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 Jan 16, 2026The frustration is mostly about the price increase and how they give the absolute minimum, I've seen races that are barely changed if at all that they expect us to buy, yes it's a company but you can tell the difference between a company that only really cares about profits and one that still cares about it's fans and in recent years it seems to be all about the profits
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Posted Jan 16, 2026I understand the frustration, but D&D books have always cost money. That's not a new thing and has nothing to do with the 2024 rules update. All the old content is still available.
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Posted Jan 16, 2026Yup, they give us one subclass and make us buy the rest because WotC only care about money now and not that players, I used to be happy to buy all the subclasses but since the new rules I'm not giving them a penny, I'll support creators who still care instead and you can always find everything you could buy here online for free anyway
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Posted Jan 15, 2026You can if you own the book that subclass is in (the 2024 Player's Handbook). This page only shows subclasses from digital content you actually have access to.
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Posted Jan 15, 2026That's because you don't own the book(s) the other subclasses are in, and this page only shows subclasses you have access to.
You can find other subclasses for the 2024 Ranger class in the 2024 Player's Handbook and in Forgotten Realms: Heroes of Faerun.
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Posted Jan 14, 2026I Don't See The Sub-Classes On This Page Besides Hunter
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Posted Jan 14, 2026I'm sad that we can't be a beast master tho...
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Posted Jan 9, 2026i mean i am newer to d&d but i have a lvl 6 sea elf ranger beast master that i've used for a few months and with a longbow +1, sharpshooter feat, 18 dex, hunters mark applied and with say hail of thorns or concealed shot you can hit from more than 400 feet out with decent damage before they even notice, and with slow property on the longbow from weapon mastery unless theyre teleporting or jumping from an ability theyre still movement slowed.
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Posted Jan 7, 2026why? I play as a dual wielding Scimitar melee beast master ranger and I use Hunter's Mark a lot and hardly EVER use any other spells during combat. I get 4 attacks a round if I wanted. Taking the Attack Action gives me two attacks, then the bonus action weapon attack with a Nick weapon (which makes it a normal action and not a bonus anymore), then with the Dual Wield feat, the Enhanced Dual Wielder part lets me take another attack as a bonus action (which is still free since Nick makes my bonus attack a main attack).
Or I can forgo my 4th attack to have my pet do his attack. At level 10 my pet gets two attacks which can give me 5 attacks so to speak total.
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Posted Jan 7, 2026Said NO ONE EVER!
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Posted Jan 4, 2026Honestly they something consistent and defining, like instead of these changes to a spell, they mark a creature when they hit it, each time the hit same creature they hit with their last attack they add 1d6 damage, doesn’t stack, but maybe it goes up a size to 1d12.
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Posted Dec 29, 2025Advantage on Hunter's Mark targets is not a level 17 feature, and d10 Hunter's Mark is certainly not a level 20 feature.
Oath of Vengeance Paladins get Advantage on a single target at level 3 that can be moved from a dead creature without requiring an Action at all (compared to Hunter's Mark requiring another Bonus Action), and all Paladins get +1d8 Radiant on all creatures at level 11 without any resource expenditure.
Compared to other classes, Ranger just feels anaemic.
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Posted Dec 22, 2025There are five official subclasses for the 2024 Ranger on this page and a bunch more on the 2014 Ranger page here (though in both cases you'll only see the ones you have access to).
Hunter or Beast Master (with the animal companion being a horse) are probably the best for capturing the classic cowboy aesthetic. However, you might also consider a Rogue with the Scout subclass, or a Fighter with the third-party Gunslinger subclass from Critical Role.
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Posted Dec 22, 2025Is there other subclasses, I’m tryna make a cowboy
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Posted Dec 17, 2025These are both unofficial third-party subclasses. If you're seeing them here, but not in the character builder, it's because someone in a campaign you're part of has shared them with you, but the character you're making in the character builder isn't in that campaign.
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Posted Dec 17, 2025I'm unsure about a "primal archer" but green reaper is from the Grim hollow books!
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Posted Dec 16, 2025What books are the green reaper and primal archer in? I’m not finding them when making a character.
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Posted Dec 13, 2025Would be great if multiclass requirements were str or dex for ranger
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Posted Nov 26, 2025I hope they make a correction to the Winter Walker Ranger, and give it the additional ability to make creatures that are immune to cold damage resistant instead. It just makes sense if you are a creature adapt to fighting in such terrain with such creatures ,that you learn to even make them feel the chill of Steel. Haha.
Also maybe let Hunter's Mark give an additional benefit to each Ranger Subclass. Just a thought. Lol That and/or remove concentration on more of their spells.
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Posted Nov 23, 2025I want to disagree with you on the point about weapons. Someone else has already pointed out the for ranged heavy weapons you need 13 DEX, not STR, but I think the Weapon Mastery actually helps with flavour. Think about this, if you aren't planning on using your second hand for a shield or something else, and you aren't a small creature, why wouldn't you use a 1d10 versatile longsword over a 2d6 greatsword at the first opportunity. At least with weapon master properties, there is a reason to use a longsword over a greatsword other than for flavour without feeling like you are holding yourself back for the sake of flavour. Yes, not every table is optimising and thus may not care for this, but sometimes you want a reason to stick to your flavour without mechanics of the game saying "you're doing it wrong". Now you have incentive to stick to flavour instead of mechanics, because now the mechanics didn't make a 1d10 versatile longsword intrinsically weaker than the 2d6 greatsword in the context I gave earlier. Granted, not all weapon mastery properties are equally great and some weapons still do more damage than others overall, but it at least helps incentive you to stick to flavour instead of thinking "I'm actively contributing less to my party by choosing this mechanically weaker weapon with no functional difference or advantage over the stronger weapon besides doing less damage".
I also don't think the archetypes are 100% a bad thing. I mean, there are circumstances where I don't like it, such as giving the paladin the horse spell as a class trait instead of literally anything else (I guess because they wanted more of the knights in shiny armor archetype), but the fighter especially was helped by this, giving it several traits by making it some sort of general soldier (as in rank, not as in common or not unique) with its new class traits instead of common (but skilled) infantry where most of its non-subclass abilities is Extra Attack, Extra Attack, and Extra Attack again. I've also not seen much other than with the ranger losing its 2014 Favoured Enemy (its what gave me a lot of the ranger's flavour, it being a skilled hunter of a specific prey, think Goblin Slayer or Demon Slayer) and the Paladin's Horse where archetype impacted a class's flavour negatively (though I could be wrong, I haven't looked at all of them in great detail in at least a couple months), since they seem to add to it (what I just said about the fighter for example), are similar or identical to a previous class ability, or don't add or subtract flavour.
I wish to again state that I'm in disagreement with you, but I'm not attempting to argue. If you disagree with my statements for any reason, please feel free to comment of my post with your disagreements and any reasoning for it. All I ask is that you do so civilly. I would prefer rather having a debate over a shared hobby of ours instead of an argument about a game.