Arrows (20), Druidic Focus (Sprig of Mistletoe), Explorer's Pack, Longbow or Shortbow, Quiver, Scimitar, Shortsword, Studded Leather Armor, 7 gp

Multiclassing and the Ranger[edit]

If your group uses the multiclassing rules in the Player's Handbook, here’s what you need to know if you choose Ranger as one of your Classes.
  Ability Score Minimum. 13+ Dexterity and Wisdom.
  Proficiencies. Martial Weapons and one Ranger Skill.
  Armor Training. Light Armor, Medium Armor, and Shield.
  Spell Slots. Half your Ranger levels (rounded up).



Ranger Class Features[edit]

Deft Explorer[edit]

1st and 9th Level
Summary: Gain Expertise in a skill in which you have proficiency. Gain Advantage on Intelligence (Nature) checks related to one terrain type: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark (you can change terrain type after a Long Rest).

Spellcasting[edit]

Also see: Ranger (One)/Spell

1st level
Summary: You can cast Divine spells.

  • Spell Slots. You gain spell slots as indicated on the Ranger overview table. They are replenished after a Long Rest.
  • Prepared Spells of 1st+ Level. You prepare a number of Ranger spells (as shown on the Ranger overview table).
  • Changing Your Prepared Spells. You can change one of your prepared spells for another after a Long Rest.
  • Spellcasting Ability. Wisdom is your Spellcasting Ability.
  • Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus.

Favored Enemy[edit]

2nd Level
Summary: You always have the Hunter's Mark Spell prepared. You can cast it a number of times per Long Rest without expending a spell slot, but regain all uses of this after a Long Rest.

Fighting Style[edit]

2nd Level
Summary: You gain one Fighting Style Feat of your choice: Archery, Defense, or Two-Weapon Fighting.

Ranger Subclass[edit]

3rd Level (features at 3rd, 7th, 11th, 15th)
Summary: You choose a Ranger subclass.

List of Ranger Subclasses[edit]

3 official and unofficial Ranger subclasses.

SubclassSummaryCanonSource
Beast MasterThis ranger subclass forms a special bond with a beast, utilizing Primal power.falseUA 2023 Player's Handbook Playtest 6, "Varied"
Gloom StalkerGloom stalkers draw power from the Shadowfell.falseUA 2023 Player's Handbook Playtest 6, "Varied"
HunterThis ranger subclass specializes in knowledge of its prey.falseUA 2023 Player's Handbook Playtest 6, "Varied"

Ability Score Improvement[edit]

4th, 8th, 12th, 16th, 19th Levels
You gain the Ability Score Improvement Feat or another Feat of your choice for which you qualify.[1]

Extra Attack[edit]

5th Level
You can attack twice, instead of once, whenever you take the Attack Action on your turn.[1]

Roving[edit]

6th Level
Summary: While not wearing Heavy Armor your Speed is buffed. You also gain Climbing and Swimming speeds.

Conjure Barrage[edit]

9th Level
Summary: You always have the Conjure Barrage spell prepared.

Tireless[edit]

10th Level
Summary: You gain the following benefits:

Nature's Veil[edit]

14th Level
Summary: A limited number of times per Long Rest, you can use a Bonus Action to become Invisible until the end of your next turn.

Conjure Volley[edit]

17th Level
Summary: You always have the Conjure Volley spell prepared.

Feral Senses[edit]

18th Level
Summary: You gain Blindsight.

Foe Slayer[edit]

20th Level
Summary: Your Hunter's Mark can buff your attack rolls that miss (possibly changing it to a hit), and buff damage if you hit with an attack.

Sources and Notes[edit]

  1. 1.0 1.1 1.2 1.3 1.4 Jeremy Crawford, WotC Development Team (29 June 2023). UA 2023 Player's Handbook Playtest 6. (Dungeons and Dragons One D&D) Wizards of the Coast. © Wizards of the Coast (used under 'fair use' clause).
  2. Rule Tip: Temporary Hit Points Don't Stack. If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player's Handbook (5e). - James Wyatt, Jeremy Crawford (20 November 2018). Guildmasters' Guide to Ravnica. (5e) Wizards of the Coast. ISBN 0786966599. p. 27.; Ben Petrisor, Dan Dillon, Bill Benham, Jeremy Crawford, F. Wesley Schneider (14 January 2020). UA 2020 Subclasses Part 1. (5e) Wizards of the Coast. ; Ben Petrisor, Jeremy Crawford, Adam Lee, Dan Dillon, F. Wesley Schneider (24 February 2020). UA 2020 Subclasses Part 3. (5e) Wizards of the Coast. .

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Facts about "Ranger (One)"
Armor TypeLight Armor, Medium Armor, Shields +
AuthorUA 2023 Player's Handbook Playtest 6 + and "Varied" +
Canonfalse +
Class AbilityDexterity + and Wisdom +
Class GroupExperts +
EquipmentArrows (20), [[Druidic Foc|Studded Leather]] Armor, 7 gp +
Equipment Cost150 +
FeaturesStrength, Dexterity + and Deft Explorer, Spellcasting, Weapon Mastery, Favored Enemy, Fighting Style, Ranger Subclass, Ability Score Improvement, Extra Attack, Roving, Conjure Barrage, Deft Explorer Improvement, Tireless, Nature's Veil, Conjure Volley, Feral Senses, Foe Slayer +
Hit Dice1d10 +
Is Classtrue +
Length20 +
MC Ability13+ Dexterity and Wisdom. +
MC ArmorLight Armor, Medium Armor, and Shield. +
MC ProficienciesMartial Weapons and one Ranger Skill. +
MC Spell SlotsHalf your Ranger levels (rounded up). +
NameRanger +
OneDnD Playtesttrue +
PublicationUA 2023 Player's Handbook Playtest 6 + and "Varied" +
SaveStrength, Dexterity +
SkillAnimal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival) +
SortTextRanger One +
SummaryRangers are specialist in wilderness exploration and survival; guardians of nature +
ToolsNone +
Unearthed Arcanatrue +
WeaponSimple Weapons, Martial Weapons +