Thief Ranger

Thief Ranger combining the stealth of a rogue with the survival skills of a ranger, excelling at tracking, ambushing, and exploiting vulnerabilities in combat.


The Thief Ranger is an agile character who combines thievery with wilderness skills. With a sharp eye for traps and opportunities, they excel in stealth, outsmarting foes in forests and camps. Their skills in traps and ambush tactics are crucial for exploration and combat.

Thief Ranger Features By Level

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Disarming Shot
1st Level Feature
You excel at gaining advantages on your targets. You gain proficiency in the Acrobatics, Stealth, or Sleight of Hand skill (choose one).

If you hit a creature with a weapon attack, you can force the creature to make a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature is disarmed, forcing it to drop one item of your choice that it's holding.

Ambush
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Ambush
3rd Level Feature
When you make a Dexterity (Stealth) check or an initiative roll, you can roll 1d6 and add the die to the roll, provided you aren't incapacitated.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll.

Evasive Footwork
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Evasive Footwork
6th Level Feature
When you move, you can add 1d6 to your AC until you stop moving.

During your turn, if you hit a creature with an attack, that creature can't make opportunity attacks against you for the rest of your turn.

Second-Story Work
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Second-Story Work
10th Level Feature
You gain the ability to climb faster than normal; climbing no longer costs you extra movement. You deal additional damage to creatures that are at least 5 feet below you equal to your Ranger level.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Cunning Opportunist
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Cunning Opportunist
14th Level Feature
You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't be surprised.

You ignore all class, race, and level requirements on the use of magic items.
Shadowstep Execution
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Shadowstep Execution
19th Level Feature
Once per turn when you hit a creature with an attack, you can teleport to an unoccupied space within 30 feet before or after the attack. This movement does not provoke opportunity attacks.

If the target was surprised or had not taken a turn in the combat yet, the attack deals an extra 6d6 damage.

In addition, you have advantage on initiative rolls, and attacks made during the first round of combat score a critical hit on a roll of 19 or 20.

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