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Ranger

Rangers are martial hunters who mark and pursue dangerous prey, read the land, and use focused nature magic. A Ranger can specialize in stalking alone, fighting alongside an animal companion, or controlling the battlefield with traps.

Class Statistics

Statistic Value
Hit Die d10
Base attack bonus High progression (+1 per level)
Good saves Fortitude, Reflex
Poor save Will
Skill ranks per level 6 + Intelligence modifier (minimum 1)
Class skills Athletics, Handle Animal, Heal, Investigation, Lore (Geography), Lore (Nature), Perception, Ride, Stealth, Survival
Armor proficiency Leather, cloth, robes
Weapon proficiency Longsword, shortsword, dagger, quarterstaff, club, spear, longbow, shortbow, crossbow, heavy crossbow, sling, throwing knives

Class Progression

Choose a specialization at 1st level. You gain its first feature at 3rd level, then additional features at 5th, 9th, 13th, and 17th level. You gain its capstone at 20th level.

Level BAB Fort Ref Will Class features
1 +1 +2 +2 +0 Hunter’s Mark
2 +2 +3 +3 +0 Combat Style; first style feat
3 +3 +3 +3 +1 Trailcraft; specialization feature
4 +4 +4 +4 +1 Improved Hunter’s Mark; 1st-level Ranger spells
5 +5 +4 +4 +2 Specialization feature
6 +6 / +1 +5 +5 +2 Second style feat
7 +7 / +2 +5 +5 +3 Camouflage; 2nd-level Ranger spells
8 +8 / +3 +6 +6 +3 Greater Hunter’s Mark
9 +9 / +4 +6 +6 +4 Specialization feature
10 +10 / +5 +7 +7 +4 Third style feat; 3rd-level Ranger spells
11 +11 / +6 / +1 +7 +7 +5 Hide in Plain Sight (Wilderness)
12 +12 / +7 / +2 +8 +8 +5 Master Tracker
13 +13 / +8 / +3 +8 +8 +6 Specialization feature; 4th-level Ranger spells
14 +14 / +9 / +4 +9 +9 +6 —
15 +15 / +10 / +5 +9 +9 +7 Greater Camouflage
16 +16 / +11 / +6 / +1 +10 +10 +7 Apex Hunter’s Mark
17 +17 / +12 / +7 / +2 +10 +10 +8 Specialization feature
18 +18 / +13 / +8 / +3 +11 +11 +8 —
19 +19 / +14 / +9 / +4 +11 +11 +9 Unerring Pursuit
20 +20 / +15 / +10 / +5 +12 +12 +9 Master of the Hunt; specialization capstone

Class Features

Hunter’s Mark

At 1st level, you can use a Move Action to mark one creature you can see within 60 feet. You can have only one creature marked at a time. The mark lasts until the marked creature dies, you mark another creature, or you finish a Long Rest. It is a supernatural class feature, not a spell, and does not require concentration.

Once per turn, the first time you hit your marked target with a weapon attack, you deal an additional 1d6 damage. You also gain a +2 Supernatural bonus on Survival checks to track the marked creature.

At 4th level, the extra damage increases to 2d6. It increases to 3d6 at 8th level, 4d6 at 16th level, and 5d6 at 20th level. Apply Damage Reduction to this damage normally.

Combat Style

At 2nd level, choose Archery or Two-Weapon Fighting. You gain the first feat in that style’s progression at 2nd level, the second at 6th level, and the third at 10th level. You gain these feats even if you do not meet their ability-score or base-attack-bonus prerequisites, but you must gain them in order. See the feat index for the individual feat rules.

Trailcraft

At 3rd level, you gain a +2 Supernatural bonus on Survival checks to track creatures, navigate the wilderness, identify signs of local wildlife, and forage.

Ranger Spellcasting

At 4th level, you gain limited nature spellcasting. Wisdom is your primary spellcasting ability. Your spell save DC follows the shared spell rules. Your spells focus on tracking, concealment, movement through the wild, communicating with or influencing beasts, and controlling the hunt. You gain access to 1st- through 4th-level Ranger spells at the levels shown in the class progression.

See the Ranger spell list for available spells and individual spell rules.

Camouflage

At 7th level, you gain a +2 Supernatural bonus on Stealth checks to hide in natural terrain.

Hide in Plain Sight (Wilderness)

At 11th level, you can attempt to hide while observed if you are within 10 feet of natural cover, concealment, or an area of shadow. This feature works only while you are in the wilderness. You must still succeed at the Stealth check and follow the normal rules for remaining hidden; this feature does not grant concealment or make you invisible.

Master Tracker

At 12th level, you can track at your full movement speed without the usual penalty. When you find tracks, you can determine their direction and estimate how recently they were made with a successful Survival check.

Greater Camouflage

At 15th level, you can use Stealth to hide while moving at your full speed through natural terrain without the usual movement penalty.

Unerring Pursuit

At 19th level, ordinary weather and difficult natural terrain do not prevent you from tracking your marked creature. You can determine the direction to it while it remains on the same plane of existence.

Master of the Hunt

At 20th level, your Hunter’s Mark damage increases to 5d6, and you can apply Hunter’s Mark as a Free Action.

Specializations

Choose one specialization at 1st level. Specialization features begin at 3rd level.

Specialization Focus Features
Stalker Solo pursuit, stealth, and ambush Stalker’s Quarry, Ambush, Silent Approach, Covering Shadow, Unerring Mark, and Death Strike
Beastmaster An animal companion and coordinated pack tactics Animal Companion, Coordinated Hunt, Pack Tactics, Guardian Bond, Shared Quarry, and Perfect Pack
Trapper Snares, traps, and battlefield control Prepared Traps, Quick Set, Binding Snare, Layered Traps, Masterwork Traps, and Master Trapper