Character Class

Ranger: Warden of the Wilds

Rangers live where maps become uncertain. They scout ahead, read tracks, survive hostile country, hunt dangerous creatures and bring martial skill to places where roads, walls and organised armies offer little protection. Their strength is not simply the bow: it is the ability to understand a landscape, choose the ground and find the enemy before the enemy finds them.

A ranger can be a frontier warden, mounted scout, monster hunter, caravan guide, forester, wilderness guardian, ruin-delver or relentless pursuer. Some rely primarily on weapons and fieldcraft; others deepen their connection to animals, spirits and the primal magic of the living world.

At the table Scout, track, identify danger, control distance and keep the party moving through hostile ground.
In a fight Pick the important target, exploit positioning and combine sustained weapon pressure with selective magic.
Beyond combat Navigation, reconnaissance, survival, observation and creature knowledge make the ranger useful before initiative is rolled.

Choose Your Rules

Use one rules panel for your campaign. Statistics, terminology, class features and advancement remain native to that ruleset rather than being blended together.

5.5e Ranger

The Ranger class chassis and Hunter subclass on this page follow SRD 5.2.1. The complete current Ranger spell list is checked against the 2024 D&D Free Rules, which contain thirteen Ranger spell names not included in the smaller CC-licensed SRD 5.2.1 Ranger spell-list subset. Those thirteen spells are identified below rather than incorrectly attributed to the SRD.

Core Ranger Traits

Primary abilities Dexterity and Wisdom
Hit Point Die d10 per Ranger level
Saving throws Strength and Dexterity
Skills Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth or Survival
Weapons Simple and Martial weapons
Armour Light armour, Medium armour and Shields
Starting equipment Studded Leather Armour, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack and 7 GP; alternatively 150 GP.

Ranger Progression

Level PB Features Favored Enemy Prepared 1st 2nd 3rd 4th 5th
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

Class Features

Spellcasting — Level 1

You begin with two prepared level-1 Ranger spells and two level-1 spell slots. Wisdom is your spellcasting ability.

Your number of prepared spells increases according to the table. Whenever you finish a Long Rest, you can replace one prepared Ranger spell with another Ranger spell for which you have spell slots.

Spells that another Ranger feature says are always prepared do not count against the Prepared Spells column. A Druidic Focus can serve as your Spellcasting Focus.

Favored Enemy — Level 1

Hunter’s Mark is always prepared. You can cast it without expending a spell slot a number of times shown in the Favored Enemy column. Expended free uses return after a Long Rest.

Weapon Mastery — Level 1

Choose two weapon kinds with which you are proficient. You can use their mastery properties. You can change those choices whenever you finish a Long Rest.

Deft Explorer — Level 2

Gain Expertise in one skill proficiency that does not already benefit from Expertise and learn two languages of your choice.

Fighting Style — Level 2

Gain a Fighting Style feat for which this feature qualifies you. Instead, you may choose Druidic Warrior, learning two Druid cantrips of your choice. Those cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them.

Whenever you gain a Ranger level, you may replace one of those cantrips with another Druid cantrip.

Ranger Subclass — Level 3

Your subclass grants features at levels 3, 7, 11 and 15. The open subclass presented here is the Hunter.

Ability Score Improvement

At levels 4, 8, 12 and 16, gain the Ability Score Improvement feat or another feat for which you qualify. Level 19 grants an Epic Boon or another qualifying feat.

Extra Attack — Level 5

When you take the Attack action on your turn, you can make two attacks instead of one.

Roving — Level 6

While you are not wearing Heavy armour, your Speed increases by 10 feet. You also gain a Climb Speed and Swim Speed equal to your Speed.

Expertise — Level 9

Choose two more skill proficiencies that do not already have Expertise. Those skills gain Expertise.

Tireless — Level 10

As a Magic action, gain Temporary Hit Points equal to 1d8 + your Wisdom modifier, minimum 1.

Uses equal your Wisdom modifier, minimum once, and all uses return after a Long Rest.

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

Relentless Hunter — Level 13

Taking damage cannot break your Concentration on Hunter’s Mark.

Nature’s Veil — Level 14

As a Bonus Action, give yourself the Invisible condition until the end of your next turn. Uses equal your Wisdom modifier, minimum once, returning after a Long Rest.

Precise Hunter — Level 17

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

Feral Senses — Level 18

Gain Blindsight out to 30 feet.

Foe Slayer — Level 20

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

Current 5.5e Ranger Spell List

This is the complete Ranger spell list presented in the current 2024 D&D Free Rules.

A linked title opens the existing SpiralWorlds spell entry. An unlinked title is deliberately left plain rather than pointing to a different spell with a similar name or to an unverified destination.

A dagger () marks the thirteen spell names that appear on the current Free Rules Ranger list but are not included in the SRD 5.2.1 Ranger spell-list subset.

Level 1

Alarm, Animal Friendship, Cure Wounds, Detect Magic, Detect Poison and Disease, Ensnaring Strike, Entangle, Fog Cloud, Goodberry, Hail of Thorns†, Hunter’s Mark, Jump, Longstrider, Speak with Animals.

Level 2

Aid, Animal Messenger, Barkskin, Beast Sense†, Cordon of Arrows†, Darkvision, Enhance Ability, Find Traps, Gust of Wind, Lesser Restoration, Locate Animals or Plants, Locate Object, Magic Weapon, Pass without Trace, Protection from Poison, Silence, Spike Growth, Summon Beast†.

Level 3

Conjure Animals, Conjure Barrage†, Daylight, Dispel Magic, Elemental Weapon†, Lightning Arrow†, Meld into Stone, Nondetection, Plant Growth, Protection from Energy, Revivify, Speak with Plants, Summon Fey†, Water Breathing, Water Walk, Wind Wall.

Level 4

Conjure Woodland Beings, Dominate Beast, Freedom of Movement, Grasping Vine†, Locate Creature, Stoneskin, Summon Elemental†.

Level 5

Commune with Nature, Conjure Volley†, Greater Restoration, Steel Wind Strike†, Swift Quiver†, Tree Stride.

Do not substitute similar older spell names. Cure Wounds is not Cure Light Wounds; Detect Poison and Disease is not Detect Poison or Detect Disease; Hunter’s Mark is not Mark of the Hunter; Locate Animals or Plants is not Detect Animals or Plants; and Dominate Beast is not Dominate Animal.

Those names remain plain until their own matching SpiralWorlds destination exists or is verified.

Additional SpiralWorlds Ranger Spells

5.5e conversion pending

SpiralWorlds has a much larger Ranger spell tradition accumulated across earlier rules libraries. Those spells are not deleted. Until an entry receives its own modern conversion, its existing mechanics remain legacy mechanics rather than automatically becoming 5.5e rules.

The legacy level headings below preserve where those spells currently sit in the SpiralWorlds Ranger archive. They do not automatically determine the level of a future 5.5e conversion.

See the full Ranger Spells library.

Additional legacy 1st-level Ranger spells
Additional legacy 2nd-level Ranger spells
Additional legacy 3rd-level Ranger spells
Additional legacy 4th-level Ranger spells

Hunter

Hunters specialise in identifying prey, surviving retaliation and applying weapon pressure to the most dangerous creature on the field.

Hunter’s Lore — Level 3

While a creature is marked by Hunter’s Mark, you know whether it has Immunities, Resistances or Vulnerabilities and learn what they are.

Hunter’s Prey — Level 3

Choose Colossus Slayer or Horde Breaker. You can exchange your choice whenever you finish a Short or Long Rest.

  • Colossus Slayer: once per turn, when you hit a creature with a weapon, the weapon deals an extra 1d8 damage if the target is missing any of its Hit Points.
  • Horde Breaker: once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, within the weapon’s range, and that you have not attacked this turn.

Defensive Tactics — Level 7

Choose Escape the Horde or Multiattack Defense. You can exchange the choice after a Short or Long Rest.

  • Escape the Horde: Opportunity Attacks against you have Disadvantage.
  • Multiattack Defense: after a creature hits you with an attack roll, that creature has Disadvantage on all its other attack rolls against you during the current turn.

Superior Hunter’s Prey — Level 11

Once per turn when you damage a creature marked by Hunter’s Mark, you can also deal the spell’s extra damage to a different creature you can see within 30 feet of the marked creature.

Superior Hunter’s Defense — Level 15

When you take damage, use your Reaction to gain Resistance to that damage and further damage of the same type until the end of the current turn.

Other Ranger Subclasses

Beast Master, Fey Wanderer and Gloom Stalker are additional current Player’s Handbook Ranger choices. Their complete subclass mechanics are not reconstructed here. Hunter is the complete subclass supplied by the open rules used for this page.

Common Rulings

  • Spellcasting begins at level 1.
  • Base Rangers do not automatically know cantrips. Druidic Warrior is the class-feature route to two Druid cantrips.
  • Hunter’s Mark remains a Concentration spell. Relentless Hunter prevents damage from breaking that Concentration; it does not remove Concentration from the spell.
  • Favored Enemy’s free casts are separate from spell slots. Hunter’s Mark is also always prepared.
  • Tireless uses Wisdom modifier, not Proficiency Bonus.
  • Nature’s Veil lasts until the end of your next turn.
  • Feral Senses grants 30-foot Blindsight.
  • Foe Slayer changes Hunter’s Mark’s damage die to d10.

Official Ranger Overview

Official Dungeons & Dragons overview of the revised Ranger and the Player’s Handbook Ranger subclasses.

Pathfinder 1E Ranger

This panel follows the Pathfinder Roleplaying Game Core Rulebook Ranger. Favored Terrain, Hunter’s Bond, Quarry and Master Hunter belong to this progression and must not be imported into the 3.5e class.

Core Ranger Traits

AlignmentAny
Hit Died10
Base Attack BonusFull
Good savesFortitude and Reflex
Skill ranks6 + Intelligence modifier per level
Class skills Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Perception, Profession, Ride, Spellcraft, Stealth, Survival and Swim
WeaponsAll simple and martial weapons
ArmourLight armour, medium armour and shields except tower shields

Ranger Progression

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1+1+2+2+01st Favored Enemy, Track, Wild Empathy
2+2+3+3+0Combat Style Feat
3+3+3+3+1Endurance, 1st Favored Terrain
4+4+4+4+1Hunter’s Bond0
5+5+4+4+12nd Favored Enemy1
6+6/+1+5+5+2Combat Style Feat1
7+7/+2+5+5+2Woodland Stride10
8+8/+3+6+6+2Swift Tracker, 2nd Favored Terrain11
9+9/+4+6+6+3Evasion21
10+10/+5+7+7+33rd Favored Enemy, Combat Style Feat210
11+11/+6/+1+7+7+3Quarry211
12+12/+7/+2+8+8+4Camouflage221
13+13/+8/+3+8+8+43rd Favored Terrain3210
14+14/+9/+4+9+9+4Combat Style Feat3211
15+15/+10/+5+9+9+54th Favored Enemy3221
16+16/+11/+6/+1+10+10+5Improved Evasion3321
17+17/+12/+7/+2+10+10+5Hide in Plain Sight4321
18+18/+13/+8/+3+11+11+64th Favored Terrain, Combat Style Feat4322
19+19/+14/+9/+4+11+11+6Improved Quarry4332
20+20/+15/+10/+5+12+12+65th Favored Enemy, Master Hunter4433

Class Features

Favored Enemy

At 1st level choose a favored enemy type. Against that type you gain +2 on appropriate Bluff, Knowledge, Perception, Sense Motive and Survival checks, and +2 on weapon attack and damage rolls.

Knowledge checks made to identify a favored enemy can be attempted untrained. Gain another favored enemy at levels 5, 10, 15 and 20. Each time, increase one existing Favored Enemy bonus by another +2.

Track

Add half your Ranger level, minimum +1, to Survival checks made to follow tracks.

Wild Empathy

Influence an animal with 1d20 + Ranger level + Charisma modifier.

You and the animal must normally be within 30 feet of one another under normal visibility conditions. Influencing an animal generally takes 1 minute, although circumstances may alter that time.

You can influence a magical beast with Intelligence 1 or 2 at a –4 penalty.

Combat Style Feats

At level 2 choose Archery or Two-Weapon Combat. Gain style feats at levels 2, 6, 10, 14 and 18 without needing their normal prerequisites.

The style works in light armour, medium armour or no armour, but not heavy armour. Once the combat style is chosen, it cannot normally be changed.

Endurance

Gain Endurance as a bonus feat at level 3.

Favored Terrain

At level 3 choose a terrain. While there, gain +2 on initiative and on Knowledge (geography), Perception, Stealth and Survival checks.

You normally leave no trail in Favored Terrain unless you choose to do so. Further terrains arrive at levels 8, 13 and 18; at each interval, one existing Favored Terrain bonus may also increase by +2.

Hunter’s Bond

At level 4 choose a bond with your companions or an animal companion. Once the form is chosen, it cannot normally be changed.

A companion bond lets you spend a move action to grant half your Favored Enemy bonus against one target of the appropriate type to allies within 30 feet who can see or hear you.

The shared bonus lasts a number of rounds equal to your Wisdom modifier, minimum 1. It does not stack with a Favored Enemy bonus an ally already possesses; that ally uses the higher bonus.

If you choose an animal companion, your effective Druid level is Ranger level −3. The companion shares your Favored Enemy and Favored Terrain bonuses.

Spellcasting

Spellcasting begins at level 4. Rangers prepare divine spells from the Ranger list.

To prepare or cast a spell, Wisdom must equal at least 10 + the spell’s level.

Spell save DC = 10 + spell level + Wisdom modifier. Through level 3 you have no caster level; from level 4 onward your caster level is Ranger level −3.

When the Ranger table shows 0 spells per day at a spell level, you receive no base spell at that level but may still receive bonus spells if your Wisdom score is high enough.

You must spend 1 hour each day in quiet meditation to regain your daily spell allotment and choose your prepared spells.

Woodland Stride

From level 7, move normally through ordinary natural undergrowth. Magically altered vegetation can still hinder you.

Swift Tracker

From level 8, track at normal speed without the normal –5 penalty and take only –10 when tracking at up to twice normal speed.

Evasion

At level 9, a successful Reflex save against an effect that normally deals half damage instead deals no damage. This works in light armour, medium armour or no armour.

Quarry

At level 11, as a standard action, designate one visible target as your quarry. Its creature type must correspond to one of your Favored Enemy types.

While tracking your quarry at normal speed you can take 10 on Survival checks without penalty. You gain a +2 insight bonus on attack rolls against it, and critical threats against it are automatically confirmed.

You can have only one quarry at a time. You may dismiss it as a free action, but after voluntarily dismissing it you cannot select another quarry for 24 hours. If you see proof that the quarry is dead, you may select another after 1 hour.

Camouflage

From level 12, use Stealth in any Favored Terrain even when the terrain itself provides no cover or concealment.

Improved Evasion

At level 16, a successful qualifying Reflex save deals no damage and a failed save deals only half damage.

Hide in Plain Sight

At level 17, while in Favored Terrain you can use Stealth even while being observed.

Improved Quarry

At level 19, selecting a quarry becomes a free action, tracking it can use take 20 at normal speed, and the insight bonus to attacks becomes +4. If the quarry is killed or dismissed, another may be selected after 10 minutes.

Master Hunter

At level 20, tracking can always be performed at full speed without penalty. Against a Favored Enemy, you can make a single attack as a standard action. On a hit, the target must make a Fortitude save against DC 10 + half Ranger level + Wisdom modifier or die.

You may instead attempt to deal nonlethal damage equal to the target’s current Hit Points; a successful save negates that damage. The ability is limited to once per day for each Favored Enemy type and cannot be used against the same creature more than once in 24 hours.

PF1e Favored Enemy Choices

Humanoid and Outsider choices require an appropriate subtype. If a creature falls into more than one Favored Enemy category, the bonuses do not stack; use the higher applicable bonus.

Favored Enemy Favored Enemy
AberrationHumanoid (reptilian)
AnimalHumanoid (other subtype)
ConstructMagical beast
DragonMonstrous humanoid
FeyOoze
Humanoid (aquatic)Outsider (air)
Humanoid (dwarf)Outsider (chaotic)
Humanoid (elf)Outsider (earth)
Humanoid (giant)Outsider (evil)
Humanoid (goblinoid)Outsider (fire)
Humanoid (gnoll)Outsider (good)
Humanoid (gnome)Outsider (lawful)
Humanoid (halfling)Outsider (native)
Humanoid (human)Outsider (water)
Humanoid (orc)Plant
UndeadVermin

PF1e Hunter’s Bond — Animal Companion Choices

Standard choices Aquatic campaign option
Badger; bird; camel; cat (small); dire rat; dog; horse; pony; snake (viper or constrictor); wolf Shark

The companion shares the Ranger’s Favored Enemy and Favored Terrain bonuses. Its effective Druid level is Ranger level −3.

Core Combat Styles

Style Initial choices Added at Ranger 6 Added at Ranger 10
Archery Far Shot, Point-Blank Shot, Precise Shot, Rapid Shot Improved Precise Shot, Manyshot Pinpoint Targeting, Shot on the Run
Two-Weapon Combat Double Slice, Improved Shield Bash, Quick Draw, Two-Weapon Fighting Improved Two-Weapon Fighting, Two-Weapon Defense Greater Two-Weapon Fighting, Two-Weapon Rend

Favored Terrain Choices

Cold; Desert; Forest; Jungle; Mountain; Plains; one specific plane other than the Material Plane; Swamp; Underground; Urban; or Water.

Common Rulings

  • Favored Enemy adds both attack and damage.
  • Combat Style feats function in medium armour. Heavy armour suppresses them.
  • Hunter’s Bond is gained at level 4.
  • An animal companion uses Ranger level −3 as effective Druid level.
  • Spell caster level is Ranger level −3.
  • Favored Terrain begins at level 3.
  • Quarry begins at level 11 and must match a Favored Enemy type.
  • Camouflage is level 12 and works in Favored Terrain.
  • Improved Evasion and Master Hunter belong to this progression.

Related mechanics libraries: Skills, Feats, Armour, Weapons and Ranger Spells.

Pathfinder Ranger Analysis

D6Damage’s Pathfinder First Edition class analysis discusses Favored Enemy, Favored Terrain, Combat Style, Hunter’s Bond and practical Ranger play. It is commentary rather than the rules authority for the panel above.

D&D 3.5 Ranger

This is the Revised D&D 3.5 SRD Ranger. It deliberately retains its d8 Hit Die, first-level ×4 skill points, light-armour Combat Style restriction, half-level companion progression and half-level caster level.

Core Ranger Traits

AlignmentAny
Hit Died8
Skill points at 1st level(6 + Intelligence modifier) ×4
Skill points thereafter6 + Intelligence modifier
Class skills Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim and Use Rope
WeaponsAll simple and martial weapons
ArmourLight armour and shields except tower shields

Ranger Progression

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1+1+2+2+01st Favored Enemy, Track, Wild Empathy
2+2+3+3+0Combat Style
3+3+3+3+1Endurance
4+4+4+4+1Animal Companion0
5+5+4+4+12nd Favored Enemy0
6+6/+1+5+5+2Improved Combat Style1
7+7/+2+5+5+2Woodland Stride1
8+8/+3+6+6+2Swift Tracker10
9+9/+4+6+6+3Evasion10
10+10/+5+7+7+33rd Favored Enemy11
11+11/+6/+1+7+7+3Combat Style Mastery110
12+12/+7/+2+8+8+4111
13+13/+8/+3+8+8+4Camouflage111
14+14/+9/+4+9+9+42110
15+15/+10/+5+9+9+54th Favored Enemy2111
16+16/+11/+6/+1+10+10+52211
17+17/+12/+7/+2+10+10+5Hide in Plain Sight2221
18+18/+13/+8/+3+11+11+63221
19+19/+14/+9/+4+11+11+63332
20+20/+15/+10/+5+12+12+65th Favored Enemy3333

Class Features

Favored Enemy

At level 1 choose a favored enemy. Gain +2 on relevant Bluff, Listen, Sense Motive, Spot and Survival checks against that enemy and +2 on weapon damage rolls against it.

Add another Favored Enemy at levels 5, 10, 15 and 20. At each interval, one Favored Enemy bonus also increases by +2.

This feature does not provide Pathfinder’s attack-roll bonus.

Track

Gain Track as a bonus feat at level 1.

Wild Empathy

Influence an animal with 1d20 + Ranger level + Charisma modifier. A magical beast with Intelligence 1 or 2 can be influenced at –4.

Combat Style — Level 2

Choose Archery or Two-Weapon Combat.

  • Archery: treated as having Rapid Shot.
  • Two-Weapon Combat: treated as having Two-Weapon Fighting.

Style benefits work only while wearing light armour or no armour.

Endurance — Level 3

Gain Endurance as a bonus feat.

Animal Companion — Level 4

Gain an animal companion functioning like the Druid ability, but your effective Druid level is one-half your Ranger level.

Standard choices are badger, camel, dire rat, dog, riding dog, eagle, hawk, light or heavy horse, owl, pony, Small or Medium viper, or wolf.

If the campaign takes place wholly or partly in an aquatic environment, add manta ray, porpoise, Medium shark and squid.

You may also use the Druid’s alternative animal-companion lists, but your effective Druid level remains one-half Ranger level, and an alternative companion cannot be selected if its adjustment would reduce your effective Druid level below 1st.

Spellcasting — Level 4

Beginning at level 4, prepare divine Ranger spells in advance. Wisdom must equal at least 10 + spell level.

Spell save DC = 10 + spell level + Wisdom modifier. Through level 3 you have no caster level; from level 4 onward caster level is one-half Ranger level.

When the progression table shows 0 spells per day at a spell level, you receive no base spell at that level but may still receive bonus spells from a sufficiently high Wisdom score.

Rangers prepare and cast spells in the manner used by Clerics, choosing their Ranger spells during daily meditation. Unlike a Cleric, a Ranger cannot discard a prepared spell to cast a cure spell spontaneously.

Improved Combat Style — Level 6

  • Archery: treated as having Manyshot.
  • Two-Weapon Combat: treated as having Improved Two-Weapon Fighting.

Woodland Stride — Level 7

Move normally through natural undergrowth. Magically manipulated vegetation can still impede you.

Swift Tracker — Level 8

Follow tracks at normal speed without the normal –5 penalty, or at up to twice normal speed with –10 rather than –20.

Evasion — Level 9

On a successful qualifying Reflex save, take no damage instead of half. Evasion works only in light armour or no armour.

Combat Style Mastery — Level 11

  • Archery: treated as having Improved Precise Shot.
  • Two-Weapon Combat: treated as having Greater Two-Weapon Fighting.

Camouflage — Level 13

Use Hide in natural terrain even when the terrain does not provide cover or concealment.

Hide in Plain Sight — Level 17

In natural terrain, use Hide even while being observed.

D&D 3.5 Favored Enemy Choices

Unlike Pathfinder, Giant and Elemental are their own Favored Enemy categories here. Humanoid and Outsider choices use the listed subtypes.

Favored Enemy Favored Enemy
AberrationHumanoid (reptilian)
AnimalMagical beast
ConstructMonstrous humanoid
DragonOoze
ElementalOutsider (air)
FeyOutsider (chaotic)
GiantOutsider (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

Common Rulings

  • The Hit Die is d8, not d10.
  • First-level skill points are multiplied by four.
  • Favored Enemy improves weapon damage but does not provide Pathfinder’s attack-roll bonus.
  • Combat Style works only in light armour or no armour.
  • The animal companion uses one-half Ranger level as effective Druid level.
  • The aquatic companion additions are manta ray, porpoise, Medium shark and squid.
  • Ranger caster level is one-half Ranger level.
  • Camouflage arrives at level 13 and applies in natural terrain.
  • There is no Favored Terrain class feature.
  • There is no Quarry, Improved Quarry, Improved Evasion or Master Hunter progression.

Related mechanics libraries: Skills, Feats, Armour, Weapons and Ranger Spells.

How to Play a Ranger

The Ranger is strongest when the adventure begins before the fight. Ask what the ground looks like, where the tracks lead, what the weather is doing, which route offers concealment and whether the enemy is moving toward you or away from you. Information turns fieldcraft into party-wide advantage.

Scout Before Committing

Use observation, stealth and movement to discover the shape of an encounter before the party walks into it. Sentries, escape routes, difficult ground and hidden approaches can matter more than another point of damage.

Choose the Important Target

Rangers reward focus. Decide which enemy must fall, be contained or be followed. Do not waste your best hunting tools on the first creature within reach.

Control Distance

A bow is useful because it preserves options, not because every Ranger must be an archer. Use terrain, movement, cover, reach and narrow approaches so the enemy must fight on inconvenient terms.

Keep a Reserve

Wilderness expeditions rarely end with the first encounter. Preserve enough magic, ammunition, healing and mobility to survive the route home as well as the fight ahead.

Read Creatures as Part of the Landscape

Droppings, damaged vegetation, feeding sites, abandoned nests, unusual silence and frightened livestock are clues. Creature knowledge matters most when it changes a decision before combat begins.

Make Travel Matter

Track destination, pace, weather, water, food, visibility and the cost of delay. A Ranger becomes more interesting when wilderness travel contains choices rather than being skipped between encounters.

Building the Character Around the Journey

Start with the work the character performed before becoming an adventurer. A forester watching a hunting ground, a guide crossing winter passes and a monster hunter searching abandoned villages may all be Rangers, but they should not carry identical skills, equipment or habits.

Global Ranger Archetypes

There is no single historical profession that maps neatly onto the fantasy Ranger. Around the world, however, hunters, scouts, guides, foresters, outriders and border watchers perform parts of the Ranger’s job.

These concepts are built for the campaign present of 1454. Equipment, supernatural connections, subclass inspirations and fighting approaches are character directions rather than compulsory cultural packages.

1. The Steppe Falconer

Region
Mongolian Plateau and Central Asian grasslands
Equipment
Composite or recurved bow, spear or lance, practical sabre, falconry equipment, horse tack
Armour
Lamellar or other mobile riding armour with weather layers
Supernatural
Sky, weather and spirit-animal traditions; Ülgen where culturally appropriate
Companion
Golden eagle or trained hunting bird; horse
Subclass inspiration
Beast Master
Fighting approach
Archery; mounted reconnaissance and precision shooting

Open grassland rewards the Ranger who can read distance, weather, hoofmarks, water and herd movement at a glance. A mounted scout may see another party’s dust long before either group can identify the other.

2. The Ashikaga Mountain Warden

Region
Japan under the Ashikaga shogunate
Equipment
Yumi, yari or naginata, knife, rope and signalling gear
Armour
Mobile period armour suited to mountain travel
Supernatural
Shinto kami of mountain, forest, harvest and fox; Inari where appropriate
Subclass inspiration
Hunter
Fighting approach
Archery or Defense; observation and controlled engagement

Mountain tracks, forest roads and fortified approaches reward patience more than spectacle. A local warden, hunter or military scout learns which ridge can hide movement, which stream can be crossed after rain and where a warning must reach before an armed column arrives.

3. The Highland Warden

Region
Scottish Highlands and western uplands
Equipment
Longbow, spear, sword or long knife, hunting horn and hound leash
Armour
Padded wool, practical mail where available, weather cloak
Supernatural
The Cailleach and older powers of mountain, winter and wild country
Companion
Hound where appropriate
Subclass inspiration
Gloom Stalker or Hunter
Fighting approach
Defense or Dueling; rough-ground ambush and pursuit

A Highland Ranger knows glens, bog crossings, deer paths, mountain weather and the approaches to isolated settlements. The same ground that hides raiders can conceal supernatural predators.

4. The Nubian River-and-Desert Scout

Region
Upper Nile and the kingdoms south of Egypt
Equipment
Bow, spear, knife, water containers and river-travel equipment
Armour
Light protection suited to heat and sustained movement
Supernatural
River and desert powers; older cult sites remain part of the supernatural landscape
Subclass inspiration
Hunter or Horizon Walker
Fighting approach
Archery; river patrol and desert reconnaissance

The Nile corridor forces travellers to understand both water and desert. A scout watches river routes, rocky ground, cultivated margins and the tracks leading away from permanent settlement.

5. The Vinland Seer and Trail-Warden

Region
Norse Atlantic settlements and western colonies
Equipment
Bow, spear, seax or working knife, axe and winter travel gear
Armour
Layered wool and fur; mail where needed
Supernatural
Skadi and powers of winter, hunting and the northern wild
Companion
Hunting hound where appropriate
Subclass inspiration
Fey Wanderer
Fighting approach
Thrown weapons or Archery; woodland and coastal ambush

Where Norse communities survive across the western Atlantic, Rangers move between coast, river and deep forest. They read weather, ice, game trails and the signs of travellers far beyond settled farms.

6. The Bhil Forest Scout

Region
Western and central India
Equipment
Strong local bow, arrows, knife or working blade, traps and gathering tools
Armour
Light cloth or hide chosen for heat, rain and concealment
Supernatural
Forest powers; Aranyani where appropriate
Companion
Hunting dog or local animal companion where appropriate
Subclass inspiration
Beast Master
Fighting approach
Archery; concealment and patient pursuit

A forest Ranger knows streams, animal routes, hill paths and the difference between ordinary silence and the silence that means a predator is near.

7. The Arctic Coast Ghost-Watcher

Region
Arctic coasts, islands and tundra
Equipment
Harpoon, throwing spear, knife, hunting bow where locally appropriate, snow goggles
Armour
Carefully made hide clothing adapted to cold and wet conditions
Supernatural
Sedna and powers connected to sea animals, weather and hidden realms
Companion
Sled or hunting dogs where appropriate
Subclass inspiration
Gloom Stalker
Fighting approach
Thrown weapons; close-range hunting across ice and coast

Sea ice, snow cover, visibility, animal migration and changing weather decide whether a journey succeeds. The environment itself is the first adversary.

8. The Māori Pathfinder

Region
Aotearoa
Equipment
Taiaha, tewhatewha, pouwhenua, patu, rope and practical travelling gear
Armour
Woven garments and weather-resistant cloaks
Supernatural
Tāne Mahuta and powers of forest, birds and life
Companion
Kurī where appropriate
Subclass inspiration
Hunter
Fighting approach
Defense; reach, footwork and close-range pursuit

Dense forest, rivers, ridgelines, coastal routes and fortified pā create a Ranger tradition centred on footwork, navigation, observation and intimate knowledge of local terrain.

9. The Xolo Sentinel

Region
Mexica lands and Mesoamerican highlands
Equipment
Macuahuitl, atlatl, bow where appropriate, obsidian knife and travel kit
Armour
Quilted cotton ichcahuipilli
Supernatural
Xolotl and the supernatural role of dogs as guides and companions
Companion
Xoloitzcuintli
Subclass inspiration
Beast Master or Hunter
Fighting approach
Archery or thrown weapons; pursuit and road patrol

A Ranger may patrol agricultural margins, mountain paths and roads between cities while tracking human enemies, dangerous animals or supernatural intruders.

10. The Ob-Ugrian Taiga Spirit-Watcher

Region
Western Siberian forests and river country
Equipment
Bow, spear, iron knife, traps, skis or sled equipment according to season
Armour
Layered hide and fur suited to severe cold
Supernatural
Num-Torum and local spirits of sky, river, forest and hunt
Companion
Dog or reindeer where appropriate
Subclass inspiration
Fey Wanderer
Fighting approach
Archery; taiga tracking and river reconnaissance

A taiga Ranger travels by river, forest track, ski or sled according to season, following game and people through country where distances are vast.

11. The Rift Valley Cattle-Watcher

Region
East African Rift and adjoining grasslands
Equipment
Spear, staff or club, water and livestock-handling equipment
Armour
Light practical protection; hide where required
Supernatural
Local pastoral and ancestral powers
Companion
Herding or guard dog where locally appropriate
Subclass inspiration
Hunter
Fighting approach
Defense; open-country observation and predator interception

The archetype centres on finding water, guarding livestock, recognising predators and watching human movement across open country.

12. The Slavic Fen Watcher

Region
Eastern European forests, marshes and riverlands
Equipment
Crossbow or bow, boar spear, axe or knife, wading gear and small boat
Armour
Quilted protection, wool and fur suited to wet ground
Supernatural
Veles and spirits of water, woodland, livestock and the dead
Subclass inspiration
Gloom Stalker
Fighting approach
Defense; marsh ambush and fog-bound pursuit

A fen-watcher knows which patches of apparently solid ground will swallow a horse, where winter ice is unreliable and which channels allow a boat to vanish behind reeds.

Non-Human Ranger Archetypes

These are not real-world peoples recast as fantasy species. They are Ranger traditions belonging to the actual non-human peoples and supernatural communities of SpiralWorlds.

Homeland, occupation and local danger matter more than ancestry alone. The structured fields describe one useful character direction rather than claiming that every member of a people fights or worships in the same way.

Elf — The Glade Sentinel

Range
Britain, Scandinavia and old woodland territories
Equipment
Longbow, spear or sword, knife, herb and tracking kit
Armour
Quiet mail or light armour with weatherproof woodland clothing
Supernatural
Elven courts, ancient woodland powers and hidden paths
Companion
Hawk or hound where appropriate
Subclass inspiration
Fey Wanderer
Fighting approach
Archery; long-range observation and concealed defence

Elven Rangers watch ancient forests, coastal approaches and roads leading toward places their communities have guarded far longer than nearby human states have existed.

Dwarf — The Holdroad Warden

Range
Mountain roads, mines, holds and dispersed enclaves
Equipment
Crossbow, axe or hammer, rope, lamp, climbing and survey tools
Armour
Mail or scale suited to tunnels and mountain approaches
Supernatural
Dwarven ancestral, forge and stone traditions
Companion
Mule, pony or underground-suitable animal where useful
Subclass inspiration
Hunter
Fighting approach
Defense; route security and confined-ground combat

Dwarven Rangers patrol dangerous routes between holds, mines, guild communities, enclaves and isolated families. Their wilderness may be an avalanche slope, abandoned gallery or under-road rather than a forest.

Orc — The Muster Tracker

Range
Orc successor realms, marches and war roads
Equipment
Composite bow, spear, heavy knife, field signals and hunting gear
Armour
Practical lamellar or other campaign armour suited to long movement
Supernatural
Orc ancestor, war and wilderness cults
Companion
Worg or dire boar among exceptional beast-handlers
Subclass inspiration
Beast Master or Hunter
Fighting approach
Archery; military reconnaissance and relentless pursuit

Orc Rangers scout beyond the marching body, locate water and forage, test roads for heavy movement and find enemies attempting to avoid the main host. Others work independently as hunters, frontier guards or brutal bounty trackers.

Triton — The Tide Watcher

Range
Mediterranean seas, reefs, straits and submerged roads
Equipment
Trident, spear, net, knife and signalling horn
Armour
Water-suitable scale or light protection
Supernatural
Sea powers including Amphitrite where appropriate
Companion
Dolphin, shark or other marine companion where rules permit
Subclass inspiration
Hunter or Horizon Walker
Fighting approach
Thrown weapons; underwater pursuit and coastal interception

For a Triton Ranger, currents replace footpaths. Water temperature, fish movement, disturbed silt and the behaviour of seabirds can reveal ships, predators and intruders.

Halfling — The Hollowpath Forager

Range
Settled communities, caravan roads and travelling families
Equipment
Sling, short bow where useful, staff, knife, cooking and camp tools
Armour
Quilted or light leather protection with practical travelling clothes
Supernatural
Household, road and local nature spirits according to community
Companion
Dog or pony
Subclass inspiration
Hunter or Beast Master
Fighting approach
Archery; discreet route finding and caravan scouting

Halfling Rangers know field boundaries, riverbanks, safe camps, edible plants, quiet lanes and the habits of larger neighbours.

Dragonborn — The Ember Scout

Range
Draconic marches, badlands and fire-scarred frontier country
Equipment
Bow or javelins, spear or sword, climbing and signalling gear
Armour
Mobile scale or other heat-conscious field armour
Supernatural
Draconic ancestors, old dragon roads and elemental powers
Subclass inspiration
Hunter or Gloom Stalker
Fighting approach
Defense or thrown weapons; badland reconnaissance

Dragonborn Rangers work where dangerous terrain and dangerous bloodlines overlap. They may watch old dragon roads, guard nesting grounds or hunt creatures drawn to volcanic and magical wastes.

Tiefling — The Riftward Seeker

Range
Planar scars, haunted roads and infernal borderlands
Equipment
Glaive or spear, bow, knife, chalk, cord, lantern and cold iron
Armour
Mail or light armour chosen for extended travel
Supernatural
Liminal and planar powers; Hecate where the tradition calls for her
Subclass inspiration
Horizon Walker
Fighting approach
Defense; planar tracking and mobile skirmishing

Tiefling Rangers are particularly valuable where ordinary tracks intersect with supernatural movement. They watch places where a road, ruin or cave sometimes opens somewhere it should not.

Aarakocra — The Windcliff Talon

Range
High cliffs, mountains and aerial routes
Equipment
Javelins, spear, short bow and extremely light field equipment
Armour
Minimal light protection that does not compromise flight
Supernatural
Air, storm and high-mountain spirits
Subclass inspiration
Hunter
Fighting approach
Thrown weapons; aerial observation and interception

An Aarakocra Ranger reads rising air, cloud, exposed ridges and movement on the ground below. Flight extends the scouting radius but does not remove the need to understand weather or concealment.

Gnome — The Rootbound Tinker

Range
Woodland enclaves, workshops, warrens and frontier settlements
Equipment
Crossbow or sling, compact tools, snares, herbal kit and survey equipment
Armour
Padded or light leather protection
Supernatural
Local earth, grove, household and fey powers
Companion
Badger or similarly practical local animal where appropriate
Subclass inspiration
Fey Wanderer
Fighting approach
Archery; trapcraft and careful reconnaissance

Gnome Rangers apply patient observation to both creatures and mechanisms. They are excellent trap-setters, spoor readers and field repairers, especially where wilderness roads meet engineered defences.

Catfolk — The Sand-and-Reed Strider

Range
Kemet, Nile margins, desert approaches and ruins
Equipment
Bow, spear, mace or knife, water and ruin-exploration equipment
Armour
Light protection suited to heat and movement
Supernatural
The powers and cults of Kemet, with animal, river and desert spirits close at hand
Companion
Hound or other hunting animal where appropriate; not dependent on cavalry
Subclass inspiration
Hunter
Fighting approach
Archery; desert tracking and river-margin reconnaissance

Catfolk Rangers move between cultivated river country and harsh desert within the same patrol. They watch canals, reed beds, caravan approaches, burial grounds and ruined places where supernatural predators may awaken.

Yuan-ti — The Veiled Fang

Range
Humid riverlands, jungle ruins and serpent-haunted enclaves
Equipment
Bow, spear, curved knife, venom-handling gear and waterproof travel kit
Armour
Light armour suitable for heat, water and dense vegetation
Supernatural
Serpent powers, ancestral cults and dangerous jungle spirits
Companion
Snake where appropriate
Subclass inspiration
Gloom Stalker
Fighting approach
Dueling or Archery; ambush and jungle pursuit

Yuan-ti Rangers specialise in environments where heat, water, venom and dense vegetation defeat outsiders. Their knowledge can make them protectors, hunters or deeply unsettling pursuers depending on allegiance.

Satyr — The Briar Scout

Range
Mediterranean wildlands, enchanted groves and paths touching Arborea
Equipment
Short bow, spear, sling, knife and pipes
Armour
Soft leather or similarly light protection
Supernatural
Pan and the powers of untamed woodland, music and ecstatic wild places
Companion
Woodland animal where the character concept calls for one
Subclass inspiration
Fey Wanderer
Fighting approach
Archery; rapid skirmishing and fey pathfinding

Satyr Rangers know wild ground by sound as much as sight. Bird calls, disturbed music, broken branches and sudden silence can reveal intrusion before footprints are found.

Tracking Before the Fantasy Ranger

Medieval hunters understood that pursuit was an information problem. Tracks, disturbed vegetation, scent, droppings, feeding signs and the behaviour of hounds could reveal where an animal had passed and where it was likely to go next.

Military scouting relied on the same larger discipline: notice evidence early, understand what it means and make a useful decision before the enemy does.

Gaston Phébus’s fourteenth-century hunting tradition is especially useful visual context because it depicts people actively attempting to recover the scent and trail of quarry. The scene is closer to what a Ranger actually does in play than a later romantic portrait of a mounted warrior.

Medieval hunters and a hound attempting to recover the scent of a stag
Hunters attempting to recover the scent of a stag; derived from a miniature associated with Gaston Phébus’s fourteenth-century hunting tradition. Public-domain image via Wikimedia Commons.

Further Viewing: The Fantasy Ranger

This discussion explores the Ranger as a medieval-fantasy archetype and considers weapons suited to that role. It is retained as interpretation and further viewing, not as the historical authority for the section above.

For another exploration of the class’s literary and game-history identity, see Dungeons and Dragons Lore: The Ranger — AJ Pickett .

Is Ranger the Right Class?

Choose Ranger if…

  • You want martial competence without giving up wilderness utility.
  • You want tracking and reconnaissance to be part of the character’s identity.
  • You like choosing a target and pursuing it relentlessly.
  • You want magic to support exploration and hunting rather than dominate every scene.

Consider a Neighbouring Class if…

Choose the Druid when transformation and primal spellcasting should define the character.

Choose the Fighter when weapon mastery and direct martial flexibility matter more than tracking and wilderness magic.

Common Ranger Questions

Does a Ranger have to use a bow?

No. The bow is iconic because distance, observation and mobility fit the class, but Rangers can be built around paired weapons, sword and shield, spear, thrown weapons or other campaign-appropriate fighting methods.

Does every Ranger have an animal companion?

No. Animal-companion access depends on the rules and character choices being used. The Ranger concept itself does not require a permanent companion.

What is the Ranger’s job outside combat?

Find routes, detect danger, read tracks, scout positions, identify creatures, gather food and information, recognise bad terrain and help the group reach difficult places safely.

Are the additional SpiralWorlds Ranger spells already converted to 5.5e?

No. The class page preserves the wider Ranger spell archive so older SpiralWorlds material remains discoverable. A conversion-pending spell keeps its existing mechanics until that spell receives a modern rules treatment.

Why are some current 5.5e Ranger spells marked with a dagger?

Those spell names appear on the complete current Ranger spell list in the 2024 D&D Free Rules but are not contained in the smaller CC-licensed SRD 5.2.1 Ranger spell-list subset. They remain current Ranger spells; the marker records the source and licensing distinction.

Why are some Ranger spell names links and others plain text?

A linked title has a matching verified SpiralWorlds spell entry. Plain text is used when no matching destination has been verified or where an older similarly named spell is actually a different spell.

Is a Ranger just a wilderness Fighter?

No. A Fighter’s central identity is martial mastery. A Ranger combines combat capability with pursuit, reconnaissance, survival and primal magic. The overlap in weapons is real, but their problem-solving roles differ.

What makes a good Ranger adventure?

Give the Ranger evidence to interpret and decisions to make: an incomplete trail, two possible routes, changing weather, a creature whose habits can be learned, a border that must be crossed unseen or a quarry that reacts intelligently to pursuit.

Rules Sources and Attribution

  • SRD 5.2.1 Creative Commons attribution.
    This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd . The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode .
  • 2024 D&D Free Rules — Ranger. The complete current Ranger spell-list membership was checked against the official Free Rules Ranger. Spell names marked † on this page appear on that current Ranger list but are not contained in the CC-licensed SRD 5.2.1 Ranger spell-list subset. Official Free Rules Ranger .
  • Pathfinder Roleplaying Game Core Rulebook — Ranger. Paizo Publishing. Legacy Pathfinder Reference Document .
  • Revised D&D 3.5 System Reference Document — Ranger. d20 SRD Ranger .
  • SpiralWorlds Ranger spell archive. Ranger Spells . The expanded lists preserve existing SpiralWorlds spell names, links and legacy catalogue grouping without declaring unconverted mechanics to be current 5.5e rules.
  • Historical illustration. “Nobleman in Hunting Costume, preceded by his Servant, trying to find the Scent of a Stag,” after material associated with Gaston Phébus’s medieval hunting tradition. Public domain. Wikimedia Commons source .

Open Game Content designation. The Pathfinder First Edition and Revised D&D 3.5 mechanical material on this page is designated Open Game Content only to the extent that it derives from material already released as Open Game Content under the Open Game License v1.0a.

Original SpiralWorlds setting material, the 1454 campaign material, Global Ranger Archetypes, Non-Human Ranger Archetypes, historical framing, original explanatory prose, page design, artwork selection and editorial presentation are not designated Open Game Content.

Material derived from SRD 5.2.1 is used separately under Creative Commons Attribution 4.0 International.

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System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

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