System	
  Reference	
   Document	
  5.1 	
   37	
  
Ranger Archetype 
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.	
  
Primeval Awareness 
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.	
  
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	
  usi ng	
  this	
  
feature.	
  
Extra Attack 
Beginning	
  at	
  5th	
  level,	
  you	
  can	
  attack	
  twice,	
  instead	
  
of	
  once,	
  whenever	
  you	
  take	
  the	
  Attack	
  action	
  on	
  your	
  
turn.	
  
Land’s Stride 
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.	
  
Hide in Plain Sight 
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	
  m aterials	
  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. 	
  
Vanish 
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.	
  
Feral Senses 
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	
  i nability	
  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. 	
  
Foe Slayer 
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. 	
  
Ranger Archetypes 
A	
  classic	
  expression	
  of	
  the	
  ranger	
  ideal	
  is	
   the	
  Hunter.	
  
Hunter 
Emulating	
  the	
  Hunter	
  archetype	
  means	
  accepting	
  
your	
  place	
  as	
  a	
  bulwark	
  between	
  civilization	
  a nd	
  the	
  
terrors	
  of	
  the	
  wilderness.	
  As	
  you	
  walk	
  the	
  Hunter’s	
  
path,	
  you	
  learn	
  specialized	
  techniques	
  for	
  fighting	
  
the	
  threats	
  you	
  face,	
  from	
  rampaging	
  ogres	
  and	
  
hordes	
  of	
  orcs	
  to	
  towering	
  giants	
  and	
  terrifying	
  
dragons.	
  
Hunter’s Prey 
At	
  3rd	
  level,	
  you	
  gain	
  one 	
  of	
  the	
  following	
  features	
  of	
  
your	
  choice.	
  
	
   Colossus	
  Slayer. 	
  Your	
  tenacity	
  can	
  wear	
  down	
  the	
  
most	
  potent	
  foes.	
  When	
  you	
  hit	
  a	
  creature	
  with	
  a	
  