Ranger Class Details
| Primary Ability | Dexterity and Wisdom |
|---|---|
| Hit Point Die | D10 per Ranger level |
| Saving Throw Proficiencies | Strength and Dexterity |
| Skill Proficiencies | Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival |
| Weapon Proficiencies | Simple and Martial weapons |
| Armor Training | Light and Medium armor and Shields |
| Starting Equipment | Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP |
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
- Gain all the traits in the Core Ranger Traits table.
- Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character
- Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields.
- Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
| —Spell Slots per Spell Level— | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | 1 | 2 | 3 | 4 | 5 |
| 1 | +2 | Spellcasting, Favored Enemy, Weapon Mastery | 2 | 2 | 2 | — | — | — | — |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | — | — | — | — |
| 3 | +2 | Ranger Subclass | 2 | 4 | 3 | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | — | — | — |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | — | — | — |
| 7 | +3 | Subclass feature | 3 | 7 | 4 | 3 | — | — | — |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | — | — |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | — | — |
| 11 | +4 | Subclass feature | 4 | 10 | 4 | 3 | 3 | — | — |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | — | — |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | — |
| 14 | +5 | Nature’s Veil | 5 | 11 | 4 | 3 | 3 | 1 | — |
| 15 | +5 | Subclass feature | 5 | 12 | 4 | 3 | 3 | 2 | — |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | — |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Ranger Class Features
As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.
Level 1: Spellcasting
You have learned to channel the magical essence of nature to cast spells.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 1: Favored Enemy
You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2: Deft Explorer
Thanks to your travels, you gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages. You know two languages of your choice.
Level 2: Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior
You learn two Druid cantrips of your choice. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3: Ranger Subclass
You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6: Roving
Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 9: Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10: Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Level 13: Relentless Hunter
Taking damage can’t break your Concentration on Hunter’s Mark.
Level 14: Nature’s Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 17: Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.
Level 18: Feral Senses
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Foe Slayer
The damage die of your Hunter’s Mark is a d10 rather than a d6.
Ranger Subclasses
A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass.
Hunter
Protect Nature and People from Destruction
You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.
Level 3: Hunter’s Lore
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Level 3: Hunter’s Prey
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Colossus Slayer
Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.
Horde Breaker
Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.
Level 7: Defensive Tactics
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Level 11: Superior Hunter’s Prey
Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.
Level 15: Superior Hunter’s Defense
When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.







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Posted Nov 17, 2025Relieved to see that Gloom Stalker still has it's permanent invisibility (in total darkness) feature, but Dread Ambusher got a slight nerf because you can't make an extra attack, making it pair well with 3 levels in Assassin Rogue in the past by giving you three critical hits at the start of combat, all buffed by Sharpshooter, Hunter's Mark, and Sneak Attack. But it ain't much of a nerf since Sharpshooter got nerfed to remove the +10 damage bonus in the 2024 Player's Handbook. Sharpshooter is one thing that gave Ranger an edge over Rogue, since it had multiple attacks. Now Ranger relies even more on Hunter's Mark for damage. However, at least Dread Ambusher gives you 2d6 damage now, or the damage of Sneak Attack from a Rogue at 3rd or 4th Level.
Fey Wanderer didn't change. It was always good. A ranger subclass that improves your social abilities, gives you teleportation magic, protects you from mind-influencing effects, and allows you to gain a fey ally without concentration.
Hunter now has a situational but really powerful feature of knowing your enemy's resistances, immunities, and vulnerabilities, meaning you don't have to metagame to tell your spellcasting ally that oozes are immune to acid damage, a blue dragon is immune to lightning damage, or incorpereal undead are resistant to all elemental damage, all nonmagical sources of physical damage, and immune to poison and necrotic damage. Superior Hunter's Prey pairs well with Horde Breaker by increasing your damage against hordes drastically by basically allowing you to apply Hunter's Mark damage to two creature's at once if they are close to each other. I mainly don't like how Superior Hunter's Prey and Superior Hunter's Defense removed options that allow you to focus into a particular combat style. Superior Hunter's Defense should still have the options of Uncanny Dodge or Evasion, while Superior Hunter's Prey should have one feature to make you more effective against single big enemies, and another feature to make you more effective against hordes, and another feature to make you more effective against spellcasters.
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Posted Nov 15, 2025I just want to say that Larian did a better job than WotC
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Posted Nov 14, 2025Was looking through the old Unearthed Arcana and stumbled across the Hollow Warden subclass. I want to use it, but it just seems really strong compared to the other subclasses, and since it is Unearthed Arcana, that means it isn't official content yet.
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Posted Nov 13, 2025Hunter's Mark features aren't "Core". They're freebie add-ons to support a variety of play patterns. Versatility is the name of the game.
They come at the same levels you get all those other cool spells you mention. Nothing is stopping you from using them. Levels at which the Paladin gets nothing *except* higher level Spells.
And not a single subclass has features that require you to use Hunter's Mark except (appropriately enough) the Hunter until the Winter Walker came out.
They all had subclass features and then ALSO did more with Hunter's Mark. Like Beastmaster at level 11. Primary feature is beast now gets 2 attacks.
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Posted Oct 28, 2025In my campaign, I have a ranger with a musket that has +11 to hit. He hasn't gotten hit by enemies since he got it.
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Posted Oct 20, 2025Literally whoever did the capstone should be fired. In addition, anyone who still thinks bonus action command of your pet or no action is the right balance should also be fired. This represents a fundamental misunderstanding of the game across the system. Also hunter's mark should not be concentration.
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Posted Oct 17, 2025-
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Posted Oct 17, 2025The way I see it, and I could be wrong, is that the Ranger’s greatest strength can also be its greatest weakness: it’s a Jack-of-all-Trades.
If you want to be really good in the Wild, play a Druid. If you want to be really deadly, play a Rogue. If you want to be really good in combat, play a Fighter. But if you want to be good at all three, play a Ranger.
It’s a Generalist, not a Specialist. It’s designed to fill in the gaps made by the absence of a Druid, Rogue, or Fighter. If I’m in a party without one of those three, I want a Ranger.
I’m not sure the ‘24 Ranger takes full advantage of the strengths of the Ranger as a concept.
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Posted Oct 13, 2025I think one way to figure out how to improve the ranger class and make it more of a popular pick is by analyzing the success of bards as a very well-designed class to imitate.
1) Bards tend to be more fun to roleplay because they have a clearer sense of identity.
2) They have build variety while at the same time possessing a fun, core gameplay gimmick (bardic inspiration) that sets them apart from other classes.
I think to make rangers better, there needs to be a clearer vision of what it is that rangers bring to the party that other classes can't contribute. Maybe it would also benefit the ranger's identity to attribute character traits to that ability.
As an example, imagine if hunter's mark was reworked so that rangers could swap initiative order with a target. A low level ability like this could make rangers more impactful in teamfights as there isn't really a diverse number of ways other classes can change the order of initiative once it has been rolled and decided. If it wasn't too unbalanced, maybe rangers could also swap initiative with a single, willing party member. It could also improve their roleplay identity as the kind of leader/nature guide we've come to appreciate in characters such as Aragorn who were resourceful enough to take control of situations even when outnumbered.
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Posted Oct 11, 2025God i hate wizards. One of the biggest issues with the ranger was that if you weren't using hunters mark you were basically throwing. And what do they do? They make it a mandatory aspect of the class. So many cool spells the ranger has access to but they're actually completely useless because most of them require concentration. So you either have your 1st level spell up the entire time or you cast one of your cool ranger spells you've picked up on later levels and poof! 4 core ranger features are gone from your character sheet! Great work wotc! Great work!
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Posted Oct 6, 2025after all this time, they finaly fixed the ranger
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Posted Sep 23, 2025All the subclasses you have access to are listed on this page. If you want more, you need to purchase the digital version of the book they're included in. In the case of Beast Master, that's the 2024 Player's Handbook.
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Posted Sep 23, 2025Add the other ones!!!! Like beast master and all the other ones
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Posted Sep 21, 2025Welcome to level 11, Hunter Ranger. The Fighter just got a 3rd attack, the Paladin gets 1d8 radiant damage to every single hit (scaling with crits), and you can... deal 1d6 extra damage to secondary target within 30 ft once per turn if you have hunter's mark on. (And doesn't even make sense when you slash a guy and somehow damage someone across the room).
Literally, this would still be a bit underwhelming if it worked on both attacks.
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Posted Sep 20, 2025I love this version of Ranger. Tasha's Cauldron of Everything's fixes to the class became mainstream, and they picked the best subclasses they could :)
Of course I am a little unhappy that the preferred terrain and preferred enemy powers are gone, but we now have a mechanically better and more versatile class, which makes up for it.
And they gain spellcasting at level 1 instead of 2. Finally.
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Posted Sep 14, 2025The concept of attacking/casting a spell/etc. breaking invisibility is not a general rule. Those things only cause you to lose the Invisible condition if the source of the condition says they do, which this one doesn't.
So, if you're in Darkness, and they can only see you because they have Darkvision, then you're Invisible to them no matter what you do (aside from anything that lights you up in some way so you're no longer in Darkness). If they have some other way of seeing you in Darkness other than Darkvision (e.g. Blindsight) then you're not Invisible to them.
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Posted Sep 13, 2025Am I to understand that the Gloomstalker's Umbral Sight ability makes them invisible to creatures who have darkvision even if they attack or cast a spell or do other things that would typically break invisibility? It's just that anywhere else that I've seen an invisibility effect, those sorts of actions make the character visible again, with the obvious exception of Greater Invisibility, but this trait doesn't specify.
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Posted Aug 21, 2025Fair, but they'd have to give up their dex save if you wanted to have them be proficient in con saves at the get go. It would go against design having the Ranger have 2 strong saving throw proficiency's instead of the the "one strong" and "one weak" philosophy the game has been using the past 11 years.
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Posted Aug 8, 2025Why do Rangers have Saving Throw proficiency in Strength? Constitution would be more thematic for a nature based survivalist.
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Posted Aug 7, 2025Yes, you can. All of the old content you paid for is still available. Nothing has been removed.
For the four subclasses that were updated for the 2024 rules, you can't use the old versions of those with the new versions of the class; you need to use the updated versions. However, you can still use older subclasses that haven't been updated (like Swarmkeeper or Monster Slayer). And all the old subclasses are still available for use with the 2014 class.