Ranger

Martial, Half-Caster
| PHB'24

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.

Core Ranger Traits

Primary Ability Dexterity, Wisdom
Hit Point Die d10 per Ranger level
Saving Throw Proficiencies Strength, Dexterity
Skill Proficiencies Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
Weapon Proficiencies Simple weapons, Martial weapons
Armor Training Light armor, Medium armor, Shields
Starting Equipment Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, Arrow (20), Quiver, Druidic Focus (Sprig of Mistletoe), Explorer's Pack, 7 GP or (B) 150 GP

Becoming a Ranger...

As a Level 1 Ranger

  • 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 Ranger

  • 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.

Ranger Features

Level Proficiency Bonus Class Features Favored Enemy Prepared Spells Spell Slots per Spell Level
12345
1+2Favored Enemy, Spellcasting, Weapon Mastery2220000
2+2Deft Explorer, Fighting Style2320000
3+2Ranger Subclass2430000
4+2Ability Score Improvement2530000
5+3Extra Attack3642000
6+3Roving3642000
7+3Subclass Feature3743000
8+3Ability Score Improvement3743000
9+4Expertise4943200
10+4Tireless4943200
11+4Subclass Feature41043300
12+4Ability Score Improvement41043300
13+5Relentless Hunter51143310
14+5Nature's Veil51143310
15+5Subclass Feature51243320
16+5Ability Score Improvement51243320
17+6Precise Hunter61443331
18+6Feral Senses61443331
19+6Epic Boon61543332
20+6Foe Slayer61543332

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, as shown in the Favored Enemy column of the Ranger Features table.

Spellcasting

You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger 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. Cure Wounds and Ensnaring Strike are recommended.
    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.

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 from the language tables in chapter 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. 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 3

Ranger Subclass

You gain a Ranger subclass of your choice.

Level 4

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

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 7

Subclass Feature

You gain a feature from your Ranger Subclass.

Level 8

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

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 11

Subclass Feature

You gain a feature from your Ranger Subclass.

Level 12

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

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 15

Subclass Feature

You gain a feature from your Ranger Subclass.

Level 16

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

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. Boon of Dimensional Travel is recommended.

Level 20

Foe Slayer

The damage die of your Hunter's Mark is a d10 rather than a d6.