Ranger: Warden of the Wilds
“To walk where the world ends, where the stars have no names, and the trees whisper of ancient wars — that is where the ranger thrives.”
The Call of the Wild
Before there were cities, before the clang of swords in crowded arenas or the sermons of divine halls, there were paths only known to beasts and wind. It was along these ancient routes — half-trail, half-memory — that the first Rangers walked. They are more than wanderers. Rangers are watchers, guardians, predators, and peacekeepers in lands untouched by civilization.
The ranger is not merely a warrior with a bow or blade. They are a bridge between worlds: the structured, torch-lit world of people and the vast, indifferent wilderness that broods beyond. They track not only footprints in the mud but shifts in the wind, the rhythm of distant hoofbeats, the unsettling stillness before a storm.
To walk the path of the ranger is to accept solitude, to listen more than speak, and to strike with purpose when the land calls for its protector.
Eyes of the Wild
Whether stalking through the treetops of ancient elven forests, gliding over icy tundras with snowbound wolf companions, or watching from the broken ridges of post-war wastelands, a ranger is never truly alone. They walk with the wind, with beasts, with echoes of druidic and draconic whispers.
Some are born into the wild and never leave. Others come from cities, called out by dreams or visions to walk forgotten roads. Wherever they come from, Rangers carry a kind of unspoken oath: to be unseen but never absent, unheard but always near, ready to answer the chaos of nature — or the cruelty of civilization — with decisive force.
Nature’s Magic
Rangers do not command magic like a wizard commands the weave. Their power seeps into them — slow, ancient, and primal. It hums in their blood when they walk beneath the moon, or when their breath fogs in winter’s cold silence. They cast not to dazzle or dominate, but to move through the world with grace, agility, and purpose.
A ranger’s spellbook is the land itself: the whisper of shifting leaves, the growl of a wounded bear, the shimmer of a mirage on desert winds. Their companions, whether beast or fey, drake or shadow, are reflections of themselves — both mirrors and extensions of their soul.
Real-World Inspirations
The Ranger class draws deeply from real-world archetypes and folklore, blending the myths of ancient guardians with the realities of survivalists and scouts:
- Mythic Archetypes: Rangers echo the lone hunter gods and goddesses of myth — Artemis in Greek legend, Cernunnos of the Celts, or Ullr, the Norse god of hunting and the bow. These deities represent independence, reverence for the wild, and the balance between predator and prey.
- Medieval Scouts and Trackers: In medieval warfare, rangers and scouts were light-footed warriors trained to move fast, gather intel, and harass enemy supply lines. The ranger channels this — combining martial prowess with tracking, survival, and guerrilla tactics.
- Frontiersmen and Indigenous Lore-Keepers: From the American frontier to the steppes of Mongolia, many cultures have honored warriors who lived in tandem with nature — masters of terrain, animal behavior, and natural cycles. These historical figures blend combat skills with herbalism, navigation, and a deep spiritual bond with their environment.
- Fantasy Literature: The modern ranger is indelibly shaped by J.R.R. Tolkien’s Aragorn, the heir of Isildur who travels as Strider, a grim, watchful protector of roads and realms. Aragorn walks the line between civilization and wilderness, noble blood and muddy boots — the ultimate Ranger ideal.
Walking the Ranger’s Path
Playing a ranger is more than tracking enemies or casting nature-themed spells. It’s about living on the edge — between beast and man, forest and fire, solitude and service. Your Ranger might be a lone wolf haunted by visions, or a cheerful guide with a hawk on their arm and stories on their tongue. You might protect a sacred glade, hunt planar invaders, or befriend a drake whose breath burns with forgotten prophecy.
The world is wide. And somewhere, beyond the cities and castles, something ancient is waking.
The Ranger hears it first.
Ranger
Ranger, Pathfinfder
Ranger (2024 Player’s Handbook)
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
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
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 Table
Level | Features | Weapon Mastery | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1 | Expertise, Hunter’s Mark, Weapon Mastery | 2 | — | — | — | — | — | — |
2 | Spellcasting | 2 | — | 2 | — | — | — | — |
3 | Subclass, Primal Awareness | 2 | — | 3 | — | — | — | — |
4 | Feat | 2 | — | 3 | — | — | — | — |
5 | Extra Attack | 2 | — | 4 | 2 | — | — | — |
6 | Roving | 2 | — | 4 | 2 | — | — | — |
7 | Nature’s Veil | 2 | — | 4 | 3 | — | — | — |
8 | Feat | 2 | — | 4 | 3 | — | — | — |
9 | Conjure Barrage | 2 | — | 4 | 3 | 2 | — | — |
10 | Subclass Feature | 2 | — | 4 | 3 | 2 | — | — |
11 | Tireless | 2 | — | 4 | 3 | 3 | — | — |
12 | Feat | 2 | — | 4 | 3 | 3 | — | — |
13 | Conjure Volley | 2 | — | 4 | 3 | 3 | 1 | — |
14 | Subclass Feature | 2 | — | 4 | 3 | 3 | 1 | — |
15 | Feral Senses | 2 | — | 4 | 3 | 3 | 2 | — |
16 | Feat | 2 | — | 4 | 3 | 3 | 2 | — |
17 | Swift Strike | 2 | — | 4 | 3 | 3 | 3 | 1 |
18 | Foe Slayer | 2 | — | 4 | 3 | 3 | 3 | 1 |
19 | Feat | 2 | — | 4 | 3 | 3 | 3 | 2 |
20 | Epic Boon | 2 | — | 4 | 3 | 3 | 3 | 2 |
Class Features
Expertise (1st Level)
Choose two skills you’re proficient in from the Ranger skill list. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen skills. You choose two more at 9th level.
Spellcasting (1st Level)
You have learned to cast spells drawing on the primal magic of nature.
- Spellcasting Ability: Wisdom
- Spell Preparation: You prepare a number of spells equal to your Wisdom modifier + your Ranger level (minimum of one spell).
- Cantrips Known: Starts at 2, increases to 3 at level 10
- Spell Slots: Follows the half-caster progression (like Paladin)
Fighting Style (2nd Level)
Choose one Fighting Style option:
- Archery
- Defense
- Dueling
- Two-Weapon Fighting
- Thrown Weapon Fighting
- Blind Fighting
Weapon Mastery (2nd Level)
You can use mastery properties of weapons. You start with two weapons mastered. Increases to three at level 9. You can change them when you level up.
Ranger Subclass (3rd Level)
Choose a subclass that reflects your approach to the wild and your enemies. Options include:
- Beast Master
- Gloom Stalker
- Hunter
- Fey Wanderer
- Horizon Walker
- Drakewarden
- (Each subclass gives additional features at 3rd, 7th, 11th, and 15th levels.)
Extra Attack (5th Level)
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Roving (6th Level)
Your speed increases by 10 feet, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless (10th Level)
As an action, you can give yourself temporary hit points equal to 1d8 + your Wisdom modifier, usable a number of times equal to your proficiency bonus per long rest. Also, you reduce one level of exhaustion when you finish a short rest.
Nature’s Veil (13th Level)
As a bonus action, you can become invisible until the start of your next turn. You can use this a number of times equal to your Wisdom modifier per long rest.
Favored Foe (14th Level)
When you hit a creature with an attack, you can mark it as your favored foe for 1 minute. Once per turn, you deal an extra 1d8 damage to it. No concentration required.
Feral Senses (17th Level)
You gain preternatural senses that help you fight creatures you can’t see. You can effectively see invisible creatures within 30 feet.
Swift Explorer (18th Level)
You ignore difficult terrain, can’t be tracked by nonmagical means, and always move at full speed when traveling.
Foe Slayer (20th Level)
Once per turn, you can add your Wisdom modifier to the attack roll or damage roll of an attack you make against your favored foe. You can use this after you see the roll.
Fighting Style Options (2nd Level)
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Great for rangers who focus on bows or crossbows. It helps you land hits more consistently from a distance, especially when combined with Hunter’s Mark or spells like Ensnaring Strike.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
A solid option if you’re looking to increase survivability. This stacks with shield and armor bonuses and is good for both melee and ranged rangers.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Excellent for rangers who prefer a single one-handed weapon and a free off-hand (for a shield, spellcasting focus, etc.). Helps boost damage while keeping defenses up.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Perfect for dual-wielding rangers. Normally, off-hand attacks don’t add your modifier to damage. This makes that second strike much more impactful every round.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with it.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Great for rangers who want to use throwing axes, daggers, or spears. Makes thrown weapons viable and efficient—especially useful in wild terrain or mobile skirmishes.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. You can also see invisible creatures within that range, unless they are hidden from you.
Very niche but extremely powerful in the right situations—like fighting in magical darkness, caves, or against invisible foes. Great for Gloom Stalkers or dungeon delvers.
Beast Master
Theme: Forge a deep bond with a primal beast companion.
- 3rd Level – Primal Companion: Summon a beast of land, sea, or sky that acts on your initiative. The companion’s stats scale with your Ranger level and Wisdom modifier.
- 7th Level – Exceptional Training: Your companion can take the Dash, Disengage, Dodge, or Help action as a bonus action, enhancing its versatility in combat.
- 11th Level – Bestial Fury: Your companion gains an additional attack and can benefit from your Hunter’s Mark, increasing its damage output.
- 15th Level – Shared Spells: Certain spells you cast can also affect your companion, reinforcing your bond and tactical options.
Gloom Stalker
Theme: Operate from the shadows, striking fear into your enemies.
- 3rd Level – Dread Ambusher: Gain a bonus to initiative rolls, and on the first turn of combat, your movement speed increases, and you can make an additional attack that deals extra damage.
- 3rd Level – Umbral Sight: Gain darkvision, or if you already have it, increase its range. Additionally, you are invisible to creatures that rely on darkvision to see you in darkness.
- 7th Level – Iron Mind: Gain proficiency in Wisdom saving throws, bolstering your mental defenses.
- 11th Level – Stalker’s Flurry: When you miss with a weapon attack, you can make another attack as part of the same action.
- 15th Level – Shadowy Dodge: When a creature misses you with an attack, you can use your reaction to vanish in a puff of smoke and teleport to an unoccupied space you can see within 30 feet.
Hunter
Theme: Master of tracking and defeating a variety of foes.
- 3rd Level – Hunter’s Lore: When you mark a creature with Hunter’s Mark, you learn whether it has any immunities, resistances, or vulnerabilities.
- 3rd Level – Hunter’s Prey: Choose an option that enhances your combat capabilities, such as dealing extra damage to wounded targets. You can change this choice after a short or long rest.
- 7th Level – Defensive Tactics: Select a defensive feature, like evading area effects or reducing damage from multiple attacks. This choice can also be changed after a rest.
- 11th Level – Superior Hunter’s Prey: Once per turn, when you deal damage to a creature marked by your Hunter’s Mark, you can also deal the extra damage to a different creature within 30 feet of the first.
- 15th Level – Superior Hunter’s Defense: When you take damage, you can use your reaction to gain resistance to that damage type until the end of your next turn.
Fey Wanderer
Theme: Embrace the magic and charm of the Feywild.
- 3rd Level – Fey Wanderer Magic: Gain access to additional spells that reflect the whimsical and enchanting nature of the Fey.
- 3rd Level – Dreadful Strikes: Your weapon attacks deal extra psychic damage once per turn, representing the unsettling influence of the Fey.
- 3rd Level – Otherworldly Glamour: Add your Wisdom modifier to Charisma checks, enhancing your social interactions.
- 7th Level – Beguiling Twist: When a creature within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can redirect the effect to another creature.
- 11th Level – Fey Reinforcements: Summon a fey creature to aid you in battle, providing additional support and versatility.
- 15th Level – Misty Presence: When you take damage, you can use your reaction to become invisible and teleport a short distance, evading further harm.
Horizon Walker
Theme: Guard the boundaries between planes and harness planar energies.
- 3rd Level – Detect Portal: As an action, detect the distance and direction to the closest planar portal within 1,000 feet.
- 3rd Level – Planar Warrior: Once per turn, convert your weapon damage to force damage and deal extra force damage.
- 7th Level – Ethereal Step: As a bonus action, step into the Ethereal Plane, allowing you to move through objects and creatures.
- 11th Level – Distant Strike: When you take the Attack action, you can teleport up to 10 feet before each attack, and if you attack at least two different creatures, you can make a third attack.
- 15th Level – Spectral Defense: When you take damage, you can use your reaction to halve the damage, as your body becomes momentarily insubstantial.
Drakewarden
Theme: Form a bond with a draconic spirit that manifests as a drake companion.
- 3rd Level – Draconic Gift: Gain the Thaumaturgy cantrip and learn to speak, read, and write Draconic.
- 3rd Level – Drake Companion: Summon a drake that grows in power as you level up, gaining features like elemental damage and flight.
- 7th Level – Bond of Fang and Scale: Your drake gains resistance to its damage type, and when you or your drake are within 30 feet of each other, you gain the same resistance.
- 11th Level – Drake’s Breath:
As an action, your drake can exhale a 30-foot cone of elemental energy (based on its draconic ancestry). Each creature in the cone must make a Dexterity saving throw, taking 6d6 damage on a failed save, or half as much on a successful one. You can use this a number of times equal to your proficiency bonus per long rest. - 15th Level – Perfected Bond:
Your bond with your drake reaches its peak. The drake grows wings if it doesn’t have them already and gains a flying speed equal to your walking speed. When either you or your drake deal damage with an attack, the target takes additional damage equal to your Wisdom modifier.
Global Ranger Archetypes
A cultural reconstruction of Rangers from a mythic Earth, detailing origin, armament, armor, deity worship, subclass, and fighting style.
1. The Steppe Falconer
Origin: Mongolian Plateau
Subclass: Beast Master
Weapons & Gear: Recurve bow, curved saber (shashka), falconry glove, horse tack
Armor: Fur-lined leather lamellar, silk undergarment
Companion: Golden eagle
Deity: Ülgen (Turkic sky god of the upper world, associated with spirit animals and weather)
Fighting Style: Archery — master of horseback archery and precision striking from afar
2. The Ashigaru Warden
Origin: Sengoku-era Japan
Subclass: Hunter
Weapons & Gear: Yumi longbow, naginata, hunting net, smoke pellets
Armor: Light ashigaru armor (do-maru), conical jingasa helmet
Deity: Inari Ōkami (Shinto deity of foxes, rice, and the wilderness)
Fighting Style: Defense — trained in battlefield survival and parrying with polearms
3. The Highland Templar
Origin: Scottish Highlands
Subclass: Gloom Stalker
Weapons & Gear: Targe shield, dirk, longbow, wolfhound leash
Armor: Padded wool coat, leather cuirass, tartan cloak for camouflage
Deity: Cailleach (Gaelic winter goddess of the wild and ancient places)
Fighting Style: Dueling — excels in close combat with blade and shield in the darkened glens
4. The Nubian Horizon Seeker
Origin: Ancient Nubia / Kush
Subclass: Horizon Walker
Weapons & Gear: Short composite bow, obsidian-tipped spear, compass, sand goggles
Armor: Linen wrappings, decorative scale harness
Deity: Apedemak (Lion-headed war god of Meroë, protector of borders and the sun)
Fighting Style: Two-Weapon Fighting — agile, desert-bred combatant using paired weapons and rapid strikes
5. The Vinland Seer
Origin: Norse Settlers in North America
Subclass: Fey Wanderer
Weapons & Gear: Seax, bow of carved ash wood, runestone charms
Armor: Layered furs and mail shirt, birchbark cloak
Deity: Skadi (Norse goddess of winter, bowhunting, and the wilderness)
Fighting Style: Thrown Weapon Fighting — adept with short javelins, axes, and knives in woodland ambushes
6. The Bhil Jungle Whisperer
Origin: Central India
Subclass: Beast Master
Weapons & Gear: Bamboo longbow, sickle, hunting traps, flute to calm animals
Armor: Leather wrap and vine-dyed fabrics for jungle concealment
Companion: Panther or monkey
Deity: Aranyani (Hindu forest goddess of animals and sound)
Fighting Style: Two-Weapon Fighting — stalks jungle paths with blade and bow, blending motion with music
7. The Inuit Ghost-Watcher
Origin: Arctic Circle
Subclass: Gloom Stalker
Weapons & Gear: Bone-bladed harpoon, throwing spear, bone whistle
Armor: Caribou hide coat, snow-camouflage paint
Deity: Sedna (Inuit goddess of sea creatures, hidden realms, and vengeance)
Fighting Style: Thrown Weapon Fighting — lethal in short-range combat across ice and shadow
8. The Māori Pathfinder
Origin: Aotearoa (New Zealand)
Subclass: Hunter
Weapons & Gear: Taiaha (staff-spear), short bow, bird-feather cloak, war paint
Armor: Woven flax and whalebone armor
Deity: Tāne Mahuta (Māori god of forests, birds, and life)
Fighting Style: Dueling — strategic use of reach weapons in ritualized battle and forest pursuit
9. The Xolo Sentinel
Origin: Mesoamerica (Aztec)
Subclass: Drakewarden
Weapons & Gear: Macuahuitl (obsidian-edged sword), blowgun, obsidian mirror
Armor: Quilted cotton armor (ichcahuipilli), jaguar pelt cloak
Drake Type: Quetzalcoatl-kin (feathered serpent drake)
Deity: Xolotl (Aztec god of the underworld and companion animals)
Fighting Style: Two-Weapon Fighting — unleashes fury with primal blade and drake in tandem
10. The Siberian Spirit-Talker
Origin: Tungusic Tribes (Siberia)
Subclass: Fey Wanderer
Weapons & Gear: Iron knife, elk-horn bow, shamanic drum, smoke herbs
Armor: Reindeer-hide robe and feathered headdress
Deity: Num-Torum (Ob-Ugrian sky father and spirit guide)
Fighting Style: Archery — spiritual archer whose arrows carry the will of the spirits
11. The Maasai Horizon Guard
Origin: Great Rift Valley, Kenya
Subclass: Horizon Walker
Weapons & Gear: Lion-hunting spear, iron-tipped club (rungu), ochre paint
Armor: Beaded chestwrap, lion’s tooth necklace, red cloth (shúkà)
Deity: Enkai (Maasai creator god and protector of warriors)
Fighting Style: Two-Weapon Fighting — balances spear and club with ceremonial precision
12. The Slavic Fen Watcher
Origin: Eastern Europe
Subclass: Gloom Stalker
Weapons & Gear: Crossbow, boar spear, wading boots, frogbone charms
Armor: Woven bark lamellar, fur cloak, talismans
Deity: Veles (Slavic god of the wild, magic, and the underworld)
Fighting Style: Defense — implacable guardian of fog and fen, shielded in charm-bound stillness
Global Non-Human Ranger Archetypes
A cultural exploration of iconic D&D races and their grounded real-world parallels, including regional roots, equipment, spiritual worship, subclass alignment, and martial approach.
Elf – The Glade Sentinel
Region: Temperate forests of Central Europe
Origin: Celtic and Norse mythology (Álfar, Sidhe)
Subclass: Fey Wanderer
Weapons & Gear: Longbow of ash wood, moonsteel longsword, bone-handled dagger, herb satchel
Armor: Leaf-patterned chain, silver-threaded cloak, soft-soled forest boots
Deity: Rhiannon (Celtic goddess of the forest, horses, and hidden realms)
Fighting Style: Archery – masters of silent kills and precise shots through dense woodland
Dwarf – The Mountain Warden
Region: Nordic and Alpine mountains
Origin: Norse mythology (Dvergar)
Subclass: Hunter
Weapons & Gear: Heavy crossbow, double-headed axe, trap-kit, climbing tools
Armor: Forged scale mail, wolf-pelt mantle, iron goggles
Deity: Svarog (Slavic god of fire, smithing, and the deep earth)
Fighting Style: Defense – a shielded wall of resolve on narrow ledges and deep caves
Orc – The Ashen Tracker
Region: Steppe and highland regions of Central Asia
Origin: Mongol and Scythian war cultures, mythic ogre-spirits
Subclass: Beast Master
Weapons & Gear: Composite warbow, curved bone-bladed knife, hunting spear, animal calls
Armor: Charred-leather lamellar, fur cloak, ash-dyed warpaint
Companion: Steppe wolf
Deity: Erlik (Turkic deity of death, wilderness, and strength)
Fighting Style: Two-Weapon Fighting – hunts like a storm with blade and beast beside
Triton – The Tide Watcher
Region: Aegean and Mediterranean coastal waters
Origin: Greek and Phoenician sea myths
Subclass: Horizon Walker
Weapons & Gear: Coral trident, kelp-fiber net, conch signaling horn, sea lenses
Armor: Fishscale cuirass, coral-studded bracers, silk-woven cloak
Deity: Amphitrite (Greek sea goddess, protector of sea life)
Fighting Style: Thrown Weapon Fighting – tactical underwater spearplay and oceanic ambush
Halfling – The Hollowpath Forager
Region: Rural hills and moorlands of the British Isles
Origin: English and Irish folklore (hobbits, brownies, house spirits)
Subclass: Drakewarden
Weapons & Gear: Sling, short hunting bow, satchel of herbs and roots, camp tools
Armor: Quilted leathers, moss-colored cloak, buttoned waistcoat
Drake Type: Small forest drake with camouflage scales
Deity: Brigid (Celtic goddess of the hearth, fertility, and nature)
Fighting Style: Archery – swift and subtle, with a knack for slings and surprise volleys
Dragonborn – The Ember Scout
Region: Desert plateaus and badlands of Mesopotamia
Origin: Mesopotamian dragon myths (Mušḫuššu, Tiamat)
Subclass: Gloom Stalker
Weapons & Gear: Curved sword, volcanic glass darts, fire-starting kit, desert mask
Armor: Embossed scale-mail vest, drakehide mantle, sand-colored cloak
Deity: Tiamat (Babylonian goddess of chaos, oceans, and dragons)
Fighting Style: Dueling – strikes from shadow, flame, and fierce, close combat
Tiefling – The Riftward Seeker
Region: Southern Mediterranean and Levantine deserts
Origin: Classical demonology, Persian devs and jinn
Subclass: Horizon Walker
Weapons & Gear: Glaive, obsidian blade, lantern of soul-glass, arcane compass
Armor: Layered ritual mail, protective veil, embroidered sash
Deity: Hecate (Greek goddess of crossroads, shadow, and liminal power)
Fighting Style: Two-Weapon Fighting – blends infernal grace and dimensional skirmishing
Aarakocra – The Windcliff Talon
Region: High Andes, Himalayas, and Horn of Africa
Origin: Incan and Hindu aerial spirits (Condor, Garuda)
Subclass: Hunter
Weapons & Gear: Sky-forged javelins, spear of feathered bronze, wind flute
Armor: Feather-matted light leather, bronze talon guards, sun-disc pendant
Deity: Garuda (Hindu-Buddhist divine eagle, celestial mount of Vishnu)
Fighting Style: Thrown Weapon Fighting – devastating strikes from skyward angles
Gnome – The Rootbound Tinker
Region: Forest glades and underground warrens of Northern Europe
Origin: Germanic folklore (kobolds, tomte, dwarves of lore)
Subclass: Fey Wanderer
Weapons & Gear: Precision hand-crossbow, herbal poultice kit, enchanted toys, smoke bombs
Armor: Patchwork leathers, mossy hood, tinker’s toolbelt
Deity: Nerthus (Germanic earth mother goddess of fertility and grove sanctity)
Fighting Style: Archery – clever volleys with gadgets and magically-infused bolts
Tabaxi – The Embergrass Strider
Region: African savannas and grasslands
Origin: African beast-folk legends (Anansi, Leopard spirits, Tokoloshe)
Subclass: Beast Master
Weapons & Gear: Clawed gauntlets, throwing stones, bolas, fire-charred totems
Armor: Painted tribal leather, braided cord harness, fang-necklace
Companion: Serval or bush-dog
Deity: Anansi (Akan trickster god of survival and storytelling)
Fighting Style: Two-Weapon Fighting – swift pounces and rapid multi-limbed strikes
Yuan-ti – The Veiled Fang
Region: Jungles and river deltas of the Indian subcontinent
Origin: Nāga lore and serpent cults of South Asia
Subclass: Gloom Stalker
Weapons & Gear: Curved ritual dagger, poison vials, incense pouch, hooded mask
Armor: Silk-wraps, serpent-scale robe, ash-lined sandals
Deity: Manasa (Hindu goddess of serpents, venom, and protection)
Fighting Style: Dueling – hypnotic, venomous, and agile in deadly confrontation
Satyr – The Briar Scout
Region: Ancient Greek and Anatolian highlands
Origin: Greek mythology (satyrs, fauns, woodland spirits of revelry and instinct)
Subclass: Fey Wanderer
Weapons & Gear: Vine-wrapped shortbow, panpipes, briar lash (thorned whip), wineskin of enchanted nectar
Armor: Soft leather vest, ivy-woven shoulder harness, moss-lined bracers
Deity: Pan – Greek god of the wilds, madness, and rustic music
Fighting Style: Archery – looses chaotic volleys from hidden groves, driven by joy, instinct, and forest trickery

For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.
Role: Ranger are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.
Alignment: Any
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Strength), Concentration (Constitution), Craft (Intelligence), Handle Animal (Charisma), Heal (Wisdom), Hide (Dexterity), Jump (Strength), Knowledge (dungeoneering) (Intelligence), Knowledge (geography) (Intelligence), Knowledge (nature) (Intelligence), Listen (Wisdom), Move Silently (Dexterity), Profession (Wisdom), Ride (Dexterity), Search (Intelligence), Spot (Wisdom), Survival (Wisdom), Swim (Strength), and Use Rope (Dexterity).
Skill Points at 1st Level (6 + Intelligence modifier) x?4.
Skill Points at Each Additional Level 6 + Intelligence modifier.
The Ranger | |||||||||
–Spells per Day– | |||||||||
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1st | 2nd | 3rd | 4th |
1st | +1 | +2 | +2 | +0 | 1st favored enemy, Track, wild empathy | – | – | – | – |
2nd | +2 | +3 | +3 | +0 | Combat style | – | – | – | – |
3rd | +3 | +3 | +3 | +1 | Endurance | – | – | – | – |
4th | +4 | +4 | +4 | +1 | Animal companion | 0 | – | – | – |
5th | +5 | +4 | +4 | +1 | 2nd favored enemy | 0 | – | – | – |
6th | +6/+1 | +5 | +5 | +2 | Improved combat style | 1 | – | – | – |
7th | +7/+2 | +5 | +5 | +2 | Woodland stride | 1 | – | – | – |
8th | +8/+3 | +6 | +6 | +2 | Swift tracker | 1 | 0 | – | – |
9th | +9/+4 | +6 | +6 | +3 | Evasion | 1 | 0 | – | – |
10th | +10/+5 | +7 | +7 | +3 | 3rd favored enemy | 1 | 1 | – | – |
11th | +11/+6/+1 | +7 | +7 | +3 | Combat style mastery | 1 | 1 | 0 | – |
12th | +12/+7/+2 | +8 | +8 | +4 | 1 | 1 | 1 | – | |
13th | +13/+8/+3 | +8 | +8 | +4 | Camouflage | 1 | 1 | 1 | – |
14th | +14/+9/+4 | +9 | +9 | +4 | 2 | 1 | 1 | 0 | |
15th | +15/+10/+5 | +9 | +9 | +5 | 4th favored enemy | 2 | 1 | 1 | 1 |
16th | +16/+11/+6/+1 | +10 | +10 | +5 | 2 | 2 | 1 | 1 | |
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Hide in plain sight | 2 | 2 | 2 | 1 |
18th | +18/+13/+8/+3 | +11 | +11 | +6 | 3 | 2 | 2 | 1 | |
19th | +19/+14/+9/+4 | +11 | +11 | +6 | 3 | 3 | 3 | 2 | |
20th | +20/+15/+10/+5 | +12 | +12 | +6 | 5th favored enemy | 3 | 3 | 3 | 3 |
Class Features: All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Ranger Favored Enemies | |
Type (Subtype) | Type (Subtype) |
Aberration | Humanoid (reptilian) |
Animal | magical beast |
Construct | monstrous humanoid |
Dragon | Ooze |
Elemental | outsider (air) |
fey | outsider (chaotic) |
Giant | outsider (earth) |
Humanoid (aquatic) | outsider (evil) |
Humanoid (dwarf) | outsider (fire) |
Humanoid (elf) | outsider (good) |
Humanoid (goblinoid) | outsider (lawful) |
Humanoid (Gnoll) | outsider (native) |
Humanoid (gnome) | outsider (water) |
Humanoid (halfling) | plant |
Humanoid (human) | undead |
Humanoid (orc) | vermin |
Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
- If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
- If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
- The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid.
This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Spells

Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
- If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
- As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
- If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
- As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.