SRD 5.1 SRD 5.1 (current printing)
SRD 5.2 SRD 5.2.1Ranger
Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.
Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.
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.
- Hit Die
- d10
- Primary Ability
- Dexterity, Wisdom
- Saving Throws
- Strength, Dexterity
- Proficiencies
- Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Saving Throw: STR, Saving Throw: DEX
The Ranger
| Level | Prof. Bonus | Favored Enemies | Favored Terrain | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | 1 | 1 | Favored Enemy (1 type), Natural Explorer (1 terrain type) | — | — | — | — | — | — |
| 2nd | +2 | 1 | 1 | Fighting Style, Spellcasting: Ranger | 2 | 2 | — | — | — | — |
| 3rd | +2 | 1 | 1 | Ranger Archetype, Primeval Awareness | 3 | 3 | — | — | — | — |
| 4th | +2 | 1 | 1 | Ability Score Improvement | 3 | 3 | — | — | — | — |
| 5th | +3 | 1 | 1 | Extra Attack | 4 | 4 | 2 | — | — | — |
| 6th | +3 | 2 | 2 | Favored Enemy (2 types), Natural Explorer (2 terrain types) | 4 | 4 | 2 | — | — | — |
| 7th | +3 | 2 | 2 | Ranger Archetype feature | 5 | 4 | 3 | — | — | — |
| 8th | +3 | 2 | 2 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | — | — | — |
| 9th | +4 | 2 | 2 | — | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | 2 | 3 | Natural Explorer (3 terrain types), Hide in Plain Sight | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | 2 | 3 | Ranger Archetype feature | 7 | 4 | 3 | 3 | — | — |
| 12th | +4 | 2 | 3 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
| 13th | +5 | 2 | 3 | — | 8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | 3 | 3 | Favored Enemy (3 enemies), Vanish | 8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | 3 | 3 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | 3 | 3 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | 3 | 3 | — | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | 3 | 3 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | 3 | 3 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | 3 | 3 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
Canny — 1st level
Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.
In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.
Deft Explorer — 1st level
1st-level ranger optional feature, which 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.
Canny. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice.
Deft Explorer — 1st level
1st-level ranger feature (replaces Natural Explorer)
You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.
Favored Enemy (1 type) — 1st level
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose 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.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You 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.
Favored Foe — 1st level
1st-level ranger optional feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature
When 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).
The 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.
You 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.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Favored Foe — 1st level
1st-level ranger feature (replaces Favored Enemy)
You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration—a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
When you gain the Spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know.
Hunter's Quarry — 1st level
1st-level ranger optional feature (replaces Favored Enemy and the hunter's mark spell, works with Foe Slayer)
When 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 (no concentration required). If the target drops to 0 hit points before this effect ends, you can mark a new creature for the remainder of the duration after hitting them with an attack roll on a subsequent turn.
The 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.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Natural Explorer (1 terrain type) — 1st level
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, or swamp. 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.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
-
Difficult terrain doesn't slow your group's travel.
-
Your group can't become lost except by magical 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.
You choose additional favored terrain types at 6th and 10th level.
Roving — 1st level
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless — 1st level
As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Urban Explorer — 1st level
Optional 1st-level ranger feature
When choosing a favored terrain for your Natural Explorer feature, High-Rises, Streets, and Slums are added to your available options. These new options represent the various altitudes of the city of Prismatic Falls—with the High-Rises at the top, and the Slums at the bottom.
Fighting Style — 2nd level
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.
Fighting Style: Archery — 2nd level
You gain a +2 bonus to attack rolls you make with ranged weapons.
Fighting Style: Defense — 2nd level
While you are wearing armor, you gain a +1 bonus to AC.
Fighting Style: Dueling — 2nd level
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.
Fighting Style: Two-Weapon Fighting — 2nd level
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Martial Versatility — 2nd level
2nd-level feature (enhances Fighting Style)
Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.
Spell Versatility — 2nd level
2nd-level ranger feature (enhances Spellcasting)
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.
Spellcasting Focus — 2nd level
2nd-level ranger optional feature
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.
Spellcasting Focus — 2nd level
2nd-level ranger feature (enhances Spellcasting)
You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, "Equipment," of the Player's Handbook for a list of things that count as druidic focuses.
Spellcasting: Ranger — 2nd level
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.
Mystic Sight — 3rd level
Optional 3rd-level ranger feature, which replaces the Primeval Awareness feature
At 3rd level, you learn an additional spell of your choice from any class. The spell you choose must be a divination spell that is of a level you can cast. When you reach 5th, 9th, 13th, and 17th level, you can choose one additional spell for this feature, which must abide by the above prerequisites. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.
You can cast each of the spells you learn with this feature once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Poultices — 3rd level
3rd-level and higher ranger optional feature (alternative to Primeval Awareness
You can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
When using this feature, consider also using the optional features detailed below.
Primal Awareness — 3rd level
3rd-level ranger optional feature, which replaces the Primeval Awareness feature
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
Primal Awareness Spells
3rd | speak with animals
5th | beast sense
9th | speak with plants
13th | locate creature
17th | commune with nature
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Primal Awareness — 3rd level
3rd-level ranger feature (replaces Primeval Awareness)
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
Primal Awareness Spells
3rd | detect magic, speak with animals
5th | beast sense, locate animals or plants
9th | speak with plants
13th | locate creature
17th | commune with nature
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Primeval Awareness — 3rd level
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
Ranger Archetype — 3rd level
At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement — 4th level
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.
Martial Versatility — 4th level
4th-level ranger optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
Proficiency Versatility — 4th level
4th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Extra Attack — 5th level
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Deft Explorer Improvement — 6th level
You gain an additional benefit when you reach 6th level in this class.
Roving. Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Favored Enemy (2 types) — 6th level
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose 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.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You 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.
Natural Explorer (2 terrain types) — 6th level
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, or swamp. 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.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
-
Difficult terrain doesn't slow your group's travel.
-
Your group can't become lost except by magical 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.
You choose additional favored terrain types at 6th and 10th level.
Ranger Archetype feature — 7th level
At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement — 8th level
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.
Land's Stride — 8th level
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Natural Predator — 8th level
8th-level ranger optional feature (alternative to Land's Stride)
Your wilderness survival skills allow you to get the jump on your opponents. You have advantage on initiative rolls, and on checks made to track creatures or against being lost while traveling. In addition, when you roll initiative and aren't surprised, you can move up to half your speed without provoking opportunity attacks.
Proficiency Versatility — 8th level
8th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Natural Antivenom — 9th level
9th-level ranger optional feature
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.
Deft Explorer Improvement — 10th level
You gain an additional benefit when you reach 10th level in this class.
Tireless. As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Fade Away — 10th level
10th-level ranger feature (replaces Hide in Plain Sight)
You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Hide in Plain Sight — 10th level
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.
Natural Explorer (3 terrain types) — 10th level
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, or swamp. 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.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
-
Difficult terrain doesn't slow your group's travel.
-
Your group can't become lost except by magical 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.
You choose additional favored terrain types at 6th and 10th level.
Nature's Veil — 10th level
10th-level ranger optional feature, which replaces the Hide in Plain Sight feature
You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Remarkable Athlete — 10th level
10th-level ranger optional feature (alternative to Deft Explorer Improvement)
You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Ranger Archetype feature — 11th level
At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement — 12th level
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.
Proficiency Versatility — 12th level
12th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Wilderness Survivor — 13th level
13th-level ranger optional feature
You can use one of your poultices to reduce the exhaustion level of the creature you are applying it to by 1, in addition to its other effects. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Favored Enemy (3 enemies) — 14th level
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose 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.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You 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.
Vanish — 14th level
Starting at 14th 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.
Ranger Archetype feature — 15th level
At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement — 16th level
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.
Proficiency Versatility — 16th level
16th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Feral Senses — 18th level
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Ability Score Improvement — 19th level
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.
Proficiency Versatility — 19th level
19th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Foe Slayer — 20th level
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ultimate Slayer — 20th level
20th-level ranger optional feature (replaces Foe Slayer)
You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Multiclassing
- Prerequisite
- DEX 13, WIS 13
- Proficiencies Gained
- Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons
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