As a Ranger, you gain the following class features:
Hit Points: commonly abbreviated HP, are a number measuring the amount of damage a creature, character, or object can take before being killed, disabled or destroyed. They can be considered an abstract representation of life-force, health, endurance, luck and the sort of favoritism that follows main protagonists and antagonists in fictional stories. Receiving damage - another number representing an instance of injury or other harmful occurrence, usually a hostile attack of some sort - reduces their hit point total by an amount equal to the damage value.
Hit points at 1st level: 10 + Constitution modifier
Hit Dice: 1d10 per Ranger level
Proficiency is one of the most important mechanical parts of a character. It is a central part of any character or creature's statistics, and it's a defining part of what they are good at. Proficiencies come from several different sources, and apply to a variety of subjects, but they are measured by the same bonus. You either have the proficiency or you don't. You will gain proficiencies from your character's race, their class, their background, and occasionally from some other sources.
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Animal Handling, Nature, Perception
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.
Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You have a limited well of stamina that you can draw on to protect yourself from harm.
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Ranger level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment.
On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques.
Choose:
Arcane Archer,
Cavalier,
Echo Knight,
Psi Warrior,
Purple Dragon Knight,
Rune Knight,
Samurai,
Scofflaw,
Champion,
Battle Master,
Eldritch Knight
3rd level and again at 7th, 10th, 15th, and 18th level.
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Ability Score Improvement:
Strength Score
Dexterity Score