THE SHARED REFERENCE Adventurer

Class

Ranger

Official reference · XPHB · 2024

Hit die
10
Spellcasting
artificer
Subclass title
Ranger Subclass
Epic boon level
19

Level progression

LevelProficiency BonusFavored EnemyPrepared Spells1st-level slots2nd-level slots3rd-level slots4th-level slots5th-level slots
1+22220000
2+22320000
3+22430000
4+22530000
5+33642000
6+33642000
7+33743000
8+33743000
9+44943200
10+44943200
11+441043300
12+441043300
13+551143310
14+551143310
15+551243320
16+551243320
17+661443331
18+661443331
19+661543332
20+661543332

Class features

LEVEL 1

Spellcasting

You have learned to channel the magical essence of nature to cast spells. See 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the class=Ranger 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 class=Ranger. 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.

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.

Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of type=simple weapon;martial weapon 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 2.

Fighting Style

You gain a category=FS of your choice. Instead of choosing one of those feats, you can choose the option below.

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 ImprovementASI

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 have a Climb Speed and a Swim Speed equal to your Speed.

LEVEL 7

Subclass Feature

You gain a feature from your Ranger Subclass.

LEVEL 8

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

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 11

Subclass Feature

You gain a feature from your Ranger Subclass.

LEVEL 12

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

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 15

Subclass Feature

You gain a feature from your Ranger Subclass.

LEVEL 16

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

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 category=EB 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.

Ranger Subclass

Horizon Walker
Monster Slayer
Swarmkeeper
Drakewarden
Beast Master

Level 3 · Beast Master

Bond with a Primal Beast

A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.

Level 7 · Exceptional Training

When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.

In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.

Level 11 · Bestial Fury

When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.

In addition, the first time each turn it hits a creature under the effect of your Hunter's Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.

Level 15 · Share Spells

When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.

Fey Wanderer

Level 3 · Fey Wanderer

Wield Fey Mirth and Fury

A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Level 7 · Beguiling Twist

The magic of the Feywild guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Level 11 · Fey Reinforcements

You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Level 15 · Misty Wanderer

You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Gloom Stalker

Level 3 · Gloom Stalker

Draw on Shadow Magic to Fight Your Foes

Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.

Level 7 · Iron Mind

You have honed your ability to resist mind-altering powers. 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).

Level 11 · Stalker's Flurry

The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.

Sudden Strike

You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon's range.

Mass Fear

The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.

Level 15 · Shadowy Dodge

When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.

Hunter

Level 3 · Hunter

Protect Nature and People from Destruction

You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.

Level 7 · Defensive Tactics

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Escape the Horde

Opportunity Attacks have Disadvantage against you.

Multiattack Defense

When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Level 11 · Superior Hunter's Prey

Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.

Level 15 · Superior Hunter's Defense

When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.

Winter Walker

Level 3 · Winter Walker

Withstand the Horrors of Frigid Wastelands

Winter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Icewind Dale, including the latent magic of fallen Netherese cities, endemic monsters like yetis and crag cats, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Ten-Towns citizens say that Winter Walkers' frequent exposure to malignant entities gives them their fearsome powers. Many Reghed nomads, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.

Level 7 · Fortifying Soul

Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a Magic action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains Hit Points equal to 1d10 plus your Ranger level and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour.

Once you use this feature, you can't use it again until you finish a Long Rest.

Level 11 · Chilling Retribution

When a creature hits you with an attack roll, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Stunned condition until the end of your next turn. While the target is Stunned, its Speed is reduced to 0 feet.

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 15 · Frozen Haunt

When you cast Hunter's Mark, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).

Frozen Soul

You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage.

Partially Incorporeal

You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.

Hollow Warden

Level 3 · Hollow Warden

Draw on the Might of Ancient Wild Terrors

Legends tell that the most ancient and bloodthirsty terrors lurk deep within the old places of the earth. Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk jagged coastlines, steep mountain crags, and other dark and wild places.

Level 7 · Hungering Might

You gain a bonus to Constitution saving throws equal to your Wisdom modifier (minimum of +1).

In addition, once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to 1d10 plus your Wisdom modifier, provided you are Bloodied when you hit.

Level 11 · Rot and Violence

Your dedication to wild eldritch beings alters you further. When transformed using Wrath of the Wild, you gain the following additional benefits.

Menacing Aura

When a creature fails its saving throw against your Unnerving Aura, it also can't regain Hit Points or take Reactions until the start of your next turn.

Strangling Roots

When you hit a creature with an attack roll using a weapon, you can activate the Sap or Slow mastery property in addition to a different mastery property you're using with that weapon.

Level 15 · Ancient Might

You become wholly suffused with the wild's ancient and terrible power, granting you the following benefits.

Ominous Strikes

When you hit a creature that has the Frightened condition with an attack roll, that attack deals extra damage equal to your Wisdom modifier.

Persistent Wrath

If you're reduced to 0 Hit Points but not killed outright while transformed using Wrath of the Wild, you can surge with wild power. Your Hit Points instead change to a number equal to twice your Ranger level. Once you use this feature, you can't do so again until you finish a Long Rest. You can also expend a level 4+ spell slot (no action required) to restore your use of this feature.

Timeless

You have Immunity to the Exhaustion condition.

Tide Guardian

Level 3 · Tide Guardian

You scan the horizon, noticing imperceptible shifts in the movements of the water as you watch the movements of enemy vessels. Suddenly, the faint scent of ambergris and sulfur hits your nostrils, and your eyes dart to the right. You slide down the rigging and alert your shipmates: deep below the surface of the waves, a monster stirs. You are ready for it.

Perhaps you were a member of the Ottoman navy or Barbary corsairs, or the Genoese or Venetian navies. Or maybe you hail from commercial origins, as a fisherperson or merchant, or underneath the waves. Or perhaps you came to the sea later and fell in love with the mesmerizing blue of the Adriatic. You have committed yourself to traveling the waves and protecting the peoples who make the sea their home. You revere the sea in all its temperaments and help guard against evil incursions above or beneath the waves.

Level 3 · One with the waves

Expert Swimmer: When you choose this Archetype, you gain a swimming speed of 40 feet if it is not higher already.

Weapon Expert: You have a pool of Guardian Points equal to 2 times your proficiency bonus. For the rest of the day, whenever you miss an attack roll, you can use any number of Guardian Points for the attack roll and potentially turn the miss into a hit. Your expended points return when you finish a long rest.

Long Sight: You double your proficiency bonus in Wisdom (Perception) checks if you do not double it from another source, such as Expertise. If you do, choose another skill from Wisdom to double your proficiency bonus.

Arcane Bloom: You learn Barbarossa's underwater vitality cantrip and one other druid cantrip of your choice. Wisdom is your spellcasting ability modifier for both cantrips.

Level 3 · Tide Guardian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Tide Guardian Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger LevelSpells
3swim, Barborassa's tidal heave
5Barbarossa's cold dispersion, mirror image
9call lightning, glass explosion
13control water, ice storm
17cone of cold, conjure elemental (air or water)

Level 7 · Speaker of the Waves

Your tie to the seas grows even stronger, and your ability to conjure its fury and passion intensify.

Improved Swim: Your swimming speed increases by 10 ft. You can also use a bonus action to Dash or Disengage when underwater or on water surface.

Expert Dive: You can cast water breathing without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.

Wave Skipping: You can cast water walk targeting yourself once per day. The spell is added to your spell list and doesn't count against the number of spells you know.

Marine Friends: You can cast the speak with animals spell without expending a spell slot. It counts as a ranger spell for you, and you do not need it on your spell list. You can cast it without expending a spell slot a number of times equal to your Wisdom modifier and expended uses are restored when you finish a long rest.

Increased Aim: Once per day, after seeing the roll but before the GM lets you know the result of the attack roll, you can add +10 to the result if the attack was made with a weapon you are proficient with.

Level 11 · Whelm and Woe

You tap into the infinite power of the ocean depths.

Enhance Expert Dive: You can now cast Barbarossa's floating materials once per day without expending a spell slot. You also have advantage on any check related to pulling or pushing a creature into water, though the creature can be no more than one size larger than you.

Drowning Attack: When you hit with your Increased Aim feature, you can now attempt to capture the target in a 15 ft. watery sphere if it is no more than one size larger than you. After you deal damage with the weapon, the creature must succeed on a Constitution saving throw or be trapped in an orb of water. The creature is considered out of breath and has a number of rounds equal to its Constitution modifier before it drowns if it cannot breathe underwater. At the start of each of the creature's turns, it takes 1d8 bludgeoning damage and 1d8 cold damage, and then it can make a Strength saving throw to get out of the sphere. The sphere pushes other creatures away from it, and you must use your concentration to keep the creature trapped in the sphere.

Level 15 · Vengeance of the Seas

You have become the paragon of the sea's cataclysmic power. You can cast earthquake once without expending a spell slot and regain the ability to do so after 7 days.

Your drowning attack becomes more powerful. It now deals 1d10 bludgeoning damage and 1d10 cold damage.

Your swimming speed increases by 10 more feet.

Carnifex

Level 3 · Carnifex

A pale, stern figure with dark clothes walks slowly through the field of dead bodies. The curved blades are covered with blood, fresh from the lives just taken. The figure walks slowly, looking for signs of pain and suffering. The eyes deepen with sadness for lost lives, but they do not betray their feelings to any who might be watching. They hide their emotions behind a sense of duty, but these are not the eyes of a killer: the bandages from their fingers to elbows cover only the hardships of the road; their hood hides their seasoned hair and well-earned scars.

Souls do not disappear into the void. As a dweller on the edges where life withers and gloom is always painted with red, you know this better than most. You know the pain of suffering souls and those who die terrible deaths. Maybe you served a lord as their executioner; maybe you were a doctor who treated the heavily wounded; you may have served as a battlefield healer, or as a soothsayer in the woods. You are familiar with the passing of lives, and it is your duty to seek out the suffering ones, you are able to communicate with them better than most.

Level 3 · Soul Whisperer

At 3rd level, your connection with the ones that passed away manifests itself in your magic. You learn the grave whispers and spare the dying cantrips and can cast them at will, using your Wisdom as your spellcasting ability modifier. You can cast the speak with dead spell once, without expending a spell slot. You can't do so until you finish a long rest. When you cast this spell, the spell's 10-day restriction becomes 30 days for you and you can ask 2 more questions.

After you cast the speak with dead spell in this way, you gain an awareness and know if the creature has been killed or not. Each time you gain a subclass level, you gain another use of casting the speak with dead spell this way before taking a long rest.

In addition, when you reach certain Ranger levels, you learn the following spells. They are considered Ranger spells for you, and they do not count against the Ranger spells you know.

Carnifex Spells

Ranger LevelSpell
3fragments of death
5Michelangelo's buried memories
9sense spirit
13Ficino's unity of the soul
17hallow

Level 3 · Mercy Kill

Your skills are honed in the borders of death, and you naturally enchant your attacks. When you hit a creature with a weapon, you can deal an extra 1d4 force damage to the target, which can take this extra damage only once per turn. If the creature is an undead, it takes an additional 2d4 damage.

When you kill a creature, you can choose to cast the gentle repose spell on it immediately without using a spell slot.

Level 7 · Necrotic Deny

Your ability to withstand death's pure negative energy has increased with time. When you or a creature within 30 ft. of you takes necrotic damage, you can use your reaction to grant it resistance to the necrotic damage until the start of your next turn.

In addition, when you hit an undead creature with an attack for the first time, it must make a Wisdom saving throw or be frightened of you for 1 minute or until it takes damage.

Level 7 · Proper Burial

The gentle repose spell's duration is one year when you cast it or cause it to happen like you can as explained in the Mercy Kill ability.

Level 11 · Necrotic Vengeance

You walk easily between life and death, and you can unleash your raw power of death upon your enemies. When an ally you can see within 60 ft. of you takes damage, you can use your reaction to expend a spell slot and cause the attacker to take the same amount of damage as necrotic damage. If the damage exceeds your Ranger level + Wisdom modifier, you must succeed on a DC 15 Constitution saving throw or fail this ability. You can use this ability a number of times equal to your proficiency bonus, and you regain all uses of it when you take a long rest.

Level 11 · Sense the Grim

You can concentrate your inner abilities that are dwelling in the fringes of death and life on a creature that you touch. You must make a DC 15 Wisdom saving throw. On a success, you know if the creature's life is going to end in the next year or not. If it's less than one year, you know it, but you don't know exactly how long. This effect takes into consideration a natural lifespan, so it does not grant divine knowledge, nor does it work like fortune-telling.

Level 15 · Touch of Life

You can cast the unmake the undeath spell once, without expending a spell slot. You can't do so again until you finish a long rest. When you cast this spell, the material cost is halved for you.

Spell list

Level 1

Level 2

Level 3

Level 4

Level 5

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