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D&D 5e (2014) Class GuideRanger Guide: Build, Spells and Ratings

The best races, feats and spells for a 2014 rules ranger, two ready-made builds, and what to pick at every level from 1 to 20.

2024 RULES 2014 RULES

Overview

At a glance
Hit die
d10
Saving throws
Str, Dex
Primary ability
Dexterity and Wisdom
Armor
Light, medium, shields
Difficulty
Moderate
SRD subclass
Hunter
StrikerScoutUtility
Role ratings
Damage Control Survival Utility Party support

The ranger is a fighter with a druid's toolkit: a fighting style, Extra Attack at level 5 and a short list of nature spells cast with Wisdom. It is at its best as an archer who marks a target with Hunter's MarkHunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourYou choose a creature you can see within range and mystically mark it as your quarry. and leads the party through the wilderness. Its level 1 features are about tracking and travel, so how strong it feels depends on how much of your campaign happens outdoors.

Thrain's take

Ask your DM what the campaign is before you pick a favored enemy and terrain. A ranger who chose arctic and undead, then spent ten sessions in a city fighting cultists, has a short list of complaints and all of them are fair.

Strengths
  • Strong archer from level 2 with Archery and Hunter's MarkHunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourYou choose a creature you can see within range and mystically mark it as your quarry.
  • Some of the best spells in the game: Pass without TracePass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourA veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means., Spike GrowthSpike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels., Conjure AnimalsConjure Animals3rd-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourYou summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.
  • Medium armor, shields and a d10 hit die
  • Great outdoors: tracking, foraging, never lost
Weaknesses
  • Favored EnemyFavored EnemyLevel 1 featureBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. and Natural ExplorerNatural ExplorerLevel 1 featureYou 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, or swamp. do little outside their chosen type and terrain
  • No spells at level 1 and few spells known
  • Can't cast rituals
  • Hunter's Mark takes your bonus action and your concentration

Ability Scores

Dexterity, then Wisdom or Constitution. Dexterity drives your bow, your AC and Stealth. Wisdom sets your spell save DC, but most ranger spells don't need one, so 13 or 14 is fine early. In the 2014 rules your race gives your ability score increases. With the standard array and a High Elf (+2 Dex, +1 Int), you start with:

12STR
17DEX
14CON
9INT
13WIS
10CHA

Put your level 4 Ability Score Improvement into Dexterity 18 and Wisdom 14, or take Sharpshooter if your table uses feats. Reach 20 Dexterity by level 8, then raise Wisdom.

Best Races for a Ranger

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Elf (High Elf)
+2 Dexterity, Perception proficiency and Darkvision. The Wood Elf from the Player's Handbook (+2 Dexterity, +1 Wisdom, faster speed) is Legendary.
Epic
Human
+1 to every score covers Dexterity, Wisdom and Constitution. The variant human from the Player's Handbook is Legendary: Sharpshooter at level 1.
Rare
Half-Elf
Floating +1s go to Dexterity and Wisdom, and two extra skills. The +2 Charisma is wasted.
Rare
Halfling (Lightfoot)
+2 Dexterity and Lucky. Small creatures attack with heavy weapons at Disadvantage, so use a shortbow or a hand crossbow, not a longbow.
Rare
Dwarf (Hill Dwarf)
+2 Constitution, +1 Wisdom and extra hit points. No Dexterity, and a slow speed for a scout.
Uncommon
Half-Orc
+2 Strength suits a melee ranger with a shield. Most rangers want Dexterity instead.
Uncommon
Gnome (Rock Gnome)
+2 Intelligence, which a ranger doesn't use, and Small.
Common
Dragonborn
Strength and Charisma. Nothing for a Dexterity archer.
Common
Tiefling
Charisma and Intelligence. Fire resistance and Darkvision are the useful parts.
Common

Best Feats

Feats are optional in the 2014 rules and only one is in the free SRD, so these come from the Player's Handbook. Ask your DM before you plan around one.

Sharpshooter
Take -5 to hit for +10 damage, and ignore half and three-quarters cover and long range penalties. Archery's +2 offsets the penalty.
Legendary
Crossbow Expert
Shoot in melee without Disadvantage and make a bonus action hand crossbow attack. It competes with Hunter's Mark for your bonus action.
Epic
Alert
+5 to initiative and you can't be surprised. A scout who acts first.
Rare
War Caster
Advantage on concentration saves keeps Hunter's Mark and Spike Growth running.
Rare
Lucky
Three rerolls a day on attacks, checks or saves.
Rare
Grappler
The one feat in the SRD. A ranger has better uses for its turn.
Common

Subclass: Hunter

The Hunter is the ranger archetype in the free 2014 rules. You choose it at level 3. Each of its features is a choice between options, so it works for an archer or a melee ranger.

Hunter's PreyLEVEL 3

Choose one. Colossus Slayer: an extra 1d8 once per turn against a wounded target. Giant Killer: a reaction attack when a Large or larger creature next to you attacks you. Horde Breaker: once per turn, an extra attack against a second creature next to your first target. Colossus Slayer is the usual pick.

Defensive TacticsLEVEL 7

Choose one. Escape the Horde: opportunity attacks against you have Disadvantage. Multiattack Defense: +4 AC against a creature's later attacks that turn after it hits you. Steel Will: Advantage on saves against being frightened.

MultiattackLEVEL 11

Choose one. Volley: attack every creature within 10 feet of a point you can see. Whirlwind Attack: attack every creature within 5 feet of you. Volley is the archer's pick.

Superior Hunter's DefenseLEVEL 15

Choose one: Evasion, Stand Against the Tide (a missed melee attack can be redirected at another creature) or Uncanny Dodge (halve an attack's damage). Uncanny Dodge is the safe pick.

The Player's Handbook adds the Beast Master, and Tasha's Cauldron of Everything adds optional replacements for Favored Enemy and Natural Explorer. They are not in the free rules, so this guide does not cover them.

Fighting Styles and Core Features

You choose a Fighting Style at level 2. Match it to your weapon.

Archery
+2 to hit with ranged weapons. The best choice for most rangers.
Legendary
Dueling
+2 damage with a one-handed weapon and a shield. The pick for a melee ranger.
Epic
Defense
+1 AC in armor. Fine, but Archery adds more.
Rare
Two-Weapon Fighting
You start with two shortswords, but the off-hand attack uses the bonus action Hunter's Mark needs.
Uncommon
Favored EnemyLEVEL 1

Choose a creature type. Advantage on Survival checks to track it and Intelligence checks to recall facts about it, plus a language. More at levels 6 and 14. No combat bonus until Foe Slayer.

Natural ExplorerLEVEL 1

Choose a terrain. While traveling there your group can't get lost, isn't slowed by difficult terrain and finds more food. More terrains at 6 and 10.

Primeval AwarenessLEVEL 3

Spend a spell slot to sense whether certain creature types are nearby. Rarely worth the slot.

Land's StrideLEVEL 8

Nonmagical difficult terrain costs no extra movement, and Advantage on saves against magical plants.

Hide in Plain SightLEVEL 10

Spend a minute on camouflage for +10 to Stealth while you stay still.

VanishLEVEL 14

Hide as a bonus action, and you can't be tracked by nonmagical means.

Foe SlayerLEVEL 20

Once per turn, add Wisdom to the attack or damage roll against a favored enemy.

Best Ranger Spells

Rangers know few spells and can swap one per level, so pick for impact. You can't cast rituals in the 2014 rules, so utility spells cost a slot. Hover or tap a spell for its details.

1st Level

From level 2. You know 2
Hunter's MarkHunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourYou choose a creature you can see within range and mystically mark it as your quarry. Extra 1d6 on every hit
GoodberryGoodberry1st-level TransmutationCastingActionRangeTouchDurationInstantaneousUp to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. Ten 1 hit point heals, cast before a rest
Cure WoundsCure Wounds1st-level EvocationCastingActionRangeTouchDurationInstantaneousA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Emergency healing
Fog CloudFog Cloud1st-level ConjurationConcentrationCastingActionRange120 feetDuration1 hourYou create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Blocks sight, covers a retreat
LongstriderLongstrider1st-level TransmutationCastingActionRangeTouchDuration1 hourYou touch a creature. The target's speed increases by 10 feet until the spell ends. +10 feet for an hour
Speak with AnimalsSpeak with Animals1st-level DivinationRitualCastingActionRangeSelfDuration10 minutesYou gain the ability to comprehend and verbally communicate with beasts for the duration. Questions for the local wildlife

2nd Level

From level 5
Pass without TracePass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourA veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. +10 Stealth for the whole party
Spike GrowthSpike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. Huge damage on anything that walks through
SilenceSilence2nd-level IllusionConcentrationRitualCastingActionRange120 feetDuration10 minutesFor the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Stops spells that need speech
Lesser RestorationLesser Restoration2nd-level AbjurationCastingActionRangeTouchDurationInstantaneousYou touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Cures poison, blindness and paralysis

3rd Level

From level 9
Conjure AnimalsConjure Animals3rd-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourYou summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Eight wolves, or one big beast
Plant GrowthPlant Growth3rd-level TransmutationCastingActionRange150 feetDurationInstantaneousThis spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. Slows a whole army
Protection from EnergyProtection from Energy3rd-level AbjurationConcentrationCastingActionRangeTouchDuration1 hourFor the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Resistance for the dragon fight
Wind WallWind Wall3rd-level EvocationConcentrationCastingActionRange120 feetDuration1 minuteSaveStrengthDamage3d8 BludgeoningA wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. Stops arrows and small flyers

Ranger Builds

Elf ranger
Beginner friendlyThe High Elf Archer
Race
High Elf
Subclass
Hunter
Fighting Style
Archery
First spells
Hunter's MarkHunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourYou choose a creature you can see within range and mystically mark it as your quarry., GoodberryGoodberry1st-level TransmutationCastingActionRangeTouchDurationInstantaneousUp to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
12STR
17DEX
14CON
9INT
13WIS
10CHA

Longbow, Archery and Hunter's Mark from level 2, Colossus Slayer from 3. Steady damage every turn from the back line.

Build this ranger
Free to start. No card needed.
Human ranger
MeleeThe Human Skirmisher
Race
Human
Subclass
Hunter
Fighting Style
Dueling
First spells
Hunter's MarkHunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourYou choose a creature you can see within range and mystically mark it as your quarry., Cure WoundsCure Wounds1st-level EvocationCastingActionRangeTouchDurationInstantaneousA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
13STR
16DEX
15CON
9INT
14WIS
11CHA

A rapier and a shield up front, with Horde Breaker to hit a second enemy each turn. More hit points than the elf, and Wisdom 14 for your spells.

Build this ranger
Free to start. No card needed.

Ranger Features by Level

LvlPBFeatures Spells Known 12345
1 +2 Favored EnemyFavored EnemyLevel 1 featureBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Natural ExplorerNatural ExplorerLevel 1 featureYou 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, or swamp. – – – – – –
2 +2 Fighting StyleFighting StyleLevel 2 featureAt 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. SpellcastingSpellcastingLevel 2 featureBy 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 chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. 2 2 – – – –
3 +2 Primeval AwarenessPrimeval AwarenessLevel 3 featureBeginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. Ranger ArchetypeRanger ArchetypeLevel 3 featureAt 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Hunter's PreyHunter's PreyLevel 3 featureAt 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. 3 3 – – – –
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. 3 3 – – – –
5 +3 Extra AttackExtra AttackLevel 5 featureBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 4 4 2 – – –
6 +3 Favored EnemyFavored EnemyLevel 1 featureBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Natural ExplorerNatural ExplorerLevel 1 featureYou 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, or swamp. 4 4 2 – – –
7 +3 Defensive TacticsDefensive TacticsLevel 7 featureAt 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. 5 4 3 – – –
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. Land's StrideLand's StrideLevel 8 featureStarting 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. 5 4 3 – – –
9 +4 6 4 3 2 – –
10 +4 Natural ExplorerNatural ExplorerLevel 1 featureYou 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, or swamp. Hide in Plain SightHide in Plain SightLevel 10 featureStarting 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. 6 4 3 2 – –
11 +4 MultiattackMultiattackLevel 11 featureAt 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. 7 4 3 3 – –
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. 7 4 3 3 – –
13 +5 8 4 3 3 1 –
14 +5 Favored EnemyFavored EnemyLevel 1 featureBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. VanishVanishLevel 14 featureStarting 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. 8 4 3 3 1 –
15 +5 Superior Hunter's DefenseSuperior Hunter's DefenseLevel 15 featureAt 15th level, you gain one of the following features of your choice. Evasion. 9 4 3 3 2 –
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. 9 4 3 3 2 –
17 +6 10 4 3 3 3 1
18 +6 Feral SensesFeral SensesLevel 18 featureAt 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. 10 4 3 3 3 1
19 +6 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen 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. 11 4 3 3 3 2
20 +6 Foe SlayerFoe SlayerLevel 20 featureAt 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. 11 4 3 3 3 2

Leveling Your Ranger, 1 to 20

LVL1
Favored Enemy and Natural Explorer: ask your DM what the campaign will feature. A longbow and medium armor. Skills: Perception, Stealth and Survival.
LVL2
Fighting Style (Archery) and Spellcasting: Hunter's Mark and Goodberry.
LVL3
Choose the Hunter for Colossus Slayer. Primeval Awareness. Add Cure Wounds or Fog Cloud.
LVL4
Ability Score Improvement: Dexterity to 18 and Wisdom +1, or Sharpshooter.
LVL5
Extra Attack and 2nd-level spells: Pass without Trace or Spike Growth.
LVL6
A second favored enemy and terrain.
LVL7
Defensive Tactics: Escape the Horde or Multiattack Defense. Take the other 2nd-level spell.
LVL8
Ability Score Improvement: Dexterity to 20. Land's Stride.
LVL9
3rd-level spells: Conjure Animals.
LVL10
Hide in Plain Sight and a third terrain.
LVL11
Multiattack: Volley for archers, Whirlwind Attack in melee. Add Plant Growth.
LVL12-16
Ability Score Improvements at 12 and 16, into Wisdom or feats. 4th-level spells at 13, Freedom of Movement first. Vanish at 14. Superior Hunter's Defense at 15.
LVL17-20
5th-level spells at 17. Feral Senses at 18. A final Ability Score Improvement at 19 and Foe Slayer at 20.

Ranger FAQ

What is the best race for a ranger in 5e?

Under the free 2014 rules, High Elf is the best pick for an archer: +2 Dexterity and Perception. From the Player's Handbook, the Wood Elf adds Wisdom and extra speed, and the variant human can take Sharpshooter at level 1.

Is the ranger good in 5e?

In combat, a Hunter with Archery and Hunter's Mark keeps up with other martial classes, and its 2nd and 3rd-level spells are excellent. Its level 1 exploration features are the weak part. Tasha's Cauldron of Everything offers optional replacements if your table uses it.

Can a ranger cast rituals in 5e?

Not in the 2014 rules. The ranger has no ritual casting feature, so a spell like Alarm costs a slot. Take spells you will cast in combat or every day.

Should I play the 2014 or 2024 ranger?

Play whichever rules your table uses. The 2024 ranger gets Hunter's Mark from level 1 with free casts, Weapon Mastery and ability increases from its background. See the 2024 ranger guide for those rules.

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This guide includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.