
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.
So that's what? 2D12 extra per turn compared to Hex's 1D6 on Eldritch blast attacks? Meanwhile, the Warlock also gets 9th level spells when you unlock this 2D12 damage. I don't really get how this is insane, so please elaborate how this actually makes Ranger even remotely 'strong' compared to just about any other class at lvl 17. Let's not forget the fact that this current Ranger is already incredibly weak compared to other classes in 2024.
Edit: Don't forget the Warlock does 4 eldritch blasts, so that already adds up to 4D6 if you were to cast Hex.
In the context of a class that has very little else going for it though it makes a lot more sense. Hunters mark is the only thing they have to make them remotely close to any other class. Warlock at least has other features that make a meaningful difference. Something still needs to change to make this class feel good, now I would probably rather see the class features get more interesting and interactive with hunters mark in various ways than see the spell itself get buffed but this is a fine attempt at a simple remedy
my fix on the hunter
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.
3: Hunter’s Prey
You get the following feature options of your choice. Whenever you finish a short or long rest you can replace the chosen option with another one. In combat you may expend your action and bonus action to switch between either option.
Colossus Slayer
once per turn When you hit a creature with an attack, you may choose to expend a spell slot. The level of the spell determines the effects of one your attacks as listed in the table below. This effect lasts until the start of your next turn.
Horde Breaker
Once per turn When you hit a creature with an attack, you gain an additional weapon attack against one enemy within 15 ft of the original target or within melee range of you at anytime during your turn. You may expend a spell slot to add an additional attack to a different target within 15 ft of the original target or an enemy in melee range of you at any time in your turn. Melee attacks using this feature also prevent opportunity attacks. (For example 1 level spell slot with Hordebreaker gives you 1 attack against the original target. One attack against a separate target for horde breaker. One attack against a separate target for the expended spell slot.)
Spell Slot
Colossus Slayer Effect
Horde Breaker Effect
1
Double damage against Large creatures
2 additional creatures
2
Double damage against Large and Huge creatures
3 additional creatures
3
Double damage against Large, Huge, and Gargantuan creatures
4 additional creatures
4
X 3 damage against Large, Huge, and Gargantuan creatures
5 additional creatures
5
X 4 damage against Large, Huge, and Gargantuan creatures
6 additional creatures
Level 7
Defensive tactics if you are in the horde breaker stance you may surrender your movement to gain the invisible condition until the start of your next turn. All enemies within 5 feet of you must make a Wisdom Saving throw or be forced to move their full move away from you immediately.
If you are in the Colossus Slayer Stance you double your movement value and the first attack against you has disadvantage And you have advantage on dexterity Saving throws.
Level 11
Superior Hunters Mark
If you are using the Hordebreaker stance all creatures attacked receive your hunters Mark damage and you know their Immunities resistances and vulnerabilities.
If you are using the Colossus slayer stance you gain advantage on your first attack against your target.
Level 15
Master of the Hunt
You may switch to either stance at the beginning of your turn without expending any actions.
In Hordebreaker stance you gain an additional attack for no spell. and you add your proficiency bonus again to your hit rolls.
For Colossus Slayer
You gain advantage on all Attacks against your target and ignore any resistances they may have to your weapons.
gtk
I have the handbook, but not thru this site. I'll check with my DM. Thanks
This page only shows content from books that you own, or have access to through content sharing. Everyone has access to the free Basic Rules, which includes the Hunter subclass. To get the other three, you need to have access to the Player's Handbook.
Unfortunately, the site only gives the Hunter Subclass. How do I open up the Fey Wanderer, Beast Master and Gloom Stalker subclasses?
Homebrew Idea: What if Hunter's Mark damage graduated with each hit on the same target? As a fight goes on, the Ranger studies the enemy and finds new openings, making their attacks increasingly deadly. Within 2 rounds, assuming you hit each time, you start pumping out serious single target damage.
Starts as a d4. On a hit, the extra damage dice goes up to a d6. Then d8, d10, d12, 2d6, 2d8, 2d10, etc.
fresh lore
I haven't tested it very much, but taking the War Caster feat might help mitigate some of the issues with Hunter's Mark. With the feat you gain advantage on CON saves to maintain concentration on spells as well as gaining the ability to use a single-target spell as an opportunity attack, which can be nice. It also allows you to perform somatic components of spells while holding weapons or shields in one or both hands. And you can still increase an ability score (INT, WIS, or CHA).
That's not what the Heavy property is though. The Heavy property clearly states that the 13 STR requirement is for Heavy melee weapons, and that Heavy ranged weapons require 13 DEX. You are right on the archetypes, but the skill stuff is false.
Specific enemies to specialize against is too niche. That said, the heavy reliance on Hunter's Mark is bad too. It really needs a way to mark an enemy and do things like some extra damage and tracking/study features without concentration (and using level scaling for damage) I think.
This is a pretty bad class. If you want to play ranger, I strongly suggest dipping ranger to pick up whatever it is you're after (3 or 5 levels if you need Extra Attack) and using a better class (Druid/Cleric/Rogue/Fighter/Monk) as your primary class. The only exception is Beast Master, in which case you're held hostage by this horrible chassis built around a spell whose action economy mutually excludes commanding the beast. The good news is that new Beast Master puts out decent damage even though nearly half of the Ranger class features are effectively dead to you, so it'll be boring but at least effective if you're committed to the fantasy.
Unbelievable design on this. Anything "gained" was already done so by Tasha's optional rules. Overly cautious and shows a severe lack of passion/interest in making this class shine, particularly shocking because many of the other classes received very good changes indicative of playtesting (or at least responsiveness to playtest feedback).
add all ranger classes
"Strong but balanced"
In what world is your proposal even remotely balanced? The current version is balanced with Hex. The 2014 version was worse than hex as it only affected weapon attacks, but now it's balanced. The only difference between the two is the niche additional benefit they confer. Hex is better for the niche event where you want to give something disadvantage on an ability checks (not saving throws) with a specific ability. Hunter's Mark makes it much easier to keep track of something.
Added d12 on every attack roll for 24 hours with no concentration at the cost of a 5th level slot (which you could just cast every night before bed)? That's insane.
No it wasn't, it was weak, and so were rangers. They changed it completely because the biggest complaint about rangers was being too situational and exploration/tracking focussed. But I do think they could have kept some of the terrain and knowledge features instead of wholesale replacing them with more generic abilities.
But it isn't powerful.
D&D players like to use the Ranger class as a punching bag huh? I just read the first page of the comments. While don't disagree that there are some things that could be buffed, that doesn't mean Ranger isn't fun to play and powerful. I don't like that the 20th level feature is just upping the damage of die of Hunter's Mark and nothing else. At least add back old Foe Slayer that lets you add Wisdom to attacks or damage (or even both since it's 20th level).
Granted, the Ranger has gotten better in terms of damage, but unfortunately, in my opinion, WotC has destroyed the Ranger, especially the Beastmaster, by removing everything that made the Ranger stand out among the classes in which he was particularly well versed in a terrain. Beyond that, I think it's really badly done that if you choose a certain creature as a companion for the Beastmaster, that animal aspects, such as the wolf's advantage on Perception dice rolls for scent, are now completely disregarded for the creature. And on top of that, the Primal Companion now really only gets a mediocre passive perception of 12. You might think that WotC really has something against the Beastmaster or the use of animals, although the gameplay of the character's interactions with a pet or an animal companion was the real reason for many players to take the Beastmaster of the 2014 version. This gameplay has now been significantly worsened for these players.
Please change that WotC
Translated with DeepL.com (free version)
NO FAVOURED ENEMY!!!!!!????? Thats the whole reason rangers are good! Pls change dnd beyond I’m sure others would have the same problem. Or if you won’t change, pls tell me why you did this.