Player's Handbook 5.5e

A Wandering Warrior Imbued with Primal Magic

Core Ranger Traits

Primary AbilityDexterity and Wisdom
Hit Point DieD10 per Ranger level
Saving Throw ProficienciesStrength and Dexterity
Skill ProficienciesChoose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon ProficienciesSimple and Martial weapons
Armor TrainingLight and Medium armor and Shields
Starting EquipmentChoose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP

Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.

Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.

Becoming a Ranger…

As a Level 1 Character

  • Gain all the traits in the Core Ranger Traits table.
  • Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.

As a Multiclass Character

  • Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields.
  • Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.

Ranger Class Features

As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.

Ranger Features
LevelProficiency BonusClass FeaturesFavored EnemyPrepared Spells— Spell Slots per Spell Level —
12345
1+2Spellcasting, Favored Enemy, Weapon Mastery222————
2+2Deft Explorer, Fighting Style232————
3+2Ranger Subclass243————
4+2Ability Score Improvement253————
5+3Extra Attack3642———
6+3Roving3642———
7+3Subclass feature3743———
8+3Ability Score Improvement3743———
9+4Expertise49432——
10+4Tireless49432——
11+4Subclass feature410433——
12+4Ability Score Improvement410433——
13+5Relentless Hunter5114331—
14+5Nature's Veil5114331—
15+5Subclass feature5124332—
16+5Ability Score Improvement5124332—
17+6Precise Hunter61443331
18+6Feral Senses61443331
19+6Epic Boon61543332
20+6Foe Slayer61543332

Level 1: Spellcasting

You have learned to channel the magical essence of nature to cast spells. See Spellcasting for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description.

Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.

The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.

If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.

Level 1: Favored Enemy

You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.

Level 2: Deft Explorer

Thanks to your travels, you gain the following benefits.

Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.

Languages. You know two languages of your choice from the language tables.

Level 2: Fighting Style

You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.

Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

Level 3: Ranger Subclass

You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Caption

Level 6: Roving

Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

Level 9: Expertise

Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.

Level 10: Tireless

Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

Level 13: Relentless Hunter

Taking damage can’t break your Concentration on Hunter’s Mark.

Level 14: Nature’s Veil

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 17: Precise Hunter

You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.

Level 18: Feral Senses

Your connection to the forces of nature grants you Blindsight with a range of 30 feet.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Level 20: Foe Slayer

The damage die of your Hunter’s Mark is a d10 rather than a d6.

Ranger Spell List

This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. For unofficial spells, see Third Party Ranger Spells.

Level 1 Ranger Spells

NameSchoolSpecialSource
Absorb ElementsAbjuration—Elemental Evil Player’s Companion
AlarmAbjurationRPlayer’s Handbook 5.5e
Animal FriendshipEnchantment—Player’s Handbook 5.5e
Beast BondDivinationCElemental Evil Player’s Companion
Buzzing BeeConjurationCD&D Beyond Drops
Cure WoundsAbjuration—Player’s Handbook 5.5e
Detect MagicDivinationC, RPlayer’s Handbook 5.5e
Detect Poison and DiseaseDivinationC, RPlayer’s Handbook 5.5e
Ensnaring StrikeConjurationCPlayer’s Handbook 5.5e
EntangleConjuration—Player’s Handbook 5.5e
Fog CloudConjurationCPlayer’s Handbook 5.5e
GoodberryConjuration—Player’s Handbook 5.5e
Hail of ThornsConjuration—Player’s Handbook 5.5e
Hunter’s MarkDivinationCPlayer’s Handbook 5.5e
JumpTransmutation—Player’s Handbook 5.5e
LongstriderTransmutation—Player’s Handbook 5.5e
SnareAbjurationMXanathar’s Guide to Everything
Speak with AnimalsDivinationRPlayer’s Handbook 5.5e
Zephyr StrikeTransmutationCXanathar’s Guide to Everything

Level 2 Ranger Spells

NameSchoolSpecialSource
AidAbjuration—Player’s Handbook 5.5e
Air BubbleConjuration—Spelljammer: Adventures in Space
Animal MessengerEnchantmentRPlayer’s Handbook 5.5e
BarkskinTransmutation—Player’s Handbook 5.5e
Beast SenseDivinationC, RPlayer’s Handbook 5.5e
Conjure ToolsConjuration—D&D Beyond Drops
Cordon of ArrowsTransmutation—Player’s Handbook 5.5e
DarkvisionTransmutation—Player’s Handbook 5.5e
Dueling GroundAbjurationR, MArcana Unleashed
Enhance AbilityTransmutationCPlayer’s Handbook 5.5e
Find TrapsDivination—Player’s Handbook 5.5e
Gust of WindEvocationCPlayer’s Handbook 5.5e
Healing SpiritConjurationCXanathar’s Guide to Everything
Lesser RestorationAbjuration—Player’s Handbook 5.5e
Locate Animals or PlantsDivinationRPlayer’s Handbook 5.5e
Locate ObjectDivinationCPlayer’s Handbook 5.5e
Magic WeaponTransmutation—Player’s Handbook 5.5e
Pass without TraceAbjurationCPlayer’s Handbook 5.5e
Protection from PoisonAbjuration—Player’s Handbook 5.5e
SilenceIllusionC, RPlayer’s Handbook 5.5e
Spike GrowthTransmutationCPlayer’s Handbook 5.5e
Summon BeastConjurationC, MPlayer’s Handbook 5.5e
Tortoise ShellAbjurationCD&D Beyond Drops

Level 3 Ranger Spells

NameSchoolSpecialSource
Ashardalon’s StrideTransmutationCFizban’s Treasury of Dragons
Conjure AnimalsConjurationCPlayer’s Handbook 5.5e
Conjure BarrageConjurationMPlayer’s Handbook 5.5e
DaylightEvocation—Player’s Handbook 5.5e
Dispel MagicAbjuration—Player’s Handbook 5.5e
Elemental WeaponTransmutationCPlayer’s Handbook 5.5e
Flame ArrowsTransmutationCElemental Evil Player’s Companion
Lightning ArrowTransmutation—Player’s Handbook 5.5e
Meld into StoneTransmutationRPlayer’s Handbook 5.5e
NondetectionAbjurationMPlayer’s Handbook 5.5e
Plant GrowthTransmutation—Player’s Handbook 5.5e
Protection from EnergyAbjurationCPlayer’s Handbook 5.5e
RevivifyNecromancyMPlayer’s Handbook 5.5e
Speak with PlantsTransmutation—Player’s Handbook 5.5e
Summon FeyConjurationC, MPlayer’s Handbook 5.5e
Water BreathingTransmutationRPlayer’s Handbook 5.5e
Water WalkTransmutationRPlayer’s Handbook 5.5e
Wind WallEvocationCPlayer’s Handbook 5.5e

Level 4 Ranger Spells

NameSchoolSpecialSource
Conjure Woodland BeingsConjurationCPlayer’s Handbook 5.5e
Dominate BeastEnchantmentCPlayer’s Handbook 5.5e
Freedom of MovementAbjuration—Player’s Handbook 5.5e
Grasping VineConjurationCPlayer’s Handbook 5.5e
Guardian of NatureTransmutationCXanathar’s Guide to Everything
Locate CreatureDivinationCPlayer’s Handbook 5.5e
Sticks to SnakesTransmutationCD&D Beyond Drops
StoneskinTransmutationC, MPlayer’s Handbook 5.5e
Summon ElementalConjurationC, MPlayer’s Handbook 5.5e

Level 5 Ranger Spells

NameSchoolSpecialSource
Alustriel’s MooncloakAbjurationC, MForgotten Realms: Heroes of Faerûn
Commune with NatureDivinationRPlayer’s Handbook 5.5e
Conjure VolleyConjurationMPlayer’s Handbook 5.5e
Greater RestorationAbjurationMPlayer’s Handbook 5.5e
Steel Wind StrikeConjurationMPlayer’s Handbook 5.5e
Summon PlantConjurationC, MArcana Unleashed
Swift QuiverTransmutationC, MPlayer’s Handbook 5.5e
Tree StrideConjurationCPlayer’s Handbook 5.5e
Wrath of NatureEvocationCXanathar’s Guide to Everything

Ranger Subclasses

A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass.

Official Ranger Subclasses

NameSourceEdition
Beast MasterPlayer’s Handbook 5.5e5.5e
DrakewardenFizban’s Treasury of Dragons5e
Fey WandererPlayer’s Handbook 5.5e5.5e
Gloom StalkerPlayer’s Handbook 5.5e5.5e
Hollow WardenRavenloft: The Horrors Within5.5e
Horizon WalkerXanathar’s Guide to Everything5e
HunterPlayer’s Handbook 5.5e5.5e
Monster SlayerXanathar’s Guide to Everything5e
SwarmkeeperTasha’s Cauldron of Everything5e
Winter WalkerForgotten Realms: Heroes of Faerûn5.5e

Third Party Ranger Subclasses

NameSourcePublisherEdition
BeastborneValda’s Spire of SecretsMage Hand Press5.5e
Big Game HunterDr. Dhrolin’s Dictionary of DinosaursPalaeo Games5.5e
BloodhoundFrontiers of Eberron: QuickstoneVisionary5.5e
Corrupted RangerObojima: Tales from the Tall Grass1985 Games5.5e
Field ResearcherThe Field Guide to Floral DragonsHit Point Press5.5e
Green ReaperGrim Hollow: Player’s GuideGhostfire Gaming5.5e
Grim HarbingerThe Crooked MoonAvantris Entertainment5.5e
Primordial ArcherGrim Hollow: Player’s GuideGhostfire Gaming5.5e
RocborneThe Griffon’s Saddlebag: Book TwoThe Griffon’s Saddlebag5e
Torturer ConclaveSteinhardt’s Guide to the Eldritch HuntMonkeyDM5.5e
Trail WardenCthulhu by TorchlightChaosium5.5e
TrapperHeliana’s Guide to Monster HuntingLoot Tavern5e
Vermin LordGrim Hollow: Player’s GuideGhostfire Gaming5.5e
Winter TrapperThe Griffon’s Saddlebag: Book OneThe Griffon’s Saddlebag5.5e