System Reference Document 5.2.1
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Ranger Subclass: Hunter
Protect Nature and People from Destruction
You stalk prey in the wilds and elsewhere, using 
your abilities as a Hunter to protect nature and 
people everywhere from forces that would destroy 
them.
Level 3: Hunter’s Lore
You can call on the forces of nature to reveal certain 
strengths and weaknesses of your prey. While a 
creature is marked by your Hunter’s Mark , you know 
whether that creature has any Immunities, Resis -
tances, or Vulnerabilities, and if the creature has 
any, you know what they are.
Level 3: Hunter’s Prey
You gain one of the following feature options of your 
choice. Whenever you finish a Short or Long Rest, 
you can replace the chosen option with the other 
one.
 Colossus Slayer. Your tenacity can wear down 
even the most resilient foes. When you hit a crea-
ture with a weapon, the weapon deals an extra 1d8 
damage to the target if it’s missing any of its Hit 
Points. You can deal this extra damage only once 
per turn.
 Horde Breaker. Once on each of your turns when 
you make an attack with a weapon, you can make 
another attack with the same weapon against a dif -
ferent creature that is within 5 feet of the original 
target, that is within the weapon’s range, and that 
you haven’t attacked this turn.
Level 7: Defensive Tactics
You gain one of the following feature options of your 
choice. Whenever you finish a Short or Long Rest, 
you can replace the chosen option with the other 
one.
 Escape the Horde. Opportunity Attacks have Dis -
advantage against you.
 Multiattack Defense.  When a creature hits you 
with an attack roll, that creature has Disadvantage 
on all other attack rolls against you this turn.
Level 11: Superior Hunter’s Prey
Once per turn when you deal damage to a creature 
marked by your Hunter’s Mark, you can also deal 
that spell’s extra damage to a different creature that 
you can see within 30 feet of the first creature.
Level 15: Superior Hunter’s Defense
When you take damage, you can take a Reaction to 
give yourself Resistance to that damage and any 
other damage of the same type until the end of the 
current turn.
Rogue
Core Rogue Traits
Primary Ability Dexterity
Hit Point Die D8 per Rogue level
Saving Throw 
Proficiencies
Dexterity and Intelligence
Skill Proficiencies Choose 4: Acrobatics, Ath -
letics, Deception, Insight, 
Intimidation, Investigation, 
Perception, Persuasion, Sleight 
of Hand, or Stealth
Weapon Proficiencies Simple weapons and Martial 
weapons that have the Finesse 
or Light property
Tool Proficiencies Thieves’ Tools
Armor Training Light armor
Starting Equipment Choose A or B: (A) Leather Ar -
mor, 2 Daggers, Short  sword, 
Shortbow, 20 Arrows, Quiver, 
Thieves’ Tools, Burglar’s Pack, 
and 8 GP; or (B) 100 GP
Becoming a Rogue …
As a Level 1 Character
• Gain all the traits in the Core Rogue Traits table.
• Gain the Rogue’s level 1 features, which are listed 
in the Rogue Features table.
As a Multiclass Character
• Gain the following traits from the Core Rogue 
Traits table: Hit Point Die, proficiency in one skill 
of your choice from the Rogue’s skill list, pro-
ficiency with Thieves’ Tools, and training with 
Light armor.
• Gain the Rogue’s level 1 features, which are listed 
in the Rogue Features table.
Rogue Class Features
As a Rogue, you gain the following class features 
when you reach the specified Rogue levels. These 
features are listed in the Rogue Features table.
Level 1: Expertise
You gain Expertise in two of your skill proficiencies 
of your choice. Sleight of Hand and Stealth are rec -
ommended if you have proficiency in them.
 At Rogue level 6, you gain Expertise in two more 
of your skill proficiencies of your choice.
Level 1: Sneak Attack
You know how to strike subtly and exploit a foe’s 
distraction. Once per turn, you can deal an extra 
1d6 damage to one creature you hit with an attack 