Overview
At a glance
- Hit die
- d10
- Saving throws
- Str, Dex
- Primary ability
- Dexterity, Wisdom
- Armor
- Light, Medium, Shields
- Difficulty
- Easy
- SRD subclass
- Hunter
StrikerScoutSkirmisher
Role ratings
Damage
Control
Survival
Utility
Party support
The ranger is a skilled warrior with nature magic. You fight with a bow or two blades, and
Hunter's Mark
Hunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 ForceYou magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. sits at the center of the class:
Favored Enemy
Favored EnemyLevel 1 featureYou 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. lets you cast it without a slot several times a day, and later features make it stronger and harder to lose. Outside combat you are the party's scout, with Expertise, extra speed and spells like
Pass without Trace
Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks..
The 2024 ranger is far more consistent than the old one. Favored Enemy no longer asks you to guess which monsters you will meet, and
Weapon Mastery
Weapon MasteryLevel 1 featureYour 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. gives your attacks real effects from level 1.
Thrain's take
Mark the target, then shoot it until it stops moving. That is the ranger's whole first act, and it works. The trouble starts when you want to cast
Spike Growth
Spike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot-radius Sphere centered on a point within range 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. or
Conjure Animals
Conjure Animals3rd-level ConjurationConcentrationCastingActionRange60 feetDuration10 minutesSaveStrengthDamage3d10 SlashingYou conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds. too, because they all need your Concentration. Pick one job per fight. And keep a sword on your belt, because something will always get close.
Strengths
- Free
Hunter's Mark
Hunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 ForceYou magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. casts every day, and it scales into a strong late game
Weapon Mastery
Weapon MasteryLevel 1 featureYour 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. adds Slow, Vex or Nick to your attacks- Expertise, extra speed, climbing and swimming: the best explorer in the game
- Half caster with healing,
Pass without Trace
Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks. and
Spike Growth
Spike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot-radius Sphere centered on a point within range 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.
Weaknesses
- Hunter's Mark and your best spells all compete for Concentration
- Without the Nick mastery, Hunter's Mark and two-weapon fighting both want the Bonus Action
- Less burst damage than a paladin or rogue
- The Hunter subclass is solid but plain
Ability Scores
Dexterity, then Wisdom, then Constitution. Dexterity drives your attacks and AC. Wisdom sets your spell save DC, your Tireless Temporary Hit Points and your Perception and Survival checks. Constitution keeps Hunter's Mark up when you take hits. Intelligence can be your lowest score.
In the 2024 rules your ability score increases come from your background, not your species. With the standard array and the Criminal background (+2 Dex, +1 Con), assign 15 Dex, 14 Wis, 13 Con, 12 Cha, 10 Str and 8 Int, and you start with:
10STR
17DEX
14CON
8INT
14WIS
12CHA
Take the Ability Score Improvement feat at level 4 for Dexterity 19 (or Sharpshooter from the Player's Handbook, which adds +1 Dexterity), and reach 20 at 8. Raise Wisdom after that.
Best Species for a Ranger
Legendary: build around it
Epic: excellent
Rare: good
Uncommon: works
Common: weak fit
Elf (Wood Elf)
35-foot speed,
Longstrider
Longstrider1st-level TransmutationCastingActionRangeTouchDuration1 hourYou touch a creature. The target's Speed increases by 10 feet until the spell ends. at level 3 and a free
Pass without Trace
Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks. at level 5, which saves you a slot. Perception or Survival from Keen Senses.
Legendary
Human
Versatile adds a second Origin feat. AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. plus Heroic Inspiration every day gives you a strong opening shot.
Epic
Goliath
35-foot speed and a giant ancestry boon several times a day. Cloud Giant teleports and Storm Giant punishes anyone who hits you.
Epic
Halfling
Luck rerolls 1s on attacks and Concentration saves. Naturally Stealthy lets you hide behind your larger friends.
Epic
Orc
120-foot Darkvision for a scout, Adrenaline Rush for repositioning, and Relentless Endurance.
Rare
Dwarf
Extra hit points, 120-foot Darkvision and Tremorsense from Stonecunning. A tough scout underground.
Rare
Gnome
Advantage on Intelligence, Wisdom and Charisma saves. Forest Gnome adds
Minor Illusion
Minor IllusionIllusion cantripCastingActionRange30 feetDuration1 minuteYou create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. for hiding.
Rare
Tiefling
Free spells and a resistance. Some of the spells compete with Hunter's Mark for Concentration.
Uncommon
Dragonborn
The breath weapon replaces one attack, which is fine. Flight at level 5 is good for an archer.
Uncommon
Best Backgrounds
C
Criminal
Dexterity and Constitution increases, Stealth and Sleight of Hand, and the AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. feat. Rangers want to act first.
Legendary
S
Soldier
Dexterity and Constitution, and Savage AttackerSavage AttackerOrigin featYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target. to reroll weapon damage once per turn.
Epic
S
Sage
Constitution and Wisdom with Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest., but no Dexterity. Only if you want Wisdom high early.
Rare
A
Acolyte
Wisdom and Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Cleric), but no Dexterity or Constitution.
Uncommon
From the full Player's Handbook, Guide (Dex, Con, Wis, with Magic Initiate from the druid list) is the perfect ranger background. Wayfarer (Dex, Wis, Cha, with Lucky) is also strong.
Best Feats
Origin feats (level 1)
A
Alert
Add your Proficiency Bonus to initiative. Acting first lets you mark the target and shoot before it closes in.
Legendary
M
Magic Initiate
Two cantrips and a 1st-level spell. The druid list gives you
Guidance
GuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. and
Healing Word
Healing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier..
Epic
S
Savage Attacker
Reroll weapon damage once per turn and take the better roll.
Rare
Later feats
A
Ability Score Improvement
Dexterity to 20 by level 8 for accuracy and damage.
Legendary
S
Sharpshooter (Player's Handbook)
+1 Dexterity, ignore Half and Three-Quarters Cover, and no Disadvantage at long range. The archer's feat.
Epic
D
Dual Wielder (Player's Handbook)
For a two-weapon ranger who wants more attacks.
Rare
Epic boons (level 19)
B
Boon of Irresistible Offense
Your Bludgeoning, Piercing and Slashing damage ignores Resistance.
Epic
B
Boon of Dimensional Travel
The boon the ranger class recommends: a short teleport after you take the Attack action. Good for staying out of reach.
Rare
Subclass: Hunter
The Hunter is the ranger subclass in the free 2024 rules. It adds steady damage and defense, and each choice can be swapped on a Short or Long Rest, so you can adapt to the next fight.
Hunter's LoreLEVEL 3
While a creature is marked by your Hunter's Mark, you know its Immunities, Resistances and Vulnerabilities.
Hunter's PreyLEVEL 3
Colossus Slayer: once per turn, extra damage against a creature that is missing hit points. Horde Breaker: once per turn, an extra attack against a second enemy next to your target.
Defensive TacticsLEVEL 7
Escape the Horde: Opportunity Attacks against you have Disadvantage. Multiattack Defense: after a creature hits you, its other attacks against you that turn have Disadvantage.
Superior Hunter's PreyLEVEL 11
Once per turn, Hunter's Mark damage also hits a second creature within 30 feet of your target.
Superior Hunter's DefenseLEVEL 15
When you take damage, use your Reaction to gain Resistance to that damage type until the end of the turn.
The 2024 Player's Handbook also has the Beast Master, Fey Wanderer and Gloom Stalker. They are not in the free rules, so this guide does not cover them.
Weapons and Fighting Styles
Fighting Style (level 2)
A
Archery
+2 to ranged attack rolls. The best choice for a bow ranger.
Legendary
T
Two-Weapon Fighting
Adds your Dexterity to the off-hand attack. Core for a dual-wield ranger.
Epic
D
Druidic Warrior
Two druid cantrips, cast with Wisdom.
Guidance
GuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. and
Starry Wisp
Starry WispEvocation cantripCastingActionRange60 feetDurationInstantaneousDamage1d8 RadiantYou launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. are good picks.
Rare
D
Defense
+1 AC in armor. Fine for a melee ranger in Medium armor.
Rare
Weapon Mastery lets you use the mastery property of two weapon kinds, and you can swap them after a Long Rest.
- Archer: Longbow (Slow) and Shortsword (Vex). Slow cuts the target's speed, so it cannot reach you. The shortsword is your backup when something does.
- Dual-wielder: Scimitar (Nick) and Shortsword (Vex). Nick makes the off-hand attack part of your Attack action, so your Bonus Action stays free for Hunter's Mark. Vex gives you Advantage on your next attack.
- Longsword (Sap) with a shield suits a melee ranger in Medium armor who skips two-weapon fighting.
Best Ranger Spells
Ratings assume a Hunter in a party of three to five. Hunter's Mark is always prepared and is not counted. Hover or tap a spell for its details.
1st Level
From level 1

Hunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 ForceYou magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
Hunter's Mark
Hunter's Mark1st-level DivinationConcentrationCastingBonus ActionRange90 feetDuration1 hourDamage1d6 ForceYou magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
Always prepared, free casts each day

Goodberry1st-level ConjurationCastingActionRangeSelfDuration24 hoursTen berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus 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.
Goodberry
Goodberry1st-level ConjurationCastingActionRangeSelfDuration24 hoursTen berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus 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 berries, cheap healing

Entangle1st-level ConjurationConcentrationCastingActionRange90 feetDuration1 minuteSaveStrengthGrasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Entangle
Entangle1st-level ConjurationConcentrationCastingActionRange90 feetDuration1 minuteSaveStrengthGrasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Restrains a group, but costs Concentration

Cure Wounds1st-level AbjurationCastingActionRangeTouchDurationInstantaneousDamage2d8A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Cure Wounds
Cure Wounds1st-level AbjurationCastingActionRangeTouchDurationInstantaneousDamage2d8A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Backup healing

Ensnaring Strike1st-level ConjurationConcentrationCastingBonus ActionRangeSelfDuration1 minuteSaveStrengthDamage1d6 PiercingAs you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends.
Ensnaring Strike
Ensnaring Strike1st-level ConjurationConcentrationCastingBonus ActionRangeSelfDuration1 minuteSaveStrengthDamage1d6 PiercingAs you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends.
Competes with Hunter's Mark

Fog Cloud1st-level ConjurationConcentrationCastingActionRange120 feetDuration1 hourYou create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Fog Cloud
Fog Cloud1st-level ConjurationConcentrationCastingActionRange120 feetDuration1 hourYou create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Escape or block archers
2nd Level
From level 5

Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Pass without Trace
Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
+10 Stealth for the party

Spike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot-radius Sphere centered on a point within range 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.
Spike Growth
Spike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot-radius Sphere centered on a point within range 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.
Every step costs them damage

Barkskin2nd-level TransmutationCastingBonus ActionRangeTouchDuration1 hourYou touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Barkskin
Barkskin2nd-level TransmutationCastingBonus ActionRangeTouchDuration1 hourYou touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
AC 17 without Concentration

Lesser Restoration2nd-level AbjurationCastingBonus ActionRangeTouchDurationInstantaneousYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Lesser Restoration
Lesser Restoration2nd-level AbjurationCastingBonus ActionRangeTouchDurationInstantaneousYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Ends poison, blindness, paralysis
3rd Level
From level 9

Conjure Animals3rd-level ConjurationConcentrationCastingActionRange60 feetDuration10 minutesSaveStrengthDamage3d10 SlashingYou conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.
Conjure Animals
Conjure Animals3rd-level ConjurationConcentrationCastingActionRange60 feetDuration10 minutesSaveStrengthDamage3d10 SlashingYou conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.
Swap Hunter's Mark for it on big fights

Revivify3rd-level NecromancyCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.
Revivify
Revivify3rd-level NecromancyCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.
A second way to raise the dead

Plant Growth3rd-level TransmutationCastingHourRange150 feetDurationInstantaneousThis spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range.
Plant Growth
Plant Growth3rd-level TransmutationCastingHourRange150 feetDurationInstantaneousThis spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range.
Slows a whole area, no Concentration

Dispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level).
Dispel Magic
Dispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level).
Ends enemy spells
Ranger Builds
Beginner friendlyThe Longbow Hunter
- Species
- Elf (Wood Elf)
- Background
- Criminal (AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
- Fighting Style
- ArcheryArcheryFighting Style featYou gain a +2 bonus to attack rolls you make with Ranged weapons.
- Weapons
- Longbow (Slow), Shortsword (Vex)
- Subclass
- Hunter (Colossus Slayer)
10STR
17DEX
14CON
8INT
14WIS
12CHA
Acts first, marks the target and shoots it from range while Slow keeps it from closing in. A free Pass without Trace every day makes you the best scout at the table.
Build this ranger
Free to start. No card needed.
MeleeThe Twin-Blade Skirmisher
- Species
- Human (Versatile: AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
- Background
- Soldier (Savage AttackerSavage AttackerOrigin featYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.)
- Fighting Style
- Two-Weapon FightingTwo-Weapon FightingFighting Style featWhen you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
- Weapons
- Scimitar (Nick), Shortsword (Vex)
- Subclass
- Hunter (Horde Breaker)
10STR
17DEX
14CON
8INT
14WIS
12CHA
Nick puts the off-hand attack into your Attack action, so Hunter's Mark still fits your Bonus Action. Horde Breaker adds a swing at a second enemy.
Build this ranger
Free to start. No card needed.
Ranger Features by Level
| Lvl | PB | Features |
Favored Enemy | Prepared Spells |
1 | 2 | 3 | 4 | 5 |
| 1 |
+2 |
Favored Enemy Favored EnemyLevel 1 featureYou 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.
Spellcasting SpellcastingLevel 1 featureYou have learned to channel the magical essence of nature to cast spells. See "Spells" for 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.
Weapon Mastery Weapon MasteryLevel 1 featureYour 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.
|
2 |
2 |
2 |
– |
– |
– |
– |
| 2 |
+2 |
Deft Explorer Deft ExplorerLevel 2 featureThanks 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 "Character Creation."
Fighting Style Fighting StyleLevel 2 featureYou gain a Fighting Style feat of your choice (see "Feats"). Instead of choosing one of those feats, you can choose the option below. Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells).
|
2 |
3 |
2 |
– |
– |
– |
– |
| 3 |
+2 |
Ranger SubclassRanger SubclassLevel 3 featureYou gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Ranger levels.
Hunter's Lore Hunter's LoreLevel 3 featureYou can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Hunter's Prey Hunter's PreyLevel 3 featureYou gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Colossus Slayer. Your tenacity can wear down even the most resilient foes.
|
2 |
4 |
3 |
– |
– |
– |
– |
| 4 |
+2 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
|
2 |
5 |
3 |
– |
– |
– |
– |
| 5 |
+3 |
Extra Attack Extra AttackLevel 5 featureYou can attack twice instead of once whenever you take the Attack action on your turn.
|
3 |
6 |
4 |
2 |
– |
– |
– |
| 6 |
+3 |
Roving RovingLevel 6 featureYour 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.
|
3 |
6 |
4 |
2 |
– |
– |
– |
| 7 |
+3 |
Defensive Tactics Defensive TacticsLevel 7 featureYou gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Escape the Horde. Opportunity Attacks have Disadvantage against you. Multiattack Defense.
|
3 |
7 |
4 |
3 |
– |
– |
– |
| 8 |
+3 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
|
3 |
7 |
4 |
3 |
– |
– |
– |
| 9 |
+4 |
Expertise ExpertiseLevel 9 featureChoose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
|
4 |
9 |
4 |
3 |
2 |
– |
– |
| 10 |
+4 |
Tireless TirelessLevel 10 featurePrimal 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).
|
4 |
9 |
4 |
3 |
2 |
– |
– |
| 11 |
+4 |
Superior Hunter's Prey Superior Hunter's PreyLevel 11 featureOnce per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.
|
4 |
10 |
4 |
3 |
3 |
– |
– |
| 12 |
+4 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
|
4 |
10 |
4 |
3 |
3 |
– |
– |
| 13 |
+5 |
Relentless Hunter Relentless HunterLevel 13 featureTaking damage can't break your Concentration on Hunter's Mark.
|
5 |
11 |
4 |
3 |
3 |
1 |
– |
| 14 |
+5 |
Nature's Veil Nature's VeilLevel 14 featureYou 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.
|
5 |
11 |
4 |
3 |
3 |
1 |
– |
| 15 |
+5 |
Superior Hunter's Defense Superior Hunter's DefenseLevel 15 featureWhen you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.
|
5 |
12 |
4 |
3 |
3 |
2 |
– |
| 16 |
+5 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
|
5 |
12 |
4 |
3 |
3 |
2 |
– |
| 17 |
+6 |
Precise Hunter Precise HunterLevel 17 featureYou have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
|
6 |
14 |
4 |
3 |
3 |
3 |
1 |
| 18 |
+6 |
Feral Senses Feral SensesLevel 18 featureYour connection to the forces of nature grants you Blindsight with a range of 30 feet.
|
6 |
14 |
4 |
3 |
3 |
3 |
1 |
| 19 |
+6 |
Epic BoonEpic BoonLevel 19 featureYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
|
6 |
15 |
4 |
3 |
3 |
3 |
2 |
| 20 |
+6 |
Foe Slayer Foe SlayerLevel 20 featureThe damage die of your Hunter's Mark is a d10 rather than a d6.
|
6 |
15 |
4 |
3 |
3 |
3 |
2 |
Leveling Your Ranger, 1 to 20
Favored Enemy: two free Hunter's Mark casts per Long Rest. Weapon Mastery: Longbow and Shortsword, or Scimitar and Shortsword. Prepare Goodberry and Cure Wounds.
Deft Explorer: Expertise in Perception or Stealth, and two languages. Fighting Style: Archery or Two-Weapon Fighting. Add Entangle.
Choose Hunter. Hunter's Lore reveals your mark's resistances. Hunter's Prey: Colossus Slayer for single targets, Horde Breaker for crowds.
Ability Score Improvement: +2 Dexterity to 19, or Sharpshooter for an archer.
The big one. Extra Attack and 2nd-level slots: Pass without Trace and Spike Growth. A third free Hunter's Mark.
Roving: +10 feet of speed, and a Climb and Swim Speed.
Defensive Tactics: Multiattack Defense against big monsters, Escape the Horde against crowds.
Ability Score Improvement: Dexterity to 20.
Expertise in two more skills. 3rd-level slots: Conjure Animals and Revivify.
Tireless: Temporary Hit Points as a Magic action, and Short Rests reduce Exhaustion.
Superior Hunter's Prey at 11 spreads Hunter's Mark damage to a second target. Relentless Hunter at 13: damage can no longer break Concentration on Hunter's Mark. Nature's Veil at 14 turns you Invisible as a Bonus Action.
Superior Hunter's Defense at 15. Precise Hunter at 17 gives Advantage on attacks against your marked target. Feral Senses at 18 grants Blindsight. An Epic Boon at 19, and Foe Slayer at 20 raises Hunter's Mark to a d10.
Ranger FAQ
Is the ranger good in D&D 2024?
Yes. The 2024 ranger is much stronger than the 2014 version. Free Hunter's Mark casts, Weapon Mastery and late features that make the mark hit harder give it steady damage, and it remains the best explorer in the game.
What is the best species for a ranger in D&D 2024?
Wood Elf is the strongest pick, with extra speed and a free Pass without Trace every day. Human, Goliath and Halfling are close behind. Any species works, because your ability scores come from your background.
Should a ranger use a bow or two weapons?
A longbow with the Archery style is the safer and stronger default. Two weapons work well in the 2024 rules if you take the Nick mastery, because the extra attack no longer uses the Bonus Action you need for Hunter's Mark.
Is the ranger good for beginners?
Yes. Mark a target, attack it, and move the mark when it drops. The Longbow Hunter build above stays out of reach and needs only a handful of spells.
Take your ranger into a campaign
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This guide includes material from the System Reference Document 5.2
by Wizards of the Coast LLC, licensed under the
Creative Commons Attribution 4.0 International License.
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