
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.
Am I correct in seeing a level 5 Beastmaster could attack 5 times on a turn? Assume duel wielding a scimitar and short sword with combat mastery scimitar. This means 3 attacks using the attack action with Nick. Bonus action to order your primal companion to attack. Then assume you cast summon beast prior to the fight which lasts a hour (free action to order it to attack). Summon beast would be in place of HM, but you would be sacrificing extra damage on a single target for an extra pet that attacks for free and is an additional target on the field. Later levels as the HM upgrades kick in this is less of a viable trade but early on it seems strong
Bug: The levels where features are unlocked are not shown, which can be tricky to follow, especially on subclasses if there is more than one feature at a given level.
BUG FIX: Dreadful Strike doesn't show use boxes on the action tab of the character sheet.
The main problem with this IMO is that the combination of Swift Quiver & Hunter's Mark really would be too strong.While it's not the most amazing capstone ever, I do think people are underjudging it. Consider that you get automatic advantage on all attacks with Hunter's Mark and by level 20 are able to apply the damage 3 times per turn in most cases it's not as awful as it seems.
Arguably a reasonble buff would be to make it a free action to use & move it rather than a bonus action.
In any case, the real problem with HM pertain to some specific usage scenarios. If you are a LB ranger, by level 20 swift quiver is generally better, but in using it you lock yourself out of HM, and then several of your level-based class features are just bypassed altogether.
Yeah, controversial take here but its not as bad as people make it out to be, still that level 20 feature is embarrasing
Even as a full Ranger you can't actually pick a fighting style right now. This is a bug that needs fixing please!
Bug: This page says you can use the alternate fighting style but doesn't even list it (Druidic Warrior). Also, in the character builder, you can't even pick a fighting style feat, it's just blank. At least I can't on my Fighter/Ranger multiclass. Pretty much in line with the level of effort Ranger was given in this update overall lol.
Overall, I'm okay with the new ranger. If I were to change one thing, however, it would definitely be the level 20 feature. Keep the damage increase, but include the following: "You can now concentrate on two spells as long as one of them is Hunter's Mark." At that point, I feel like Hunter's Mark would be second nature to the ranger, allowing them to concentrate on another spell while focusing on their target. I'll probably just homebrew that rule personally, it would make a level 20 ranger be more desirable.
I always interpreted as any spell with a range as self. So spells like conjure barrage and guardian of nature would work on your beast companion as well.
I can’t believe they thought an extra d6 of damage would be a sustainable and attractive theme throughout an entire campaign. And making it deal an extra 2 average damage AS A LEVEL 20 CAPSTONE ABILITY is just insulting to our intelligence.
Great! Your core ability is a spell that is concentration and a worse version of Hex. It's almost like developers believe that rangers will run rampant through games if they give them the ability to do more than brood in a corner. Just play Artificer Artillerist, it's a way better Ranger than actual Ranger.
Hack! I'd even say that this is similar to a TF2 Sniper/Jarate Combo style of play!
Okay so this might be a hot-take but I'm actually fine with this Ranger! Sure it loses a but of flavor and flexibility from the 2014 rules, but it gains all of the fixes from Tasha's and while 4 of its features revolve around Hunter's Mark, it gives a clear direction on what you're supposed to do with the ranger in this set of rules. You're a Hunter who focuses on one target at a time and your mission is to track down and kill this target as quickly as possible before it escapes, even giving you abilities that make it easier to do so! And the subclasses give you greater versatility outside of that role. So yeah while the ranger got nerfed, I say that this actually gives the ranger more of an identity and specialization with its conclaves giving them more versatility and flavor.
Heck, edgelords like me could create Goblin Slayer out of thus and it would work just fine! Plus, while I did like the previous ranger, this one gives me a clear idea of what I should do as a ranger in this rework, and the subclasses give me options on how I can and want to accomplish that!
Soooo Shared Spells from beast master is not so good right?
Because if I'm understanding it right the condition is to Target your self, and to have your beast within 30 feat.
The only Ranger spells that you could say that matches the criteria are:
1st
Cure Wounds (best option)
Jump
Long Strider
Speak with animals (maybe. its funny if it is)
2d
Aid
Bark Skin (It´s AC is already calculated by your WIS, but if its bad it has some uses, but Hunters Mark)
Darkvision (2 Beasts already have darkvision)
Enhance Ability (could be good, cause they already have proficiency)
Find Traps(no comments)
Lesser Restoration
Locate Animals or Plants (Possibly)
Locate Object(same as Locate Animals)
Magic Weapon (Depends on the DM if their claws count)
Protection from Poison
3rd
Elemental Weapon (Once again ask DM)
Non detection
Water Breathing (You already have an aquatic beast)
Water Walk (why)
4th
Freedom of Movement
Locate Creature
Stone skin (2d best use besides Hunters Mark)
5th
Greater Restoration
Tree Stride (maybe)
I didn't include any emanations because even though they appear around yourself you aren't the target. example if you apply an aura on an ally then you could indeed use it on yourself and Beast.
That's how I understood the feature if you think deferent please say so I would like to hear your opinion :)
Why no pre-prepped spells for Beastmaster and hunter?
Are they just too OP? OR less magical in nature?
If less magical in nature, they still needed more to make up for the difference. :(
IMHO they should have removed HM as a spell and made it a Ranger class feature (like it originally was in older editions, except beef it up)
Additionally, if they were gonna remove all the fun flavor of Ranger like lands stride, they should have added it to Deft Explorer instead of pretending an additional +5 walking on roving was the same as ignoring difficult terrain.
Capstone... man.
anything is better than merely scaling a dice that should have been scaling to begin with. everyone else scales, theres no excuse. also paladins get a free 1d8 radiant damage on all attacks at level 11 (in addition to 1d4 on all attacks with divine favor), so idk why the devs are so afraid of rangers being OP and needing to nerf us with concentration and also no scaled HM dice.
Quote from ClintBishop >>
Honestly if you chose to play hunter ranger to level 7 you deserve a freebie like that. But honestly, if you get level 15 as a hunter you deserve to just be able to cast wish for free each day, or to burn in avernus for putting your party through that nightmare it could go either way honestly. Just getting resistance does not make up for that boring slog to level 15.
Yeah not looking good again...😅
The Ranger Capstone is such a joke compared to the other ones. So boring.
If the spell is meant to be the core focus feature, i'll call and raise you by upping the damage dice to d8 at lvl6, d10 at 13 and d12 at 20 :P