
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.
The Druidic Warrior option from the "Level 2: Fighting Style" feature isn't showing up on this page. Above is the full text of the feature as shown on the page right now. If anybody is looking for it, here's the text of Druidic Warrior:
Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). Guidance and Starry Wisp are recommended. 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 20: Foe Slayer
The damage die of your Hunter’s Mark is a d10
rather than a d6
.
What is this garbage....All the other classes have beefy lvl 20 abilities and Rangers get this? huh?!?
Fighting Style options are feats now. Go to the Feats page and filter to "Fighting Style" in the tags, or click here.
where are the "Level 2: Fighting Style" additional options?
Pissed that it's now just giving them the Hunter's Mark instead of giving them specific types of enemies to specialize against. That's what made the ranger unique.
The best solution. Hunters Mark also needs to scale with level.
Hunter’s Mark
Divination
Level: 1st
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: 1 hour (No Concentration)
Classes: Ranger
Description:
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you gain the following benefits against the marked target:
You deal an extra 1d6 damage to the target whenever you hit it with a weapon attack.
You have Advantage on Wisdom (Perception) and Wisdom (Survival) checks made to track the creature.
The spell does not require concentration and lasts for its full duration unless dispelled.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new creature without expending another spell slot.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the duration and the extra damage increase:
3rd level: Duration increases to 8 hours, and damage increases to 1d8.
4th level: Duration increases to 12 hours, and damage increases to 1d10
5th level: Duration increases to 24 hours, and damage increases to 1d12.
Why This Version?
1. No Concentration Requirement → Frees up the Ranger’s ability to use other concentration-based spells.
2. Scales with Level → Becomes a natural core feature of the class instead of remaining static.
3. More Efficient Bonus Action Use → No need to waste multiple bonus actions reapplying it.
4. Strong but Balanced → Comparable to Hex (Warlock)
I would like to see the Ranger take up the mantle of more Tactician abilities. All snipers need a spotter. Giving telepathic link and advantage to Perception checks do not seem like a stretch but would affirm the role of the class. Primal Magic + Reconnaissance + Divination + Tactician (3.5) skills. Knowing creature & nature patterns and coordinating a team seems appropriate for a ranger. To instruct without words at times, to understand due to heightened intuition... Its the Rangers skills and movement that sets this class apart. IMO: Geralt + Mandalorian + Tyrande Whisperwind + Ashitaka + Strider(LotR). Somewhere in the overlap of these characters is the role of the Ranger. That's what I want to play, and I want it to shine just as true as the archetype of the Paladin. I want that level of resistance to multiclass from Ranger that i get with Paladin; its a mythopoetic choice. I homebrew my Ranger to stand strong and true to the myriad of learning from the world and freedom from self-knowing.
In The Story of Iron John: Its the Ranger that survives the Dark Forest and is able to find and survive Iron John at the bottom of the lake. Its the Ranger that leads the Kings men into the woods. Its the Ranger that coordinates the kings men to bucket the water of the lake... and its the ranger that traps Iron John for the King... for the prince to eventually meet whom eventually becomes King through his own rite. Without an inner ranger, there may be a lapse from the connection to how expansive the Earth is.
The Ranger Archetype is just as deep as the Paladin and I believe the Forces of Domination across human history has rid stories of the Ranger due to its power message of freedom and connection to the world. Every Indigenous Lineage has deep timeless story of a Ranger. I'll stop here though. The world is the world, and I am not blaming it. I just want to encourage the imaginal depth of experience that is the Ranger!!!!
The stats on the Beast of the Sea are not correct to what is in the 2024 Player's Handbook. Should be 14 Strength, 14 Dexterity, 15 Constitution, 8 Intelligence, 14 Wisdom, and 11 Charisma.
helo
.
Btw, if you think the ranger needs a buff make Hunter's Mark lose concentration and Relentless Hunter ignore difficult terrain.
To be honest this is true for all martials.
The ranger seems awesome at low level because you start with so much and can reach your max damage capacity at level 5, but with that they don't get much stronger in later levels.
nice
The ranger is fine, just underwhelming. This is probably the class that'll get the most homebrew changes, but it's fine as it is.
Ask your DM if he will give the beast its own turn
rather than you having the stat blocks of the the animals
They buffed the beast master so much it is so good now.
A single Beast's Strike during your turn costs either your Bonus Action, or one of your Attacks. It does not cost both.
"Beast's Strike" is one of the Actions in its stat block. That said, sacrificing the Bonus Action precludes Casting or Switching Hunter's Mark on that turn, and juggling that seems like it would be quite annoying.
Using both the Bonus Action and the Attack lets it do things like Beast's Strike and Beast's Strike, Hide and Beast's Strike, or Beast's Strike and Disengage, but I'm not sure how those options compare to having Hunter's Mark going, especially when Extra Attacks are in play.
This is pretty annoying, and feels like a basic copy editing fail. It is not in the fighting feats either.