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 Feb 22, 2026In reality, hunters mark doesn't really need to be cast more, you can cast it already enough times to live through the entire day
And, the damage type changes, 6 monsters in total have force immunity, and 13 have force resistance, I don't think you would want to switch damage types
This removes to porpose of a half caster, you can't use your spell casting modifier for attacks because it's unbalanced, because then you can put more ASI's into other things, and overshadows the other melee and spellcaster classes
And, the damage dice improvement also unbalences things, because that is the entire point of hunters mark, so why not remove that entirely if your goign to add that?
No, Just no, that made a sort of sense with barbarian but here it is just to unbalance things, and is completly broken
Why not remove ammo entirely then? because that makes absolutely no sense without magic
Congratuations! You have cast invisibility!
Makes sense
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Posted Feb 19, 2026You can do that by purchasing the books the other subclasses come from (as of this writing, the Player's Handbook and Heroes of Faerun) or joining a campaign where someone is sharing those books.
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Posted Feb 19, 2026I feel bad for my fellow rangers how everyone thinks its the worst class
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Posted Feb 19, 2026I wish I could see subclasses aside from hunter.
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Posted Feb 18, 2026What are some ideas people have? I could imagine something like (if we're still relying on Hunter's Mark) "Hunter's Finisher: You can channel the magic of your Hunter's Mark to land devastating blows on your prey. When you hit a creature affected by your Hunter's Mark, you can end the effects of Hunter's Mark on that creature. The hit becomes a critical hit."
Too overpowered?
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Posted Feb 17, 2026this is what i would improve on the ranger class base traits and the traits i would add to the ranger class base traits (i would include those that you mention though):
Improved Hunter's Mark (Hunters Mark spell improvement). you can also use hunters mark as a cantrip not just as a level 1 spell. at level 20 and beyond, when you attack something that is affected by your hunter's mark, you can choose to do a different extra type of damage with the hunter's mark instead of the normal extra type of damage. for example, after level20, if you were to damage something with hunters mark you could damage that something with an extra (1d10) fire damage instead of a extra (1d10) force damage.
Light Infantry (replacement for the Level 2: Fighting Style trait that is a ranger class trait). you can use your spell casting modifier instead of your dexterity modifier or strength modifier that is used in the calculation of your hit rolls and damage rolls of any one handed weapon and any ranged weapon you have equipped. also, any ranged weapon's or one handed weapon's damage die roll (minus the ability modifier) is increased at certain levels, at level 5, double the base roll, at level 11, triple the base roll, at level 17, quadruple the base roll.
Ballistic Shield (additional base class trait). if you have a shield in one of your hands, when a creature that succeeds in their hit rolls against you, has to roll a 1d20 to see if the damage that creature does is not nullified by your shield. if the creature rolls a 12 or higher on that 1d20 roll, your shield does not nullify the attack but if the creature rolls a 10 or lower on that 1d20 roll, your shield does nullify the attack.
Infinite ammo (additional Trait). any ranged weapon you have equipped automatically creates its own ammo when you attack something with it. also, any weapon you equip that has the thrown property, returns to your hand immediately after you use it to make a ranged attack roll.
Cloak (replacement for Level 14: Natures Veil which is a ranger class trait). you can become invisible for an unlimited amount time. while you are invisible, only creatures you talk to or creatures that are your allies can see you while you are invisible. if you harm, steal from, or attempt to touch a creature while you are invisible, you instantly become visible for 5 minutes. if you are invisible, while in combat, you end up staying visible during combat but only if you attack or try to steal from a creature.
Darkvision (additional ranger class trait). you have darkvision with a range of 60 feet. if you already have darkvision then this trait does not affect your character.
Edit: i forgot to add this for the beast master subclass: Shapechanger Steed (improves the Primal Companion trait). your steed can switch between a beast of the sky as a pegasus or a dragon, a beast of the land as a warhorse or dragon, and a beast of the sea as a dolphin or dragon, instead of permanently staying as only one of them.
this last trait would make it easier for the beast you have to be able to move across areas that it normally couldn't cross if it didn't have the ability to turn into a form that could get across that area.
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Posted Feb 15, 2026you can also find them on ******** (if you don't mind making your character on paper)
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Posted Feb 15, 2026yeah, ranger is too dependent on Hunter's Mark. I dislike how Beast Masters can only summon Medium magic animal companions. If it was up to me, I'd add these features:
Level 7: Beast Growth. The size of your beast can increase by one (Medium to Large, Small to Medium), and the damage die increases by one size (d4 to d6, d6 to d8, d8 to d10). The Strength of the beast increases by 2 (16), or if it is the Beast of the Sky, 4 (10).
Level 15: Improved Beast Growth. The size of the beast can increase by one again, and the damage die can also increase by one. The Beast of the Land can now knock Huge creatures prone if it moves 20 feet or more before a hit. The Strength of the beast increases by 2 (18), or if it is the Beast of the Sky, 4 (14).
I decided upon these because a ranger can't really summon anything larger than a mountain lion, so mostly these are here to just make the beasts that beast masters summon cooler (and stronger)
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Posted Feb 8, 2026the problem with the ranger class is the fact that the ranger class are more focused on making a ranger a scout than making a ranger a good representation of a warrior that harasses enemies. and in all honesty, i have ideas to potentially fix the ranger class but my suggestions would never be accepted. but in truth, the ranger non subclass should base it's traits on giving the ranger the ability to counter attacks with a shield or a sword, the traits that make a ranger a good scout, the ability to not run out of thrown weapons and ammo, and the ability to empower it's bows, crossbows, slings, spear like one handed weapons, and one handed swords with damage dealing cantrips that affect melee weapons and ranged weapons and increased base damage over time to all weapons a ranger or a medieval skirmisher would use. i know what that would be but again, those ideas i have would not accepted by dungeon masters and the makers of the official classes.
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Posted Feb 4, 2026Yeah they need something better at level 20. As it is, you are far better off with a single level dip in rogue then whatever this is. And aside from if you really want the epic boon you'd really be better off with three to five rogue levels then pure ranger. They need some incentive not to multiclass this.
Admittedly, 17 ranger levels and 3 rogue levels is a very good build. But the ranger endgame abilities are trash.
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Posted Jan 29, 2026It's probably been said, but Favored Enemy should really just let you always have Hunter's Mark prepared, able to cast for free, and remove the concertation rider for Rangers. This is all on top of not making Hunter's Mark the crutch of the class, of course. How about some real class features that don't rely on a single spell?
Oh, also give them a legit capstone. We got max stat increases up to 25 for some classes and others getting to cast 9th level spells. Fighters become a whirling dervish of attacks and Rogues get a daily autocrit. Increasing a 1st Levels spell's damage die from a d6 to a d10 is pitiful and insulting. There is absolutely no reason to play a straight Ranger to Level 20.
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Posted Jan 28, 2026Hunter my goat
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Posted Jan 24, 2026THANK YOU!!!
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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...