Secret Lesson 46
Ranger, the Ranger Spell List, and the Hunter
The Paladin combines:
MARTIAL TRAINING
with:
DIVINE MAGIC
The Ranger follows a different path.
A Ranger combines:
WEAPON SKILL
EXPLORATION
TRACKING
MOBILITY
and:
NATURE MAGIC
The Ranger is equally comfortable fighting with:
RANGED WEAPONS
or:
MELEE WEAPONS
while also developing powerful abilities for:
HUNTING PREY
SURVIVING DIFFICULT JOURNEYS
MOVING THROUGH DANGEROUS ENVIRONMENTS
and:
USING THE MAGIC OF NATURE
One spell becomes especially important to the entire Class:
HUNTER'S MARK
Several high-level Ranger features directly improve it.
The SRD Ranger subclass is:
HUNTER
a specialist in identifying an enemy's weaknesses, destroying individual threats, fighting groups of enemies, and adapting defensive tactics to survive dangerous opponents.
PART ONE — CORE RANGER TRAITS
The Ranger's Primary Abilities are:
DEXTERITY
and:
WISDOM
Its Hit Point Die is:
D10 PER RANGER LEVEL
Its Saving Throw Proficiencies are:
STRENGTH
and:
DEXTERITY
Choose three Skill Proficiencies from:
-
Animal Handling
-
Athletics
-
Insight
-
Investigation
-
Nature
-
Perception
-
Stealth
-
Survival
Weapon Proficiencies:
SIMPLE WEAPONS
and:
MARTIAL WEAPONS
Armor Training:
LIGHT ARMOR
MEDIUM ARMOR
and:
SHIELDS
STARTING EQUIPMENT
A level 1 Ranger can choose:
OPTION A
-
Studded Leather Armor
-
Scimitar
-
Shortsword
-
Longbow
-
20 Arrows
-
Quiver
-
Druidic Focus, a sprig of mistletoe
-
Explorer's Pack
-
7 GP
or:
OPTION B
150 GP
WHY DEXTERITY AND WISDOM?
Dexterity commonly supports:
RANGED WEAPON ATTACKS
FINESSE WEAPON ATTACKS
ARMOR CLASS
INITIATIVE
DEXTERITY SAVING THROWS
and skills such as:
STEALTH
Wisdom supports:
RANGER SPELLCASTING
and important exploration skills such as:
PERCEPTION
SURVIVAL
and:
ANIMAL HANDLING
This combination reflects the Ranger's identity as both:
A MARTIAL HUNTER
and:
A NATURE-BASED SPELLCASTER
PART TWO — MULTICLASSING INTO RANGER
If Ranger isn't your original Class, you gain:
-
the Ranger Hit Point Die
-
proficiency with Martial weapons
-
proficiency in one skill from the Ranger skill list
-
Light Armor training
-
Medium Armor training
-
Shield training
-
the Ranger's level 1 features
Your Spell Slots are determined using the multiclassing rules covered earlier in:
LESSON 37
PART THREE — COMPLETE RANGER PROGRESSION
| Ranger Level | PB | Class Features | Favored Enemy | Prepared Spells |
|---|---|---|---|---|
| 1 | +2 | Spellcasting, Favored Enemy, Weapon Mastery | 2 | 2 |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 |
| 3 | +2 | Ranger Subclass | 2 | 4 |
| 4 | +2 | Ability Score Improvement | 2 | 5 |
| 5 | +3 | Extra Attack | 3 | 6 |
| 6 | +3 | Roving | 3 | 6 |
| 7 | +3 | Subclass Feature | 3 | 7 |
| 8 | +3 | Ability Score Improvement | 3 | 7 |
| 9 | +4 | Expertise | 4 | 9 |
| 10 | +4 | Tireless | 4 | 9 |
| 11 | +4 | Subclass Feature | 4 | 10 |
| 12 | +4 | Ability Score Improvement | 4 | 10 |
| 13 | +5 | Relentless Hunter | 5 | 11 |
| 14 | +5 | Nature's Veil | 5 | 11 |
| 15 | +5 | Subclass Feature | 5 | 12 |
| 16 | +5 | Ability Score Improvement | 5 | 12 |
| 17 | +6 | Precise Hunter | 6 | 14 |
| 18 | +6 | Feral Senses | 6 | 14 |
| 19 | +6 | Epic Boon | 6 | 15 |
| 20 | +6 | Foe Slayer | 6 | 15 |
RANGER SPELL SLOT PROGRESSION
The Ranger develops Spellcasting from:
LEVEL 1
but reaches a maximum of:
LEVEL 5 SPELLS
| Ranger Level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1 | 2 | — | — | — | — |
| 2 | 2 | — | — | — | — |
| 3 | 3 | — | — | — | — |
| 4 | 3 | — | — | — | — |
| 5 | 4 | 2 | — | — | — |
| 6 | 4 | 2 | — | — | — |
| 7 | 4 | 3 | — | — | — |
| 8 | 4 | 3 | — | — | — |
| 9 | 4 | 3 | 2 | — | — |
| 10 | 4 | 3 | 2 | — | — |
| 11 | 4 | 3 | 3 | — | — |
| 12 | 4 | 3 | 3 | — | — |
| 13 | 4 | 3 | 3 | 1 | — |
| 14 | 4 | 3 | 3 | 1 | — |
| 15 | 4 | 3 | 3 | 2 | — |
| 16 | 4 | 3 | 3 | 2 | — |
| 17 | 4 | 3 | 3 | 3 | 1 |
| 18 | 4 | 3 | 3 | 3 | 1 |
| 19 | 4 | 3 | 3 | 3 | 2 |
| 20 | 4 | 3 | 3 | 3 | 2 |
Like the Paladin, the Ranger combines:
MARTIAL COMBAT
with:
LIMITED BUT IMPORTANT SPELLCASTING
PART FOUR — LEVEL 1: SPELLCASTING
The Ranger learns to channel:
THE MAGICAL ESSENCE OF NATURE
Spellcasting begins immediately at:
LEVEL 1
SPELL SLOTS
The Ranger Features table determines how many Spell Slots you have.
You regain all expended Spell Slots when you finish:
A LONG REST
PREPARED SPELLS
At level 1, choose:
TWO LEVEL 1 RANGER SPELLS
The SRD recommends:
CURE WOUNDS
and:
ENSNARING STRIKE
GAINING MORE PREPARED SPELLS
Whenever the Prepared Spells number in the Ranger table increases:
CHOOSE ADDITIONAL RANGER SPELLS
until your prepared list reaches the listed total.
Each chosen spell must be of a level for which you have:
SPELL SLOTS
EXAMPLE — LEVEL 5 RANGER
Prepared Spells:
6
Available Spell Levels:
LEVEL 1
and:
LEVEL 2
Your six prepared Ranger spells can be any valid combination of those two spell levels.
ALWAYS-PREPARED SPELLS
If another feature gives you a spell that is:
ALWAYS PREPARED
it doesn't count against your normal Prepared Spells total.
It nevertheless counts as:
A RANGER SPELL FOR YOU
This is particularly important for:
HUNTER'S MARK
through Favored Enemy.
CHANGING PREPARED SPELLS
Whenever you finish:
A LONG REST
you can replace:
ONE PREPARED SPELL
with another Ranger spell for which you have Spell Slots.
You don't replace your entire list.
You normally change:
ONE SPELL
SPELLCASTING ABILITY
The Ranger uses:
WISDOM
for Ranger spells.
Therefore:
RANGER SPELL SAVE DC
8 + Wisdom modifier + Proficiency Bonus
and:
RANGER SPELL ATTACK BONUS
Wisdom modifier + Proficiency Bonus
EXAMPLE
Wisdom:
16
Wisdom modifier:
+3
PB:
+3
Spell Save DC:
8 + 3 + 3 =
DC 14
Spell Attack Bonus:
3 + 3 =
+6
SPELLCASTING FOCUS
The Ranger can use:
A DRUIDIC FOCUS
as a Spellcasting Focus for Ranger spells.
PART FIVE — LEVEL 1: FAVORED ENEMY
Favored Enemy makes one spell central to the Ranger:
HUNTER'S MARK
You always have:
HUNTER'S MARK PREPARED
It doesn't count against your normal prepared-spell total.
FREE CASTINGS
At level 1, you can cast Hunter's Mark:
TWICE
without expending a Spell Slot.
You regain all uses after:
A LONG REST
The number of free castings increases with Ranger level.
FAVORED ENEMY PROGRESSION
| Ranger Level | Free Hunter's Mark Castings |
|---|---|
| 1–4 | 2 |
| 5–8 | 3 |
| 9–12 | 4 |
| 13–16 | 5 |
| 17–20 | 6 |
You can still cast Hunter's Mark using:
SPELL SLOTS
when appropriate.
Favored Enemy provides additional:
FREE CASTINGS
PART SIX — UNDERSTANDING HUNTER'S MARK
Because so many Ranger features depend on this spell, it is useful to understand its basic operation now.
Hunter's Mark is a:
LEVEL 1 DIVINATION SPELL
Casting Time:
BONUS ACTION
Range:
90 FEET
Duration:
CONCENTRATION, UP TO 1 HOUR
MARKING THE TARGET
Choose:
ONE CREATURE YOU CAN SEE
within range.
That creature becomes:
YOUR QUARRY
EXTRA DAMAGE
Whenever you hit the marked creature with:
AN ATTACK ROLL
you deal:
+1D6 FORCE DAMAGE
IMPORTANT
This isn't limited to:
ONCE PER TURN
The spell says the extra damage occurs whenever you hit the marked target with an Attack Roll.
So if you hit twice with Extra Attack:
BOTH HITS
can receive the extra Hunter's Mark damage.
EXAMPLE — LEVEL 5
You mark an enemy.
Then you attack twice with a Longbow.
Attack 1 hits:
WEAPON DAMAGE + 1D6 FORCE
Attack 2 hits:
WEAPON DAMAGE + 1D6 FORCE
provided Hunter's Mark is still active.
TRACKING THE TARGET
While the creature is marked, you also have:
ADVANTAGE
on Wisdom:
PERCEPTION
or:
SURVIVAL
checks made to find it.
Hunter's Mark therefore supports both:
COMBAT
and:
TRACKING
MOVING THE MARK
If the marked creature drops to:
0 HIT POINTS
before the spell ends, you can use:
A BONUS ACTION
to move Hunter's Mark to:
ANOTHER CREATURE YOU CAN SEE WITHIN RANGE
This allows a single casting to continue being useful after the first target is defeated.
HIGHER-LEVEL SPELL SLOTS
Casting Hunter's Mark with higher-level Spell Slots can extend its maximum Concentration duration.
Level 1–2 Slot
UP TO 1 HOUR
Level 3–4 Slot
UP TO 8 HOURS
Level 5+ Slot
UP TO 24 HOURS
The damage doesn't increase simply because you use a higher-level slot.
The major change is:
DURATION
PART SEVEN — LEVEL 1: WEAPON MASTERY
The Ranger chooses:
TWO KINDS OF WEAPONS
with which it has proficiency.
You can use the:
MASTERY PROPERTIES
of those weapons.
The SRD gives examples such as:
LONGBOWS
and:
SHORTSWORDS
CHANGING MASTERY CHOICES
Whenever you finish:
A LONG REST
you may change your selected weapon kinds.
For example, you might switch to:
SCIMITARS
and:
LONGSWORDS
Weapon Mastery will be covered completely in:
LESSON 63
PART EIGHT — LEVEL 2: DEFT EXPLORER
The Ranger's extensive travels give two benefits:
EXPERTISE
and:
LANGUAGES
EXPERTISE
Choose:
ONE SKILL PROFICIENCY
in which you don't already have Expertise.
You gain:
EXPERTISE
in that skill.
Expertise doubles your Proficiency Bonus for the relevant ability checks, as explained earlier in the course.
EXAMPLE
Level 2 Ranger.
Proficiency Bonus:
+2
Wisdom modifier:
+3
You have Expertise in:
SURVIVAL
Normal proficient Survival check:
3 + 2 =
+5
With Expertise:
3 + 4 =
+7
because the Proficiency Bonus is doubled.
LANGUAGES
You also learn:
TWO LANGUAGES
of your choice from the language tables in Character Creation.
This supports the Ranger's identity as:
AN EXPERIENCED TRAVELER
who has encountered many different peoples and cultures.
PART NINE — LEVEL 2: FIGHTING STYLE
At level 2, choose:
A FIGHTING STYLE FEAT
The Fighting Style Feats will be covered completely in:
LESSON 59
But the Ranger also receives a special alternative:
DRUIDIC WARRIOR
DRUIDIC WARRIOR
Instead of a Fighting Style Feat, learn:
TWO DRUID CANTRIPS
of your choice.
The SRD recommends:
GUIDANCE
and:
STARRY WISP
The chosen Cantrips count as:
RANGER SPELLS FOR YOU
and use:
WISDOM
as their Spellcasting Ability.
REPLACING A CANTRIP
Whenever you gain:
A RANGER LEVEL
you can replace one of these Cantrips with:
ANOTHER DRUID CANTRIP
TWO DIFFERENT RANGER DIRECTIONS
A Ranger can therefore emphasize traditional weapon combat through:
A FIGHTING STYLE
or develop more magical versatility through:
DRUIDIC WARRIOR
PART TEN — LEVEL 3: RANGER SUBCLASS
At level 3:
CHOOSE A RANGER SUBCLASS
The SRD provides:
HUNTER
The Hunter gains subclass features at levels:
3
7
11
and:
15
We will examine the subclass completely later in this lesson.
PART ELEVEN — LEVEL 4: ABILITY SCORE IMPROVEMENT
At level 4, gain:
ABILITY SCORE IMPROVEMENT
or another Feat for which you qualify.
The Ranger receives this feature again at levels:
8
12
and:
16
DEXTERITY OR WISDOM?
For many Rangers:
DEXTERITY
improves weapon attacks, AC, Initiative, and important skills.
WISDOM
improves Ranger Spellcasting and several important exploration abilities.
The best choice depends on how you want your Ranger to play.
PART TWELVE — LEVEL 5: EXTRA ATTACK
At level 5:
ATTACK TWICE
instead of once whenever you take:
THE ATTACK ACTION
on your turn.
BASIC EXAMPLE
Attack action:
ATTACK 1
ATTACK 2
WITH HUNTER'S MARK
If both attacks hit a creature marked with Hunter's Mark:
Attack 1:
WEAPON DAMAGE + 1D6 FORCE
Attack 2:
WEAPON DAMAGE + 1D6 FORCE
Extra Attack therefore works extremely well with:
HUNTER'S MARK
PART THIRTEEN — LEVEL 6: ROVING
At level 6, your movement becomes significantly better.
While you aren't wearing:
HEAVY ARMOR
your Speed increases by:
+10 FEET
EXAMPLE
Normal Speed:
30 FEET
Roving:
+10 FEET
Total:
40 FEET
CLIMB SPEED
You also gain:
A CLIMB SPEED
equal to your Speed.
SWIM SPEED
You gain:
A SWIM SPEED
equal to your Speed.
EXAMPLE
If your Speed is:
40 FEET
after Roving, you also have:
CLIMB SPEED 40 FEET
and:
SWIM SPEED 40 FEET
The Ranger becomes highly adaptable in:
FORESTS
CLIFFS
RUINS
CAVES
RIVERS
and many other environments.
PART FOURTEEN — LEVEL 9: EXPERTISE
At level 9, choose:
TWO MORE SKILL PROFICIENCIES
in which you don't already have Expertise.
You gain:
EXPERTISE
in both.
TOTAL CLASS EXPERTISE
Deft Explorer gave:
ONE
Expertise choice at level 2.
Level 9 gives:
TWO MORE
So a Ranger can have Expertise from these Class features in:
THREE SKILLS
by level 9.
EXAMPLE
A Ranger might specialize in:
SURVIVAL
PERCEPTION
and:
STEALTH
creating an exceptionally capable:
SCOUT
TRACKER
and:
EXPLORER
PART FIFTEEN — LEVEL 10: TIRELESS
At level 10, primal forces help sustain the Ranger through difficult journeys.
Tireless gives:
TWO BENEFITS
Temporary Hit Points
and:
Decrease Exhaustion
TEMPORARY HIT POINTS
As a:
MAGIC ACTION
give yourself Temporary Hit Points equal to:
1D8 + WISDOM MODIFIER
minimum:
1 TEMPORARY HIT POINT
EXAMPLE
Wisdom modifier:
+4
Roll:
6
Temporary Hit Points:
6 + 4 =
10 TEMPORARY HP
NUMBER OF USES
You can use this ability a number of times equal to:
YOUR WISDOM MODIFIER
minimum:
ONCE
You regain all expended uses after:
A LONG REST
REMEMBER TEMPORARY HIT POINTS
Temporary Hit Points:
DON'T STACK
If you already have Temporary Hit Points and gain more, you choose which amount to keep.
They also:
AREN'T HEALING
and:
DON'T RESTORE ACTUAL HIT POINTS
DECREASE EXHAUSTION
Whenever you finish:
A SHORT REST
your Exhaustion level decreases by:
1
if you have any Exhaustion.
This makes the Ranger unusually resilient during:
LONG JOURNEYS
and:
EXTENDED ADVENTURES
PART SIXTEEN — LEVEL 13: RELENTLESS HUNTER
At level 13, the Ranger becomes exceptionally good at maintaining:
HUNTER'S MARK
The rule is simple:
TAKING DAMAGE CAN'T BREAK YOUR CONCENTRATION ON HUNTER'S MARK
NORMAL CONCENTRATION
Normally, taking damage while concentrating on a spell can force:
A CONSTITUTION SAVING THROW
to maintain Concentration.
RELENTLESS HUNTER
For Hunter's Mark specifically:
DAMAGE CAN'T BREAK YOUR CONCENTRATION
This means the spell becomes much more reliable in battle.
IMPORTANT LIMIT
Relentless Hunter doesn't say:
YOUR CONCENTRATION CAN NEVER END
It specifically prevents:
TAKING DAMAGE
from breaking Concentration on Hunter's Mark.
Other rules that end Concentration can still matter.
PART SEVENTEEN — LEVEL 14: NATURE'S VEIL
At level 14, the Ranger can magically conceal itself using:
NATURE SPIRITS
As a:
BONUS ACTION
you give yourself:
THE INVISIBLE CONDITION
until:
THE END OF YOUR NEXT TURN
NUMBER OF USES
You can use Nature's Veil a number of times equal to:
YOUR WISDOM MODIFIER
minimum:
ONCE
All uses return after:
A LONG REST
EXAMPLE
Wisdom modifier:
+4
Uses per Long Rest:
4
WHY INVISIBLE MATTERS
Among other consequences of the Invisible condition:
ATTACK ROLLS AGAINST YOU HAVE DISADVANTAGE
and your Attack Rolls have:
ADVANTAGE
provided the relevant rules for the condition apply.
The complete Invisible condition will be studied later in the:
RULES GLOSSARY
PART EIGHTEEN — LEVEL 17: PRECISE HUNTER
At level 17, your mastery of Hunter's Mark improves again.
You have:
ADVANTAGE ON ATTACK ROLLS
against the creature currently marked by:
HUNTER'S MARK
WHY THIS IS POWERFUL
Hunter's Mark already provides:
EXTRA DAMAGE
Precise Hunter now also makes the marked target:
EASIER TO HIT
So the same spell provides an increasingly powerful offensive package as the Ranger advances.
PART NINETEEN — LEVEL 18: FERAL SENSES
At level 18, the Ranger's senses become extraordinarily sharp.
You gain:
BLINDSIGHT
with a range of:
30 FEET
Blindsight allows a creature to perceive within its specified range without relying on normal sight, as defined in the Rules Glossary.
PRACTICAL IDEA
Within:
30 FEET
the Ranger can potentially perceive creatures that ordinary vision might fail to detect.
This becomes extremely useful against:
INVISIBLE CREATURES
or in other circumstances where normal sight isn't reliable.
The exact Blindsight rules will be covered later in:
LESSON 86–90
PART TWENTY — LEVEL 19: EPIC BOON
At level 19, gain:
AN EPIC BOON FEAT
or another Feat for which you qualify.
The SRD recommends:
BOON OF DIMENSIONAL TRAVEL
Epic Boon Feats will be covered completely in:
LESSON 59
PART TWENTY-ONE — LEVEL 20: FOE SLAYER
At level 20, Hunter's Mark reaches its final Ranger improvement.
Normally, its extra-damage die is:
1D6
Foe Slayer changes that die to:
1D10
BEFORE LEVEL 20
Each qualifying hit against the marked creature:
+1D6 FORCE DAMAGE
LEVEL 20
Each qualifying hit:
+1D10 FORCE DAMAGE
EXTRA ATTACK EXAMPLE
A level 20 Ranger hits the marked creature twice.
Attack 1:
WEAPON DAMAGE + 1D10 FORCE
Attack 2:
WEAPON DAMAGE + 1D10 FORCE
Foe Slayer therefore strengthens the Ranger's central hunting spell rather than creating an unrelated new resource.
PART TWENTY-TWO — COMPLETE RANGER SPELL LIST
The Ranger Spell List reaches:
LEVEL 5
The SRD uses:
C = CONCENTRATION
R = RITUAL
M = SPECIFIC MATERIAL COMPONENT
LEVEL 1 RANGER SPELLS
| Spell | School | Special |
|---|---|---|
| Alarm | Abjuration | R |
| Animal Friendship | Enchantment | — |
| Cure Wounds | Abjuration | — |
| Detect Magic | Divination | C, R |
| Detect Poison and Disease | Divination | C, R |
| Ensnaring Strike | Conjuration | C |
| Entangle | Conjuration | C |
| Fog Cloud | Conjuration | C |
| Goodberry | Conjuration | — |
| Hunter's Mark | Divination | C |
| Jump | Transmutation | — |
| Longstrider | Transmutation | — |
| Speak with Animals | Divination | R |
LEVEL 2 RANGER SPELLS
| Spell | School | Special |
|---|---|---|
| Aid | Abjuration | — |
| Animal Messenger | Enchantment | R |
| Barkskin | Transmutation | — |
| Darkvision | Transmutation | — |
| Enhance Ability | Transmutation | C |
| Find Traps | Divination | — |
| Gust of Wind | Evocation | C |
| Lesser Restoration | Abjuration | — |
| Locate Animals or Plants | Divination | R |
| Locate Object | Divination | C |
| Magic Weapon | Transmutation | — |
| Pass without Trace | Abjuration | C |
| Protection from Poison | Abjuration | — |
| Silence | Illusion | C, R |
| Spike Growth | Transmutation | C |
LEVEL 3 RANGER SPELLS
| Spell | School | Special |
|---|---|---|
| Conjure Animals | Conjuration | C |
| Daylight | Evocation | — |
| Dispel Magic | Abjuration | — |
| Meld into Stone | Transmutation | R |
| Nondetection | Abjuration | M |
| Plant Growth | Transmutation | — |
| Protection from Energy | Abjuration | C |
| Revivify | Necromancy | M |
| Speak with Plants | Transmutation | — |
| Water Breathing | Transmutation | R |
| Water Walk | Transmutation | R |
| Wind Wall | Evocation | C |
LEVEL 4 RANGER SPELLS
| Spell | School | Special |
|---|---|---|
| Conjure Woodland Beings | Conjuration | C |
| Dominate Beast | Enchantment | C |
| Freedom of Movement | Abjuration | — |
| Locate Creature | Divination | C |
| Stoneskin | Transmutation | C, M |
LEVEL 5 RANGER SPELLS
| Spell | School | Special |
|---|---|---|
| Commune with Nature | Divination | R |
| Greater Restoration | Abjuration | M |
| Tree Stride | Conjuration | C |
Their complete individual descriptions will be covered later in:
LESSONS 79–85
PART TWENTY-THREE — WHAT THE RANGER SPELL LIST DOES
The Ranger Spell List strongly supports the Class's main themes.
HUNTING
The defining example is:
HUNTER'S MARK
which improves damage and helps locate prey.
EXPLORATION
Examples include:
ALARM
DETECT MAGIC
DETECT POISON AND DISEASE
SPEAK WITH ANIMALS
LOCATE ANIMALS OR PLANTS
LOCATE OBJECT
WATER BREATHING
WATER WALK
LOCATE CREATURE
and:
COMMUNE WITH NATURE
MOBILITY
Examples include:
JUMP
LONGSTRIDER
FREEDOM OF MOVEMENT
and:
TREE STRIDE
STEALTH
A famous example is:
PASS WITHOUT TRACE
BATTLEFIELD CONTROL
Examples include:
ENSNARING STRIKE
ENTANGLE
FOG CLOUD
GUST OF WIND
SPIKE GROWTH
and:
WIND WALL
SUPPORT AND HEALING
Examples include:
CURE WOUNDS
AID
LESSER RESTORATION
REVIVIFY
and:
GREATER RESTORATION
The Ranger is therefore capable of much more than simply dealing weapon damage.
Its magic supports:
COMBAT
TRACKING
STEALTH
MOVEMENT
SURVIVAL
HEALING
and:
EXPLORATION
PART TWENTY-FOUR — RANGER SUBCLASS: HUNTER
The SRD Ranger subclass is:
HUNTER
The Hunter protects:
NATURE
and:
PEOPLE
from forces that would destroy them.
The subclass specializes in:
STUDYING PREY
EXPLOITING WEAKNESSES
ADAPTING COMBAT TACTICS
and:
SURVIVING DANGEROUS ENEMIES
HUNTER PROGRESSION
| Ranger Level | Hunter Feature |
|---|---|
| 3 | Hunter's Lore |
| 3 | Hunter's Prey |
| 7 | Defensive Tactics |
| 11 | Superior Hunter's Prey |
| 15 | Superior Hunter's Defense |
PART TWENTY-FIVE — LEVEL 3: HUNTER'S LORE
Hunter's Lore works directly with:
HUNTER'S MARK
While a creature is marked by your Hunter's Mark, you learn whether it has any:
DAMAGE IMMUNITIES
DAMAGE RESISTANCES
or:
DAMAGE VULNERABILITIES
If it has any:
YOU KNOW WHAT THEY ARE
EXAMPLE
You mark a monster with:
HUNTER'S MARK
Suppose it has:
FIRE RESISTANCE
and:
COLD VULNERABILITY
Hunter's Lore reveals those facts to you.
WHY THIS MATTERS
Knowing a creature has Resistance can stop your party from repeatedly using:
INEFFECTIVE DAMAGE
Knowing a Vulnerability can help the party exploit:
A MAJOR WEAKNESS
Hunter's Lore therefore turns Hunter's Mark into both:
AN OFFENSIVE SPELL
and:
AN INFORMATION TOOL
IMPORTANT
Hunter's Lore requires the creature to be:
MARKED BY YOUR HUNTER'S MARK
It isn't a permanent ability to inspect every creature you encounter.
PART TWENTY-SIX — LEVEL 3: HUNTER'S PREY
At level 3, choose one of two Hunter's Prey options:
COLOSSUS SLAYER
or:
HORDE BREAKER
FLEXIBLE CHOICE
Whenever you finish:
A SHORT REST
or:
A LONG REST
you can replace your chosen option with:
THE OTHER OPTION
So this isn't necessarily a permanent choice.
The Hunter can adapt to the threats expected during the adventure.
PART TWENTY-SEVEN — COLOSSUS SLAYER
When you hit a creature with:
A WEAPON
the weapon deals:
+1D8 DAMAGE
if the target is missing:
ANY OF ITS HIT POINTS
LIMIT
You can deal this extra damage:
ONLY ONCE PER TURN
EXAMPLE
Enemy maximum HP:
50
Current HP:
50
The enemy isn't missing any Hit Points.
Colossus Slayer:
DOESN'T APPLY
After an ally damages it:
Current HP:
44
Now the target is missing Hit Points.
When you hit it:
+1D8 DAMAGE
once during that turn.
IMPORTANT
The target doesn't need to be:
BADLY WOUNDED
It only needs to be missing:
AT LEAST ONE HIT POINT
WITH EXTRA ATTACK
You might hit twice.
But Colossus Slayer's extra:
1D8
can be applied only:
ONCE PER TURN
PART TWENTY-EIGHT — HORDE BREAKER
Horde Breaker is designed for situations where enemies are:
GROUPED TOGETHER
Once on each of your turns, when you attack with a weapon, you can make:
ONE ADDITIONAL ATTACK
with the same weapon.
SECOND TARGET
The additional attack must target:
A DIFFERENT CREATURE
The second creature must be:
WITHIN 5 FEET OF THE ORIGINAL TARGET
and:
WITHIN YOUR WEAPON'S RANGE
You also must not already have attacked that second creature during the current turn.
EXAMPLE
Two enemies stand next to each other.
You attack:
ENEMY A
with a Longbow.
Horde Breaker can allow another Longbow attack against:
ENEMY B
if all of the feature's requirements are satisfied.
EXTRA ATTACK + HORDE BREAKER
At level 5, your Attack action normally gives:
TWO ATTACKS
Horde Breaker can potentially create:
AN ADDITIONAL ATTACK
against a different nearby enemy.
So against clustered opponents, the Hunter can sometimes make:
THREE WEAPON ATTACKS
during the turn before considering other effects.
PART TWENTY-NINE — CHOOSING BETWEEN THE TWO
Against one powerful enemy:
COLOSSUS SLAYER
can provide reliable additional damage once the enemy is wounded.
Against multiple enemies standing close together:
HORDE BREAKER
can provide an additional attack.
The Hunter therefore asks:
WHAT KIND OF PREY AM I EXPECTING?
And because the choice can change after:
A SHORT OR LONG REST
the subclass can adapt.
PART THIRTY — LEVEL 7: DEFENSIVE TACTICS
At level 7, choose one of:
ESCAPE THE HORDE
or:
MULTIATTACK DEFENSE
As with Hunter's Prey, you can switch between the two whenever you finish:
A SHORT REST
or:
A LONG REST
PART THIRTY-ONE — ESCAPE THE HORDE
Opportunity Attacks made against you have:
DISADVANTAGE
This makes it safer to move away from enemies without necessarily using:
DISENGAGE
IMPORTANT
Escape the Horde doesn't mean:
YOU DON'T PROVOKE OPPORTUNITY ATTACKS
They can still occur.
The attackers simply make those Opportunity Attacks with:
DISADVANTAGE
PART THIRTY-TWO — MULTIATTACK DEFENSE
When a creature hits you with:
AN ATTACK ROLL
that creature has:
DISADVANTAGE
on every other Attack Roll it makes against you:
DURING THE SAME TURN
EXAMPLE
A monster can make three attacks.
Attack 1 hits you.
After that hit:
Attack 2 against you:
DISADVANTAGE
Attack 3 against you:
DISADVANTAGE
IMPORTANT
The first hit:
HAS ALREADY HAPPENED
Multiattack Defense protects you against:
LATER ATTACKS
from that same creature during that turn.
PART THIRTY-THREE — LEVEL 11: SUPERIOR HUNTER'S PREY
At level 11, Hunter's Mark can begin harming:
MORE THAN ONE CREATURE
Once per turn, when you deal damage to a creature marked by:
HUNTER'S MARK
you can deal the spell's extra damage to:
A DIFFERENT CREATURE
that you can see within:
30 FEET
of the first creature.
EXAMPLE
Enemy A is marked.
You hit Enemy A.
Hunter's Mark deals:
+1D6 FORCE DAMAGE
Superior Hunter's Prey can then also deal:
1D6 FORCE DAMAGE
to Enemy B within 30 feet of Enemy A.
IMPORTANT
The second creature doesn't need to be:
THE MARKED CREATURE
The feature specifically sends Hunter's Mark's extra damage to:
A DIFFERENT CREATURE
LIMIT
This benefit occurs:
ONCE PER TURN
Even if you hit the marked target several times, Superior Hunter's Prey doesn't repeatedly jump to additional targets during the same turn.
PART THIRTY-FOUR — LEVEL 15: SUPERIOR HUNTER'S DEFENSE
At level 15, the Hunter gains a powerful defensive Reaction.
When you take:
DAMAGE
you can use:
YOUR REACTION
to give yourself:
RESISTANCE
to:
THAT DAMAGE
and to any other damage of:
THE SAME TYPE
until:
THE END OF THE CURRENT TURN
EXAMPLE
You take:
20 FIRE DAMAGE
Use Superior Hunter's Defense.
Because you gain Resistance to that damage:
20 ÷ 2 =
10 FIRE DAMAGE
If another source deals Fire damage to you later during the same turn:
THAT FIRE DAMAGE IS ALSO RESISTED
DAMAGE TYPE MATTERS
Suppose the triggering damage is:
FIRE
You gain Resistance to:
FIRE
for the rest of the current turn.
If you then take:
COLD DAMAGE
Superior Hunter's Defense doesn't automatically provide Resistance to Cold from that same use.
REACTION ECONOMY
Remember:
YOU HAVE ONLY ONE REACTION
until it refreshes according to the normal Reaction rules.
Using Superior Hunter's Defense means that Reaction isn't available for another Reaction during that time.
PART THIRTY-FIVE — HOW THE RANGER PLAYS
The Ranger's gameplay revolves around several interconnected systems:
WEAPON ATTACKS
HUNTER'S MARK
SPELLCASTING
EXPLORATION SKILLS
MOBILITY
and:
TARGET SELECTION
BEFORE BATTLE
You may use exploration abilities and skills such as:
PERCEPTION
SURVIVAL
STEALTH
and your Ranger spells to locate or approach threats.
BEGINNING THE HUNT
When you identify an important enemy:
CAST HUNTER'S MARK
using your Bonus Action.
ATTACKING
At level 5:
ATTACK TWICE
with Extra Attack.
If both attacks hit the marked target:
BOTH CAN DEAL HUNTER'S MARK DAMAGE
MOVING BETWEEN TARGETS
When the marked target drops to:
0 HP
use a later:
BONUS ACTION
to move the mark to another creature.
HIGH-LEVEL HUNTING
At level 13:
DAMAGE CAN'T BREAK HUNTER'S MARK CONCENTRATION
At level 17:
ADVANTAGE AGAINST THE MARKED TARGET
At level 20:
HUNTER'S MARK BECOMES 1D10
The spell grows increasingly integrated with the Class as you advance.
PART THIRTY-SIX — A HUNTER IN COMBAT
Imagine a level 11 Hunter.
Dexterity:
18
Modifier:
+4
Proficiency Bonus:
+4
Longbow attack bonus:
4 + 4 =
+8
BONUS ACTION
Cast:
HUNTER'S MARK
on Enemy A.
ATTACK ACTION
Extra Attack gives:
TWO ATTACKS
FIRST HIT
Longbow damage:
NORMAL WEAPON DAMAGE
Hunter's Mark:
+1D6 FORCE
If using Colossus Slayer and the enemy is already missing Hit Points:
+1D8
once per turn.
SUPERIOR HUNTER'S PREY
Because you damaged the marked target, once this turn you may also deal Hunter's Mark's extra damage to:
ANOTHER CREATURE WITHIN 30 FEET
SECOND HIT
If your second attack also hits Enemy A:
NORMAL WEAPON DAMAGE
plus:
+1D6 FORCE
from Hunter's Mark again.
The Ranger therefore combines several separate systems:
WEAPON DAMAGE
HUNTER'S MARK
HUNTER SUBCLASS DAMAGE
and potentially:
WEAPON MASTERY
PART THIRTY-SEVEN — COMPLETE LEVEL-BY-LEVEL SUMMARY
LEVEL 1
Gain:
SPELLCASTING
FAVORED ENEMY
WEAPON MASTERY
Hunter's Mark:
ALWAYS PREPARED
Free Hunter's Mark castings:
2
Prepared Ranger Spells:
2
LEVEL 2
Gain:
DEFT EXPLORER
including:
EXPERTISE
and:
TWO LANGUAGES
Gain:
FIGHTING STYLE
or:
DRUIDIC WARRIOR
LEVEL 3
Gain:
RANGER SUBCLASS
Hunter gains:
HUNTER'S LORE
and:
HUNTER'S PREY
Choose:
COLOSSUS SLAYER
or:
HORDE BREAKER
LEVEL 4
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 5
Proficiency Bonus:
+3
Favored Enemy:
3 FREE CASTINGS
Gain:
EXTRA ATTACK
Gain:
LEVEL 2 SPELL SLOTS
LEVEL 6
Gain:
ROVING
Speed:
+10 FEET
plus:
CLIMB SPEED
and:
SWIM SPEED
equal to Speed while the feature's armor requirement is satisfied.
LEVEL 7
Hunter gains:
DEFENSIVE TACTICS
Choose:
ESCAPE THE HORDE
or:
MULTIATTACK DEFENSE
LEVEL 8
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 9
PB:
+4
Favored Enemy:
4 FREE CASTINGS
Gain:
EXPERTISE IN TWO MORE SKILLS
Gain:
LEVEL 3 SPELL SLOTS
LEVEL 10
Gain:
TIRELESS
Temporary HP:
1D8 + WISDOM MODIFIER
and:
REDUCE EXHAUSTION BY 1 AFTER A SHORT REST
LEVEL 11
Hunter gains:
SUPERIOR HUNTER'S PREY
Hunter's Mark can damage:
A SECOND CREATURE
once per turn.
LEVEL 12
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 13
PB:
+5
Favored Enemy:
5 FREE CASTINGS
Gain:
RELENTLESS HUNTER
Taking damage:
CAN'T BREAK CONCENTRATION ON HUNTER'S MARK
Gain:
LEVEL 4 SPELL SLOT
LEVEL 14
Gain:
NATURE'S VEIL
Bonus Action:
INVISIBLE
until the end of your next turn.
LEVEL 15
Hunter gains:
SUPERIOR HUNTER'S DEFENSE
Reaction:
RESIST DAMAGE
and further damage of the same type until the end of the turn.
LEVEL 16
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 17
PB:
+6
Favored Enemy:
6 FREE CASTINGS
Gain:
PRECISE HUNTER
Advantage on attacks against:
YOUR HUNTER'S MARK TARGET
Gain:
LEVEL 5 SPELL SLOTS
LEVEL 18
Gain:
FERAL SENSES
Blindsight:
30 FEET
LEVEL 19
Gain:
EPIC BOON
Recommended:
BOON OF DIMENSIONAL TRAVEL
LEVEL 20
Gain:
FOE SLAYER
Hunter's Mark damage die changes:
1D6 → 1D10
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING RANGER SPELLCASTING USES INTELLIGENCE
Ranger spells use:
WISDOM
MISTAKE 2 — THINKING THE RANGER DOESN'T CAST SPELLS UNTIL LEVEL 2
In SRD 5.2.1:
RANGER SPELLCASTING BEGINS AT LEVEL 1
MISTAKE 3 — COUNTING HUNTER'S MARK AGAINST THE NORMAL PREPARED SPELL TOTAL
Favored Enemy makes Hunter's Mark:
ALWAYS PREPARED
It doesn't count against the normal total.
MISTAKE 4 — THINKING THE FREE HUNTER'S MARK CASTINGS ARE SPELL SLOTS
They aren't.
Favored Enemy lets you cast Hunter's Mark:
WITHOUT EXPENDING A SPELL SLOT
a limited number of times.
MISTAKE 5 — THINKING HUNTER'S MARK DEALS EXTRA DAMAGE ONLY ONCE PER TURN
The spell deals its extra damage:
WHENEVER YOU HIT THE MARKED TARGET WITH AN ATTACK ROLL
MISTAKE 6 — FORGETTING HUNTER'S MARK REQUIRES CONCENTRATION
Its normal duration is:
CONCENTRATION, UP TO 1 HOUR
MISTAKE 7 — THINKING RELENTLESS HUNTER REMOVES CONCENTRATION FROM HUNTER'S MARK
It doesn't.
It means:
TAKING DAMAGE CAN'T BREAK YOUR CONCENTRATION ON IT
MISTAKE 8 — THINKING HUNTER'S MARK MUST END WHEN THE TARGET REACHES 0 HP
If the target drops to 0 HP while the spell continues, you can use:
A BONUS ACTION
to move the mark to another valid creature.
MISTAKE 9 — THINKING HIGHER-LEVEL HUNTER'S MARK DEALS MORE DAMAGE
Higher-level slots extend:
THE DURATION
They don't increase the damage die through the spell's higher-level rule.
MISTAKE 10 — THINKING DEFT EXPLORER GIVES EXPERTISE IN EVERY RANGER SKILL
At level 2 it gives Expertise in:
ONE SKILL
Level 9 gives Expertise in:
TWO MORE
MISTAKE 11 — FORGETTING ROVING'S ARMOR RESTRICTION
Its movement benefits require you not to be wearing:
HEAVY ARMOR
MISTAKE 12 — THINKING TIRELESS HEALS HIT POINTS
It grants:
TEMPORARY HIT POINTS
These aren't normal Hit Points and don't count as healing.
MISTAKE 13 — STACKING TEMPORARY HIT POINTS FROM TIRELESS
Temporary Hit Points:
DON'T STACK
MISTAKE 14 — THINKING NATURE'S VEIL USES AN ACTION
It uses:
A BONUS ACTION
MISTAKE 15 — THINKING NATURE'S VEIL REQUIRES CONCENTRATION
The feature itself doesn't state a Concentration requirement.
MISTAKE 16 — THINKING PRECISE HUNTER GIVES ADVANTAGE AGAINST EVERY ENEMY
It applies against:
THE CREATURE CURRENTLY MARKED BY HUNTER'S MARK
MISTAKE 17 — THINKING FOE SLAYER ADDS 1D10 ON TOP OF THE 1D6
It changes:
THE DAMAGE DIE
from:
D6
to:
D10
It doesn't add both dice.
MISTAKE 18 — THINKING HUNTER'S LORE WORKS ON EVERY CREATURE YOU SEE
It works while the creature is:
MARKED BY YOUR HUNTER'S MARK
MISTAKE 19 — THINKING COLOSSUS SLAYER WORKS ONLY AGAINST A CREATURE BELOW HALF HP
The target merely needs to be:
MISSING ANY HIT POINTS
MISTAKE 20 — USING COLOSSUS SLAYER MORE THAN ONCE PER TURN
Its extra:
1D8
can be dealt:
ONLY ONCE PER TURN
MISTAKE 21 — USING HORDE BREAKER AGAINST THE SAME CREATURE
The additional attack must target:
A DIFFERENT CREATURE
MISTAKE 22 — THINKING HORDE BREAKER WORKS WHEN THE SECOND CREATURE IS FAR AWAY FROM THE FIRST
The second creature must be within:
5 FEET OF THE ORIGINAL TARGET
as well as within the weapon's range.
MISTAKE 23 — THINKING ESCAPE THE HORDE PREVENTS OPPORTUNITY ATTACKS
Opportunity Attacks can still happen.
They simply have:
DISADVANTAGE
against you.
MISTAKE 24 — THINKING MULTIATTACK DEFENSE MAKES THE FIRST ATTACK MISS
It activates after:
A CREATURE HITS YOU
The Disadvantage applies to that creature's:
LATER ATTACK ROLLS AGAINST YOU THAT TURN
MISTAKE 25 — THINKING SUPERIOR HUNTER'S PREY MARKS A SECOND TARGET
It doesn't.
It lets you deal Hunter's Mark's extra damage to:
A DIFFERENT CREATURE
once per turn.
MISTAKE 26 — FORGETTING SUPERIOR HUNTER'S DEFENSE USES YOUR REACTION
You must spend:
YOUR REACTION
to gain the Resistance.
LESSON 46 — KEY TAKEAWAYS
The Ranger is built around:
DEXTERITY
WISDOM
WEAPON COMBAT
NATURE MAGIC
EXPLORATION
and:
HUNTING
HIT DIE
D10
ARMOR
LIGHT
MEDIUM
SHIELDS
WEAPONS
SIMPLE
and:
MARTIAL
SPELLCASTING
Begins at:
LEVEL 1
Uses:
WISDOM
and reaches:
LEVEL 5 SPELLS
FAVORED ENEMY
Makes:
HUNTER'S MARK
always prepared and provides increasing numbers of:
FREE CASTINGS
HUNTER'S MARK
Marks a target and adds:
1D6 FORCE DAMAGE
whenever your Attack Roll hits it.
It also gives Advantage on certain checks made to:
FIND THE TARGET
DEFT EXPLORER
Provides:
EXPERTISE
and:
TWO LANGUAGES
FIGHTING STYLE
Choose:
A FIGHTING STYLE FEAT
or:
DRUIDIC WARRIOR
EXTRA ATTACK
At level 5:
TWO ATTACKS
per Attack action.
ROVING
Provides:
+10 FEET SPEED
CLIMB SPEED
and:
SWIM SPEED
when its armor requirement is satisfied.
EXPERTISE
The Class can gain Expertise through its own features in:
THREE SKILLS
by level 9.
TIRELESS
Provides:
TEMPORARY HIT POINTS
and helps remove:
EXHAUSTION
RELENTLESS HUNTER
Damage can't break Concentration on:
HUNTER'S MARK
NATURE'S VEIL
Provides temporary:
INVISIBILITY
PRECISE HUNTER
Provides:
ADVANTAGE
against your marked target.
FERAL SENSES
Provides:
BLINDSIGHT 30 FEET
FOE SLAYER
Changes Hunter's Mark from:
1D6
to:
1D10
HUNTER SUBCLASS
The Hunter develops through:
HUNTER'S LORE
HUNTER'S PREY
DEFENSIVE TACTICS
SUPERIOR HUNTER'S PREY
and:
SUPERIOR HUNTER'S DEFENSE
HUNTER'S LORE
Reveals a marked creature's:
IMMUNITIES
RESISTANCES
and:
VULNERABILITIES
HUNTER'S PREY
Choose between:
COLOSSUS SLAYER
for damaging wounded enemies,
or:
HORDE BREAKER
for fighting clustered opponents.
DEFENSIVE TACTICS
Choose between:
ESCAPE THE HORDE
for safer movement,
or:
MULTIATTACK DEFENSE
for surviving enemies that attack repeatedly.
SUPERIOR HUNTER'S PREY
Allows Hunter's Mark's extra damage to affect:
ANOTHER CREATURE
once per turn.
SUPERIOR HUNTER'S DEFENSE
Uses your Reaction to gain:
RESISTANCE
to incoming damage and further damage of that same type during the turn.
THE CENTRAL RANGER IDEA
The Ranger isn't merely:
AN ARCHER
and it isn't merely:
A NATURE SPELLCASTER
Its identity comes from combining:
MARTIAL COMBAT
TRACKING
SURVIVAL
MOBILITY
MAGIC
and:
SPECIALIZATION AGAINST PREY
The Class becomes increasingly focused around:
HUNTER'S MARK
as it rises in level.
At first, the spell helps you:
FIND
and:
DAMAGE
your quarry.
Later, you become harder to disrupt while hunting it.
Then you gain:
ADVANTAGE
against it.
Finally:
FOE SLAYER
increases the spell's damage die.
For the Hunter subclass, that same spell also becomes a tool for:
DISCOVERING WEAKNESSES
and:
DAMAGING MULTIPLE ENEMIES
The result is a highly adaptable warrior built to:
FIND THE THREAT
STUDY THE THREAT
PURSUE THE THREAT
and:
DESTROY THE THREAT
NEXT LESSON
LESSON 47 — ROGUE AND THE THIEF
The Ranger specializes in:
HUNTING
EXPLORATION
and:
NATURE MAGIC
The Rogue follows a different philosophy.
Instead of relying on magical pursuit, the Rogue masters:
SKILL
STEALTH
PRECISION
CUNNING
and:
OPPORTUNITY
Lesson 47 will cover the complete SRD Rogue, including:
EXPERTISE
SNEAK ATTACK
THIEVES' CANT
WEAPON MASTERY
CUNNING ACTION
STEADY AIM
CUNNING STRIKE
UNCANNY DODGE
EVASION
RELIABLE TALENT
IMPROVED CUNNING STRIKE
DEVIOUS STRIKES
SLIPPERY MIND
ELUSIVE
STROKE OF LUCK
and the complete SRD subclass:
THIEF
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.