
Ranger Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.
Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
Deadly Hunters
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Independent Adventurers
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against monstrous foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
Creating a Ranger
As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.
What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
QUICK BUILD
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.
The Ranger Table
Level | Proficiency | Features | Spells | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | — | — | — | — | — | — | |
2nd | +2 | 2 | 2 | — | — | — | — | |
3rd | +2 | 3 | 3 | — | — | — | — | |
4th | +2 | 3 | 3 | — | — | — | — | |
5th | +3 | 4 | 4 | 2 | — | — | — | |
6th | +3 | Favored Enemy and Natural Explorer Improvements | 4 | 4 | 2 | — | — | — |
7th | +3 | 5 | 4 | 3 | — | — | — | |
8th | +3 | 5 | 4 | 3 | — | — | — | |
9th | +4 | — | 6 | 4 | 3 | 2 | — | — |
10th | +4 | 6 | 4 | 3 | 2 | — | — | |
11th | +4 | 7 | 4 | 3 | 3 | — | — | |
12th | +4 | 7 | 4 | 3 | 3 | — | — | |
13th | +5 | — | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | 8 | 4 | 3 | 3 | 1 | — | |
15th | +5 | 9 | 4 | 3 | 3 | 2 | — | |
16th | +5 | 9 | 4 | 3 | 3 | 2 | — | |
17th | +6 | — | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | |
19th | +6 | 11 | 4 | 3 | 3 | 3 | 2 | |
20th | +6 | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A longbow and a quiver of 20 arrows
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land’s Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ranger Archetypes
The ideal of the ranger has classic expressions. These are detailed below.
Hunter Legacy This doesn't reflect the latest rules and lore. Learn More
Emulating the Hunter archetype means accepting your place as a bulwark between the people you protect and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres to towering giants and terrifying dragons.
Hunter’s Prey
At 3rd level, you gain one of the following features of your choice.
Colossus Slayer
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Escape the Horde
Opportunity attacks against you are made with disadvantage.
Multiattack Defense
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will
You have advantage on saving throws against being frightened.
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Guys I'm starting a debate over with barbarians over if there stereotypical and please join my side of the debate i need allies in this one.
The thing is a ranger is versatile with decent magic and no rules that you have to roleplay with. A paladin has to work around a god and their oath a ranger doesn't have that hassle. A rangers versatility in certain environments means that even if your favored enemy doesn't work you could ask you dm to give you the oath bow and have those effects be coupled with your favored enemy buffs. Also a favored enemy gives amazing backstory potential like dragons destroyed your home and from that day onward you trained in how to kill them. My rager was a favored enemy of Orcs and Goblinoids because at the age of 12 his village was destroyed by anravaging army and he was trained in the ways of a ranger under Drizzt Do'urden (I was modeling this of the book the crystal shard). Your backstory potential makes up for anything bad in favored enemy. Also in beast master you can have a pet pseudodragon (my dm was kind) and give it a personality and concoct missions that are ten times better than the find familiar spell instead of just summoning a eagle you brefrended over years a eagle who you took in after it's family died in a harsh winter. Don't think about minimaxing think about backstory potential.
A day’s rations are 5 silver. A level 1 adventurer typically starts with about 10 gold and 10 rations. At no point in a campaign should a character not be able to afford them. But let’s assume like you said that it’s a wilderness adventure. Foraging is completely neutralized by the Outlander background, which any character can take. If nobody does, druids have goodberry, which again neutralizes foraging. As for the quality of the DM, I disagree. I just finished a 14 ranger/2 barbarian, our DM was great. Favored Enemy and Natural Explorer were not. Sure, it’s best to discuss ranger with the DM in session 0, but I think it’s seriously bad game design to have two class features that rely so heavily on your DM straight up telling you parts of the adventure.
however if you are in a metropolis world like ravnica I have to agree with you but a forrgoten realms adventure I played a ranger for 15 levels strait it depends on the quality of the dm and if you are playing an urban of wilderness adventure i saved my party through foraging over 1000 gold
How? I need answers lol
Drakewarden drake need to grow to medium size at lvl 7.. makes no sense to go from small and then suddenly be large...
I agree with all of this mostly becuase the monk is the best class and the ranger class almost got my party killed
Hello there.
First, the ranger bonus action economy is really screwed up. Favored foe, Vanish, and Nature's veil are all bonus action based, and many other abilities brought by the ranger's subclass also take up this slot. Even more spells like Hunter's Mark, Ensnaring strike, etc muddle it up even further. Monks can use a bonus action to do multiple different things.Rangers have so many options to deal more damage, but can't use any of them. This can get rid of the flavor and fun, making minmaxers or people more combat oriented avoid the class. (I make any bonus's to damage rolls affect all attack rolls to make up for things)
Second, many people point out how situational the abilities can be. Favored Enemy and Land only affects certain creatures, and don't make you any more affective at hunting those creatures. In the wrong campaign, these abilities can go unused. Needing mud to hide, only being able to do extra damage to favored enemies, etc. can be annoying. While this was improved from tashas, many people are still unsatisfied. (Although it offers more definite flavor than the fighter, the ranger is still slightly limited by it's traits)
The ranger overall is a survivalist. While this can be fun to play, they can feel out of place in certain storylines. You have to know the class to truly enjoy playing, making interesting backstories, knowing what bonus actions to take in the flooded action economy, and choosing interesting subclasses. It isn't terrible if you know how to play it, but for the sake of new players, minmaxing, campaign-affectiveness in and out of combat, the Ranger isn't the best class in D&D. (Classes are good at different things. While the ranger may be best at tracking, foraging, etc. this doesn't weigh in as heavy as other classes' specialities)
Rangers are my favorite class, though I don’t get a real survivalist feel from them, which I think is what they were meant to be and have the potential to become that. They did improve them though with the optional rules. They still need to improve favored foe, though I think it could be left to homebrew at the DMs discretion.
Debate
Rangers are the best prove me wrong
Swarmkeeper Ranger IRL:
Guy Transports A Bee Colony By Carrying The Queen In His Fist
I have a level 4 forest gnome gloom stalker and for some reason, it's showing that my Hit / DC is +13. I can only account for +7 of it.
Edit: The issue seems to be with the archery fighting style system. I changed the fighting style and changed it back and the issue resolved itself.
I've been playing the drakewarden I have a gripe, the drake companion should be a permenant companion instead of proficency bonus, I don't see the point of summoning the drake. is the point of it to minimise 1st level spellslots available to ranger? I'm fine with the progression of small to large but I think the drake should get both swim speed and flyspeed instead of choosing either or. and I feel like with the perfected bond reaction shouldn't it be either you or the drake's reaction rather than always your reaction? because if I give up my reaction my drake is still able to infuse strikes with theirs.
I've been playing the drakewarden I have a gripe, the drake companion should be a permenant companion instead of proficency bonus, I don't see the point of summoning the drake. is the point of it to minimise 1st level spellslots available to ranger? I'm fine with the progression of small to large but I think the drake should get both swim speed and flyspeed instead of choosing either or. and I feel like with the perfected bond reaction shouldn't it be either you or the drake's reaction rather than always your reaction? because if I give up my reaction my drake is still able to infuse strikes with theirs.
I noticed it was missing also. I just would not have said it this way. By chance have you politely notified the hard working team of human beings that work at dndbeyond of this mistake? If not let me know any I will point it out to them.
happy hunting
What I always do for nature themed summons is flavor them as calling out for a beast's help. The summoned creature was just kinda nearby and the magic brought it to your aid. If it comes through some portal, it's an innocuous portal behind that bush.
As for the medium size, I'd have it be an alternate to wings/swim speed for 7th and suggest to the player that flavor-wise, that's when they start to grow wings or webbing on their feet, and then have the alternate movement actually take effect at 15th when the drake grows to large. You could also just give them the size increase and movement type at 7th, but give them some sort of restriction to prevent Small riders. Something about the drake not being used to the new mode of movement yet?
My question is when it comes to the Natural Explorer choices, would the Coast count as a favoured terrain for underwater combat/adventuring?
If you haven't already found them, the basic rules for firearms are in the DMG, chapter 9 (here's a direct link: https://www.dndbeyond.com/sources/dmg/dungeon-masters-workshop#Firearms). Firearms are optional rules, so it's up to the DM to determine if they exist in the campaign, their rarity, possibility for misfires (see the Fighter subclass), etc. Note that firearms are a separate weapon proficiency of their own - they aren't included in martial weapons proficiency as written. Also, remember that the gun blasts can draw the attention of other nearby monsters/bad guys, so take your fellow party members' opinions into account when it comes to you possibly attracting the attention of half the monsters on the dungeon level when they hear you shooting.
Is there a reason why Haste and Slow aren’t on the ranger spell list? They seem like two of the most Hunter-spells you could ask for
Player's Handbook page 198:
"A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules."