Far from civilization’s grasp, within the deep embrace of ancient forests and across the vast expanse of untamed plains, the Rangers stand as vigilant protectors of the wilderness. Masters of tracking and concealment, Rangers move with the silent grace of predators, blending seamlessly into the natural world. Their profound connection with nature gifts them with spells that channel the raw power of the wilds, forging them into formidable guardians against the monstrous and tyrannical threats to the balance of the world.
Core Ranger Traits |
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Primary Abilities |
Hit Dice |
Saving Throw Proficiencies |
Skill Proficiencies |
Weapon Proficiencies |
Armor Proficiencies |
Starting Equipment |
Embarking on the Ranger Path in 2024
Starting as a Level 1 Ranger
- Adopt all the fundamental attributes outlined in the Core Ranger Traits table.
- Acquire the initial Ranger features designated for level 1, detailed in the Ranger Features table.
Multiclassing into a Ranger
- When choosing to multiclass into Ranger, you gain specific proficiencies: Hit Point Die, Martial weapons, one skill from the Ranger skill list, Light and Medium armor, and Shields.
- You also gain the level 1 Ranger features as detailed in the Ranger Features table. Refer to the multiclassing guidelines for spell slot determination.
CREATE A 2024 Ranger
2024 Ranger Class Features Breakdown
Level | Proficiency Bonus | Class Features | Favored Enemy Uses | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1 | +2 | Spellcasting, Favored Enemy, Weapon Mastery | 2 | 2 | 2 | – | – | – | – |
2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | – | – | – | – |
3 | +2 | Ranger Subclass | 2 | 4 | 3 | – | – | – | – |
4 | +2 | Ability Score Improvement | 2 | 5 | 3 | – | – | – | – |
5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | – | – | – |
6 | +3 | Roving | 3 | 6 | 4 | 2 | – | – | – |
7 | +3 | Subclass Feature | 3 | 7 | 4 | 3 | – | – | – |
8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | – | – | – |
9 | +4 | Expertise | 4 | 8 | 4 | 3 | 2 | – | – |
10 | +4 | Tireless | 4 | 8 | 4 | 3 | 2 | – | – |
11 | +4 | Subclass Feature | 4 | 10 | 4 | 3 | 3 | – | – |
12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | – | – |
13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | – |
14 | +5 | Nature’s Veil | 5 | 11 | 4 | 3 | 3 | 1 | – |
15 | +5 | Subclass Feature | 5 | 12 | 4 | 3 | 3 | 2 | – |
16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | – |
17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
As you progress as a Ranger, you unlock a range of class-specific features at different levels, as detailed in the Ranger Features table.
Level 1: Spellcasting Initiation
Rangers gain the ability to tap into the magical energies of nature to cast spells. For comprehensive rules on spellcasting, refer to the Player’s Handbook. The specifics of Ranger spellcasting are outlined below.
Spell Slots: The Ranger Features table illustrates the number of spell slots available to cast spells of 1st level and higher. All expended spell slots are replenished upon completion of a Long Rest.
Preparing Spells: Rangers prepare their spell list from the Ranger spell list, selecting spells of 1st level or higher for which they have spell slots. Initially, at level 1, you choose two 1st-level Ranger spells. Cure Wounds and Ensnaring Strike are excellent starting choices for their utility in combat and support.
As you advance in Ranger levels, the number of spells you can prepare increases, as indicated in the Prepared Spells column of the Ranger Features table. Each time this number increases, you can select additional Ranger spells to add to your prepared list, ensuring the total matches the number in the table. These spells must be of a level for which you possess spell slots. For instance, a level 5 Ranger can have a list of six prepared Ranger spells, which can be a combination of 1st and 2nd level spells.
Spells granted by other Ranger features that are always prepared do not count against your prepared spell limit but are still considered Ranger spells.
Modifying Prepared Spells: After a Long Rest, you have the flexibility to change one spell on your prepared list with another Ranger spell, provided you have spell slots for the new spell.
Spellcasting Ability: Wisdom serves as the spellcasting ability for Ranger spells, reflecting their attunement to nature.
Spellcasting Focus: A Druidic Focus can be used as a spellcasting focus for all Ranger spells, symbolizing their connection to the natural world.
Level 1: Favored Enemy Prowess
Rangers at level 1 gain the Favored Enemy feature, enhancing their tracking and combat abilities against specific types of creatures.
You automatically have the Hunter’s Mark spell prepared. Significantly, you can cast Hunter’s Mark twice without using spell slots, regaining these uses after a Long Rest.
The number of times you can cast Hunter’s Mark without expending a spell slot increases as you reach higher Ranger levels, as detailed in the Favored Enemy column of the Ranger Features table.
Level 1: Weapon Mastery Expertise
Ranger training includes weapon mastery, allowing you to utilize mastery properties with two weapon types of your choice, assuming proficiency. Popular choices include Longbows and Shortswords for their versatility.
You can adjust your weapon mastery choices after each Long Rest, offering tactical flexibility. For example, you could switch to Scimitars and Longswords to adapt to different combat scenarios.
Level 2: Deft Explorer Skills
Rangers’ extensive travels through diverse terrains grant them exceptional exploration skills.
Expertise: At level 2, choose one skill proficiency in which you lack Expertise. You immediately gain Expertise in that chosen skill, doubling your proficiency bonus for any ability check using that skill.
Languages: You learn two additional languages of your choice, expanding your communication capabilities and understanding of different cultures and creatures.
Level 2: Fighting Style Versatility
Rangers at level 2 choose a Fighting Style, gaining a Fighting Style feat. Alternatively, you can select the Druidic Warrior option:
Druidic Warrior: This option allows you to learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended for their utility and support roles. These cantrips are treated as Ranger spells, using Wisdom as your spellcasting ability. You can swap one of these cantrips for another Druid cantrip each time you gain a Ranger level, allowing for customization as you grow stronger.
Level 3: Ranger Subclass Specialization
At level 3, Rangers choose a subclass, representing a specialization within the class. Subclasses such as Beast Master, Fey Wanderer, Gloom Stalker, and Hunter offer distinct paths and features. Subclasses provide unique features at various Ranger levels, enhancing and customizing your Ranger as you progress.
Level 4: Ability Score Enhancement
Upon reaching level 4, Rangers gain the Ability Score Improvement feat, or another feat for which they qualify. This allows for customization and strengthening of your Ranger’s core abilities or adding new capabilities through feats. This feature recurs at Ranger levels 8, 12, and 16, offering significant character growth.
Level 5: Extra Attack Proficiency
At level 5, Rangers gain Extra Attack, allowing them to make two attacks instead of one when taking the Attack action on their turn. This significantly increases combat effectiveness.
Level 6: Roving Movement
Level 6 Rangers gain increased mobility with the Roving feature. Your base Speed increases by 10 feet when you are not wearing Heavy Armor. Additionally, you gain a Climb Speed and a Swim Speed equal to your normal Speed, enhancing your ability to navigate varied terrains.
Level 9: Expertise Expansion
By level 9, Rangers further refine their skills. Choose two more skill proficiencies in which you lack Expertise to gain Expertise in those skills, further solidifying their role as versatile and skilled adventurers.
Level 10: Tireless Resilience
At level 10, Rangers gain the Tireless feature, reflecting their enduring nature and connection to primal forces.
Temporary Hit Points: As an action, you can grant yourself temporary hit points equal to 1d8 plus your Wisdom modifier (minimum of 1). This can be used a number of times equal to your Wisdom modifier (minimum once) per Long Rest.
Exhaustion Reduction: Whenever you complete a Short Rest, your Exhaustion level is reduced by 1, showcasing your resilience in harsh conditions.
Level 13: Relentless Hunter Focus
Level 13 Rangers gain Relentless Hunter, which enhances the Hunter’s Mark spell. Taking damage no longer breaks your concentration on Hunter’s Mark, ensuring consistent damage output against favored foes.
Level 14: Nature’s Veil Invisibility
At level 14, Nature’s Veil allows Rangers to invoke nature spirits to become invisible. As a Bonus Action, you can become invisible until the end of your next turn. This feature can be used a number of times equal to your Wisdom modifier (minimum of once) per Long Rest, providing tactical advantages in combat and exploration.
Level 17: Precise Hunter Accuracy
Level 17 Rangers become Precise Hunters, gaining Advantage on attack rolls against creatures marked by Hunter’s Mark. This significantly increases your chance to hit and deal damage to your favored enemies.
Level 18: Feral Senses Enhancement
At level 18, Feral Senses provide Blindsight with a range of 30 feet, granted by your deep connection to nature. This allows you to perceive your surroundings without relying on sight, even in complete darkness or against illusions.
Level 19: Epic Boon Attainment
At level 19, Rangers achieve an Epic Boon, selecting an Epic Boon feat or another feat for which you qualify. Boon of Dimensional Travel is a recommended option for its utility at high levels.
Level 20: Foe Slayer Culmination
Reaching level 20, Rangers become Foe Slayers. The damage die of your Hunter’s Mark increases to a d10 from a d6, significantly boosting your damage output against marked enemies and culminating your journey as a master hunter.
Ranger Subclass Deep Dive
Ranger subclasses offer specialized paths, each providing unique features at specific Ranger levels. Here’s an overview of the Beast Master, Gloom Stalker, and Hunter subclasses.
Beast Master
Image alt text: A 2024 D&D Ranger Beast Master with their primal beast companion, concept art showcasing the bond between ranger and animal, Dungeons and Dragons class archetype.
The Beast Master subclass embodies a deep, mystical bond between the Ranger and a primal beast, fueled by primal magic and a profound connection to the natural world. Note that this is based on currently available information and may not represent the final 2024 official version.
Level 3: Primal Companion Summons
At level 3, Beast Master Rangers gain Primal Companion, allowing them to magically summon a primal beast. This beast is a loyal companion, friendly to you and your allies, and follows your commands. Choose a stat block: Beast of the Land, Sea, or Sky, each scaling with your Proficiency Bonus (PB). Customize its appearance to fit the chosen stat block.
In combat, your primal beast acts on your turn. It can move and use reactions independently, but for actions, it primarily takes the Dodge action unless you use a Bonus Action to command it otherwise. You can command it to take actions from its stat block or other actions. Alternatively, sacrifice one of your attacks when you take the Attack action to command the beast to attack. If you are incapacitated, the beast can take any action it chooses.
If your primal beast dies, you can revive it within an hour by touching it and expending a 1st level or higher spell slot. It returns to life after 1 minute with full hit points.
You can summon a different primal beast after each Long Rest, choosing a new stat block and appearance. Summoning a new beast causes any existing primal companion to vanish. The beast also vanishes if you die.
Level 7: Exceptional Training Prowess
At level 7, Exceptional Training enhances your control over your Primal Companion. When you use a Bonus Action to command your beast, you can now command it to take the Dash, Disengage, Dodge, or Help action as a Bonus Action, increasing tactical flexibility.
Additionally, when your beast hits with an attack, you can choose for it to deal Force damage or its normal damage type, adding versatility to its attacks.
Level 11: Bestial Fury Unleashed
Level 11 Bestial Fury allows your Primal Companion to make two attacks when commanded to take the Attack action, significantly increasing its damage output.
Furthermore, the first time each turn your beast hits a creature under the effect of your Hunter’s Mark, it deals extra Force damage equal to the bonus damage of Hunter’s Mark, synergizing subclass features with core Ranger abilities.
Level 15: Share Spells Synergy
At level 15, Share Spells lets you extend beneficial spells to your Primal Companion. When you cast a spell targeting only yourself, you can also affect your beast if it’s within 30 feet, enhancing its survivability and combat effectiveness.
Gloom Stalker
Image alt text: A 2024 D&D Ranger Gloom Stalker in shadowy environment, concept art depicting a ranger specialized in darkness and stealth, Dungeons and Dragons Gloom Stalker subclass.
The Gloom Stalker subclass thrives in darkness, wielding Shadowfell magic to combat threats lurking in the shadows. This subclass is also based on currently available information and may not be the final 2024 version.
Level 3: Dread Ambusher Tactics
At level 3, Gloom Stalkers gain Dread Ambusher, mastering frightening ambushes with several benefits:
Ambusher’s Leap: At the start of the first combat turn, your Speed increases by 10 feet until the end of the turn, enhancing initial positioning.
Frighten: Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d8 Psychic damage and force a Wisdom saving throw (against your Spell Save DC). A failed save results in the Frightened condition until the start of your next turn. This can be used a number of times equal to your Wisdom modifier per Long Rest.
Initiative Bonus: You add your Wisdom modifier to Initiative rolls, improving your chances of acting first in combat.
Level 3: Gloom Stalker Spells Prepared
Gloom Stalker magic grants always-prepared spells at certain Ranger levels, ensuring access to thematic and useful spells.
Ranger Level | Spells |
---|---|
3 | Disguise Self |
5 | Rope Trick |
9 | Fear |
13 | Greater Invisibility |
17 | Seeming |
Level 3: Umbral Sight Advantage
At level 3, Umbral Sight grants Darkvision out to 60 feet, or increases existing Darkvision by 60 feet. While in darkness, you become invisible to creatures relying on Darkvision to see you, providing significant stealth advantages in dark environments.
Level 7: Iron Mind Fortitude
Level 7 Iron Mind enhances mental resilience, granting proficiency in Wisdom saving throws. If you already have Wisdom saving throw proficiency, you gain proficiency in Intelligence or Charisma saving throws instead, bolstering defenses against mind-altering effects.
Level 11: Stalker’s Flurry Options
At level 11, Stalker’s Flurry expands the Dread Ambusher’s Frighten effect with additional options:
Sudden Strike: After using Frighten, make another attack with the same weapon against a different creature within 5 feet of the original target and weapon range.
Mass Fear: Each creature within 10 feet of the original target must make a Wisdom saving throw against your Spell Save DC or become Frightened until the start of your next turn, enabling crowd control.
Level 15: Shadowy Dodge Evasion
Level 15 Shadowy Dodge provides supernatural evasion. When attacked, use a Reaction to impose Disadvantage on the attack roll. If the attack misses, teleport up to 30 feet to an unoccupied space you can see, enhancing survivability and mobility.
Hunter
Image alt text: A 2024 D&D Ranger Hunter stalking prey in the wild, artwork illustrating ranger’s hunting prowess and connection with nature, Dungeons and Dragons Hunter subclass.
Hunters are Rangers who stalk prey in the wilds, dedicated to protecting nature and people from destructive forces.
Level 3: Hunter’s Lore Knowledge
At level 3, Hunter’s Lore allows you to tap into nature to reveal prey weaknesses. While a creature is marked by Hunter’s Mark, you learn about any Immunities, Resistances, or Vulnerabilities it possesses, providing tactical insight.
Level 3: Hunter’s Prey Options
Level 3 Hunter’s Prey offers a choice between two options, changeable after Short or Long Rests:
Colossus Slayer: Deal an extra 1d8 damage when you hit a creature with a weapon if it’s missing hit points. This extra damage applies once per turn, effective against tougher foes.
Horde Breaker: Once per turn when you attack with a weapon, make another attack against a different creature within 5 feet of the original target and weapon range, useful for engaging multiple enemies.
Level 7: Defensive Tactics Choices
At level 7, Defensive Tactics offers another choice between two options, changeable after rests:
Escape the Horde: Opportunity Attacks against you have Disadvantage, improving mobility in melee combat.
Multiattack Defense: When hit by an attack roll from a creature, that creature has Disadvantage on subsequent attack rolls against you this turn, enhancing defense against multi-attacking enemies.
Level 11: Superior Hunter’s Prey Extension
At level 11, Superior Hunter’s Prey extends Hunter’s Mark damage. Once per turn when you damage a creature marked by Hunter’s Mark, you can also deal that spell’s extra damage to a different creature within 30 feet, increasing area damage potential.
Level 15: Superior Hunter’s Defense Mastery
Level 15 Superior Hunter’s Defense provides damage mitigation. When you take damage, use a Reaction to gain Resistance to that damage and any other damage of the same type until the end of the turn, greatly enhancing survivability against heavy attacks.
The 2024 Ranger class in D&D 5e offers a versatile and powerful option for players who want to embody the spirit of the wilderness. With enhanced spellcasting, weapon mastery, and specialized subclasses, the Ranger is well-equipped to face any challenge, standing as a true guardian of the natural world.