Ranger class icon: an archer drawing a bow
Icon by Delapouite, CC BY 3.0

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

LevelProficiency bonusFeaturesSpells Known1st2nd3rd4th5th
1st+2Favored Enemy, Natural Explorer, Deft Explorer†, Favored Foe†——————
2nd+2Fighting Style, Spellcasting, Spellcasting Focus†22————
3rd+2Primeval Awareness, Ranger Conclave, Primal Awareness†33————
4th+2Ability Score Improvement, Martial Versatility†33————
5th+3Extra Attack442———
6th+3Favored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement†442———
7th+3Ranger Conclave feature543———
8th+3Ability Score Improvement, Land's Stride, Martial Versatility†543———
9th+4—6432——
10th+4Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature†, Nature's Veil†6432——
11th+4Ranger Conclave feature7433——
12th+4Ability Score Improvement, Martial Versatility†7433——
13th+5—84331—
14th+5Favored Enemy Improvement, Vanish84331—
15th+5Ranger Conclave feature94332—
16th+5Ability Score Improvement, Martial Versatility†94332—
17th+6—1043331
18th+6Feral Senses1043331
19th+6Ability Score Improvement, Martial Versatility†1143332
20th+6Foe Slayer1143332

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

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.

RulesSRD subclassFeatures by level
2014 (SRD 5.1)HunterHunter's Prey (3rd), Defensive Tactics (7th), Multiattack (11th), Superior Hunter's Defense (15th)
2024 (SRD 5.2)HunterHunter'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 died10d10
Saving throwsStrength and DexterityStrength and Dexterity
SkillsChoose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, SurvivalChoose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
ArmorLight armor, medium armor, shieldsLight and Medium armor and Shields
WeaponsSimple weapons, martial weaponsSimple and Martial weapons
ToolsNoneNone
SubclassRanger Conclave at 3rd levelRanger subclass at level 3
SpellsKnows a set number of spells (2 at 2nd level)Prepares spells: 2 at level 1, 15 at level 20

Features by level, 2014 and 2024

Level2014 features2024 features
1Favored Enemy, Natural ExplorerFavored Enemy, Spellcasting, Weapon Mastery
2Fighting Style, SpellcastingDeft Explorer, Fighting Style
3Primeval Awareness, Ranger ConclaveRanger Subclass
4Ability Score ImprovementAbility Score Improvement
5Extra AttackExtra Attack
6Favored Enemy Improvement, Natural Explorer ImprovementRoving
7Ranger Conclave featureSubclass feature
8Ability Score Improvement, Land's StrideAbility Score Improvement
9—Expertise
10Natural Explorer Improvement, Hide in Plain SightTireless
11Ranger Conclave featureSubclass feature
12Ability Score ImprovementAbility Score Improvement
13—Relentless Hunter
14Favored Enemy Improvement, VanishNature's Veil
15Ranger Conclave featureSubclass feature
16Ability Score ImprovementAbility Score Improvement
17—Precise Hunter
18Feral SensesFeral Senses
19Ability Score ImprovementEpic Boon
20Foe SlayerFoe 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

ClassHow it compares
FighterThe pure weapon expert: more attacks and feats, no spells.
RogueAnother Dexterity scout with more skills and Sneak Attack instead of spells.
DruidThe full nature caster, with Wild Shape instead of weapons.
PaladinThe divine half caster: melee and heavy armor instead of bows.

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.

Other classes: Artificer · Barbarian · Bard · Cleric · Druid · Fighter · Monk · Paladin · Rogue · Sorcerer · Warlock · Wizard