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Ranger's Aptitude

Below are the Aptitudes available to the Ranger. If an Aptitude has a prerequisite, like your Ranger level or another Aptitude, you can learn it at the same time that you meet all of that Aptitude's prerequisites.


Origin Aptitude

Ranger's Origin

What were you before you've taken the mantle of a Ranger?

Every Ranger has a unique origin, choose one of the following benefit:

Bounty Hunter

You gain proficiency in Insight and Investigation. In addition, creatures has Disadvantage on saves to resist or end the Grappled or Restrained condition caused by you.

Your expertise in hunting bounties stands out.

Deathwatch

You gain proficiency in Arcana and Religion. In addition, you know the Protection from Evil and Good and can cast it once without expending a spell slot, when it is cast this way, the spell doesn't require Concentration, but only last for 1 minute. You regain expended use when you finish a Long Rest.

You specialise in hunting those not native to your realm.

Mage Breaker

You gain proficiency in Arcana and Insight. In addition, you know True Strike and Detect Magic spells.

You have a background in battling spellcasters.

Ranger Knight

You gain proficiency in History and Perception, In addition, you gain training with with Heavy armour.

You have sworn to serve a crown or nation and aim to bring its foes to ruin.

Sanctified Hunter

You gain proficiency in Investigation and Religion. In addition, you know Sacred Flame and Guiding Bolt spells.

You have sworn to hunt the enemies of a holy or druidic order.

Beast Tamer

Whenever you would make an Intelligence (Nature), you can choose to make a Wisdom (Nature) check instead. In addition, you can cast the following spells, but only as Rituals: Find Familiar and Speak with Animals.

You have cultivated a strong bond with animals and nature.

Repeatable You can choose this Aptitude again, choosing a different benefit each time.


Explorer's Aptitude

Urban Tracker

You are an expert at navigating the urban labyrinth as well as the wilds. You gain Proficiency in Acrobatics and Sleight of Hand. In addition, you know the Thieves' Cant language.


Wasteland Wanderer

You have spent endless days surviving desolate wastelands. You gain Resistance to one of the following damage type of your choice: Cold, Fire, Lightning, or Poison.

Repeatable You can choose this Aptitude again, choosing different damage type each time.


Planar Wanderer

Prerequisite: Level 6+ Ranger

You gain Resistance to one of the following damage type of your choice:: Force, Necrotic, Psychic, or crimson_days crimson_days Radiant.

Repeatable You can choose this Aptitude again, choosing different damage type each time.


Strategist's Aptitude

Cunning Technique

Prerequisite: Level 3+ Ranger

You learn some rougish techniques. Choose one of the following Actions, you can use a Bonus Action to take it: Dash, Disengage, or Hide.

Repeatable You can choose this Aptitude again, choosing a different action each time.


Hedge Knight

Prerequisite: Level 3+ Ranger

Though you wander the wilds, you still understood the intricacy of politics. Whenever you make an ability check using one of the following skills, you can make it as a Wisdom check even if it normally uses a different ability: History, Intimidation, or Persuasion.


Inquisitor

Prerequisite: Level 3+ Ranger

You learn how to utilise divine magic. When your Hunter's Mark spell deal damage, you can change the spell's bonus damage type to crimson_days crimson_days Radiant or Necrotic damage (choose each time) instead of Force.


Self-Regeneration

Prerequisite: Level 3+ Ranger

During a Short Rest, you can recover spell slots of a combined level equal to your Wisdom modifier. Once you do, you must finish a Long Rest before you can use this feature again.


Slayer's Aptitude

Slayer I

Prerequisite: Level 3+ Ranger

When you hit a creature with a weapon attack or Unarmed Strike you can cast Hunter's Mark at the target as part of the attack, applying its damage bonus and other benefits (if any) to the damage roll.


Slayer II: Ambush Tactics

Prerequisite: Level 6+ Ranger, Slayer I

When you roll Initiative, you can take a Reaction to cast Hunter's Mark.


Slayer III: Isolation

Prerequisite: Level 14+ Ranger, Slayer II

Once per turn, when you hit the target of your Hunter's Mark with a weapon attack or Unarmed Strike, you can force the target must succeed a CON Save, or it has the Blinded and Silenced condition.


Strider's Aptitude

Strider I

Prerequisite: Level 3+ Ranger

You ignore the effects of Difficult Terrain caused by natural environments or terrain.


Strider II: Unhindered Steps

Prerequisite: Level 6+ Ranger, Strider I

You ignore the effects of any Difficult Terrain imposed by spells, magical phenomena, or any other supernatural effect.


Strider III: Trailblazer

Prerequisite: Level 12+ Ranger, Strider II

You always under the effect of Freedom of Movement spell so long you don't have the Unconcious condition.


Seeker's Aptitude

Enhanced Senses

Prerequisite: Level 6+ Ranger

You can't have Disadvantage on attack rolls against the target of your Hunter's Mark.


Enhanced Senses II

Prerequisite: Level 15+ Ranger, Enhanced Senses

You can't have Disadvantage on attack rolls against any target within 30 feet of you.


Feral Aptitude

Primal Focus

Prerequisite: Level 6+ Ranger

When you score a Critical Hit against a creature, all creature have Advantage on the next attack they make against that creature before the end of your next turn.


Primal Focus II: Feral Eyes

Prerequisite: Level 12+ Ranger, Primal Focus

You gain the following benefits:

Improved Critical When you attack the target of your Hunter's Mark with a weapon attack or Unarmed Strike, the number you need to roll to for a Critical Hit is reduced by 1. This effect can stack.

Weakness Exploit Each time you score a Critical Hit against a creature, the number you need roll for another Critical Hit against that creature is reduced by 1. This effect can stack for 2 instances.


Primal Focus III: Predatory Intent

Prerequisite: Level 15+ Ranger, Primal Focus II

When you hit the target of your Hunter's Mark with a weapon attack or Unarmed Strike , you can choose to end the spell and make the attack score a Critical Hit.


Survivor Aptitude

Survivor I

Prerequisite: Level 6+ Ranger

Your body can rapidly recover from injury. When you expend a Hit Die to regain hit points, you regain additional Hit Points equal to your Wisdom modifier (minimum of 1 hit point).


Survivor II: Iron Will

Prerequisite: Level 9+ Ranger, Survivor

When you make a Death Saving Throw, you add your Wisdom modifier to the roll (minimum of +1). If the result of your roll is 20 or higher, you gain two Death Saving Throw success.


Adrenaline Aptitude

Adrenaline I

Prerequisite: Level 12+ Ranger

You can expend one use of your Favoured Foe to cast Haste without expending a spell slot.


Adrenaline II

Prerequisite: Level 19+ Ranger, Adrenaline I

Whenever you cast Haste using Adrenaline Aptidude, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting, and the spell ends early if you cast it again.


Apex Aptitude

Binding Blade

Prerequisite: Level 19+ Ranger

You can cast Ensnaring Strike without expending a spell slot.


Remove from Existence

Prerequisite: Level 19+ Ranger

Whenever you hit the target of your Hunter's Mark with a weapon attack or Unarmed Strike, you can immediately end the spell and cause that attack to deal maximum damage instead of rolling. If the attack reduces the creature to 50 Hit Points or fewer, it must succeed on a Constitution saving throw against your Spell save DC or it instantly dies.