5e24:Ranger: Difference between revisions

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(Created page with "<div class=grid-container-std> <div class="bctop">{{backto|{{5e24|Class}}}}</div> <div class="notice">{{edition|Ranger}}</div> <div class="badge">{{5e24pointer|sources=2024FR, PHB5e24}}</div> <div class="gi-main"> <div style="display:block; float:right; max-width:200px;">{{tocright}}</div> '''Ranger''' is a {{5e24lc|Class}} in 5th edition (2024). {{5e24 Core Class Traits |class=Ranger |sorttext= |refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: © Wi...")
 
 
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<div class="bctop">{{backto|{{5e24|Class}}}}</div>
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<div class="notice">{{edition|Ranger}}</div>
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|class=Ranger
|class=Ranger
|sorttext=
|sorttext=
|refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=118-127}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref>
|refs=<ref name="srd52.5761">{{Cite Pub|SRD 5.2|pages=57-61}} Licensed: [[CC-BY]].</ref><ref name="24fr">{{Cite Pub|2024 D&D Free Rules}}.</ref><ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=118-127}}.</ref>
|primeAbility={{5e24|Dexterity}} or {{5e24|Wisdom}}
|primeAbility={{5e24|Dexterity}} or {{5e24|Wisdom}}
|hitdie=10
|hitdie=10
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|featurelist=Spellcasting, Favored Enemy, Weapon Mastery, Deft Explorer, Fighting Style, Ranger Subclass, Ability Score Improvement, Extra Attack, Roving, Expertise, Tireless, Relentless Hunter, Nature's Veil, Precise Hunter, Feral Senses, Epic Boon, Foe Slayer
|featurelist=Spellcasting, Favored Enemy, Weapon Mastery, Deft Explorer, Fighting Style, Ranger Subclass, Ability Score Improvement, Extra Attack, Roving, Expertise, Tireless, Relentless Hunter, Nature's Veil, Precise Hunter, Feral Senses, Epic Boon, Foe Slayer
}}
}}
'''Unofficial Description:''' Rangers are guides and scouts, protectors and avengers of nature. They harness {{5e24|Primal}} power to augment their skills and martial prowess.


==Becoming a Ranger==
==Becoming a Ranger==
<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>
===As a Level 1 Character===
===As a Level 1 Character===
* Gain all the traits in the {{iplink|Core Ranger Traits}} table.
* Gain all the traits in the {{iplink|Core Ranger Traits}} table.
Line 36: Line 35:
==Ranger Features==
==Ranger Features==
{{5e24 Class Features
{{5e24 Class Features
|refs=<ref name="24fr" /><ref name="phb5e24" />
|refs=<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />
|classname=Ranger
|classname=Ranger
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|sorttext=
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===Spellcasting===
===Spellcasting===
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>{{alsosee-sect|5e24:Ranger/Spell|Ranger Spells}}<br />
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>{{alsosee-sect|5e24:Ranger/Spell|Ranger Spells}}<br />
'''Unofficial Summary:''' You can pull primal power to cast {{5e24|Ranger Spell}}s. (see {{iplink|Ranger Features}} table for spells known and {{5e24lc|Spell Slot}}s). {{5e24|Wisdom}} is your {{5e24lc|Spellcasting Ability}}. A {{5e24|Druidic Focus}} is your {{5e24|Spellcasting Focus}}.
You have learned to channel the magical essence of nature to cast {{5e24lc|Spell}}s. See <!--chapter 7 for -->the rules on {{5e24lc|Spellcasting}}. The information below details how you use those rules with {{5e24|Ranger/Spell|Ranger spell}}s, which appear in the Ranger spell list later in the class’s description.
 
'''{{anchor|Spell Slots}}.''' The {{iplink|Ranger Features}} table shows how many {{5e24|Spell Slot}}s you have to cast your level 1+ spells. You regain all expended slots when you finish a {{5e24|Long Rest}}.
 
'''{{anchor|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. {{5e24spell|Cure Wounds}} and {{5e24spell|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.
 
'''{{anchor|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.
 
'''{{anchor|Spellcasting Ability}}.''' {{5e24|Wisdom}} is your {{5e24lc|Spellcasting Ability}} for your Ranger spells.
 
'''{{anchor|Spellcasting Focus}}.''' You can use a {{5e24|Druidic Focus}} as a {{5e24|Spellcasting Focus}} for your Ranger spells.


===Favored Enemy===
===Favored Enemy===
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You always have the {{5e24spell|Hunter's Mark}} spell prepared and can cast it without using a {{5e24lc|Spell Slot}} an number of times listed on the Ranger Features table between {{5e24|Long Rest}}s.
You always have the {{5e24spell|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.


===Weapon Mastery===
===Weapon Mastery===
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>
'''Unofficial Summary:''' You can use the {{5e24lc|Mastery}} properties of a number of weapons as shown on the Ranger Features table. After a Long Rest, you can change which weapons you have mastery with.
Your training with {{5e24lc|Weapon}}s allows you to use the {{5e24lc|Mastery}} properties of two kinds of weapons of your choice with which you have {{5e24lc|Proficiency}}, such as {{5e24|Longbow}}s and {{5e24|Shortsword}}s.
 
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 {{5e24|Scimitar}}s and {{5e24|Longsword}}s.


===Deft Explorer===
===Deft Explorer===
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You gain the following benefits:
Thanks to your travels, you gain the following benefits.
* '''{{anchor|Expertise}}.''' Gain {{5e24|Expertise}} in a {{5e24lc|Skill}} with which you have {{5e24lc|Proficiency}}.
 
* '''{{anchor|Languages}}.''' Gain 2 additional {{5e24lc|Language}}s.
'''{{anchor|Expertise}}.''' Choose one of your {{5e24|Skill Proficiency|skill proficiencies}} with which you lack {{5e24|Expertise}}. You gain Expertise in that skill.
You know two {{5e24lc|Language}}s of your choice<!-- from the language tables in chapter 2-->.
 
'''{{anchor|Languages}}.''' You know two {{5e24lc|Language}}s of your choice<!-- from the language tables in chapter 2-->.


===Fighting Style===
===Fighting Style===
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You gain either a {{5e24|Fighting Style}} {{5e24lc|Feat}} or the option below:
You gain a {{5e24|Fighting Style}} {{5e24lc|Feat}} of your choice<!-- (see chapter 5 for feats)-->. Instead of choosing one of those feats, you can choose the option below.
:'''{{anchor|Druidic Warrior}}.''' '''Unofficial Summary:''' You learn 2 {{5e24|Druid}} {{5e24lc|Cantrip}}s, which count as {{5e24|Ranger Spell}}s for you. When you gain a Ranger level, you can exchange one of them for another.
 
'''{{anchor|Druidic Warrior}}.''' You learn two {{5e24|Druid}} {{5e24lc|Cantrip}}s of your choice<!-- (see the Druid class’s section for a list of Druid spells)-->. {{5e24spell|Guidance}} and {{5e24spell|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.


===Ranger Subclass===
===Ranger Subclass===
''3rd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''3rd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You gain a Ranger subclass of your choice.  
You gain a Ranger subclass of your choice. <!--The {{5e24|Hunter}} subclass is detailed after this class’s description. -->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.


====List of Ranger Subclasses====
====List of Ranger Subclasses====
<div style="display:block; overflow:auto; max-width:75svw; max-height:90vh;">
<span style="font-size:8pt; color:red;">''Note: This section contains information beyond the {{5e24|SRD 5.2}}''</span>
<div style="display:block; overflow:auto; width:calc(100% - 50px); max-height:90vh;">
{{5e24 Subclass List|Ranger}}
{{5e24 Subclass List|Ranger}}
</div>
</div>


===Ability Score Improvement===
===Ability Score Improvement===
''4th, 8th, 12th, 16th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''4th, 8th, 12th, 16th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain a {{5e24lc|Feat}}, {{5e24|Ability Score Improvement}} or another.
You gain the {{5e24|Ability Score Improvement}} feat <!--(see chapter 5) -->or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 8, 12, and 16.


===Extra Attack===
===Extra Attack===
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You {{5e24lc|Attack}} twice when you use the {{5e24|Attack Action}}.
You can {{5e24lc|Attack}} twice instead of once whenever you take the {{5e24|Attack Action}} on your {{5e24lc|Turn}}.


===Roving===
===Roving===
''6th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''6th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Your {{5e24|Speed}} increases (with some limitations) and you gain a {{5e24|Climb Speed}} and a {{5e24|Swim Speed}}.
Your {{5e24|Speed}} increases by 10 feet while you aren’t wearing {{5e24|Heavy Armor}}. You also have a {{5e24|Climb Speed}} and a {{5e24|Swim Speed}} equal to your Speed.


===Expertise===
===Expertise===
''9th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''9th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You gain {{5e24|Expertise}} with 2 {{5e24lc|Skill}}s with which you have {{5e24lc|Proficiency}}.
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.


===Tireless===
===Tireless===
''10th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''10th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You gain the following benefits:
Primal forces now help fuel you on your journeys, granting you the following benefits.
* '''{anchor|Temporary Hit Points}}.''' A number of times per Long Rest you can use a {{5e24|Magic}} action to give yourself {{5e24|Temporary Hit Point}}s.
 
* '''{{anchor|Decrease Exhaustion}}.''' Completing a {{5e24|Short Rest}} removes a level of {{5e24|Exhaustion}}.
'''{{anchor|Temporary Hit Points}}.''' As a {{5e24|Magic}} {{5e24lc|Action}}, you can give yourself a number of {{5e24|Temporary Hit Point}}s 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.
 
'''{{anchor|Decrease Exhaustion}}.''' Whenever you finish a {{5e24|Short Rest}}, your {{5e24|Exhaustion}} level, if any, decreases by 1.


===Relentless Hunter===
===Relentless Hunter===
''13th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''13th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Your {{5e24|Concentration}} on Hunter's Mark can't be broken by taking damage.
Taking damage can’t break your {{5e24|Concentration}} on Hunter's Mark.


===Nature's Veil===
===Nature's Veil===
''14th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''14th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' A number of times between Long Rests, you may use a {{5e24|Bonus Action}} to become {{5e24|Invisible}} for a short period of time.
You invoke spirits of nature to magically hide yourself. As a {{5e24|Bonus Action}}, you can give yourself the {{5e24|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.


===Precise Hunter===
===Precise Hunter===
''17th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''17th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Hunter's Mark grants you {{5e24|Advantage}} on {{5e24lc|Attack Roll}}s against the target creature.
You have {{5e24|Advantage}} on {{5e24lc|Attack Roll}}s against the creature currently marked by your Hunter's Mark.


===Feral Senses===
===Feral Senses===
''18th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''18th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain {{5e24|Blindsight}}.
Your connection to the forces of nature grants you {{5e24|Blindsight}} with a {{5e24lc|Range}} of 30 feet.


===Epic Boon===
===Epic Boon===
''19th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''19th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5761" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain an {{5e24|Epic Boon}} or anther feat.
You gain an {{5e24|Epic Boon}} feat <!--(see chapter 5) -->or another feat of your choice for which you qualify. {{5e24|Boon of Dimensional Travel}} is recommended.


===Foe Slayer===
===Foe Slayer===
''19th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''19th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' The damage die of Hunter's Mark increases 2 sizes.
The damage die of your Hunter's Mark is a d10 rather than a d6.
{{sourceend|SRD 5.2}}
 
==Description==
'''Unofficial Description:''' Rangers are warriors of the wilds. Protectors of nature. Keepers of the natural order. Often they act as guides, leading others through dangerous places.  


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==Sources and Notes==
==Sources and Notes==
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[[Category:DnD Clerics]]
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Latest revision as of 16:04, 29 April 2025

Ranger exists in other D&D editions see:

Ranger (disambiguation).

Ranger is a class in 5th edition (2024).


Core Ranger Traits

Core Ranger Traits  [1][2][3] 
Primary Ability Dexterity or Wisdom
Hit Point Die D10 per Ranger level
Saving Throw Proficiencies Strength and Dexterity
Skill Proficiencies Choose any 3 Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies Simples and Martial Weapons
Tool Proficiencies None
Armor Training Light, Medium, 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


Becoming a Ranger

 [1][2][3] 

As a Level 1 Character

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. See the multiclassing rules to determine your available spell slots.

Ranger Features

Ranger Features[1][2][3]
Level Proficiency
Bonus
Features Favored Enemy Prepared Spells Spell Slots per Spell Level
1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Favored Enemy, Weapon Mastery 2 2 2
2nd +2 Deft Explorer, Fighting Style 2 3 2
3rd +2 Ranger Subclass 2 4 3
4th +2 Ability Score Improvement 2 5 3
5th +3 Extra Attack 3 6 4 2
6th +3 Roving 3 6 4 2
7th +3 Subclass feature 3 7 4 3
8th +3 Ability Score Improvement 3 7 4 3
9th +4 Expertise 4 9 4 3 2
10th +4 Tireless 4 9 4 3 2
11th +4 Subclass feature 4 10 4 3 3
12th +4 Ability Score Improvement 3 10 4 3 3
13th +5 Relentless Hunter 5 11 4 3 3 1
14th +5 Nature's Veil 5 11 4 3 3 1
15th +5 Subclass feature 5 12 4 3 3 2
16th +5 Ability Score Improvement 5 12 4 3 3 2
17th +6 Precise Hunter 6 14 4 3 3 3 1
18th +6 Feral Senses 6 14 4 3 3 3 1
19th +6 Epic Boon 6 15 4 3 3 3 2
20th +6 Foe Slayer 6 15 4 3 3 3 2

Spellcasting

1st level [1][2][3] 
Also see: Ranger Spells


You have learned to channel the magical essence of nature to cast spells. See the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description.

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.

Favored Enemy

1st level [1][2][3] 
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.

Weapon Mastery

1st level [2][3]  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.

Deft Explorer

2nd level [1][2][3] 
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.

Fighting Style

2nd level [1][2][3] 
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.

Ranger Subclass

3rd level [1][2][3] 
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.

List of Ranger Subclasses

Note: This section contains information beyond the SRD 5.2

5 official and unofficial subclasses.

Subclass Features Flags License Source
Beast Master Primal Companion, Exceptional Training, Bestial Fury, Share Spells Canon, Pointer Fair Use Player's Handbook (5e24)
Fey Wanderer Dreadful Strikes, Fey Wanderer Spells, Otherworldly Glamour, Beguiling Twist, Fey Reinforcements, Misty Wanderer Canon, Pointer Fair Use Player's Handbook (5e24)
Gloom Stalker Dread Ambusher, Gloom Stalker Spells, Umbral Sight, Iron Mind, Stalker's Flurry, Shadowy Dodge Canon, Pointer Fair Use Player's Handbook (5e24)
Hunter Hunter's Lore, Hunter's Prey, Defensive Tactics, Superior Hunter's Prey, Superior Hunter's Defense Canon CC-BY SRD 5.2
Winter Walker Frigid Explorer, Hunter's Rime, Winter Walker Spells, Fortifying Soul, Chilling Retribution, Frozen Haunt Canon, Pointer Fair Use Forgotten Realms Heroes of Faerun

Ability Score Improvement

4th, 8th, 12th, 16th level [1][2][3] 
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 8, 12, and 16.

Extra Attack

5th level [1][2][3] 
You can attack twice instead of once whenever you take the Attack Action on your turn.

Roving

6th level [1][2][3] 
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.

Expertise

9th level [1][2][3] 
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.

Tireless

10th level [1][2][3] 
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.

Relentless Hunter

13th level [1][2][3] 
Taking damage can’t break your Concentration on Hunter's Mark.

Nature's Veil

14th level [1][2][3] 
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.

Precise Hunter

17th level [1][2][3] 
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.

Feral Senses

18th level [1][2][3] 
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.

Epic Boon

19th level [1][2][3] 
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Foe Slayer

19th level [2][3] 
The damage die of your Hunter's Mark is a d10 rather than a d6.

End of the SRD 5.2 material

Description

Unofficial Description: Rangers are warriors of the wilds. Protectors of nature. Keepers of the natural order. Often they act as guides, leading others through dangerous places.

Sources and Notes


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This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].