Ranger

Rangers
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Quick Build
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers make Strength higher than Dexterity depending on their weaponry.) Second, choose the Outlander background.

Class Features
As a ranger, you have the following class features.

Hit Points:

Hit Dice: 1d10 per ranger level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies:

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Dexterity

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Mythology, Perception, Stealth, and Survival

Equipment:

You start with the following equipment, in addition to the equipment granted by your background:
 * (a) leather armor or (b) scale mail
 * (a) two shortswords or (b) two simple melee weapons
 * (a) a dungeoneer's pack or (b) an explorer's pack
 * A longbow and quiver with 20 arrows

Favored Enemy
At 1st level, you have significant experience studying, tracking, and understanding a category of enemy. Whether you're an expert huntsman or despise the encroaching war machines in nature, you're especially adept at handling your foe.

Choose a type of favored enemy: beasts, constructs, humanoids, monstrosities, or spirits (fey). You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits.
 * You ignore difficult terrain
 * You have advantage on initiative rolls
 * On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
 * Difficult terrain doesn't slow your group's travel
 * Your group can't become lost except by supernatural 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

Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting: Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.

Defense: 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.

Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damae to the creature whenever you hit it with a melee attack.

Hunter's Mark
Starting at 2nd level, you can choose a creature you can see within 90 feet and mark it as your quarry as a bonus action. 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.

Poultices
At 2nd level, you can create special herbal poultices that have the ability to soothe wounds and numb pain. You can spend 1 hour gathering herbs and preparing treated bandages to create a number of poultices equal to your Wisdom modifier (minimum 1). You can never have more poultices than this maximum, even if you give them out to others. After 12 hours, any unused poultices lose their potency.

A person can spend 1 minute applying one of your poultices to a wounded creature, thereby expending its use. That creature regains 1d6 hit points. The amount of healing increases as you gain levels in this class, as shown in the Poultice column of the Ranger table.

Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by any supernatural events, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it not to attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favoried enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level.

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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Greater Favored Enemy
At 6th level, your ability to hunt down prey of all varieties improves. Choose another type of favored enemy from the list above. You gain all the benefits against this chosen enemy that your Favored Enemy feature normally grants. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against bending talents, spirit magic, and other abilities used by your favored enemies.

Fleet of Foot
Beginning at 9th level, you can use the Dash action as a bonus action on your turn.

Natural Antitoxin
Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points. Others that use your pultices don't gain this benefit.

Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless.