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Ranger

What Is a Ranger?

Rangers are warriors of the wild frontier, guardians who stand watch where civilization falters and danger thrives. They are hunters, scouts, and survivalists who blend martial skill with primal magic, mastering both steel and the natural world.

Unlike soldiers trained for open battle, Rangers fight on their own terms—from ambush, at range, or through relentless pursuit. They read broken twigs like written words, follow trails no one else can see, and strike with deadly precision before fading back into the wilderness.

Through their bond with nature, Rangers wield magic drawn from the land itself. Their spells sharpen senses, guide arrows, bind prey, and protect allies. To a Ranger, the wilds are not hostile—they are home, ally, and weapon.

Some Rangers serve as wardens of ancient forests or sacred lands. Others hunt monsters that threaten the innocent, or patrol the borders where civilization meets chaos. Whatever their path, Rangers are defined by focus, patience, and relentless pursuit.

To a Ranger, adventuring is not merely exploration—it is duty, a constant hunt against forces that would despoil the world.


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.

Ranger Progression

LevelProficiency BonusClass FeaturesFavored EnemyPrepared Spells12345
1+2Spellcasting, Favored Enemy, Weapon Mastery222
2+2Deft Explorer, Fighting Style232
3+2Ranger Subclass243
4+2Ability Score Improvement253
5+3Extra Attack3642
6+3Roving3642
7+3Subclass feature3743
8+3Ability Score Improvement3743
9+4Expertise49432
10+4Tireless49432
11+4Subclass feature410433
12+4Ability Score Improvement410433
13+5Relentless Hunter5114331
14+5Nature’s Veil5114331
15+5Subclass feature5124332
16+5Ability Score Improvement5124332
17+6Precise Hunter61443331
18+6Feral Senses61443331
19+6Epic Boon61543332
20+6Foe Slayer61543332

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.

Fey Wanderer (PHD 2024)

Fey Wanderers are Rangers touched by the strange and enchanting magic of the Feywild. Whether through ancient bargains, time spent beyond the Material Plane, or a lingering blessing, their presence carries an otherworldly charm that unsettles foes and beguiles allies.

These Rangers blend martial skill with psychic and fey magic, weaving enchantment, illusion, and subtle manipulation into their fighting style. A Fey Wanderer walks the line between beauty and danger—never entirely of this world.


Gloom Stalker (PHD 2024)

Gloom Stalkers are masters of darkness, thriving where light fades and fear takes root. They hunt in shadowed forests, underground tunnels, and forgotten ruins, striking before enemies even know danger is near.

Specializing in ambush and overwhelming first strikes, Gloom Stalkers excel at turning darkness into a weapon. To creatures that lurk in the dark, the Gloom Stalker is the nightmare they never see coming.


Hunter (PHD 2024)

Hunters dedicate themselves to the relentless pursuit of dangerous prey. Through careful observation and adaptation, they learn how best to bring down creatures far larger, stronger, or more numerous than themselves.

Flexible and deadly, Hunters tailor their tactics to each encounter—cutting down hordes, exploiting weaknesses, or enduring prolonged battles. Where others flee from monsters, Hunters track them down.


Beast Master (PHD 2024)

Beast Masters form a powerful bond with an animal companion, fighting as a coordinated unit rather than as lone warriors. Their companion is not a pet, but a trusted partner trained through shared hardship and instinct.

Together, Ranger and beast scout ahead, control the battlefield, and protect one another. This bond represents harmony between civilization and the natural world—two forces acting as one.


Additional Ranger Subclasses (Other 5e Sources)


Drakewarden (Fizban’s Treasury of Dragons)

Drakewardens swear themselves to the ancient legacy of dragonkind, forming a bond with a draconic companion that grows in power alongside them.

As the drake matures, the Ranger channels elemental breath, draconic resilience, and commanding presence. Drakewardens are living proof that even the might of dragons can be guided by loyalty and discipline.


Horizon Walker (Xanathar’s Guide to Everything)

Horizon Walkers stand watch at the borders of reality, protecting the world from extraplanar threats. They sense planar disturbances and hunt creatures that slip between worlds.

Their abilities allow them to teleport, strike with planar energy, and banish foes beyond the veil. To a Horizon Walker, the battlefield extends far beyond the Material Plane.


Monster Slayer (Xanathar’s Guide to Everything)

Monster Slayers are elite hunters trained to combat the most terrifying foes imaginable—vampires, fiends, dragons, and other supernatural horrors.

Using protective magic, precise strikes, and deep knowledge of enemy abilities, they dismantle threats methodically. A Monster Slayer survives not through brute force, but preparation and resolve.


Swarmkeeper (Tasha’s Cauldron of Everything)

Swarmkeepers command a mystical swarm—spirits, insects, or living motes—that responds to their will. The swarm flows around the Ranger, enhancing attacks and shaping the battlefield.

This bond reflects nature in its most communal form: countless small forces acting in perfect unity. Where a Swarmkeeper walks, the land itself seems to move with them.

Main info Ranger:

Hit Die: d10 per Ranger level
Primary Ability: Dexterity & Wisdom
Armor: Light, Medium armor; Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Skills: Choose 3 — Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Saves: Strength, Dexterity
Combat Role: Mobile striker, skirmisher, ranged damage dealer, wilderness scout
Key Mechanic: Hunter’s Mark, Favored Enemy, Fighting Style, mobility and skill Expertise
Starting Equipment: Choose one:
A: Studded leather armor, scimitar, shortsword, longbow, 20 arrows, quiver, druidic focus (sprig of mistletoe), explorer’s pack, and 7 gp
B: 150 gp
Complexity: Medium
Best For Players Who: Want a versatile wilderness warrior who excels at tracking enemies, dealing consistent weapon damage at range or in melee, using nature-based magic, and thriving in exploration-heavy or tactical combat situations


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