Ranger 5e Guide: Dungeons & Dragons

John

This Ranger 5e Guide


This Ranger 5e guide will go over all you need to know about the Ranger class in Dungeons & Dragons Fifth Edition. All of the noteworthy abilities possessed by the Ranger class will be covered in this Ranger 5e Guide, as well as the Ranger Archetypes, and interesting multi-classing options.

The Ranger Class

The Ranger class in D&D 5e specializes in certain terrains and against certain kinds of creatures. Their strength comes from getting a jump on their target, or studying it before making their first move. The Ranger also possesses spellcasting ability, and their spell sheet has some very useful spells starting at Level One.

Class Features


As a Ranger, you gain the following class features.

Hit Points


Hit Dice: 1d10 per Ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st

Proficiencies

Armor: Light armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment


You start with the following equipment, in addition to the equipment granted by your background: * (a) Scale Mail or (b) Leather Armor * (a) two shortswords or (b) two simple melee weapons * (a) a Dungeoneer’s Pack or (b) an Explorer’s Pack * A Longbow and a Quiver of 20 Arrows.

Ranger Multi-classing


The Ranger is a class that honestly feels weak among the rest of the 5e classes. Their intense wilderness specialization will feel pointless if stuck in an urban environment, and even in your favored terrain you’ll likely benefit from a multi-class at some point.

Fighter + Ranger

The Fighter class offers an overall boost to the Ranger’s already respectable fighting abilities. This multi-class combines the Ranger’s tendency to focus on attack from a distance with the Fighter’s ability to get up close and personal with their enemy.

Bard + Ranger

The Bard class offers a great deal of utility when interacting with others and fairs best in urban settings, both of which are contrary to the Ranger’s specialty. This multi-class offers the Ranger the ability to confidently leave the wilderness and interact with the real world.

Druid + Ranger

The Druid is the natural pairing for the Ranger, as both tend to spend their time isolated in the wilderness. This multi-class will make your character a master of the wilds, friend to animals, and tamer of all that is untamed.

Spells for Rangers

The Ranger spell list is not the most expansive, but offers a number of useful utility, healing and combat spells. At Level One, the Ranger unlocks Animal Friendship, Cure Wounds, Goodberry, Hunter’s Mark, and Speak with Animals. At Level Five, the Ranger unlocks Animal Messenger, Barkskin, Darkskin, Pass without Trace, and Silence.

Ranger Archetypes

There are seven approved Ranger Archetypes in D&D 5e. Those are: Beast Master, Fey Wanderer, Gloom Stalker, Horizon Walker, Hunter, Monster Slayer, Swarmkeeper.

Beast Master – An Archetype that focuses on befriending and utilizing beasts in combat.
Fey Wanderer – An Archetype that emphasizes spreading wonder and joy to the unfortunate.
Gloom Stalker – An Archetype that leads Rangers to live in the darkest deepest places.
Horizon Walker – An Archetype that leads Rangers to protect the realm from creatures that might threaten it.
Hunter – An Archetype that leads Rangers to master whatever weapons they specialize in.
Monster Slayer – An Archetype that leads Rangers to hunt down large and terrifying monsters.
Swarmkeeper – An Archetype that allows Rangers to maintain a swarm of nature spirits around them that aid them.

Ranger Level Breakdown


At Level One, the Ranger chooses a Favored Enemy and gains the Natural Explorer ability. A Favored Enemy is a kind of creature you have extensive experience tracking, hunting, and speaking with. The Natural Explorer ability grants you perks within a certain terrain that you are most experienced with. At Level Two, the Ranger selects a Fighting Style, and gains the ability to cast first level spells. At Level Two, the Ranger class knows two spells and has two first level spell slots. At Level Three, the Ranger learns a third spell and gains a third first level spell slot. They also must select their Ranger Archetype, and gain the Primeval Awareness. Primeval Awareness is an ability that allows you to expend a spell slot to scan the nearby area for creatures of a certain kind. At Level Four, the Ranger can choose between an Ability Score Improvement or a new Feat.

Related Content:

5EGUIDE

Your #1 source for the fifth edition of Dungeons and Dragons! Visit the about us site for more on the project!

Latest news