Ranger 5e class
Rangers are hunters and scouts at home in the wild. They mix weapon skill with Wisdom spells, track their quarry, and choose a conclave that might give them an animal companion, a gloomy ambush style or a hunter’s edge against big foes.
Jump to: Playing a ranger · Ranger table · Class features · Ranger Conclave options · What changed in 2024 · Common questions
Ranger at a glance
- Hit die
- d10
- Hit points at 1st level
- 10 + Constitution modifier
- Hit points per level after 1st
- 1d10 (or 6) + Constitution modifier
- Saving throws
- Strength, Dexterity
- Armor
- Light armor, medium armor, shields
- Weapons
- Simple weapons, martial weapons
- Tools
- None
- Skills
- Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
- Spellcasting ability
- Wisdom
- Subclass
- Ranger Conclave at 3rd level
See the full ranger spell list
Planning ability scores? Try the point buy calculator or the 4d6 ability score roller. Multiclassing with another spellcaster? The multiclass spell slot calculator works out your combined slots.
What the ranger is good at
The ranger is a wilderness warrior who mixes weapons with Wisdom spells, and most rangers fight with a bow. In the 2014 rules it gets a Fighting Style and spells at 2nd level and Extra Attack at 5th. Its spell list has strong tools for a scout: Hunter’s Mark for damage, Goodberry and Cure Wounds for healing, Pass without Trace for sneaking.
Favored Enemy gives advantage on Wisdom (Survival) checks to track your chosen enemies and on Intelligence checks to recall information about them, and Natural Explorer makes travel through your favored terrain faster and safer. Those two shine in campaigns with lots of wilderness travel and much less in a city or a dungeon.
Choosing ability scores
Dexterity first for a bow or two weapons, Wisdom second for spells, Constitution third. A melee ranger can swap Dexterity for Strength.
With the standard array: Dexterity 15, Wisdom 14, Constitution 13. Use the point buy calculator to try other spreads.
Picking a ranger archetype
You choose at 3rd level. The SRD’s Hunter picks a tool against big or many enemies: Colossus Slayer (1d8 extra damage once per turn against a creature below its hit point maximum), Giant Killer or Horde Breaker, and gains defensive options later.
The Player’s Handbook’s Beast Master gives you an animal companion. Later books add the Gloom Stalker (a strong ambusher), Horizon Walker, Monster Slayer, Fey Wanderer, Swarmkeeper and Drakewarden, among others.
Common beginner mistakes
- Picking the wrong favored terrain or enemy. Ask your DM where the campaign goes before you choose.
- Losing Hunter’s Mark. It needs concentration, so taking damage can end it, and casting another concentration spell ends it too.
- Bonus action traffic jams. Hunter’s Mark, moving the mark and the extra attack from two-weapon fighting all use your bonus action.
- Skipping Archery. The Archery fighting style’s +2 to ranged weapon attack rolls is one of the best bonuses a ranged character can get.
Ranger level progression
| Level | Proficiency bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Favored Enemy, Natural Explorer, Deft Explorer†, Favored Foe† | — | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting, Spellcasting Focus† | 2 | 2 | — | — | — | — |
| 3rd | +2 | Primeval Awareness, Ranger Conclave, Primal Awareness† | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement, Martial Versatility† | 3 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Favored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement† | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Conclave feature | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement, Land's Stride, Martial Versatility† | 5 | 4 | 3 | — | — | — |
| 9th | +4 | — | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature†, Nature's Veil† | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Conclave feature | 7 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement, Martial Versatility† | 7 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Favored Enemy Improvement, Vanish | 8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Conclave feature | 9 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement, Martial Versatility† | 9 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement, Martial Versatility† | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
The numbered columns are spell slots per spell level.
† Optional class features from Tasha’s Cauldron of Everything, which the builder offers if your table uses them: Deft Explorer, Favored Foe, Spellcasting Focus, Primal Awareness, Martial Versatility, Deft Explorer Improvement, Deft Explorer Feature and Nature's Veil. They aren’t in the SRD, so their text isn’t on this page.
Ranger class features (2014 rules, SRD 5.1)
As a ranger, you gain the following class features. Each one shows the ranger level you gain it at; features chosen at a later level (like your ranger conclave) add more as you go.
Favored Enemy
1st level (1 type), 6th level (2 types) and 14th level (3 enemies)
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Natural Explorer
1st level (1 terrain type), 6th level (2 terrain types) and 10th level (3 terrain types)
You 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. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
Fighting Style
2nd level
At 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.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
2nd level
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ranger Archetype
3rd level
At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Primeval Awareness
3rd level
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
Ability Score Improvement
4th, 8th, 12th, 16th and 19th level
When 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.
Extra Attack
5th level
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's Stride
8th level
Starting 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.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Hide in Plain Sight
10th level
Starting 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.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Vanish
14th level
Starting 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.
Feral Senses
18th level
At 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.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Foe Slayer
20th level
At 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ranger Conclave options
The builder offers 8 subclasses for the ranger, and only shows the ones your build can take.
Official
- Beast Master Conclave Player's Handbook
- Drakewarden Fizban's Treasury of Dragons
- Fey Wanderer Tasha's Cauldron of Everything
- Gloom Stalker Conclave Xanathar's Guide to Everything
- Horizon Walker Conclave Xanathar's Guide to Everything
- Hunter Conclave SRD Player's Handbook
- Monster Slayer Conclave Xanathar's Guide to Everything
- Swarmkeeper Tasha's Cauldron of Everything
The SRD includes one ranger conclave in each edition, marked SRD above. The others are in the Player’s Handbook and later books, so this page gives their names only. The Hunter page has its full text in both editions, a guide and what changed in 2024.
| Rules | SRD subclass | Features by level |
|---|---|---|
| 2014 (SRD 5.1) | Hunter | Hunter's Prey (3rd), Defensive Tactics (7th), Multiattack (11th), Superior Hunter's Defense (15th) |
| 2024 (SRD 5.2) | Hunter | Hunter's Lore (3), Hunter's Prey (3), Defensive Tactics (7), Superior Hunter's Prey (11), Superior Hunter's Defense (15) |
What changed in 2024
The 2024 Player’s Handbook revised the ranger, and the System Reference Document 5.2 has the new version. Here is the ranger side by side in both editions, and what changed, worked out from the two SRDs.
| 2014 rules (SRD 5.1) | 2024 rules (SRD 5.2) | |
|---|---|---|
| Primary ability | — | Dexterity and Wisdom |
| Hit die | d10 | d10 |
| Saving throws | Strength and Dexterity | Strength and Dexterity |
| Skills | Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival | Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival |
| Armor | Light armor, medium armor, shields | Light and Medium armor and Shields |
| Weapons | Simple weapons, martial weapons | Simple and Martial weapons |
| Tools | None | None |
| Subclass | Ranger Conclave at 3rd level | Ranger subclass at level 3 |
| Spells | Knows a set number of spells (2 at 2nd level) | Prepares spells: 2 at level 1, 15 at level 20 |
- The subclass still comes at level 3; the 2024 rules just call it a Ranger subclass rather than a Ranger Conclave.
- New at level 1: Weapon Mastery, which lets you use the mastery properties of two kinds of weapons (see weapon mastery).
- Spellcasting starts at level 1 instead of 2nd level.
- Spells are prepared rather than known: you can swap spells more freely, and the Prepared Spells column sets how many you have.
- Ability Score Improvements become feats: at levels 4, 8, 12 and 16 you take the Ability Score Improvement feat or another feat you qualify for, and level 19 brings an Epic Boon feat instead of the last improvement.
- New features: Deft Explorer (level 2), Roving (level 6), Expertise (level 9), Tireless (level 10), Relentless Hunter (level 13), Nature's Veil (level 14), Precise Hunter (level 17).
- 2014 features with no 2024 feature of the same name (some were renamed or folded into others): Natural Explorer, Primeval Awareness, Land's Stride, Hide in Plain Sight and Vanish.
Features by level, 2014 and 2024
| Level | 2014 features | 2024 features |
|---|---|---|
| 1 | Favored Enemy, Natural Explorer | Favored Enemy, Spellcasting, Weapon Mastery |
| 2 | Fighting Style, Spellcasting | Deft Explorer, Fighting Style |
| 3 | Primeval Awareness, Ranger Conclave | Ranger Subclass |
| 4 | Ability Score Improvement | Ability Score Improvement |
| 5 | Extra Attack | Extra Attack |
| 6 | Favored Enemy Improvement, Natural Explorer Improvement | Roving |
| 7 | Ranger Conclave feature | Subclass feature |
| 8 | Ability Score Improvement, Land's Stride | Ability Score Improvement |
| 9 | — | Expertise |
| 10 | Natural Explorer Improvement, Hide in Plain Sight | Tireless |
| 11 | Ranger Conclave feature | Subclass feature |
| 12 | Ability Score Improvement | Ability Score Improvement |
| 13 | — | Relentless Hunter |
| 14 | Favored Enemy Improvement, Vanish | Nature's Veil |
| 15 | Ranger Conclave feature | Subclass feature |
| 16 | Ability Score Improvement | Ability Score Improvement |
| 17 | — | Precise Hunter |
| 18 | Feral Senses | Feral Senses |
| 19 | Ability Score Improvement | Epic Boon |
| 20 | Foe Slayer | Foe Slayer |
Ranger class features in the 2024 rules (SRD 5.2)
As a ranger, you gain these class features when you reach the listed Ranger levels. They are listed in level order.
Level 1: Spellcasting
You 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. 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.
Level 1: Favored Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2: Deft Explorer
Thanks to your travels, you gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages. You know two languages of your choice from the language tables in "Character Creation."
Level 2: Fighting Style
You 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). 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.
Level 3: Ranger Subclass
You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6: Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 9: Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10: Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Level 13: Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
Level 14: Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 17: Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18: Feral Senses
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
Level 19: Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20: Foe Slayer
The damage die of your Hunter's Mark is a d10 rather than a d6.
Common questions
Does Hunter’s Mark need concentration?
Yes. In the 2014 rules taking damage can break it; the 2024 ranger’s Relentless Hunter (level 13) stops damage from breaking concentration on it.
When does a ranger get spells?
At 2nd level in the 2014 rules, with 2 spells known, rising to 11 at 20th. The 2024 ranger casts from level 1 and prepares its spells.
What is the best ranger fighting style?
Archery for a bow ranger: +2 to attack rolls with ranged weapons. Two-weapon rangers take Two-Weapon Fighting to add their ability modifier to the off-hand attack’s damage.
Can a ranger have an animal companion?
Yes, with the Beast Master archetype from the Player’s Handbook, or the Drakewarden’s drake from Fizban’s Treasury of Dragons. The SRD’s Hunter doesn’t get one.
What changed for the ranger in 2024?
Favored Enemy now gives Hunter’s Mark, always prepared and castable without a slot twice per long rest to start. Spells and Weapon Mastery come at level 1, and Deft Explorer, Roving, Tireless, Relentless Hunter, Nature’s Veil and Precise Hunter are new. Foe Slayer makes Hunter’s Mark deal d10s.
The ranger compared with similar classes
How to build a ranger
Open the builder, choose the 2014 or 2024 rules on the first step, then pick Ranger as your class. It fills in your hit points, saving throws and proficiencies, then walks you through race, ranger conclave, ability scores, background, skills, equipment and spells. Everything the rules can work out is computed for you: Armor Class from your armor, attack bonuses, spell save DC and every skill modifier.
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