Player's Handbook

Ranger

A warrior class.

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Requirements

Ability minimumsStrength 13, Dexterity 13, Constitution 14, Wisdom 14
Prime requisitesStrength, Dexterity, Wisdom
AlignmentLawful Good, Neutral Good, Chaotic Good
Level limitsBeastman 12, Centaur 10, Minotaur 8, Satyr 7, Swanmay 14, Voadkyn 11, Saurial, Finhead 12Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Ranger experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d10
22,2502d10
34,5003d10
49,0004d10
518,0005d10
636,0006d10
775,0007d10
8150,0008d10
9300,0009d10
10600,0009d10+3
11900,0009d10+6
121,200,0009d10+9
131,500,0009d10+12
141,800,0009d10+15
152,100,0009d10+18
162,400,0009d10+21
172,700,0009d10+24
183,000,0009d10+27
193,300,0009d10+30
203,600,0009d10+33

Combat

Weaponsany
Armourany, but Hide/Move Silent and two-weapon fighting require studded leather or lighter
SpecializationMay not specialize in a weapon.
Combat

Ranger THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
219
318
417
516
615
714
813
912
1011
1110
129
138
147
156
165
174
183
192
201
Saving throws

Ranger saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11416151717
21416151717
31315141616
41315141616
51113121314
61113121314
71012111213
81012111213
98109911
108109911
11798810
12798810
1357658
1457658
1546547
1646547
1735446
1835446
1935446
2035446

Magic

CastsPriest spells
Spells

Ranger spell slots

Spells castable per day at each level, before any bonus from a high score.
Level123
1
2
3
4
5
6
7
81
92
1021
1122
12221
13321
14322
15332
16333
17333
18333
19333
20333

Class abilities

Class abilities

Ranger abilities by level

What the class grants as it advances.
LevelHide in ShadowsMove Silently
110%15%
215%21%
320%27%
425%33%
531%40%
637%47%
743%55%
849%62%
956%70%
1063%78%
1170%86%
1277%94%
1385%99%
1493%99%
1599%99%
1699%99%
1799%99%
1899%99%
1999%99%
2099%99%

Kits

Beastmaster

A ranger who commands a menagerie of animal companions rather than the usual .

Bonus proficienciesAnimal Handling, Animal Lore
Weapons recommendedbow, spear

Benefits

  • +5% to hide in natural surroundings.
  • Can acquire normal or giant animals as at any (number by ); replaceable without penalty.

Hindrances

  • Bonded so closely to animals that he is uneasy and less effective dealing with people per the source.

Explorer

A far-ranging wanderer and pathfinder, master of languages and unknown country.

Bonus proficienciesDirection Sense, Navigation
Weapons recommendedversatile

Benefits

  • Can learn TWICE the normal number of languages allowed by (each still costs a slot).
  • Find the Path: can sense the most direct route through unfamiliar terrain per the source.

Hindrances

  • Restless wanderer; ill-suited to staying put or settled obligations.

Falconer

A ranger bonded to a hunting bird, fighting alongside his falcon.

Bonus proficienciesAnimal Training (birds)
Weapons recommendedbow

Benefits

  • Enhanced Training: may retry a failed/untrainable falcon trick after gaining a .
  • Attuned : forms an exceptionally strong bond with a falcon follower (better learning + communication).

Hindrances

  • If the attuned falcon dies or is lost, the Falconer grieves 1-4 weeks: -2 to all attack rolls and , and gains no new during mourning.

Feralan

A ranger raised wild among animals — feral, stealthy, and savage in a frenzy.

Bonus proficienciessurvival
Weapons recommendednatural weapons, spear

Benefits

  • +10% to hide in natural surroundings and +10% to silently.
  • Feral Rage: after first drawing an opponent's blood, can attempt to enter a combat frenzy (one attempt per opponent) for increased effectiveness.

Hindrances

  • Limited Magic: only the animal , and no spells above 2nd (Table 41 progression).

Forest Runner

A woodland guerrilla and folk-hero outlaw who inspires his comrades.

Bonus proficienciessurvival
Weapons recommendedbow, light blade

Benefits

  • +5% to hide in natural surroundings and +5% to silently.
  • Inspire: once per day, spend 1d4+1 boosting morale of allies (number = his ); on a successful check, they gain a bonus per the source.

Hindrances

  • An outlaw of the woods: rarely befriends the politically powerful, and risks arrest by authorities of his and allied homelands.

Giant Killer

A ranger specialized in slaying giant-kind, dealing them grievous wounds.

Bonus proficienciessurvival
Weapons recommendedbow, two-handed weapon

Benefits

  • Bonus vs giants: +1 damage per of the Giant Killer against any giant-type creature.

Hindrances

  • Obsessive focus on giants can lead him into reckless danger per the source.

Greenwood Ranger

A ranger transformed by nature into a half-plant being — warded against plant magic, but stiff and flammable.

Bonus proficienciessurvival
Weapons recommendedspear, bow

Benefits

  • +2 to vs hold plant, charm plant, and similar plant-affecting spells (his nature is part-plant).

Hindrances

  • Stiff limbs: -5% to silently and NO bonus to .
  • Vulnerability to Fire: opponents get +4 to hit him with fire attacks (and he likely suffers extra fire per the source).

Guardian

A ranger sworn to guard a sacred grove, person, or place.

Bonus proficienciessurvival
Weapons recommendedspear, bow

Benefits

  • Bonus priest access (a guardian of a sacred place/people) per the source.

Hindrances

  • Bound to protect a specific place, people, or thing; cannot stray far from his charge.

Justifier

A combat-specialized ranger and monster-hunter, trained to destroy a chosen foe.

Bonus proficienciessurvival
Weapons requiredweapon specialization

Benefits

  • Weapon Specialization: must spend initial slots to specialize (extra attacks/) — combat-focused training.

Hindrances

  • A hunter of a specific evil (e.g. a monster type or organization); single-minded about his quarry.

Mountain Man

A rugged highland ranger, at home on peaks and slopes others fear.

Bonus proficienciesMountaineering, survival
Weapons recommendedaxe, bow

Benefits

  • +5% to hide in natural surroundings; can acquire animal (mountain creatures) per the source.

Hindrances

  • A loner of the high country, uneasy in towns and crowds.

Pathfinder

A ranger who knows one wilderness region better than anyone, its premier guide.

Bonus proficienciesDirection Sense, survival
Weapons recommendedbow, spear

Benefits

  • Expert guide: bonuses to navigation, tracking, and leading others through wilderness per the source.

Hindrances

  • Tied to a specific region he knows intimately; less effective far from it.

Sea Ranger

A seafaring ranger who tracks across open water and fights on deck and shore.

Bonus proficienciesSeamanship, Swimming
Weapons recommendedcutlass, harpoon, bow

Benefits

  • Sea Tracking: can track waterborne craft and aquatic creatures using winds, currents, and conditions.

Hindrances

  • A creature of the coasts and waves; less effective deep inland.

Seeker

A questing ranger gifted with greater divine magic in service of his search.

Bonus proficienciessurvival
Weapons recommendedbow, spear

Benefits

  • Increased spell access: acquires spells at 6th and can eventually cast up to 4th-level priest spells (more than a normal ranger).

Hindrances

  • Driven by a quest or mystery; his seeking can override caution.

Stalker

A ranger-assassin who tracks his prey through cities as easily as wilds.

Bonus proficienciessurvival
Weapons recommendedlight blade, bow

Benefits

  • FULL (not half) tracking in urban settings, plus normal outdoor ranger tracking.
  • +10% to hide in shadows (and enhanced stealth) per the source.

Hindrances

  • A grim hunter of a specific quarry; single-minded and often solitary.

Warden

An official ranger-warden patrolling a lord's lands for pay and duty.

Bonus proficienciessurvival
Weapons recommendedspear, bow

Benefits

  • Stipend: a Warden in good standing with his overlord receives regular pay/support for patrolling his charge.

Hindrances

  • Bound to patrol and protect an assigned territory for his lord; answerable to that authority.

Archer

A bow master, and everything else second.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
AlsoSecondary skill: Bowyer/Fletcher. Suggested : grey, high, sylvan. PHBR8 prints this as advice, not a restriction — any elf may take this .
Weapons requiredLong Bow or Short Bow (TWO bonus slots, both in the chosen bow)
Weapons recommendedcontinued specialization in the chosen bow, the other bow
Proficiencies recommendedJumping, Running, Survival, Tracking
Starting money5d4 x 10 gp — Her bow costs 150% of the listed price.

Benefits

  • Chooses one per combat: RAPID FIRE, giving a of 5/2 while moving or 3/1 standing still (the standing rate makes her an easier target); or TRICK SHOTS, +1 per 4 on called and trick shots, on top of specialization and .
  • +1 with a bow she has owned and maintained for a month or more, and with keen arrows. Familiar equipment only.

Hindrances

  • In she uses only long sword, short sword or dagger, and at -1 to hit. She may learn other weapons later but NEVER gains any to-hit bonus with them, which costs her the racial +1 with swords.
  • Must keep her missile gear in top condition, and uses inferior gear only in mortal danger or where the mission demands it.

Wilderness Runner

A feral ranger who has never wanted a roof.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
AlsoSecondary skill: Trapper/Furrier. Suggested : high, sylvan. PHBR8 prints this as advice, not a restriction — any elf may take this .
Bonus proficienciesEndurance, Running, Set Snares
Weapons requiredQuarterstaff, Long Bow
Weapons recommendedtwo-handed weapon style, Dagger, organic weapons
Proficiencies recommendedFire-building, Fishing, Hunting, Mountaineering, Survival, Swimming
Starting money3d10 gp — Her gear is self-made.

Benefits

  • Tracking at +2.
  • Unbothered by temperatures between 32 and 100 degrees Fahrenheit.
  • May use Set Snares against people, as a thief does.
  • Improvised gear made from what the country provides works at full effectiveness in her hands.

Hindrances

  • Cannot bear civilization: a check at -4 after one day indoors, and she cannot remain inside walls past the second day. Unnatural caverns are as bad; natural caves are fine.
  • Never uses a mount.
  • Civilized elves react at -2.
  • Sylvan-aligned elves react at +2.

Windrider

Aerial cavalry, and the elven military elite.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
DM approvalRequired — this kit is earned, not chosen.
AlsoEntry is EARNED in play, typically around 4th-6th , with no prior and a year of training downtime. Secondary skill: Groom. Suggested : grey, high, sylvan. PHBR8 prints this as advice, not a restriction — any elf may take this kit.
Bonus proficienciesRiding (Air-based), Animal Handling (mount species only), Animal Training (mount species only)
Weapons requiredone type of Lance
Weapons recommendedShort Bow, Flail, Long Sword
Proficiencies recommendedAstrology, Navigation, Direction Sense, Weather Sense
Starting money6d4 x 10 gp

Benefits

  • A winged mount — griffon, hippogriff or pegasus — and enough of its species' speech to work with it.
  • Mounted, the elven and human upper react at +2.

Hindrances

  • Once the awe wears off, the lower — elven and human alike — react at -3.
  • If the mount dies she keeps every hindrance and loses every benefit until she has earned another.
  • The mount's welfare is a standing obligation. Failing to feed and shelter it loses the 's benefits.

Undead Slayer

One species of undead, and a life spent ending it.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
AlsoSecondary skill: any. Suggested : all.
Weapons requiredone Medium bludgeoning weapon her class may use
Weapons recommendeda piercing or slashing backup weapon
Starting moneyclass standard — She must first buy two vials of holy water and a silver mirror, and half her funds are best spent on undead-hunting gear.

Benefits

  • Against her chosen undead species, prepared: +2 to hit and +2 .
  • Traces a lair from signs and rumours to a general area, and hunts from there.

Hindrances

  • Never declines a chance to destroy undead. Not a suicide charge, but the ultimate self-sacrifice is accepted.
  • Sentient undead outrank mindless ones as targets.
  • Cannot tolerate a sentient undead even when it is friendly or , and will plot against a good lich.

Wilderness Protector

A guardian of wild places, holding a line the rest of the tribe never has to see.

RacesBeastman, Centaur, Voadkyn, Minotaur, Saurial, Bladeback, Saurial, Finhead, Saurial, Flyer, Saurial, Hornhead, Satyr, Swanmay
AlsoMinotaur eligibility is rare. Every PHB Ranger requirement applies. is mandatory for the — see the RequiresKit linkage.
Bonus proficienciesSurvival (woodlands), Tracking
WeaponsAny weapon.
Proficiencies recommendedAnimal Handling, Animal Noise, Animal Training, Direction Sense, Hiding, Leatherworking, Riding (land-based), Swimming, Weather Sense, Animal Lore, Bowyer/Fletcher, Fishing, Hunting, Natural Fighting, Set Snares, Wild Fighting, Healing, Herbalism, Local History, Religion, Spellcraft
Proficiencies barredCharioteering, Seamanship
ProficienciesSurvival (woodlands) and Tracking are free bonus .
ArmourNo heavier than studded leather. Cannot retain more equipment or treasure than can be carried.
Starting money3d4 x 5 gp

Benefits

  • All PHB ranger special .

Hindrances

  • Every PHB ranger limitation applies.
  • -3 to initial NPC reactions.

Shinobi Ranger

The clan's outrider — the one who knows the country between the clan and its target.

RacesHuman, Dwarf, Half-elf
Also as the Fighter entry.
Weapons requiredhankyu
Proficiencies requiredw-running

Benefits

  • Silently, Hide in Shadows and Detect Noise at a base of 10% each, plus 10 discretionary points per .
  • No more than half a clan is -. A clan member of any other class MUST take their — it is not an optional choice within the clan.

Hindrances

  • Full clan obligation, identical to a 's: assignments are not optional, and the clan's interest outranks every other .

Notes

  • Animal empathy: calm or befriend natural animals.
  • Two-weapon fighting with no penalty in studded leather or lighter (no shield).
  • Tracking free; +1 per 3 .
  • Casts priest spells from 8 (plant & animal only; no Wis bonus).
  • No / until 8th . 10th-level: 2d6 (Table 19).