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Ranger (5e24)

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Ranger exists in other D&D editions see:

Ranger (disambiguation).

 5th edition (2024)

SRD 5.2 • CC-BY



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


Core Ranger TraitsEdit

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 RangerEdit

 [1][2][3] 

As a Level 1 CharacterEdit

As a Multiclass RangerEdit

  • 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 FeaturesEdit

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

SpellcastingEdit

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 EnemyEdit

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 MasteryEdit

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 ExplorerEdit

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 StyleEdit

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 SubclassEdit

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 SubclassesEdit

Note: This section contains information beyond the SRD 5.2

(5 official and unofficial Ranger subclasses.)

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

Ability Score ImprovementEdit

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 AttackEdit

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

RovingEdit

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.

ExpertiseEdit

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

TirelessEdit

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 HunterEdit

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

Nature's VeilEdit

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 HunterEdit

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

Feral SensesEdit

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

Epic BoonEdit

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 SlayerEdit

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

DescriptionEdit

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 NotesEdit


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This file is licensed under the Creative Commons Attribution License. (CC-BY)


Attribution:SRD 5.2 CC-BY 
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].