| 0 |
Favored Enemy |
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose 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.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nYou 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 on your adventures. |
| 1 |
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.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\nDifficult terrain doesn’t slow your group’s travel.\nYour group can’t become lost except by magical means.\nEven when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\nIf you are traveling alone, you can move stealthily at a normal pace.\nWhen you forage, you find twice as much food as you normally would.\nWhile tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level. |
| 2 |
Deft Explorer |
This feature replaces the Natural Explorer feature. You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.\nCanny (1st Level) Choose one of your skill proficiencies.Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. \nYou can also speak, read, and write two additional languages of your choice. |
| 3 |
Favored Foe |
This feature replaces the Favored Enemy feature and works with the Foe Slayer feature. \nWhen you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). \nThe first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. \nYou can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. \nThis feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. |
| 4 |
Darkvision |
Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. |
| 5 |
Fey Ancestry |
You have advantage on saving throws against being charmed, and magic can't put you to sleep. |
| 6 |
Wanderer |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. |
| 7 |
Fighting Style |
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. \nYou can’t take a Fighting Style option more than once, even if you later get to choose again. |
| 8 |
Spellcasting |
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See"Casting a Spell" for the general rules of spellcasting and "Ranger Spells by Level" for the ranger spell list. |
| 9 |
Spellcasting Focus |
You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals. |
| 10 |
Druidic Warrior |
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. |