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  The Ranger
  Level
  Proficiency Bonus
  Features
  Hunter's Mark
  1st
  +2
  Hunter's Mark
  1d4
  2nd
  +2
  Grit, Fighting Style
  1d4
  3rd
  +2
  Ranger Archetype
  1d4
  4th
  +2
  Ability Score Increase
  1d4
  5th
  +3
  Extra Attack
  1d6
  6th
  +3
  Swift Response
  1d6
  7th
  +3
  Ranger Archetype feature
  1d6
  8th
  +3
  Ability Score Improvement
  1d6
  9th
  +4
  Keen Eye
  1d6
  10th
  +4
  Relentless Endurance
  1d6
  11th
  +4
  Ranger Archetype feature
  1d8
  12th
  +4
  Ability Score Improvement
  1d8
  13th
  +5
  Ranger's Guard
  1d8
  14th
  +5
  Blindfighting
  1d8
  15th
  +5
  Ranger Archetype feature
  1d8
  16th
  +5
  Ability Score Improvement
  1d8
  17th
  +6
  Counterattack
  1d10
  18th
  +6
  Expert Skirmisher
  1d10
  19th
  +6
  Ability Score Improvement
  1d10
  20th
  +6
  Unyielding
  1d10
  Ranger
  Rough and wild-looking, a human stalks through shadowed
  city streets, hunting the cultists he knows are planning to
  summon a foul demon. Prowling silently beside him, his rust
  monster companion flicks its antennae in anticipation.
  Clutching a shortsword in each hand, the man 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 beast like the cold of its breath, she sends one arrow
  after another to find the gaps between the dragon's thick
  scales.
  A dwarf turns to the side and spits. Ahead of him in a forest
  clearing is the bandit lord he's been tracking for weeks. He
  cracks his knuckles and readies his weapons. The bounty on
  this one will feed his clan for a month.
  From the seedy underbelly of the world's great cities to
  trackless wilderness far from the prying eyes of civilization,
  one can find rangers, unflinching warriors that always get the
  job done.
  Deadly Hunters
  Widely traveled and unmoved in the face of the vilest enemies,
  rangers are implacable foes that track their quarry as a
  predator does. Whether winding through a crowded street,
  stealthily moving through the wilds, or setting an ambush in
  rocky hills, a ranger's enemies seldom see their death coming.
  Rangers focus their combat training on striking first and
  striking hard.
  Independent Adventurers
  Though a ranger might make a living as a treasure hunter, a
  guide, or a tracker, the true calling of most rangers is the
  death of their enemies ─ whether in defense of his homeland,
  as a first strike against future aggression, or even for profit.
  Spending so much of their time alone leads to many rangers
  being independent to a fault. They often look down on the
  trappings of high society, and respect cunning, skill, and
  dedication.
  This fierce independence makes rangers well-suited to
  adventuring, since they are accustomed to a life of hardship
  and danger. Rangers are often slow to trust, but fiercely loyal
  to those who have proven themselves capable allies.
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  Creating a Ranger
  As you create your ranger character, consider the nature of
  the training that gave you your particular skills. Did you train
  with a single mentor, wandering the land together under you
  mastered the ranger's ways? Did you leave your
  apprenticeship, or was your mentor slain ─ perhaps by the
  same kind of monsters you now hunt ruthlessly. Or perhaps
  you learned you skills as a member of a guild or even a druidic
  circle, trained in mystic paths and wilderness lore. You might
  be self-taught, a grim survivor of an attack or raid, who learned
  combat and tracking to repay the deaths of your loved ones in
  kind.
  What motivates you to live a life filled with danger and
  violence? Did a monster kill someone you loved or destroy
  your home village? Or did you see too much evil in the world
  and commit yourself to reining in the depredations of the
  wicked? Do you seek an ancient relic that will bring you glory
  or wealth? Is your adventuring career a continuation of your
  work, or a significant change? What made you join up with a
  band of adventurers? Do you welcome allies in your hunt, or
  do you find it challenging to have to rely on and look out for
  others?
  Quick Build
  You can make a ranger quickly by following these suggestions.
  First, make Dexterity your highest ability score, followed by
  Wisdom. (Some rangers who focus on melee combat make
  Strength higher than Dexterity.) Second, choose the outlander
  background.
  Class Features
  As a ranger, you gain 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 four from Acrobatics, Athletics, Insight,
  Intimidation, Investigation, Nature, Perception, Stealth, and
  Survival
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) two shortswords or (b) two simple melee weapons
  (a) a dungeoneer's pack or (b) an explorer's pack
  (a) a longbow and a quiver of 20 arrows or (b) a light
  crossbow and a quiver of 20 bolts
  studded leather armor
  Hunter's Mark
  You have learned to read your prey, analyzing it with a careful
  eye and allowing your attacks to strike deeper and truer.
  As a bonus action on your turn, you can choose a creature
  you can see within 60 feet of you and mark it as your quarry.
  Enemies are unaware they are marked, although they may
  notice you studying them and draw their own conclusions. You
  can maintain this mark for a number of hours equal to your
  ranger level.
  Whenever you hit the marked target with a weapon attack
  you deal extra damage of the weapon's type, as shown on the
  Ranger table. While your prey is marked, you have advantage
  on Wisdom (Perception) or Wisdom (Survival) checks you
  make to find or track it.
  This effect ends if you fall unconscious, use it on another
  creature, or dismiss it as a bonus action.
  You can use this feature a number of times equal to your
  Wisdom modifier (a minimum of once). You regain all
  expended uses when you finish a short or long rest.
  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.
  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.
  Grit
  At 2nd level, your harsh experiences have given you immense
  skill and determination. You gain a number of grit points equal
  to your Wisdom modifier (minimum of 1). You regain all
  expended grit points whenever you finish a short or long rest.
  You also regain 1 grit point whenever you are critically hit by
  an attack or make a successful saving throw. You can never
  have more grit points than your Wisdom modifier.
  Exploits
  You can spend your grit points to perform various exploits.
  You learn one exploit when you reach 3rd level, and one more
  each at 6th and 9th level. Additionally, when you learn a new
  exploit, you can choose one of the exploits you know and
  replace it with another exploit that you could learn at that
  level.
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  If an exploit has prerequisites, you must meet them to learn it.
  You can learn the exploit at the same time that you meet its
  prerequisites. A level prerequisite refers to your level in this
  class.
  Some of your exploits and ranger class features force your
  target to make a saving throw to resist the feature's effects.
  The saving throw DC is calculated as follows:
  Ranger save DC = 8 + your proficiency bonus + your
  Wisdom modifier
  Aimed Shot
  As an action, you can spend 1 grit point to carefully line up a
  perfect shot. Make a ranged weapon attack against the target
  of your Hunter's Mark. If the attack hits, it inflicts an extra 1d8
  damage of the weapon's type. This extra damage increases to
  3d8 at 6th level and 5d8 at 9th level. When you use this
  exploit, your speed becomes 0 until the start of your next turn.
  Coup de Grace
  If a creature targeted by your Hunter's Mark is prone or
  incapacitated, once per turn you can spend 1 grit point to
  inflict 1d8 extra damage of the weapon's type when you hit the
  creature with a weapon attack. This extra damage increases
  to 2d8 at 9th level.
  Crippling Blow
  Prerequisite: 6th level
  When you hit a creature targeted by your Hunter's Mark
  with a weapon attack, you can spend 1 grit point to force the
  creature to make a Constitution saving throw. On a failure, the
  creature's speed is reduced to 0 until the end of its next turn.
  Disarming Strike
  When you hit the target of your Hunter's Mark with a weapon
  attack, you can spend 1 grit point to attempt to disarm the
  target, forcing it to drop one item of your choice that it's
  holding. The target must make a Strength saving throw. On a
  failed save, it drops the object you choose. The object lands at
  its feet.
  Escape the Horde
  When a hostile creature moves within 5 feet of you, as a
  reaction you can spend 1 grit point to move up to half your
  speed. This movement doesn't provoke opportunity attacks.
  Ignore Pain
  When you take damage, as a reaction you can spend 1 grit
  point to reduce the damage taken by 1d6 + your Wisdom
  modifier.
  Multiattack Defense
  When a creature hits you with an attack, you can spend 1 grit
  point to gain a +4 bonus to AC against all subsequent attacks
  made by that creature until the start of its next turn.
  Stand Against the Tide
  Prerequisite: 6th level
  When a hostile creature misses you with a melee attack, as
  a reaction you can spend 1 grit point to force that creature to
  repeat the same attack against another creature (other that
  itself) of your choice.
  Ranger Archetype
  At 3rd level, you choose an archetype that represents a classic
  expression of the lone adventurer at the rough edges of
  civilization. Choose Beastmaster, Horde Breaker, Hunter,
  Monster Slayer, or Warden, 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 Increase
  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.
  Swift Response
  Starting at 6th level, you react with swift and lethal action
  when attacked. This grants you the following benefits:
  When you roll initiative, you can treat a d20 roll of 9 or
  lower as a 10.
  On your first turn in combat, you have advantage on attack
  rolls you make against creatures that have not yet acted.
  Keen Eye
  Starting at 9th level, you are adept at picking up on the
  weaknesses of your prey. As a bonus action, you can study a
  creature targeted by your Hunter's Mark and learn whether
  the creature has any damage immunities, resistances, or
  vulnerabilities and what they are. If the creature is hidden
  from divination magic, you sense that it has no damage
  immunities, resistances, or vulnerabilities.
  Relentless Endurance
  Starting at 10th level, you gain temporary hit points equal to
  your ranger level whenever you finish a short or long rest.
  Ranger's Guard
  At 13th level, whenever the target of your Hunter's Mark
  forces you to make a saving throw and whenever you make an
  ability check to escape that target's grapple, add 1d6 to your
  roll.
  Blindfighting
  At 14th 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.
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  Counterattack
  At 17th level, you gain the ability to counterattack when your
  prey tries to sabotage you. If the target of your Hunter's Mark
  forces you to make a saving throw, you can use your reaction
  to make one weapon attack against the quarry. You make this
  attack immediately before making the saving throw. If your
  attack hits, your save automatically succeeds, in addition to
  the attack's normal effects.
  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.
  Expert Skirmisher
  By 18th level, you are a master of maneuvering in combat.
  Your movement no longer provokes opportunity attacks.
  Unyielding
  At 20th level, you can draw on the steel will and determination
  within you to continue the fight. When a hostile creature
  inflicts damage that reduces you to below half your hit point
  maximum, you can choose to instantly gain 40 temporary hit
  points and to regain all expended grit points. Once you use
  this feature, you must finish a long rest before you can do so
  again.
  Ranger Archetypes
  The ideal of the ranger has five expressions: the Beastmaster,
  the Horde Breaker, the Hunter, the Monster Slayer, and the
  Warden.
  Beastmaster
  The life of a ranger can be lonely and dangerous. Some adapt
  by learning to create a magical bond between themselves and
  a creature. United in focus, beast and ranger fight the
  monsters that threaten civilization and the wilderness alike.
  Bonus Proficiency
  When you choose this archetype at 3rd level, you gain
  proficiency in the Animal Handling skill.
  Companion
  In your travels and adventures, you have learned to magically
  bond a creature to yourself to aid you. Your companion
  accompanies you on your adventures and is trained to fight
  alongside you. Choose a beast, dragon, or monstrosity to be
  your companion, abiding by the restrictions below:
  cannot be larger than Medium, or Small if it has a flying
  speed
  cannot be a swarm
  must have an Intelligence score of 4 or lower
  must have a Challenge Rating of 1/2 or lower
  Add your proficiency bonus to your companion's AC and
  attack rolls, as well as to any saving throws and skills with
  which it is proficient. Its hit point maximum equals the hit
  point number in its stat block or 18, whichever is higher. It can
  spend Hit Dice during a short rest to regain hit points like any
  other creature.
  Your companion acts as you wish. It rolls initiative like any
  other creature. If it has a multiattack option, it cannot use it.
  Your companion understands your speech, and you can
  intuit basic concepts and statements as long as you can see or
  hear it.
  If you are incapacitated or absent, your companion acts as
  you wish.
  If your companion is ever slain, the magical bond you share
  allows you to return it to life. With 8 hours of work and the
  expenditure of 25 gp/level worth of rare herbs and fine food,
  you can call forth your companion's spirit and use your magic
  to create a new body for it. You can return a companion to life
  in this manner even if you do not possess any part of its body.
  Each time you level up, your companion gains one Hit Die,
  and its hit point maximum increases by 5 + its Constitution
  modifier. Whenever you gain the Ability Score Improvement
  class feature, your companion's abilities also improve. Your
  companion can increase one ability score of your choice by 2,
  or it can increase two ability scores of your choice by 1. As
  normal, your companion can't increase an ability score above
  20 using this feature.
  Coordinated Attacks
  Starting at 7th level, when your companion attacks the target
  of your Hunter's Mark, it inflicts extra damage to the marked
  target as shown in the Ranger table.
  Additionally, your companion's attacks count as magic
  weapons for purposes of overcoming resistances or
  immunities.
  Strengthened Bond
  At 11th level, the magical bond with your companion becomes
  even stronger. While your companion can see you it has
  advantage on all saving throws, and it adds your proficiency
  bonus to its damage rolls.
  Bestial Endurance
  At 15th level, whenever an attacker that your companion can
  see hits it with an attack, it can use its reaction to halve the
  attack’s damage against it.
  Horde Breaker
  Horde breakers specialize in combat against many foes. Most
  horde breakers work tirelessly in frontier lands to stop the
  depredations of orcs, gnolls, goblins, and other evil
  humanoids that rely on sheer numbers for victory.
  Who's Next?
  At 3rd level, once per turn your Hunter's Mark automatically
  moves to a new hostile creature when the original target of
  your Hunter's Mark is reduced to 0 hit point, if one is within 5
  feet. If there are multiple hostile creatures to choose from, you
  pick which creature your Hunter's Mark moves to.
  Menacing Warrior
  At 6th level, you gain proficiency in the Intimidation skill.
  In addition, you have learned to intimidate enemies you
  fight, often leading to a route even when outnumbered. When
  you score a critical hit or reduce a hostile creature to 0 hit
  points, you can use your bonus action to force one creature
  within 30 feet that you can see to make a Wisdom saving
  throw. On a failed save, the creature becomes frightened of
  you for 1 minute. A creature can repeat this saving throw at
  the end of each of its turns, ending the effect on a success.
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  Multiattack
  At 11th level, you are a master at fighting when outnumbered.
  You gain one of the following features of your choice.
  Volley
  As an action, you can make a ranged attack against any
  number of creatures within 10 feet of a point you can see
  within your weapon's range. You must have ammunition for
  each target, as normal, and you make a separate attack roll for
  each target.
  Whirlwind Attack
  As an action, you can make melee attacks against any number
  of creatures within 5 feet of you, with a separate attack roll for
  each target.
  Divide and Conquer
  At 15th level, you have an uncanny knack for separating and
  slaying your enemies one by one.
  Once per turn, when you hit a creature with a weapon
  attack that is at least 10 feet away from at least two of its
  allies that it can see, you deal an extra 4d8 damage of the
  weapon's type.
  Hunter
  The implacable bounty hunter, the intrepid treasure hunter,
  the fearless big game hunter ─ all these and more are
  examples of the hunter archetype.
  On the Prowl
  When you choose this archetype at 3rd level, you have
  carefully honed your skills as a hunter. You gain the following
  benefits:
  You can take the Hide action as a bonus action on your
  turn.
  You have advantage on Dexterity (Stealth) checks when
  attempting to hide from a creature targeted by your
  Hunter's Mark.
  Dogged Pursuit
  At 3rd level, you develop techniques to obtain information on
  your quarry. If you spend at least ten minutes interrogating,
  questioning, or conversing with a person, your proficiency
  bonus is doubled on any ability checks made against that
  person to obtain information regarding a specific creature or
  item you seek.
  In addition, while tracking other creatures you also learn
  their exact number, their sizes, and how long ago they passed
  through the area.
  Improved Hunter's Mark
  At 7th level, you can hunt for treasure and items as well as you
  can for living prey. The target of your Hunter's Mark can now
  be an object or a creature. While you have an object marked,
  as an action you can sense whether it is within 1 mile of you,
  and if so, in which direction.
  You apply your Hunter's Mark damage to a creature you hit
  with weapon attacks if that creature that is holding or carrying
  the object you have marked.
  Thrill of the Hunt
  At 11th level, your movement speed increases by 15 feet when
  you can see the target of your Hunter's Mark and are moving
  towards it.
  Superior Hunter's Mark
  At 15th level, whenever you mark a creature with your
  Hunter's Mark, one ally of your choice that you can see also
  gains the benefits of your Hunter's Mark.
  Monster Slayer
  The bravest and most grim of all rangers, monster slayers are
  those fearless warriors that make it their life's duty to slay the
  most dangerous foes. Some monster slayers focus their
  efforts on one particular kind of creature such as vampires,
  demons, or dragons. Others turn their talents on any threat
  that makes itself known.
  Sense Monsters
  At 3rd level, as an action you can focus your awareness on the
  region around you. For 1 minute, you can sense whether the
  following types of creatures are present within 1 mile of you:
  aberrations, celestials, dragons, elementals, fey, fiends, and
  undead. This feature doesn't reveal the creatures' location or
  number.
  Once you have used this feature, you can't do so again until
  you complete a short or long rest.
  Harvester
  At 3rd level, your proficiency bonus is doubled on ability
  checks pertaining to the extraction of resources or materials
  from slain monsters.
  Iron Mind
  By 7th level, you have honed your ability to resist the mind-
  altering powers much of your prey possesses. You gain
  proficiency in Wisdom saving throws. If you already have this
  proficiency, you instead gain proficiency in Intelligence or
  Charisma saving throws (your choice).
  Twice More for Good Measure
  By 11th level, you have learned to take no chances when
  dealing with the most dangerous foes. When you take the
  Attack action and hit a creature targeted with your Hunter's
  Mark with both weapon attacks, you can immediately make
  two more weapon attacks against the same creature.
  Once you have used this feature, you cannot do so again
  until you finish a long rest.
  Foe Slayer
  At 15th level, you become an unparalleled dealer of death.
  When you hit a creature with a weapon attack, you can force it
  to make a Constitution saving throw. The creature takes 50
  additional damage of the weapon's type on a failure, or half
  that much on a success.
  Once you have used this feature, you cannot do so again
  until you finish a long rest.
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  Warden
  Some rangers turn their combat skills towards protecting the
  wilderness at the edge of civilizations. These rangers often
  ally themselves with druidic circles, and in turn learn magic to
  aid them in their vigil.
  At Home in the Wild
  You are skilled at navigating the wilderness. When you choose
  this archetype at 3rd level, you gain the following benefits
  when traveling for an hour or more:
  You have advantage on ability checks to avoid becoming
  lost in non-magical terrain.
  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.
  Spellcasting
  Additionally, at 3rd level you gain the ability to cast spells. See
  chapter 10 of the Player's Handbook for the general rules of
  spellcasting, and chapter 11 for the ranger spell list.
  Preparing and Casting Spells. The Warden Spellcasting
  table shows how many spell slots you have to cast your spells.
  To cast one of your ranger spells of 1st level or higher, you
  must expend a slot of the spell's level or higher. You regain all
  expended spell slots when you finish a long rest.
  You prepare the list of ranger spells that are available for
  you to cast, choosing from the ranger spell lists in the Player's
  Handbook and other resources such as Xanathar's Guide to
  Everything. When you do so, choose a number of ranger
  spells equal to your Wisdom modifier + half your ranger level,
  rounded down (minimum of one spell). The spells must be of a
  level for which you have spell slots.
  For example, if you are a 5th-level warden, you have four
  1st-level and two 2nd-level spell slots. With a Wisdom of 14,
  your list of prepared spells can include four spells of 1st or
  2nd level, in any combination. Casting a spell doesn't remove it
  from your list of prepared spells.
  You can change your list of prepared spells when you finish
  a long rest. Preparing a new list of warden spells requires
  time spent in quiet meditation: at least 1 minute per spell level
  for each spell on your list.
  Spellcasting Ability. Wisdom is your spellcasting ability for
  your warden spells, since their power draws from your
  devotion and attunement to nature. You use your Wisdom
  whenever a spell refers to your spellcasting ability. In addition,
  you use your Wisdom modifier when setting the saving throw
  DC for a warden spell you cast and when making an attack
  roll with one.
  Spell save DC = 8 + your proficiency bonus + your Wisdom
  modifier
  Spell attack modifier = your proficiency bonus + your
  Wisdom modifier
  Spellcasting Focus. You can use a druidic focus (see
  chapter 5 of the Player's Handbook, "Equipment") as a
  spellcasting focus for your warden spells.
  Warden Spellcasting
  Ranger Level
  1st
  2nd
  3rd
  4th
  5th
  3rd
  3
  ─
  ─
  ─
  ─
  4th
  3
  ─
  ─
  ─
  ─
  5th
  4
  2
  ─
  ─
  ─
  6th
  4
  2
  ─
  ─
  ─
  7th
  4
  3
  ─
  ─
  ─
  8th
  4
  3
  ─
  ─
  ─
  9th
  4
  3
  2
  ─
  ─
  10th
  4
  3
  2
  ─
  ─
  11th
  4
  3
  3
  ─
  ─
  12th
  4
  3
  3
  ─
  ─
  13th
  4
  3
  3
  1
  ─
  14th
  4
  3
  3
  1
  ─
  15th
  4
  3
  3
  2
  ─
  16th
  4
  3
  3
  2
  ─
  17th
  4
  3
  3
  3
  1
  18th
  4
  3
  3
  3
  1
  19th
  4
  3
  3
  3
  2
  20th
  4
  3
  3
  3
  2
  Land's Stride
  Starting at 7th 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 as those created by the entangle spell.
  Natural Attunement
  When you reach 11th level, you gain proficiency in the Nature
  and Survival skills if you don't already have it. Your proficiency
  bonus is doubled for any ability check you make that uses
  either of those proficiencies.
  In addition, as an action you can attune yourself to a
  particular climate or terrain found in nature. You gain the
  following benefits based on the climate or terrain type you
  choose. These benefits last until you choose a new climate or
  terrain, or you end the effect as a bonus action.
  6
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
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  Arctic
  You gain resistance to cold damage.
  Coast
  You gain a swim speed equal to your speed.
  Desert
  You gain resistance to fire damage.
  Forest
  If you are proficient in Perception, your proficiency bonus is
  doubled for any ability check you make that uses it and when
  determining your passive Perception.
  Grassland
  Your speed increases by 10 feet.
  Mountain
  You gain a climb speed equal to your speed.
  Swamp
  You gain resistance to poison damage and are immune to
  disease.
  Underdark
  If you do not have darkvision, you gain it with a range of 30
  feet. If you have darkvision, you instead gain blindsight with a
  range of 5 feet.
  Nature's Reckoning
  At 15th level, when you hit a creature marked by your Hunter's
  Mark with a weapon attack, you can change the damage type
  you inflict to any of the following: fire, cold, lightning, acid, or
  poison.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/The Ranger, Re-imagined v1.0.pdf