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.