Starting equipment. You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
A longbow and a quiver of 20 arrows
SRD 5.1, p.36 · OGL 1.0a
Ranger level table (D&D 2014)
Level
Proficiency bonus
What you gain
1
+2
STR & DEX saves; choose 3 skills (Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival). Favored Enemy and Natural Explorer. No spellcasting yet (begins at level 2). Proficiencies (SRD 5.1 p.35): Armor: Light armor, medium armor, shields. Weapons: Simple weapons, martial weapons. Equipment (SRD 5.1 p.35): You start with the following equipment, in addition to the equipment granted by your background:
• (a) scale mail or (b) leather armor
• (a) two shortswords or (b) two simple melee weapons
• (a) a dungeoneer's pack or (b) an explorer's pack
• A longbow and a quiver of 20 arrows
ASI; Land’s Stride (moving through nonmagical difficult terrain costs no extra movement; pass through nonmagical plants without being slowed or harmed; advantage on saves vs plants magically created to impede movement).
9
+4
(No new class feature at this level.)
10
+4
Natural Explorer improvement (additional favored terrain); Hide in Plain Sight (spend 1 minute to create camouflage and gain a +10 bonus to Dexterity (Stealth) checks while you stay still).
11
+4
Hunter: Multiattack (Volley / Whirlwind Attack).
12
+4
ASI: distribute +2 across abilities (or take a Feat).
13
+5
(No new class feature at this level.)
14
+5
Favored Enemy improvement; Vanish (use the Hide action as a bonus action; you can’t be tracked by nonmagical means unless you choose to leave a trail).
15
+5
Hunter: Superior Hunter’s Defense (Evasion / Stand Against the Tide / Uncanny Dodge).
16
+5
ASI: distribute +2 across abilities (or take a Feat).
17
+6
(No new class feature at this level.)
18
+6
Feral Senses (when you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage; you are also aware of the location of any invisible creature within 30 ft that isn’t hidden from you and that you aren’t blinded or deafened to).
19
+6
ASI: increase one ability score by 2, or two by 1 (or take a feat).
20
+6
Foe Slayer (once on each of your turns, add your Wisdom modifier to the attack roll or the damage roll of an attack against one of your favored enemies).
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead (or two races of humanoid). You have advantage on Wisdom (Survival) checks to track your favored enemies and on Intelligence checks to recall information about them, and you learn one language they speak (if any). You choose one additional favored enemy, and an associated language, at 6th and 14th level.
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.
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. Spell Slots. The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. Spells Known of 1st Level and Higher. You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your 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 ranger 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
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 expended, 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 ArchetypeLevel 3
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.
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 AttackLevel 5
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
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 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.
VanishLevel 14
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.
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 ft of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
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.
Hit Dice: 1d10 per fighter level (SRD 5.1 p.24) / paladin level (p.30) / ranger level (p.35). Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level / paladin level / ranger level after 1st. A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest (p.87).
Ranger Archetypes. A classic expression of the ranger ideal is the Hunter. Emulating the Hunter archetype means accepting your place as a bulwark between civilization and 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.
Pick one: Escape the Horde — opportunity attacks against you are made with disadvantage; Multiattack Defense — when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn; or Steel Will — you have advantage on saving throws against being frightened.
Pick one: Volley — you can use your action to make a ranged attack against any number of creatures within 10 ft of a point you can see within your weapon’s range; you must have ammunition for each target, and you make a separate attack roll for each; or Whirlwind Attack — you can use your action to make a melee attack against any number of creatures within 5 ft of you, with a separate attack roll for each.
Pick one: Colossus Slayer — once per turn, when you hit a creature with a weapon attack, it takes an extra 1d8 damage if it’s below its hit point maximum; Giant Killer — when a Large or larger creature within 5 ft of you hits or misses you with an attack, you can use your reaction to attack it immediately after its attack, provided that you can see the creature; or Horde Breaker — once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature within 5 ft of the original target and within your weapon’s range.
Pick one: Evasion — when you make a Dexterity saving throw to take only half damage, you instead take no damage on a success and only half on a failure; Stand Against the Tide — when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice; or Uncanny Dodge — when an attacker you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
RollQuest ships the D&D 2014 SRD as a content pack, on a 5e character sheet that does the maths - roll from the sheet and let the numbers work themselves out. Free to start.