![[rangerClass.png|400]] ## What Is a Ranger? The Ranger is a skilled warrior, hunter, scout, and explorer who combines martial training with an extraordinary understanding of the natural world. While Fighters specialise in mastering weapons and Druids wield powerful primal magic, Rangers blend elements of both traditions, using practical experience and nature-based magic to survive dangerous environments and pursue formidable enemies. At first glance, a Ranger might appear to be little more than an experienced wilderness guide or hunter. In reality, their abilities extend far beyond navigating forests and tracking animals. Rangers are specialists in recognising danger, investigating unfamiliar territory, and confronting threats that ordinary soldiers may struggle to locate or defeat. Some Rangers patrol the borders of civilisation, protecting isolated communities from dangerous creatures and hostile forces. Others become bounty hunters, military scouts, monster slayers, explorers, or wandering protectors whose responsibilities take them far beyond settled lands. Their abilities are particularly valuable in places where conventional knowledge and equipment may prove insufficient. Dense forests, frozen mountain ranges, underground caverns, and strange supernatural environments can all become familiar territory to an experienced Ranger. Although many Rangers possess strong connections to nature, they do not necessarily regard themselves as its guardians. Some seek to preserve the wilderness, while others focus upon defending communities from the creatures that inhabit it. Rangers are also capable of wielding primal magic, using supernatural abilities to enhance their attacks, conceal their movements, heal injuries, or overcome environmental obstacles. What unites them is their determination to pursue dangerous objectives through preparation, skill, and an understanding of the world around them. A Ranger does not simply survive in dangerous places. They learn to understand those places and use that knowledge to their advantage. --- ## Masters of the Frontier Rangers frequently develop their abilities through years of travelling, hunting, and surviving beyond the protection of established settlements. Their training often begins with practical lessons in tracking, observation, navigation, and the identification of dangerous creatures. Some learn these skills from experienced hunters, while others receive specialised instruction through military organisations, frontier communities, or ancient traditions associated with nature. The environments in which Rangers develop their abilities can differ considerably. A Ranger who patrols a northern wilderness may become skilled at recognising changes in weather, navigating frozen landscapes, and protecting travellers from dangerous predators. Another who operates within a vast forest might specialise in following trails, identifying unfamiliar plants, and recognising evidence of creatures moving through dense vegetation. Rangers can also develop their abilities within cities. An urban bounty hunter may understand the behaviour of criminals, investigate unusual disappearances, and recognise patterns of movement that reveal where a dangerous target is hiding. A military scout might possess extensive experience observing enemy forces, identifying defensible positions, and guiding companions through hostile territory without attracting attention. These different backgrounds demonstrate that Rangers are not restricted to traditional wilderness settings. Their defining characteristic is their ability to understand unfamiliar environments and operate effectively within them. Some Rangers devote themselves to defending the natural world against destruction. Others protect settlements from monsters, track dangerous criminals, or explore territories that remain unknown to ordinary travellers. Their responsibilities can also bring them into conflict with powerful organisations, supernatural creatures, and individuals whose activities threaten the lands or communities under their protection. For an experienced Ranger, preparation and observation are often the difference between surviving an encounter and becoming another victim of the wilderness. --- ## Hunters and Trackers One of the Ranger's greatest strengths is their ability to locate and pursue creatures that others would struggle to find. Their training encourages careful observation of the surrounding environment, allowing them to recognise clues that may appear insignificant to an inexperienced traveller. A faint footprint, disturbed vegetation, an unfamiliar scent, or a change in animal behaviour can reveal that a creature has passed through an area. Rangers often combine these observations with knowledge of the creatures they pursue. Understanding an animal's habits may allow a hunter to predict where it will travel, while experience with dangerous monsters can help identify likely feeding grounds, hiding places, or methods of attack. However, Rangers do not automatically possess supernatural knowledge of every creature they encounter. Their effectiveness depends upon their skills, experience, prepared spells, and the abilities provided by their chosen subclass. Under the revised Ranger rules, their expertise is represented through several class features rather than an automatic collection of benefits tied to particular enemies or favoured environments. At second level, **Deft Explorer** grants Expertise in a chosen skill and knowledge of additional languages. At ninth level, Rangers gain further Expertise, allowing them to become exceptional specialists in tracking, perception, investigation, or other useful areas. Their spellcasting also supports their role as hunters. Spells such as Hunter's Mark, Speak with Animals, Locate Creature, and Pass without Trace can provide valuable assistance during exploration and pursuit. These abilities allow Rangers to combine practical observation with supernatural techniques. A Ranger following a dangerous creature might rely upon Survival checks to identify its trail, use magic to obtain information from nearby animals, and prepare an ambush once the target's location becomes clear. Their greatest advantage comes from combining different methods rather than depending upon a single ability. --- ## Nature Magic Rangers combine martial training with a limited but versatile form of primal spellcasting. Unlike Druids, who devote themselves extensively to mastering the supernatural forces of nature, Rangers generally use magic to complement their skills as warriors, hunters, and explorers. Their spells provide useful capabilities associated with survival, movement, concealment, healing, and combat. Rangers are **half-casters**, meaning their spellcasting progresses more slowly than that of full spellcasters such as Druids, Clerics, and Wizards. Under the revised rules, Rangers gain Spellcasting at first level rather than second level. A first-level Ranger begins with two prepared Ranger spells and two first-level spell slots. As they gain experience, their spellcasting expands, eventually providing access to spells of fifth level. Their spellcasting uses **Wisdom**, reflecting their awareness, intuition, and understanding of the natural and supernatural world. Unlike many full spellcasters, Rangers cannot ordinarily replace their entire selection of prepared spells after completing a Long Rest. Instead, they can replace one prepared Ranger spell with another eligible spell whenever they complete a Long Rest. This gives them some freedom to adjust their abilities without granting the extensive daily preparation available to Druids. Rangers can use a Druidic Focus as a spellcasting focus, reflecting their connection to primal magic. Their spell selection includes abilities such as Cure Wounds, Goodberry, Ensnaring Strike, Speak with Animals, Pass without Trace, and Conjure Woodland Beings. These spells allow Rangers to contribute in different ways. A Ranger might heal an injured companion, magically restrain an enemy, conceal a travelling party, or communicate with animals that possess useful information. At higher levels, their spells become increasingly powerful, allowing them to manipulate terrain, summon supernatural assistance, and improve their effectiveness during dangerous encounters. Although Rangers do not possess the magical versatility of full spellcasters, their ability to combine spells with weapons and practical skills makes them exceptionally adaptable adventurers. --- ## Favored Enemy and Hunter's Mark One of the Ranger's most important abilities is **Favored Enemy**. Under the revised rules, this feature no longer requires a Ranger to select particular creature types as their traditional favoured enemies. Instead, it strengthens their connection to **Hunter's Mark**, a spell that represents their ability to concentrate upon a particular target. Beginning at first level, Rangers always have Hunter's Mark prepared. They can also cast it twice without expending a spell slot, regaining those free uses after completing a Long Rest. The number of free castings increases as they gain experience, eventually reaching six at seventeenth level. Hunter's Mark allows a Ranger to designate a creature as their quarry, increasing the damage inflicted when the Ranger successfully attacks that target. Under the revised rules, the additional damage is 1d6 Force damage. The spell also grants Advantage on Wisdom checks made to locate the marked creature, making it useful during pursuit as well as combat. When the marked creature is reduced to 0 Hit Points, the Ranger can transfer the mark to another target using a Bonus Action on a later turn while the spell remains active. However, Hunter's Mark requires Concentration. This creates an important tactical consideration because a Ranger cannot normally maintain Hunter's Mark and another Concentration spell simultaneously. A Ranger who wishes to use spells such as Pass without Trace or another important ongoing magical effect may need to decide whether maintaining Hunter's Mark is worthwhile. As the Ranger becomes more experienced, additional class abilities strengthen this spell. At thirteenth level, Relentless Hunter prevents damage from breaking Concentration on Hunter's Mark. At seventeenth level, Precise Hunter grants Advantage on attack rolls against the marked creature. At twentieth level, Foe Slayer increases the spell's additional damage. Hunter's Mark therefore remains an important part of the Ranger's offensive abilities throughout their career. However, Rangers are not required to use Hunter's Mark during every encounter. Some situations reward battlefield control, healing, stealth, or other spells more than concentrating exclusively upon damaging a particular enemy. The class is most effective when players understand these choices and recognise which abilities provide the greatest advantage. --- ## Weapon Mastery Rangers are accomplished martial combatants who can use a wide range of weapons. Their training includes Simple and Martial weapons, allowing them to develop fighting styles suited to both melee and ranged combat. At first level, they gain **Weapon Mastery**, representing specialised knowledge of the weapons they wield. Through this feature, a Ranger selects two weapon types with which they are proficient. They can use the mastery properties associated with those weapons, gaining additional tactical benefits during combat. The chosen weapon masteries can be changed after completing a Long Rest. This allows Rangers to adapt their equipment and fighting techniques according to the challenges ahead. Different mastery properties provide different advantages. **Slow**, associated with weapons such as the Longbow, can reduce an enemy's movement speed after a successful attack. This is particularly valuable when attempting to prevent dangerous opponents from closing the distance or escaping. **Nick**, associated with Scimitars, allows a character to perform the additional attack granted by the Light property as part of the Attack action rather than requiring the usual Bonus Action. This can be especially useful for Rangers who fight with two weapons. Their Bonus Action is frequently needed to cast or move Hunter's Mark, command certain animal companions, or use other specialised abilities. **Vex**, associated with weapons such as the Shortsword, can grant Advantage on a subsequent attack against an enemy that has already been struck. This rewards accurate attacks and creates opportunities for improved damage during combat. Weapon Mastery encourages Rangers to consider how their equipment complements their preferred fighting style. An archer may benefit from different properties than a dual-wielding hunter or a warrior who combines a shield with a melee weapon. The most effective weapon is not always the one that inflicts the greatest damage with a single attack. Sometimes controlling an enemy's movement or preserving a valuable Bonus Action provides a greater advantage. --- ## Fighting Styles At second level, Rangers develop a specialised approach to combat through **Fighting Style**. This feature allows them to select an eligible Fighting Style feat, representing additional training in their preferred method of fighting. Different Fighting Styles support different character concepts. **Archery** improves attack rolls made with ranged weapons, making it particularly effective for Rangers who favour bows and other ranged equipment. **Two-Weapon Fighting** allows a Ranger to add their ability modifier to the damage of eligible additional attacks made through the Light weapon property. This benefits characters who prefer fighting with a weapon in each hand. **Defense** improves Armour Class while wearing armour, providing additional protection during dangerous encounters. **Dueling** increases damage when fighting with a melee weapon in one hand without wielding another weapon in the opposite hand. This is particularly useful for Rangers who favour a sword or similar weapon alongside a shield. The revised Ranger is not limited exclusively to these Fighting Styles. Other eligible Fighting Style feats can support different approaches to combat. Rangers also have a distinctive alternative known as **Druidic Warrior**. Instead of choosing a Fighting Style feat, a Ranger can learn two cantrips from the Druid spell list. These count as Ranger spells and use Wisdom as their spellcasting ability. Druidic Warrior is particularly valuable for characters who want to combine their martial training with additional primal magic. A Ranger might use Guidance to assist companions during important tasks or select offensive cantrips that provide alternatives to conventional weapon attacks. Fighting Style helps establish the character's preferred approach to combat, although it does not prevent them from using other weapons or adapting to changing circumstances. --- ## Deft Explorer At second level, Rangers gain **Deft Explorer**, representing the extensive knowledge and practical experience acquired through their travels. This feature provides two important benefits. The first is Expertise in one skill proficiency the Ranger already possesses. Expertise doubles the proficiency bonus applied to eligible checks, allowing the Ranger to become exceptionally accomplished in a particular field. A Ranger who chooses Survival might become a remarkably effective tracker and wilderness guide. One who chooses Perception may be exceptionally capable of noticing concealed creatures, suspicious movements, or environmental dangers. Other Rangers might develop Expertise in Stealth, Investigation, Nature, or another skill associated with their background. The second benefit is knowledge of two additional languages. This reflects the experience gained through travelling between unfamiliar regions and encountering different peoples and cultures. A Ranger who frequently works near the boundaries of civilisation may learn languages useful for communicating with neighbouring communities. Another might study the language of creatures associated with dangerous territories they regularly explore. At ninth level, Rangers gain **Expertise** in two additional skill proficiencies. This allows an experienced Ranger to possess Expertise in three skills, making them particularly effective outside combat. Although the class is commonly associated with wilderness survival, these benefits are not restricted to outdoor environments. A Ranger can become a capable investigator, scout, negotiator, or specialist in identifying supernatural threats. Deft Explorer reinforces the Ranger's identity as someone whose knowledge and experience are just as important as their weapons. --- ## Mobility and Survival Rangers learn to operate effectively in environments that can exhaust or endanger less experienced adventurers. Their abilities improve as they gain experience, gradually making them faster, more resilient, and more capable of navigating difficult terrain. At fifth level, Rangers gain **Extra Attack**. This allows them to attack twice whenever they take the Attack action on their turn. Extra Attack significantly improves their effectiveness with both ranged and melee weapons, particularly when attacking creatures affected by Hunter's Mark. At sixth level, they gain **Roving**. This increases their movement speed by 10 feet while they are not wearing Heavy armour. They also gain a Climb Speed and Swim Speed equal to their normal Speed. These improvements allow Rangers to navigate cliffs, trees, rivers, and other natural obstacles more effectively. A Ranger pursuing an enemy across uneven terrain may be capable of maintaining pressure where other adventurers struggle to follow. At tenth level, they gain **Tireless**, representing their extraordinary endurance. Through this feature, a Ranger can use a Magic action to gain Temporary Hit Points equal to 1d8 plus their Wisdom modifier. They can use this ability a number of times equal to their Wisdom modifier, with a minimum of one use, and recover expended uses after a Long Rest. Tireless also allows them to reduce their Exhaustion level by one whenever they complete a Short Rest. This makes experienced Rangers particularly effective during prolonged expeditions where fatigue, difficult terrain, and dangerous encounters may take a significant toll upon the party. Unlike heavily armoured warriors, Rangers often rely upon mobility and practical endurance rather than simply absorbing incoming attacks. Their increasing movement capabilities and supernatural resilience allow them to continue pursuing enemies through circumstances that might force other adventurers to abandon the hunt. --- ## Nature's Veil At fourteenth level, Rangers gain **Nature's Veil**, allowing them to conceal themselves through supernatural power. By invoking the spirits of nature, a Ranger can briefly disappear from sight. Activating Nature's Veil requires a Bonus Action and grants the Invisible condition until the end of the Ranger's next turn. The ability can be used a number of times equal to the Ranger's Wisdom modifier, with a minimum of one use. Expended uses are restored after completing a Long Rest. Nature's Veil provides several tactical advantages. A Ranger can use it to escape a dangerous position, approach an enemy without being seen, or gain the benefits associated with attacking while Invisible. It also provides opportunities during exploration and infiltration. A Ranger attempting to move past a dangerous creature might briefly conceal themselves, while one pursuing an elusive enemy could use the ability to approach without immediately revealing their position. However, invisibility does not automatically make a character undetectable. Enemies may still notice sounds, tracks, or other evidence of the Ranger's presence, depending upon the circumstances. Nature's Veil is therefore most effective when combined with careful positioning and an understanding of the surrounding environment. For an experienced Ranger, remaining unseen can be as important as dealing damage. --- ## The Relentless Hunter At higher levels, the Ranger's ability to pursue and defeat dangerous enemies becomes increasingly effective. Several class features strengthen their connection to Hunter's Mark, making it a defining part of their advanced combat capabilities. At thirteenth level, **Relentless Hunter** prevents damage from breaking the Ranger's Concentration on Hunter's Mark. Ordinarily, taking damage while concentrating on a spell may require a Constitution saving throw to maintain the effect. Relentless Hunter removes that particular danger for Hunter's Mark. However, the spell still requires Concentration. The Ranger can still lose the mark by becoming Incapacitated, dying, or beginning to concentrate upon another spell or effect. At seventeenth level, **Precise Hunter** grants Advantage on attack rolls against the creature currently affected by Hunter's Mark. This makes their attacks more reliable and improves their ability to bring down a dangerous target. At eighteenth level, **Feral Senses** grants Blindsight within 30 feet. This allows the Ranger to perceive their surroundings without relying upon ordinary sight within that range, making it particularly valuable against Invisible creatures or enemies attempting to conceal themselves through darkness. At nineteenth level, Rangers gain access to an **Epic Boon**, representing an extraordinary achievement appropriate to characters approaching the limits of mortal capability. At twentieth level, they gain **Foe Slayer**. This increases the damage die of Hunter's Mark from a d6 to a d10. When combined with Extra Attack, Weapon Mastery, and Precise Hunter, Foe Slayer improves the Ranger's ability to deliver reliable damage against marked enemies. These features represent the culmination of the Ranger's training. An experienced Ranger can pursue difficult targets, recognise opportunities others overlook, and maintain pressure against enemies that attempt to escape or overwhelm them. --- ## The Ranger's Role in an Adventuring Party Rangers are versatile adventurers who can contribute through martial combat, spellcasting, investigation, and exploration. Their most recognisable role is that of a hunter or scout. Through Survival, Perception, Stealth, and other specialised skills, they can identify threats, follow dangerous creatures, and investigate locations before the rest of the party enters them. Their knowledge of natural environments is particularly valuable when travelling through hostile territory. However, Rangers are not restricted to wilderness campaigns. An urban investigator might use Expertise to uncover criminal activity, while a bounty hunter could combine tracking and social skills to pursue fugitives through populated regions. In combat, Rangers are capable of using a variety of fighting styles. Archers can attack enemies from a distance, while melee Rangers may use two weapons or fight alongside heavily armoured companions. Their proficiency with Medium armour and Shields provides useful protection, and their d10 Hit Die grants more physical durability than many spellcasters. Extra Attack and Hunter's Mark improve their damage, while Weapon Mastery provides additional ways to influence combat. Their spells offer further versatility. A Ranger might heal an injured companion, conceal the party during an infiltration, or restrain an enemy attempting to escape. Their chosen subclass can dramatically change their preferred role. A Beast Master fights alongside a primal animal companion, while a Gloom Stalker specialises in ambushes and dangerous environments associated with darkness. A Fey Wanderer can become an effective negotiator with supernatural mobility, while a Swarmkeeper uses magical creatures or spirits to manipulate positioning. Other subclasses specialise in hunting extraplanar threats, confronting dangerous monsters, wielding elemental cold, or transforming through ancient and unsettling forces. The Ranger's greatest strength is the ability to combine several different forms of expertise. Although they may not possess the same number of attacks as an experienced Fighter or the spellcasting power of a Druid, they can fulfil responsibilities associated with both classes while providing valuable exploration and investigative skills. --- ## Ranger Conclaves As Rangers gain experience, they develop specialised abilities that reflect their approach to hunting, exploration, and the use of primal power. At third level, a Ranger chooses a subclass, representing a particular tradition or method of training. Some of these traditions are associated with established organisations, while others emerge through individual experience or supernatural connections. Different subclasses emphasise different aspects of the Ranger's abilities. Some focus upon martial combat and tracking, while others develop powerful relationships with animals, dragons, the Feywild, or the darker forces hidden within nature. ### Hunter The Hunter represents the traditional Ranger who specialises in pursuing dangerous creatures and overcoming threats through martial skill and experience. Unlike subclasses whose abilities depend heavily upon supernatural companions or unusual magical transformations, Hunters focus upon improving their effectiveness against different types of enemies. Their greatest advantage is adaptability. At third level, Hunters gain **Hunter's Lore**, allowing them to identify important strengths and weaknesses of creatures affected by Hunter's Mark. While a creature remains marked, the Hunter knows its damage Immunities, Resistances, and Vulnerabilities. This can provide valuable information when confronting unfamiliar monsters. A creature that appears vulnerable to ordinary weapons might possess unusual resistances, while another may have a weakness that a prepared adventuring party can exploit. Hunters also gain **Hunter's Prey**, allowing them to choose between two specialised techniques. **Colossus Slayer** increases their damage against injured creatures, making it particularly effective when concentrating upon a powerful opponent. **Horde Breaker** allows them to make an additional attack against a different enemy positioned close to the original target. Unlike the older version of the subclass, the revised Hunter can change between these options after completing a Short or Long Rest. At seventh level, **Defensive Tactics** provides additional ways to protect themselves against dangerous enemies. These options can also be changed after resting. At eleventh level, **Superior Hunter's Prey** allows the Hunter to inflict the additional damage from Hunter's Mark upon a second nearby creature when damaging the marked target, subject to the feature's limitations. At fifteenth level, **Superior Hunter's Defense** allows them to use their Reaction to gain Resistance against incoming damage and further damage of the same type during the current turn. These abilities make Hunters particularly effective at identifying threats, adapting their tactics, and surviving prolonged combat. For players who enjoy traditional monster hunting, martial versatility, and improving their effectiveness through experience rather than elaborate supernatural powers, the Hunter provides a straightforward and capable approach to the Ranger. ### Beast Master The Beast Master is a Ranger who forms a powerful supernatural bond with an animal companion. Unlike ordinary trained animals, the Beast Master's companion is a manifestation of primal magic that fights alongside the Ranger and shares in their development. Their bond represents a deep connection between the Ranger and the living forces of nature. At third level, Beast Masters gain **Primal Companion**, allowing them to summon a magical beast that assists during combat and exploration. The companion can take one of three general forms. **Beast of the Land** represents a terrestrial creature, such as a wolf, large feline, or another land-dwelling animal. **Beast of the Sea** represents an aquatic creature suited to swimming and fighting in water. **Beast of the Sky** represents a flying creature capable of scouting and approaching enemies from above. Although these forms possess specific game statistics, the Ranger can determine their appearance to suit the character's story. The companion acts alongside the Ranger, and the character can command it to perform different actions during combat. The Ranger can use a Bonus Action to direct the companion or sacrifice one of their own attacks during the Attack action to command it to attack. This creates a coordinated fighting style in which both Ranger and beast contribute. At seventh level, **Exceptional Training** improves the companion's capabilities. When the Ranger commands the beast, it can also perform certain useful actions through its own Bonus Action, improving its flexibility and survival. At eleventh level, **Bestial Fury** allows the companion to make additional attacks and benefit from the Ranger's Hunter's Mark under the feature's conditions. At fifteenth level, **Share Spells** allows the Ranger to extend certain spells targeting themselves to their primal companion. The Beast Master is particularly suitable for players who enjoy animal companions, cooperative combat, and characters who regard their bond with nature as a relationship with another living creature. ### Gloom Stalker Gloom Stalkers specialise in operating within darkness and hunting creatures that inhabit places where ordinary vision becomes unreliable. Their skills are particularly valuable within underground caverns, abandoned ruins, shadowed forests, and other environments where dangerous enemies may remain concealed. Many Gloom Stalkers dedicate themselves to confronting threats that emerge from the Underdark or other regions where darkness provides protection to predatory creatures. At third level, they gain **Dread Ambusher**, improving their ability to act decisively during combat. The revised feature allows them to inflict additional Psychic damage when they successfully attack an enemy, using a limited number of activations determined by their Wisdom modifier. Unlike the older version of the subclass, Dread Ambusher no longer grants an automatic additional attack during the opening round of combat. Gloom Stalkers also gain **Umbral Sight**, improving their ability to perceive their surroundings in darkness. This feature grants enhanced Darkvision and makes them exceptionally difficult to detect by creatures relying entirely upon Darkvision while the Ranger remains in darkness. At seventh level, **Iron Mind** strengthens their mental resilience by granting proficiency in Wisdom saving throws, or another eligible mental saving throw if they already possess that proficiency. At eleventh level, **Stalker's Flurry** improves Dread Ambusher. The Ranger can increase the damage inflicted by the feature and produce additional effects, including making an additional attack against a nearby creature or frightening enemies through a supernatural burst of terror. At fifteenth level, **Shadowy Dodge** improves their ability to avoid incoming attacks. By using a Reaction, a Gloom Stalker can impose Disadvantage on an enemy's attack and teleport up to 30 feet, representing extraordinary reactions and supernatural movement. The Gloom Stalker rewards players who enjoy stealth, ambushes, and confronting dangerous creatures within hostile environments. ### Horizon Walker Horizon Walkers specialise in defending the boundaries between planes of existence. Unlike Rangers whose responsibilities are primarily associated with forests, mountains, or mortal settlements, Horizon Walkers investigate supernatural disturbances caused by planar portals and extraplanar creatures. Their abilities are particularly valuable when dangerous entities enter the Material Plane or when unstable portals threaten the surrounding environment. At third level, they gain **Detect Portal**, allowing them to sense the location of nearby planar portals. This can help identify hidden crossings between planes, including passages leading into the Feywild, Shadowfell, or other supernatural realms. They also gain **Planar Warrior**, allowing them to channel planar energy into their attacks. Through this ability, the Ranger can transform the damage of an eligible attack into Force damage and inflict additional damage against the target. As they become more experienced, Horizon Walkers develop extraordinary supernatural mobility. At seventh level, **Ethereal Step** allows them to briefly enter the Ethereal Plane through a limited use of the Etherealness spell. This provides opportunities to move past certain physical obstacles or escape dangerous positions. At eleventh level, **Distant Strike** allows them to teleport short distances immediately before making attacks. The feature can also grant an additional attack when the Ranger attacks different creatures during the same action. This creates a distinctive combat style built around rapid movement and striking enemies from unexpected positions. At fifteenth level, **Spectral Defense** allows them to temporarily move between planar states when attacked, gaining Resistance against the triggering damage. The Horizon Walker is a published legacy subclass from Xanathar's Guide to Everything. For players who enjoy planar exploration, teleportation, and hunting creatures from other worlds, it offers a supernatural approach to the Ranger. ### Monster Slayer Monster Slayers specialise in identifying, pursuing, and defeating dangerous supernatural creatures. While many Rangers develop expertise in hunting ordinary predators or protecting wilderness territories, Monster Slayers concentrate upon enemies whose unusual powers make them especially difficult to confront. Their quarry may include vampires, fiends, dragons, dangerous fey, spellcasters, and other powerful creatures possessing supernatural defences. At third level, they gain **Hunter's Sense**, allowing them to study a creature and identify certain damage Immunities, Resistances, and Vulnerabilities. This can reveal weaknesses that the party may otherwise discover only after several unsuccessful attacks. They also gain **Slayer's Prey**, allowing them to designate an enemy as their target and inflict additional damage when successfully striking it. Unlike Hunter's Mark, Slayer's Prey is a subclass feature rather than a Concentration spell. This allows Monster Slayers to use both abilities under their respective rules, although doing so may require managing competing Bonus Actions. At seventh level, **Supernatural Defense** improves their ability to resist harmful effects imposed by their chosen prey. When an eligible target forces the Ranger to make a saving throw or attempt to escape a grapple, the Monster Slayer can add an additional die to the result. At eleventh level, **Magic-User's Nemesis** allows them to interfere with a nearby creature attempting to cast a spell or teleport. This makes them particularly effective against dangerous spellcasters and supernatural enemies that rely upon magical movement. At fifteenth level, **Slayer's Counter** allows them to retaliate when their designated prey attempts to force them to make a saving throw. A successful counterattack can help the Ranger resist the triggering effect. The Monster Slayer remains a published legacy subclass from Xanathar's Guide to Everything. For players who enjoy investigating supernatural weaknesses, confronting dangerous spellcasters, and specialising in the destruction of powerful monsters, the Monster Slayer provides a focused hunting tradition. ### Fey Wanderer Fey Wanderers are Rangers whose abilities have been influenced by the extraordinary magic of the Feywild. Their connection may originate from time spent within the Feywild, an encounter with a powerful archfey, or another supernatural event that has left a lasting mark upon them. Unlike Rangers who concentrate primarily upon physical survival, Fey Wanderers combine martial skill with magical charm, psychic effects, and supernatural movement. At third level, they gain **Dreadful Strikes**, allowing them to channel Feywild magic through their weapon attacks. This causes additional Psychic damage, reflecting their ability to disturb the minds of their enemies through supernatural energy. They also gain **Otherworldly Glamour**, providing additional social skill training and allowing them to add their Wisdom modifier to Charisma checks. This makes Fey Wanderers unusually effective negotiators and diplomats. A Ranger who ordinarily possesses only modest Charisma may nevertheless become exceptionally persuasive through their supernatural connection. At seventh level, **Beguiling Twist** strengthens their resistance to magical charms and fear. When certain creatures successfully resist or escape those conditions, the Fey Wanderer can redirect the supernatural influence toward another target, potentially causing it to become Charmed or Frightened. At eleventh level, **Fey Reinforcements** allows them to summon a Fey spirit through Summon Fey. They can also modify the spell so that it does not require Concentration, although its duration becomes shorter. At fifteenth level, **Misty Wanderer** allows them to cast Misty Step without expending a spell slot a limited number of times. They can also bring a willing creature with them when teleporting, making the ability particularly valuable for protecting companions or escaping danger. Fey Wanderers are especially suitable for players who enjoy the Feywild, diplomacy, psychic magic, and magical mobility. ### Swarmkeeper Swarmkeepers are Rangers who form a supernatural connection with a gathering of tiny creatures or nature spirits. The swarm may take many different forms. Some are surrounded by insects, birds, or small animals, while others command drifting leaves, miniature fey spirits, or other unusual manifestations of primal magic. Unlike a Beast Master, who forms a bond with one powerful companion, a Swarmkeeper commands the collective movement of numerous tiny beings. At third level, they gain **Gathered Swarm**. Once during each of their turns, when the Ranger successfully attacks a creature, the swarm can produce one of several effects. It can inflict additional Piercing damage, attempt to push the target away, or move the Ranger a short distance without provoking Opportunity Attacks. This allows Swarmkeepers to influence positioning during combat while continuing to make ordinary attacks. They also gain **Swarmkeeper Magic**, providing additional spells associated with their supernatural companions. At seventh level, **Writhing Tide** allows the Ranger to use the swarm as a means of flight. The swarm temporarily lifts and carries the Ranger, granting a flying speed that allows them to move over obstacles and reach elevated positions. At eleventh level, **Mighty Swarm** improves the abilities of Gathered Swarm. Its damage increases, its movement effects become more powerful, and the swarm can provide protective cover under the appropriate conditions. At fifteenth level, **Swarming Dispersal** allows the Ranger to scatter into their swarm when suffering damage. This provides Resistance to the triggering damage and allows them to teleport to another nearby location. The Swarmkeeper remains a published legacy subclass from Tasha's Cauldron of Everything. For players who enjoy unusual nature magic, creative battlefield control, and characters surrounded by supernatural creatures, the Swarmkeeper offers a distinctive approach to Ranger abilities. ### Drakewarden Drakewardens are Rangers who develop powerful supernatural bonds with draconic creatures. Unlike Beast Masters, whose companions embody primal animal spirits, Drakewardens summon magical drakes whose abilities reflect the elemental power associated with dragons. Their connection may originate from an encounter with a dragon, the influence of draconic magic, or an unusual spiritual bond with a draconic entity. At third level, they gain **Draconic Gift**, granting knowledge of the Draconic language or another language and access to the Thaumaturgy cantrip. Their defining ability is **Drake Companion**. Through this feature, they can summon a small drake that fights alongside them. The drake can possess elemental properties associated with Acid, Cold, Fire, Lightning, or Poison, allowing the Ranger to adapt its characteristics to different encounters. The companion can use its Reaction to strengthen nearby weapon attacks through elemental energy. As the Ranger becomes more experienced, the drake grows in size and develops additional capabilities. At seventh level, **Bond of Fang and Scale** allows the companion to become Medium-sized and gain improved movement options. The Ranger can also ride the drake, although the creature cannot initially fly while carrying its rider. At eleventh level, **Drake's Breath** allows either the Ranger or their companion to unleash a powerful elemental breath weapon. This produces a destructive cone of energy capable of damaging several enemies simultaneously. At fifteenth level, **Perfected Bond** transforms the drake into a Large creature. It becomes capable of flying while carrying the Ranger, creating the possibility of aerial combat from the back of a draconic mount. The feature also improves their shared defensive abilities, allowing the Ranger to protect themselves or their companion against incoming damage. The Drakewarden is a published legacy subclass from Fizban's Treasury of Dragons. For players who enjoy dragons, supernatural companions, elemental magic, and the possibility of riding a dragon-like creature into battle, the Drakewarden provides a distinctive approach to the Ranger. ### Winter Walker Winter Walkers are Rangers who develop an extraordinary connection to cold, snow, and the supernatural forces associated with winter. Their traditions are particularly suited to harsh northern environments such as Icewind Dale and the Spine of the World, where survival requires exceptional endurance and an understanding of dangerous weather. Unlike Rangers who simply learn to survive cold environments, Winter Walkers eventually gain the ability to channel those same conditions into powerful supernatural attacks. At third level, they gain **Frigid Explorer**. This feature grants Resistance to Cold damage, improves their ability to overcome an enemy's resistance to cold, and allows them to inflict additional Cold damage through **Polar Strikes**. Polar Strikes adds 1d4 Cold damage when the Ranger successfully strikes with a weapon, subject to its once-per-target-per-turn limitation. They also gain **Hunter's Rime**, which strengthens Hunter's Mark. Whenever they cast Hunter's Mark, the Ranger gains Temporary Hit Points equal to 1d10 plus their Ranger level. Creatures marked by the spell also cannot use the Disengage action, making it more difficult for them to escape without exposing themselves to additional attacks. At seventh level, **Fortifying Soul** allows the Winter Walker to channel supernatural endurance into several creatures. This restores Hit Points and grants temporary protection against the Frightened condition. At eleventh level, **Chilling Retribution** allows the Ranger to respond when struck by an enemy. Through a Reaction, they can force the attacker to make a Wisdom saving throw, potentially causing the creature to become Stunned. At fifteenth level, **Frozen Haunt** allows the Winter Walker to assume a ghostly form when casting Hunter's Mark. While transformed, the Ranger gains Immunity to Cold damage, harms nearby enemies through supernatural frost, and becomes immune to several conditions that normally restrict movement. They can also move through creatures and solid objects, although remaining within solid matter can still be dangerous. The Winter Walker was introduced in Forgotten Realms: Heroes of Faerûn. For players who enjoy frozen wilderness, supernatural cold, resilient monster hunters, and relentless pursuit, the Winter Walker offers a distinctive elemental approach to the Ranger. ### Hollow Warden Hollow Wardens are Rangers whose abilities are connected to the ancient and terrifying forces hidden within the darkest places of the natural world. Unlike Rangers who draw inspiration from peaceful forests or familiar animals, Hollow Wardens confront primordial horrors associated with decay, strange transformations, and the unsettling aspects of wilderness. They understand that nature can be frightening and dangerous, possessing powers that existed long before mortal civilisations. Their abilities allow them to embrace these forces, temporarily becoming supernatural manifestations of the horrors they ordinarily seek to contain. At third level, they gain **Wrath of the Wild**. This ability allows the Ranger to undergo a terrifying transformation associated with the ancient powers of the wilderness. While transformed, their body may develop unnatural features such as rotting bark, monstrous growths, or other unsettling manifestations. The transformation improves their Armour Class and produces an **Unnerving Aura** that can inflict the Frightened condition upon nearby enemies. They can also retaliate against threatening creatures through specialised supernatural reactions. Hollow Wardens gain additional spells associated with unnatural transformation and eerie movement, including Alter Self and Phantom Steed. As they become more experienced, they gain **Hungering Might**. This improves their Constitution saving throws and allows them to recover Hit Points through successful attacks while Bloodied and transformed. At higher levels, **Rot and Violence** strengthens the effects of Wrath of the Wild. Enemies affected by their Unnerving Aura become more vulnerable to supernatural interference, while the Ranger develops additional ways to apply weapon mastery effects such as Sap and Slow. Their ultimate ability, **Ancient Might**, further strengthens their terrifying transformation. It improves their damage against Frightened creatures, grants immunity to Exhaustion, and provides an extraordinary means of recovering from otherwise devastating injuries. The Hollow Warden was introduced in Ravenloft: The Horrors Within in 2026. For players who enjoy horror-themed characters, frightening supernatural transformations, and the darker aspects of primal magic, the Hollow Warden offers a distinctive interpretation of the Ranger. --- ## What It Feels Like to Play a Ranger Playing a Ranger is about preparation, adaptability, and understanding how to pursue dangerous objectives through a combination of martial skill and nature magic. Unlike Fighters, who specialise in extensive martial training, Rangers combine weapon attacks with spells and specialised abilities associated with exploration and survival. Their early access to Hunter's Mark gives them a reliable method of improving their damage against important enemies. However, their spellcasting provides additional options that may be more valuable in certain encounters. A Ranger might begin a battle by marking a dangerous creature and concentrating upon bringing it down. During another encounter, they might instead use a spell that restricts enemy movement or protects companions from environmental threats. Weapon Mastery introduces further tactical decisions. An archer may attempt to slow approaching enemies, while a dual-wielding Ranger can use specialised weapon properties to perform additional attacks without sacrificing valuable Bonus Actions. Their movement improves as they gain levels, allowing them to navigate difficult environments and escape dangerous positions more effectively. Outside combat, Rangers can become accomplished scouts and investigators. Expertise in Survival, Perception, Stealth, or another skill can provide valuable advantages when tracking creatures, exploring dangerous territory, or gathering information. However, their effectiveness depends upon using those skills rather than assuming every wilderness challenge will automatically be overcome. The class rewards active investigation and practical preparation. Your chosen subclass also has a considerable influence upon how the Ranger feels to play. A Hunter focuses upon martial versatility and identifying enemy weaknesses, while a Beast Master develops a close relationship with a primal companion. A Gloom Stalker becomes an effective ambusher, while a Horizon Walker develops magical abilities associated with planar travel. Other subclasses provide opportunities to summon drakes, command supernatural swarms, manipulate fey magic, or adopt frightening transformations associated with winter and ancient wilderness horrors. These choices also provide considerable opportunities for character development. You might play a quiet wilderness guardian who protects an isolated community, a relentless bounty hunter who pursues dangerous fugitives, or an explorer fascinated by unfamiliar regions. Another Ranger might be a veteran soldier, a monster hunter employed by a powerful organisation, or a wanderer whose connection to nature has gradually developed into something supernatural. The Ranger does not require a character to be antisocial, distrustful of civilisation, or devoted exclusively to forests. Their identity is built around adaptability, observation, and the determination to pursue dangerous objectives through preparation and skill. --- ## Should You Play a Ranger? The Ranger is an excellent choice for players who enjoy combining martial combat with nature magic, practical skills, and the ability to track dangerous enemies. You may enjoy the class if you like: - Tracking creatures and pursuing dangerous quarry - Wilderness exploration and survival - Archery and ranged combat - Fighting with two weapons - Combining martial abilities with primal spellcasting - Using Hunter's Mark to focus upon important targets - Developing Expertise in useful exploration skills - Improving mobility through climbing and swimming - Animal companions and supernatural creatures - Specialising in monster hunting through different Ranger subclasses - Exploring Feywild, draconic, elemental, and planar themes - Characters who protect isolated communities or travel through dangerous environments You may prefer another class if you are looking for extensive high-level spellcasting, Heavy armour as a standard class feature, or a fighting style focused entirely upon repeated weapon attacks without additional resource management. The Ranger also requires an understanding of Concentration, spell preparation, Weapon Mastery, and the specialised abilities provided by their chosen subclass. Although the class can perform several different roles, its effectiveness often depends upon choosing abilities that complement one another. Players who enjoy exploration and investigation may find opportunities to use their skills outside combat, while those who prefer tactical battles can develop powerful combinations of weapon attacks, Hunter's Mark, and subclass abilities. For players who want to track dangerous creatures, survive hostile environments, defend vulnerable communities, and combine martial skill with the power of nature, the Ranger offers one of the most adaptable experiences in Dungeons & Dragons.