Ranger
Far from bustling cities, amid trackless forests and across open plains, Rangers keep watch over the wilderness. They learn to track quarry as a predator does, moving quietly through wild terrain and using terrain, patience, and experience to gain the advantage over dangerous foes.
Through their connection with nature, Rangers also wield primal magic. Their spells support exploration, survival, mobility, and combat, complementing the martial skills they use to protect the world from monsters, tyrants, and other threats.
This version of the Ranger builds on the 2024 class structure while using a fixed prepared-spell progression. The Ranger can replace any or all of their prepared Ranger spells after a Long Rest, giving the class daily flexibility without tying the size of its spell selection to Wisdom.
Hunter’s Mark remains central to the class. Favored Enemy provides free castings, Hunter’s Instinct allows the mark to move as a Reaction when its target falls, and Hunter’s Mind removes Concentration when Hunter’s Mark is cast through Favored Enemy. Relentless Hunter then helps the Ranger maintain Concentration on other Ranger spells while a creature remains marked, while Precise Hunter grants Advantage against the marked target.
Deft Explorer, additional Expertise, Roving, Tireless, Nature’s Veil, Weapon Mastery, and Feral Senses reinforce the Ranger’s exploration and martial abilities. Fighting Styles can be retrained whenever the character gains a Ranger level, and Druidic Warrior cantrips can be changed at the same time.
At 20th level, Champion of the Wilds increases both Constitution and Wisdom, reinforcing the Ranger’s endurance and connection to primal magic. The aim is to keep Hunter’s Mark important without allowing it to interfere excessively with the Ranger’s other spells, while preserving the class’s focus on exploration, mobility, martial combat, and tracking a chosen target.
| Core Ranger Traits | |
| Primary Ability | Dexterity and Wisdom |
| Hit Point Die | D10 per Ranger level |
| Saving Throw Proficiencies | Strength and Dexterity |
| Skill Proficiencies | Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival |
| Weapon Proficiencies | Simple and Martial weapons |
| Armor Training | Light and Medium armor 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 Ranger
As a Level 1 Character
Gain all the traits in the Core Ranger Traits table.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character
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 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 Features
| Level | Proficiency Bonus | Features | Favored Enemy | Prepared Spells | 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, Hunter’s Instinct | 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, Hunter’s Mind | 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 | 4 | 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 | Champion of the Wilds | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1: Spellcasting
You have learned to channel the magical power of nature. See the Player’s Handbook for the rules on spellcasting. The information below describes how you use those rules with Ranger spells.
Spell Slots
The Ranger Features table shows how many spell slots you have to cast your level 1+ spells.
You regain all expended spell slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare a list of level 1+ Ranger spells that are available for you to cast.
The number of spells you can have prepared is shown in the Prepared Spells column of the Ranger Features table.
Whenever that number increases, choose additional Ranger spells until the number of spells you have prepared matches the number shown in the table.
The spells you prepare must be of a level for which you have spell slots.
If another Ranger feature, such as your subclass, grants you spells that are always prepared, those spells don’t count against the number of spells you can prepare with this feature. Those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells
Whenever you finish a Long Rest, you can replace any or all of the Ranger spells you have prepared with other Ranger spells 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. It doesn’t count against the number of Ranger spells you can prepare through your Spellcasting feature.
You can cast Hunter’s Mark without expending a spell slot twice. The number of free castings increases as you gain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
You regain all expended uses of Favored Enemy when you finish a Long Rest.
You can have only one Hunter’s Mark spell active at a time. If you cast Hunter’s Mark again while a previous casting is still active, the previous spell immediately ends.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice with which you have proficiency.
Whenever you finish a Long Rest, you can practice weapon drills and replace one of those weapon choices with another eligible weapon.
Level 2: Deft Explorer
Your experience traveling through dangerous environments has sharpened a broad range of practical skills.
Expertise
Choose one of your skill proficiencies that doesn’t already benefit from Expertise. You gain Expertise in that skill.
Languages
You learn two languages of your choice.
Level 2: Fighting Style
You have honed your martial training and gain a Fighting Style feat of your choice for which you qualify.
Instead of choosing a Fighting Style feat, you can choose Druidic Warrior.
Druidic Warrior
You learn two Druid cantrips of your choice.
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 your chosen Fighting Style with another Fighting Style feat available to Rangers for which you qualify or with Druidic Warrior.
If you have Druidic Warrior, whenever you gain a Ranger level, you can also replace one Druid cantrip you learned from it with another Druid cantrip of your choice.
Level 3: Ranger Subclass
You gain a Ranger subclass of your choice.
A subclass represents a particular approach to hunting, exploration, combat, or primal magic.
Your subclass grants features at Ranger levels 3, 7, 11, and 15.
Level 3: Hunter’s Instinct
You can quickly shift your attention to another target when your quarry falls.
When a creature marked by your Hunter’s Mark is reduced to 0 Hit Points or dies before the spell ends, you can take a Reaction to move the mark to another creature you can see within 90 feet of yourself.
This doesn’t prevent you from moving Hunter’s Mark using the spell’s normal rules.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat 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 gain a Climb Speed and Swim Speed equal to your Speed.
Level 9: Expertise
Choose two of your skill proficiencies that don’t already benefit from Expertise.
You gain Expertise in those skills.
Level 9: Hunter’s Mind
Your focus on a chosen quarry no longer interferes with your other magic.
When you cast Hunter’s Mark without expending a spell slot through Favored Enemy, the spell doesn’t require Concentration.
It otherwise follows its normal duration and ends normally if you dismiss it, its duration expires, or you cast Hunter’s Mark again.
Level 10: Tireless
Primal power helps sustain you through long journeys and difficult battles.
You gain the following benefits.
Temporary Hit Points
As a Magic action, you can give yourself Temporary Hit Points equal to 1d8 plus your Wisdom modifier, with a minimum of 1 Temporary Hit Point.
You can use this action a number of times equal to your Wisdom modifier, with a minimum of once.
You regain all expended uses when you finish a Long Rest.
Decrease Exhaustion
Whenever you finish a Short Rest, your Exhaustion level decreases by 1.
Level 13: Relentless Hunter
Your focus on your quarry helps you maintain other primal magic.
While a creature is marked by your Hunter’s Mark, you have Advantage on Constitution saving throws you make to maintain Concentration on Ranger spells.
Level 14: Nature’s Veil
You can call on nature spirits to conceal yourself from sight.
As a Bonus Action, you 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, with a minimum of once.
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 natural world heightens your awareness beyond ordinary sight.
You have Blindsight with a range of 30 feet.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Champion of the Wilds
Your endurance and connection to primal magic reach extraordinary heights.
Your Constitution and Wisdom scores each increase by 4, to a maximum of 25.
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