In the harsh and untamed lands of Faerun, where civilization gives way to vast wilderness and ancient forests, there exists a unique breed of warriors known as rangers. Born of necessity and honed by the challenges of the wild, rangers are masters of the untamed realms, wielding their keen survival instincts and unparalleled expertise in hunting and tracking to navigate the treacherous landscapes that many dare not tread.
Rangers are not simply skilled hunters or expert trackers; they are guardians of the natural world, sworn to protect its delicate balance and defend it against those who would seek to exploit or despoil its beauty. They possess a deep connection to the land, forged through years of living in harmony with its rhythms and cycles, and draw upon its strength to aid them in their endeavors.
Though rangers are often solitary figures, preferring the solitude of the wilderness to the hustle and bustle of civilization, they are not without allies. Many rangers form bonds with the creatures of the wild, forging deep and lasting friendships with beasts of all shapes and sizes. These animal companions serve as steadfast companions and invaluable aids in the ranger’s quest to safeguard the natural world.
As versatile as they are skilled, rangers excel in a variety of roles, from stealthy scouts and deadly marksmen to tireless trackers and fierce melee combatants. Their unique blend of martial prowess and primal magic makes them formidable adversaries and invaluable allies in the fight against the forces of darkness that threaten to consume the world.
In the ever-changing and unpredictable landscape of Faerun, rangers stand as beacons of hope and guardians of the wild, ready to face any challenge and overcome any obstacle in their tireless quest to preserve the beauty and majesty of the natural world.

Spell Slots per Spell Level | ||||||||
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Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
1st | +2 | Favored Enemy, Natural Explorer, Deft Explorer (Optional), Favored Foe (Optional) | – | – | – | – | – | – |
2nd | +2 | Fighting Style, Spellcasting, Spellcasting Focus (Optional) | 2 | 2 | – | – | – | – |
3rd | +2 | Primeval Awareness, Ranger Conclave, Primal Awareness (Optional) | 3 | 3 | – | – | – | – |
4th | +2 | Ability Score Improvement, Martial Versatility (Optional) | 3 | 3 | – | – | – | – |
5th | +3 | Extra Attack | 4 | 4 | 2 | – | – | – |
6th | +3 | Favored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement (Optional) | 4 | 4 | 2 | – | – | – |
7th | +3 | Ranger Conclave feature | 5 | 4 | 3 | – | – | – |
8th | +3 | Ability Score Improvement, Land’s Stride, Martial Versatility (Optional) | 5 | 4 | 3 | – | – | – |
9th | +4 | 6 | 4 | 3 | 2 | – | – | |
10th | +4 | Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature (Optional), Nature’s Veil (Optional) | 6 | 4 | 3 | 2 | – | – |
11th | +4 | Ranger Conclave feature | 7 | 4 | 3 | 3 | – | – |
12th | +4 | Ability Score Improvement, Martial Versatility (Optional) | 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 (Optional) | 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 (Optional) | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
- Favored Enemy
- Favored Foe (Optional)
- Natural Explorer
- Deft Explorer (Optional)
- Fighting Style
- Spellcasting
- Primeval Awareness
- Primal Awareness (Optional)
- Ability Score Improvement
- Martial Versatility (Optional)
- Extra Attack
- Land's Stride
- Hide in Plain Sight
- Nature's Veil (Optional)
- Vanish
- Feral Senses
- Foe Slayer
- 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.
Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice.Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
- 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.
- Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
- In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger 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 modifierSpellcasting Focus (Optional)
At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.Primal Awareness Spells | |
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Ranger Level | Spell |
3rd | Speak with Animals |
5th | Beast Sense |
9th | Speak with Plants |
13th | Locate Creature |
17th | Commune with Nature |
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
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Ranger’s Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (Player’s Handbook Appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.Primal Companion (Optional)
This 3rd-level feature replaces the Ranger’s Companion feature. You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.Beast of the Land | |||||
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Medium beast | |||||
Armor Class: 13 + PB (natural armor) | |||||
Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level) | |||||
Speed: 40 ft., climb 40ft. | |||||
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 14 (+2) | 15 (+2) | 8 (−1) | 14 (+2) | 11 (+0) |
Senses: darkvision 60 ft., passive Perception 12 | |||||
Languages: understands the languages you speak | |||||
Challenge: — | |||||
Proficiency Bonus (PB): equals your bonus | |||||
Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. | |||||
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes. | |||||
Actions | |||||
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage. |
Beast of the Sea | |||||
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Medium beast | |||||
Armor Class: 13 + PB (natural armor) | |||||
Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level) | |||||
Speed: 5 ft., swim 60ft. | |||||
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 14 (+2) | 15 (+2) | 8 (−1) | 14 (+2) | 11 (+0) |
Senses: darkvision 60 ft., passive Perception 12 | |||||
Languages: understands the languages you speak | |||||
Challenge: — | |||||
Proficiency Bonus (PB): equals your bonus | |||||
Amphibious: The beast can breathe both air and water. | |||||
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes. | |||||
Actions | |||||
Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target. |
Beast of the Sky | |||||
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Small beast | |||||
Armor Class: 13 + PB (natural armor) | |||||
Hit Points: 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level) | |||||
Speed: 10 ft., fly 60ft. | |||||
STR | DEX | CON | INT | WIS | CHA |
6 (-2) | 16 (+3) | 13 (+1) | 8 (−1) | 14 (+2) | 11 (+0) |
Senses: darkvision 60 ft., passive Perception 12 | |||||
Languages: understands the languages you speak | |||||
Challenge: — | |||||
Proficiency Bonus (PB): equals your bonus | |||||
Flyby: The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. | |||||
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes. | |||||
Actions | |||||
Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage. |
Exceptional Training
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.![]() |
Gloom Stalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.Gloom Stalker Spells | |
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Ranger Level | Spells |
3rd | Disguise Self |
5th | Rope Trick |
9th | Fear |
13th | Greater Invisibility |
17th | Seeming |
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).Stalker’s Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.![]() |
Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.Horizon Walker Spells | |
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Ranger Level | Spells |
3rd | Protection from Evil and Good |
5th | Misty Step |
9th | Haste |
13th | Banishment |
17th | Teleportation Circle |
Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can’t use it again until you finish a short or long rest. See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.Distant Strike
At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.![]() |
Hunter’s Prey
At 3rd level, you gain one of the following features of your choice.- Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
- Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
- Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.- Escape the Horde. Opportunity attacks against you are made with disadvantage.
- Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
- Steel Will. You have advantage on saving throws against being frightened.
Multiattack
At 11th level, you gain one of the following features of your choice.- Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target
- Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.- Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail
- Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
- Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.Monster Slayer Spells | |
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Ranger Level | Spells |
3rd | Protection from Evil and Good |
5th | Zone of Truth |
9th | Magic Circle |
13th | Banishment |
17th | Hold Monster |
Hunter’s Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.Slayer’s Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.Supernatural Defense
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.Magic-User’s Nemesis
At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can’t use it again until you finish a short or long rest.Slayer’s Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.Restrictions
- There are no special restrictions for this class, unless noted elsewhere.
As a ranger , you gain the following class features.
Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with 150 gp to spend on equipment. The following equipment is a suggested shopping list:
- (a) haubergeon or (b) leather armor
- (a) two light weapons or (b) an exotic weapon with which you are proficient
- A ranged weapon and 20 pieces of ammunition
- An herbalism kit or woodcarver’s tools
Multiclassing and the Ranger
- Ability Score Minimum: As a multiclass character, you must have a Dexterity and Wisdom score of at least 13 to take a level in this class or to take a level in another class if you are already a ranger.
- Proficiencies. If ranger isn’t your initial class, you gain proficiency with light armor, medium armor, shields, simple weapons, martial weapons, and one skill from the class’s skill list when you gain your first level as a ranger.
- Spell Slots. Add half your levels in the ranger class to the appropriate levels from other classes to determine your available spell slots.