There are many ways to find yourself lost. One of them, I have recently realised, can be the discovery of a vast underground complex buried deep under an uninhabited island. You can only reach it by using a raft, which only works if you have one item that can be used as a raft. But there are also many other ways to get to the island. If you want to know more, then read on…

Have you ever heard of EvilAnagram? It’s a game (for PC) that I’ve been working on for several years. It’s about a ranger who is looking for treasure. The ranger is in danger at all times, so he has to constantly be on the lookout for a new location. One day while he was out, a stranger came up to him and told him that he needed to venture into a dungeon and retrieve a treasure that had been stolen. The ranger went into the dungeon, and there he found a new kind of evil: the Magic Sword. With the sword, the ranger could not only slay monsters, but could also freeze time and travel from place to place. The ranger was victorious in the end, but now that

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In order to avoid losing this masterpiece from EvilAnagram, I’ve reposted it from the Giant In the Playground Forum.

A Ranger’s Guide isn’t for everyone who wanders.

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“Not everything that glitters is gold, and not all who wander are lost.” -The Lord of the Rings, J.R.R. Tolkien

Inspired by J.R.R. Tolkien’s Aragorn and the Rangers of the North, the Ranger first appeared as a class in one of the first original Dungeons & Dragons supplements. The wandering warrior has been a mainstay of the series ever since. Known for the variety of fighting styles they utilize, Rangers are equally skilled with blade and bow, often wield two blades at once, and are capable hunters and trackers. The archetypical Ranger wanders the wilderness as its sentinel and protector, often accompanied by a wild beast. Rangers are mobile, efficient stalkers who make excellent and versatile warriors.

Oh, and at level 3, you can ride a pet pteranodon.

Color Palette

  • This is really incredible! It gives you a lot of choices or does one thing very well.
  • This is excellent, but not extraordinary.
  • This is excellent. It will be helpful on a regular basis, but it will not offer many tactical options.
  • Bad. It’ll be very uncommon that it’ll be of any service.

 

  • It’s sometimes extremely helpful, but its breadth and application are restricted.

Contents Table of Contents:

  1. Basics of the Wilderness
  2. Wilderness Races
  3. The Wanderer’s Paths
  4. Nature’s Forces
  5. The Wanderer Who Is Always Prepared

Wilderness Basics aren’t for everyone who wanders.1626566688_563_Not-All-Who-Wander-are-Lost-A-Ranger039s-Guide-from

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Scores on abilities

  • Strength is useful for skill checks, and certain melee builds will need it, but the majority will not. Make this your main if you’re going to use non-finesse melee weapons. Aside from that, it doesn’t really matter.
  • Dexterity: Your main stat will almost always be dexterity. DEX is used in both ranged and melee assaults with finesse weapons. Apart from that, it’s a standard save that determines your AC and Initiative, as well as the ability to perform a variety of skill checks.
  • Hit Points: Hit Points are a wonderful thing.
  • Intelligence: This isn’t something you’ll need very often. It’s a useful dump statistic. INT is still used for certain critical saves and skill checks.
  • Wisdom is your spellcasting ability, and it is used by many abilities.
  • Charisma: CHA is a fantastic stat to have for skill tests. That’s all there is to it. A possibility for a dump stat as well.

The Archer build and the Two-Weapon build are the two main Ranger builds. Although the Archer version has greater spell assistance, both builds are competent fighters. DEX is their main ability for both of them.

Characteristics of the Class

  • 1d10 per level for hit dice. Yes, absolutely. It’s the same as if you were a Fighter or a Paladin. Only Barbarians had it better, and even they are jerks. This puts you in the category of “I can go up to objects and stab them without dying.”
  • Armor Proficiency: Light, Medium, and Shield provides you with everything you’ll need to play any style. You don’t receive plate, but you’re meant to be a nomadic wild wanderer, so plate isn’t necessary. In any case, most of you will increase your DEX and go for Light armor.
  • Weapon Expertise: You have access to all weapons.
  • DEX is a very frequent saving throw, and it should be your main. Although STR is less frequent, it isn’t the worst thing to have on hand.
  • Talents/Tools: You don’t have any Tool skills, but you do have some fantastic ones. Athletics, Insight, Perception, and Stealth are all fantastic abilities. Nature will almost certainly be mentioned. Animal handling is necessary if you wish to be a Beast Master, although it is not required otherwise. Survival is useful in certain campaigns, although it may not be necessary in an urban environment.
  • Favored Enemy: Racism’s power is highly situational. It does not enhance your damage output like it did in previous versions, but the languages you learn may be helpful, and the benefits may be useful. It will make you feel like a competent hunter when it is activated, but it won’t assist you much else.
  • You have a better time navigating through some kinds of wilderness as a Natural Explorer. This is very reasonable and makes you feel like a Ranger. Although the advantages are still situational, they may be very helpful in a wilderness campaign.
  • Archery is the preferred fighting style for archers (duh) The traditional melee Ranger technique, Two-Weapon Fighting, is ideal for Hunters. It’s worth mentioning that there’s no clear answer as to whether ordering a Beast Companion to attack would cause TWF. Hunter’s Mark damage is also increased by 50%. Unless your DM decides that striking with the beast triggers TWF, dueling is likely to be the most popular option for melee Beast Masters. Defense isn’t the greatest option, but if you don’t intend on sticking to one attack type or wish to utilize two-handed weapons, this is a good option. Mariner is excellent for maritime excursions, but not so much for anything else.
  • Spellcasting: This sets you apart from the other martial arts classes. In comparison to complete spellcasters, you receive a limited list, but the Ranger list is excellent for altering your martial skills.
  • It’s possible to benefit from primitive awareness. Usually, the spell slot isn’t worth it.
  • Improvement in Ability Score: This is obviously beneficial for obvious reasons. The Fighter receives more, which is why it isn’t sky blue.
  • Extra Attack: Once again, more would be great. Still, this is fantastic news for the Beast Master, since you and your partner will be able to fight at the same time.
  • Stride of the Land: It’s not terrible. It’s not a huge benefit, but it does keep you mobile.
  • Hide in Plain Sight is a practical, nonmagical method to aid your reconnaissance.
  • Vanish: Making Hide simpler is nice, but it’s not a very high-level benefit.
  • Too situational to be Blue, according to Feral Senses. It’s still a valuable skill.
  • Foe Slayer: For a capstone, the benefit is much too little. This is very disappointing, and it should have shown as a Class Feature a long time ago. It’s useful, but it’s also frustrating.

As you can see, the widespread belief that the Ranger is the weakest class in the 5e Player’s Handbook is unfounded. Rangers have a lot of situational skills, and the capstone ability should have been included from the start in Favored Enemy.

The Ranger’s access to spells, on the other hand, offers substantial damage increases, and its situational skills are colorful and useful outside of pure-combat missions. The claim that the Ranger’s spells and archetypes compensate for the absence of basic damage enhancements is the basis for the argument for the Ranger’s value.

 

The Lost Races of the Wilds aren’t the only ones that wander.1626566689_955_Not-All-Who-Wander-are-Lost-A-Ranger039s-Guide-from

Jee Hyung-Lee created this image.

The Player’s Guide

  • Hill Dwarf: You get two secondary stat boosts as well as certain defensive abilities. It’s not fantastic, but it’s adequate.
  • Mountain Dwarf: Similar to the Hill Dwarf, but with a tertiary stat in instead of a secondary.
  • Trance, competence with Perception tests, and a DEX bonus are all available to High Elves, as they are to all Elves. Not nearly enough to set them apart from the competition.
  • Wood Elf: This is a fantastic choice. You receive your two most essential stats, all of the benefits of being an elf, increased speed, and Mask of the Wild will undoubtedly assist you.
  • DEX is excellent, but CHA isn’t. Drow: DEX is good, but CHA isn’t. Improved Darkvision is a plus, but Sunlight Sensitivity is a no-no. The spells are effective, although they are predicated on a low stat. It’s a reasonable option.
  • Halfling racial abilities are fantastic, Naturally Stealthy is helpful, and you receive DEX +2. CHA, on the other hand, is of no help to you.
  • Boost to a main and secondary stat for the Stout Halfling? Absolutely! This option is amazing because of the various racial abilities that mix.
  • Human: Can you add one to each stat? Sure.
  • Feats are enjoyable for Variant Humans.
  • Dragonborn: You receive a tertiary stat boost and a dump stat boost. The rest is enjoyable, but not enjoyable enough to choose it over an elf.
  • Forest Gnome:Your primary stat increase goes to a useless stat, but you do receive a DEX boost, and Gnomish cleverness is fantastic. As a Gnome, you may saddle an animal friend.
  • The Rock Gnome is similar to the Forest Gnome, but lacks the DEX bonus.
  • Half-Elf: You get a bonus to Charisma and a boost to two of your favorite stats. With Skill Versatility thrown in for good measure, you’ve got a good start.
  • Half-Orc: You get a secondary and tertiary scoring boost, as well as excellent fighting abilities. They’re great for someone who wants to go melee without subtlety, but they’re not very excellent otherwise.
  • Tiefling: You receive a boost to two dump stats as well as a few useful abilities. It’s not a nice look for a Ranger.

The Dungeon Master’s Handbook:

  • Aasimar: The WIS increase is fine, but the spells aren’t very impressive. However, the resistance is appealing.
  • Eladrin: Fey Step is excellent, but INT isn’t.

Adventurer’s Guide to the Sword Coast

  • Duergar: The spells are perfect for your needs. It’s ideal for a STRanger.
  • Deep Gnome: DEX is fantastic, and you may take use of it in a variety of saves and stealth situations. This is a fantastic choice for an Underdark scenario. It’s still a bummer that your main stat increase is for a useless stat.
  • Halfling Ghostwise: It’s like Stout, but with psychic stuff and a secondary stat.

Volo’s Monster Handbook

  • Aasimar: The other stat increases aren’t perfect, and Charisma isn’t terrific, but there are some good characteristics. In my opinion, healing, resistances, and increased radiant damage are all beneficial.
  • Firbolg: This is an excellent stat distribution for a STR build, and the invisibility and utility spells round out the package well. It’s very lovely.
  • On a brief rest, Goliath gains STR, CON, and damage reduction. This is a good choice if you want to concentrate on STR.
  • Kenku: A fantastic stat increase, as well as several useful features for being stealthy. It’s lovely.
  • If you’re looking for a STRanger, look no further than this man. Extra attack, defense, and both secondary offenses and defenses complement that delicious frill.
  • Tabaxi: The mobility and DEX are both excellent, and it frees up several of the class’s abilities.
  • Triton: They might make good STRangers, but I don’t believe these people wanted to be Rangers in the first place. But it’s all right. They have other options.

Volo’s Monstrous Races are a series of monstrous races created by Volo.

  • Bugbear: Rangers should use ambushes and skirmishes to enhance their efficiency when performed properly. Bugbears increase the efficacy of both ambushing and skirmishing by boosting both potential primaries. They’re very good.
  • Goblin: The numbers are excellent, and the extra action to disengage/hide allows you to take use of a lot of the Rogue’s benefits.
  • Hobgoblin: The only reason to choose a Hobgoblin is to save face. The Martial training isn’t required, and the stat increases aren’t very impressive, but Saving Face is an excellent choice for a main attacker.
  • Kobold:Pack Tactics is a fantastic ability that can frequently wipe off Sunlight Sensitivity and give you a +2 to DEX.
  • Orc: Not quite as spectacular as a Half-Orc. Aggressive is a great quality, but it’s not enough to make this a good choice.
  • Boost two dump stats and cast using one dump stat with Yuan-Ti Pureblood.

Evil of the Elementals

  • Aarakocra: You have flawless stat increases and can fly. This is fantastic.
  • Genasi: All Genasi choices offer a CON increase and secondary stat casting.

 

Genasi Subtypes are a spoiler.

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Tortle’s Package

  • Tortle: It’s all right. It has adequate defensive qualities, but not exceptional ones, and its ability boosts are effective.

Plane Shift Zendikar Holy crap, it’s a Magic/D&D crossover. A lot of the races in this supplement don’t fit the races in traditional D&D settings that well, so be sure to talk to your DM before utilizing them.

  • Human: About what you’d expect from a human.
  • Kor: The Ghostwise Halfling foregoes psychic antics in exchange for increased climb speed.
  • Emeria aren’t terrible, either: a Druid cantrip and a WIS increase are great. For Rangers, the Ula and Cosi are less remarkable.
  • Vampire: This man doesn’t actually assist the Rangers in any way.
  • Goblin: Any class will appreciate a boost to Constitution and two resistances.
  • Tajura receives a basic WIS increase, but there isn’t much more that helps. Mul Daya has WIS spell increases and a STRanger boost, while Juraga are essentially Wood Elves.

There are a few new choices in the Unearthed Arcana supplements:

Eberron

  • Changeling: The sole benefit that Changelings may provide to Rangers is a small increase in DEX.
  • Shifters: Shifters are usually reliable Rangers. It never hurts to have a boost to your main stat, and the changing temp HP doesn’t hurt either.

Not Everyone Who Wanders is on the Wanderer’s Lost Path.1626566689_794_Not-All-Who-Wander-are-Lost-A-Ranger039s-Guide-from

Stefan Ristic created this image.

Hunter Hunters are a great option if you want to inflict significant damage on a regular basis. By level 11, you’ll be able to easily take on swarms of enemies or giants.

Prey of the Hunter

  • Sneak Attack starts off competitive, but it doesn’t scale at all in Colossus Slayer.
  • Giant Killer: It’s a good response that happens often, but it still eats up your reaction.
  • Horde Breaker: Having more attacks is usually a good thing.

Tactics for Defending Yourself

  • Escape the Horde: It’s a great way to defend against op-attacks. It appeals to me.
  • Multiattack Defense: This may help you stay alive in the face of vicious multiattacks. However, it will not assist you against a bunch of single-attacking opponents.
  • Steel Will: This is something that halflings already have. Even yet, many of those high-level monsters have the ability to cause Fear.

Multiattack

  • Volley: A ranged burst strike that may be launched at any time? That is, indeed, sky-blue.
  • Whirlwind Attack: A melee version of Volley.

Superior Hunter’s Protection

  • Evasion: Many courses have something similar to this, and it’s always a good idea to participate.
  • Stand Against the Tide: It’s comparable to a 4e Swordmage ability, except it’s less enjoyable. It’s helpful if you’re always fighting against numerically superior opponents. It’s still not as good as Evasion.
  • Uncanny Dodge: Keeps you alive against powerful hits, but it consumes your response time.

Master of Beasts It’s not easy being a Beast Master. They lose all of the Hunter’s fun powers in exchange for an animal partner that utilizes their attack to create its own attack. However, possessing another creature’s opportunity attacks may give you a lot of battlefield control, and by level 7, you’ll be able to make more attacks with better regularity than a Hunter in melee. Players who are Gnomes or Halflings may ride their companions if they are medium-sized, which includes wolves and pteradons. Your animal friend may be a huge help if you’re smart and know how to utilize it.

Companion animals may certainly utilize opportunity attacks, and they can multiattack with Bestial Fury, according to the latest errata. We can now state categorically that the Beast Master has numerous companion choices that increase his damage beyond that of Rogues and Barbarians. And now, thanks to Beast Bond, having a permanent animal partner is a possibility.

  • Ranger’s Companion: Despite its critics, the main feature has proved to be reliable. It’s nice to have a horse or a venomous snake on hand, and certain animals increase your damage exponentially. There are some restrictions: you may only have creatures that are no bigger than medium and have a CR of 1/4 or less, thus no bears, lions, or sharks. You can still acquire some amazing companions, but they take up a lot of your attack action. At level 5, you may make two attacks, which increases a companion’s usefulness to blue. If your pet wolf, for example, strikes and knocks your opponent prone, you may then go up and stab it while you have the upper hand. Furthermore, a beast companion may sometimes surpass you in terms of damage. Of course, since HP scales horribly, your buddy will have approximately 20 HP around that time. You may easily lose a buddy in the middle of the game.
  • Exceptional Training: This is particularly important if you’re mounted atop your partner. Many friends may rush in and fight, giving you an edge in your next assault.
  • Bestial Fury: Depending on the Beast you choose, you may be able to do more single-target damage than just about any other character.
  • Spells to Share: It’s dependable. It may significantly improve your companion’s chances of surviving.

List of Beast Companion Options (Spoiler)

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The Hunter is a more straightforward and obvious archetype than the Beast Master. That said, the Beast Master offers a lot of fun and strong choices with a lot of usefulness and damage, so it’s all up to you. It’s worth noting that the Beast Master with the Giant Poisonous Snake has the potential to be the game’s most devastating single-target damage provider.

Xanathar’s Guide to Everything Xanathar’s Guide is in, and I’m conflicted. On the one hand, I think it’s fundamentally unfair that the new archetypes get extended spell lists and an extra feature that provides some situational fun. On the other hand, the Beast Master already had a situational leg up over the Hunter, and none of the spells provide a major power boost. In fact, I’m going to go against the grain and say that I don’t think that older Ranger archetypes are totally undone by this and nothing apocalyptic has happened. Not-All-Who-Wander-are-Lost-A-Ranger039s-Guide-from The only spells on the extended lists that provide combat boosts use Concentration, and they’re not particularly more powerful than the base Ranger spells. Guardian of Nature is easily as good as Greater Invisibility I would still recommend giving Hunter and Beast Master players an extra spell known at the levels in the extended spell lists, purely out of a sense of fairness, but they’re still far from underpowered. If you want to be a Ranger in a PHB+1 situation, I would still take Xanathar’s Guide, but you don’t need to feel like you have to play one of the Xanathar archetypes.

Stalker of Doom It’ll be night. Alternatively, there’s the cave. The cave, most likely. In caverns, you’ll get a lot more use out of your features. You’ll be OK during the day, too, but you’ll be continually recommending that everyone go check out the Underdark since it’s so amazing. Caves are fascinating.

  • Greater Invisibility and Fear are both strong combat advantages for Gloom Stalker Magic, while the others are all situational. Both of these spells, however, need Concentration, so you’ll have to decide which to employ.
  • Dread Ambusher: Getting an additional attack once each encounter is a great benefit, and the initiative boost isn’t terrible either.
  • When you’re creeping around creatures with Darkvision and no light sources, Umbral Sight is fantastic, but that’s a fairly uncommon occurrence in most adventures.
  • Iron Mind: If you fail a Wisdom save, you’re out of the fight, so this is really nice.
  • A remake of Stalker’s Flurry is very beautiful. It’s a great technique to increase your average damage while keeping your maximum damage low.
  • Shadowy Dodge: This is an excellent defensive skill. It’s great to give an attack a disadvantage, but you have to apply it before you know how the attack will roll.

Horizon Walker is a character in the game Horizon Walker You have the ability to teleport, inflict force damage, teleport, and even teleport. You can also teleport.

  • Horizon Walker Magic: This offers some really nice fighting choices with Banishment, Misty Step, and Haste. It’s also a fantastic fit for the theme. Even the situational spells are effective.
  • Detect Gateway: This is obviously very helpful when looking for a portal to another world. This, hopefully, will be a part of your journey.
  • Planar Warrior is similar to Colossus Slayer, but with the addition of force damage. It also muddles the use of extra actions. It also scales. When you compare the two, it’s a bit of a wash.
  • Ethereal Step: Isn’t that a great method to… avoid Misty Step? In a vacuum, it’s a really amazing talent. It avoids spending a spell slot to Misty Step in the development of this archetype.
  • You may be Nightcrawler in Distant Strike! This is very lovely.
  • Uncanny Dodge: This is a little late in the game for Spectral Defense, but it’s OK.

Slayer of Monsters Vampires, Fiends, and growling creatures are all excellent targets for this class. Of course, for some reason, it’s particularly effective against casters. Although it lacks the bulk damage potential of other archetypes, I believe that shutting down casters is a worthwhile compromise.

  • Banishment and Hold Monster in Monster Slayer Magic are both fantastic, but they only come after most campaigns have finished. The rest of the spells are absolutely suitable for the topic.
  • You read the Monster Manual, right? Hunter’s Sense: Yay!
  • Hunter’s Mark Lite: Slayer’s Prey? With the promise of further advantages in the future? It appeals to me.
  • Supernatural Defense: This skill is appropriate for a Van Helsing-like character since it works equally well against Strahd and Mordenheim’s Monster, and it’s also a good one.
  • Nemesis of the Magic-User: A Counterspell with a Short Rest?… Cool.
  • Counterspell of the Slayer: A free, devastating Counterspell? …Cooler.
  • Warforged: Good ability boosts, an AC bonus, and benefits from Living Constructs. Even better is STR Ranger.

Waterborne

  • Minotaur: You get a STR and WIS boost, as well as several unique attack choices. It’s an excellent choice for STR Rangers.

A New Path is not for everyone who wanders.1626566690_212_Not-All-Who-Wander-are-Lost-A-Ranger039s-Guide-from

Linda Lithén created this image.

The Revised Ranger has arrived, and it will very likely be released soon! It may change before it is released, but we have this work in progress to play with till then, so let’s get started!

The fundamental characteristics (hit dice, proficiencies, and beginning equipment) remain the same, so let’s get right to the heart of the matter!

  • Favored Enemy: Wow, that’s really cool. On its own, having an advantage on knowledge and survival tests is beneficial, but adding +2 damage is even better! You may even share this advantage with your beast buddy! And there’s a language!
  • Natural Explorer: On its own, the plethora of situational advantages is very wonderful, particularly without the previous limitations. You also gain an edge on initiative rolls and first-round assaults by ignoring tough terrain! This is fantastic, particularly if your organization does a lot of traveling.
  • Archery is the preferred fighting style for archers (duh). Two-Weapon Fighting is the traditional melee Ranger technique, and it works well in every situation. Unlike the original Beast Master, the Beast Conclave understands this. Both javelin experts and melee Rangers may do well in dueling. This is required for the Quarterstaff Polearm Master combination. Defense isn’t the greatest option for offensive Rangers, but if you don’t intend on sticking to one assault type or want to utilize two-handed weapons, go for it. Mariner is excellent for maritime excursions, but not so much for anything else.
  • Spellcasting is the foundation of your DPS, control, and boosting skills. Don’t get me wrong: this isn’t complete casting by any stretch of the imagination, but it’s the ideal complement to your martial prowess.
  • Solid situational ribbon material for Primeval Awareness. Not every feature has the ability to increase damage.
  • Increase in Ability Score: Excellent, but restricted in comparison to Rogues and Fighters.
  • Greater Favored Enemy: Excuse me while I drink this wonderful Bombay green tea and read this abili- fffppttpttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttt cough cough cough cough cough cough cough cough cough cough cough cough cough cough cough cough cough cough cough cough cough cough cough cough cough cough cough It’s excellent. additional damage from hacking coughing Shenanigans are saved by coughing and hacking. Favored Enemy is burp extra nice on top of the usual splutter.
  • Fleet of Foot: It’s wonderful to be able to move about more.
  • Hide in Plain Sight: They improved on the original ability significantly.
  • Vanish: It’s not terrible, but for a high-level feature, it’s a little lacking.
  • Feral Senses: It’s still situational to some extent, but when such circumstances occur, it’s simply so darn helpful.
  • Foe Slayer: It’s a lot better capstone since it’s more broadly applicable.

So I’ll be a babysitter for a goblin. This is a much more powerful Ranger at the start.

So I’ll be a babysitter for a goblin. This is a much more powerful Ranger at the start.

Conclave of Beasts The Hunter and Deep Stalker are basically the same, with the exception that the 5th level Extra Attack is a Conclave feature rather than a Ranger one, therefore let’s focus on the Beast Conclave.

The old Beast Master is still enjoyable, but the new Beast Conclave is superior. It clears up the save DC ambiguity and gives your beast’s movements a more immediate, natural feel. Also, during the early stages, it’s a straight-up power increase.

  • Animal Companion: Are you looking for a sub-list? Let’s make a list of sub-lists!
  • Companion’s Bond: That’s right, this is how you get those creatures to be very good at what they do. It increases their health points, attack values, damage modifiers, save DCs, and armor class. And you get to award ASIs to them!
  • Attack three times each round while all those idiots who aren’t paling about with a Giant Badger only attack twice! With the exception of monks.
  • While it can see you, the Beast’s Defense: Advantage on all saving throws is… excellent.
  • It receives its own Whirlwind Attack from the Storm of Claws and Fangs! It also doesn’t have to give up anything! Cool!
  • Superior Beast’s Defense: You know those those super-painful high-level hits? This makes them harm a lot less, despite the fact that your beast is giving up an attack in the process.

The Hunter and Deep Stalker are largely identical, with the exception that Extra Attack is now a Conclave attribute rather than a Ranger feature for the Hunter and Deep Stalker. I’m not going to talk about the Whirlwind Attack difference until it’s verified. Smallpox is deserved by everyone who inquires about it.

Wild-type abilities

1626566690_127_Not-All-Who-Wander-are-Lost-A-Ranger039s-Guide-from

Someone who isn’t me recreated Ikoma Shika from L5R.

Rangers use spells to improve their combat abilities. They aren’t full-fledged spellcasters, therefore their spellcasting skills shouldn’t be evaluated by those criteria. It’s more fair to compare them to Paladins and Monks, since those classes also use magic to enhance their martial skills.

Elemental Evil and Xanathar’s Guide to Everything spells have been added.

1st Level Spells (Spoiler)

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  • Absorb Elements (EE/XGtE) is a fantastic ability. It enables you to decrease incoming damage while also enhancing your next strike, and it may be done in response.
  • Warning: This spell is only effective on rare occasions and is best left to a complete caster.
  • Animal Friendship: For the Hunter who dreams of having a bear as a pet. It’s OK, but all Ranger spells are up against a lot of competition.
  • Beast Bond (EE/XGtE): This spell is used only in Beast Master builds. (Concentration)
  • Cure Wounds: Because healing is limited, greater healing is beneficial.
  • Detect Magic: Situationally helpful, although it’s not exactly a Ranger’s bag of tricks. Let the wizard handle it. (Concentration)
  • Detect Poison and Disease: Can be helpful, but with so few spells to learn, it’s not the greatest option. (Concentration)
  • Ensnaring Strike is a solid ability that may be quite dangerous if your opponent misses a few saves. (Concentration)
  • Fog Cloud: For being stealthy and staying protected. It’s not terrible. (Concentration)
  • Goodberry: I’m not sure. Okayberry is a better word. It may save someone’s life and keep you fed, but it’s an inefficient use of scarce resources. For the first few levels, it has a larger healing potential than Cure Wounds, but it’s useless in combat and doesn’t scale.
  • Hail of Thorns is the first in a series of Ranger abilities that essentially allow you to “magically fire more arrows than you have in your hand.” It’s a great ability for crowd management as well as additional damage, and it scales nicely. (Concentration)
  • Hunter’s Mark: Sneak attack is competitive with Hunter’s Mark, particularly if you choose Colossus Slayer. It scales in an odd manner, but it’s great to be able to keep tagging them for extra damage. (Concentration)
  • Jump: From this level, you’ll choose three or four spells. This isn’t what I’m talking about. For such a small amount of spells, it’s much too situational.
  • Longstrider: Once again, there are many more possibilities. Don’t do it.
  • Snare (XGtE): This is a great method to take down an Ogre or an Owlbear. More of the creatures you’d want to confine will be too large for this trap as you go through the stages. It is, nevertheless, thematically correct.
  • Communicate with Animals: It’s a colorful, situational power that you might get some use out of, but not a lot. I guess it’s appropriate for a Beast Master?
  • Zephyr Strike (XGtE): The melee Ranger gets his own workhorse for the first time. Move quickly without generating chance assaults, and deliver one especially devastating blow. It’s a lovely spell, particularly for a Beast Master, since it’s self-targeting. (Concentration)

2nd Level Spells (Spoiler)

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  • Animal Messenger: You may use this once in a while, but at level 20, you only know 11 spells, so it’s up against some stiff competition.
  • Barkskin is ideal for a Beast Master who want to keep his pet secure. Otherwise, you need have an AC of at least 16. (Concentration)
  • Beast Sense: This ability is useful for reconnaissance. Otherwise, it’s not very nice. (Concentration)
  • Cordon of Arrows: It does less damage than Alarm, but it’s more fun.
  • Darkvision: Darkvision will be available to the majority of gamers. If you don’t, this is a great alternative.
  • Find Traps: It’s not as pleasant as you’d want, but it can help you defeat a trap-happy DM.
  • Healing Spirit (XGtE): This is a good in-fight party healing spell, but the healing conga line is broken outside of battle. (Concentration)
  • Lesser Restoration: A powerful ability for any Ranger, but the Cleric and Druid should prioritize it.
  • Find Animals or Plants: This is useful for hunting or collecting particular herbs. Other than that, it’s useless.
  • When searching for a Macguffin, Locate Object comes in handy. Other than that, it’s useless. (Concentration)
  • Pass Without Trace is, without a doubt, the greatest stealth spell in the game. (Concentration)
  • Poison Resistance: It does exactly what it says on the box.
  • Silence: This is a good debuff against opposing spellcasters and may come in handy during stealth operations. (Concentration)
  • Spike Growth: When you’re up against a numerically stronger opponent, this may be a terrible trap, and it can slow down pursuers. It’s lovely. (Concentration)

3rd Level Spells (Spoiler)

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  • When Bears Attack, Conjure Animals. This is a versatile spell that may be used in a number of situations. It is unquestionably valuable. (Concentration)
  • Conjure Barrage is another in the series of “shoot more arrows than you were holding.” However, it does a lot more damage across a wider area. There’s also no concentration!
  • Daylight: It may be beneficial. If you’re battling the Drow, I’d recommend obtaining this.
  • Flame Arrows (EE/XGtE): It’s similar to Hunter’s Mark, but it’s not quite as good and requires a third level slot! The only way this spell may come in handy is if you’re up against something that can’t stand fire… Hunter’s Mark will still be superior since it does not have a limit on the number of arrows and may be used with melee weapons. At the expense of a slot on the first level. This isn’t what I’m talking about. (Concentration)
  • Lightning Arrow: This spell does a lot of damage and spreads it out well. It appeals to me. (Concentration)
  • Nondetection: This is a spell best left to a complete caster, although it’s still helpful.
  • Plant Development: This is a strange one. Yes, it’s situational, but it excels in certain circumstances. It may deter pursuers or individuals you’re after, as well as endear you to the villagers by removing the blight from their crops. Definitely something to think about.
  • Energy Protection: You’re depleting your Concentration, which reduces your attacking capability. However, while facing a Dragon, the ability to withstand fire damage is quite useful, so it’s worth considering. (Concentration)
  • Speak with Plants: More than any other spell, this one epitomizes the phrase “situational at best.”
  • Taking a Breath of Water: A Pirate Campaign? Sure! Is there anything else? Don’t get your hands on it.
  • Water Walk: Follow the same instructions as before.
  • Wind Wall is a good offensive and defense spell. (Concentration)

4th Level Spells (Spoiler)

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  • Conjure Woodland Beings: As many people have pointed out, this spell is vulnerable to misuse. For a merry time, summon Pixies who can perform magic. (Concentration)
  • Freedom of Movement: Good boosts for circumstances that don’t happen too often.
  • Battlefield control, but not very good at it. Grasping Vine: Battlefield control, but not very good at it. (Concentration)
  • Guardian of Nature (XGtE): For a martial character, this is arguably one of the best offensive spells. Both offensively and defensively, it is versatile. (Concentration)
  • Locate Creature: Once again, we’re dealing with something that is best described as situational. (Concentration)
  • Stoneskin: I prefer not to be hurt. Do you prefer not to be harmed? (Concentration)

5th Level Spells (Spoiler)

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  • Commune with Nature: A excellent method to rapidly search an area for what you’re looking for, although it’s swamped by other choices.
  • Conjure Volley is the greatest spell for shooting more arrows than anyone anticipate! This is capable of decimating an army!
  • Steel Wind Strike (XGtE): Finally, a melee Ranger mass-attack spell that also teleports!
  • Swift Quiver: Dakka, dakka, dakka, dakka, dakka, da If you could use it with Hunter’s Mark, it would be sky-blue, but you can’t. (Concentration)
  • At this level, you should not choose Tree Stride above any other spell. There are just too many great choices available to you. (Concentration)
  • Wrath of Nature (XGtE): This is one of the few Ranger spells that has a cool effect rather than augmenting your regular powers. So, there are four very amazing effects. There are four very amazing long-lasting consequences. Four very interesting, long-lasting effects that free up your action. Four awesome permanent effects that free up your action while simultaneously affecting your Beast Companion.

Wrath of Nature (XGtE): This is one of the few Ranger spells that has a cool effect rather than augmenting your regular powers. So, there are four very amazing effects. There are four very amazing long-lasting consequences. Four very interesting, long-lasting effects that free up your action. Four awesome permanent effects that free up your action while simultaneously affecting your Beast Companion.

The Wanderer Who Is Always Prepared

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Multiclassing is a spoiler.

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  • Barbarian: Unarmored Defense is great, and rage might be entertaining for a melee Ranger, but only if his main stat is STR. This is also a good option because of Danger Sense and the Bear Totem route.
  • Bard: There isn’t any spellcasting synergy. Perhaps if you have a high CHA for any reason. Despite the fact that the skill boosts are great.
  • Ranger and Cleric both utilize WIS, thus Cleric is a good option if you wish to extend your spellcasting.
  • Druid: This is another excellent choice if you want to improve your caster skills.
  • Fighter: Special Attacks, Second Wind, Action Surge, Combat Maneuvers… This is a fantastic chance for multiclassing.
  • Monk: You get to use DEX to attack with Monk weapons, and you have unarmored defense. Monk gives you a good unarmed attack, Ki abilities, Deflect Missiles, and a Monastic Tradition at four levels. You get another attack and Stunning Strike as you advance to the next level.
  • Paladin: Your spellcasting talents are incompatible. When there are better alternatives, it’s probably not worth it.
  • Rogue: The sneak attack and skill mastery alone make this worthwhile. It’s worth it to play six or seven Rogue levels.
  • Sorcerer: Using your dump stat to perform spells is a terrible idea.
  • Warlock: Using your dump stat to perform spells is a terrible idea once again.
  • Wizard: Don’t use your dump stat to perform spells!

Feats (spoiler)

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  • This becomes sky-blue if you multiclass into Rogue and follow the Assassin path.
  • Athlete: It’s all right. It improves your skill monkey abilities, but that’s all.
  • Actor: I’m not sure why you decided to be a Ranger if you want to be the face.
  • Charger: It’s all right. You are given the opportunity to charge, just as you were under the previous system. Nothing out of the ordinary.
  • Crossbow Expert: Depending on how your DM rules it, using a crossbow is either required or forbidden.
  • Defensive Duelist: This is a great build for any melee build, and archers will appreciate it when battle becomes tense.
  • If you chose the Twin-Weapon approach, Dual Wielder is a solid option.
  • Delver of Dungeons: If your DM is prone to traps, this is ideal.
  • Durable: It’s all right. It’s nothing spectacular, but it’s a nice half-feat.
  • Elemental Adept is a full-caster ability.
  • Grappler is good in a STR Ranger when combined with Tavern Brawler, but I wouldn’t get it otherwise.
  • Great Weapon Master: This is useful if you wish to use a two-handed weapon, although Rangers don’t receive much help with it.
  • More Heals based on a WIS check, Healer? It was well worth it.
  • Heavy Armor: You shouldn’t actually require Heavy Armor. Not at all. In fact, Medium Armor Master eliminates the need for it entirely. This isn’t an accomplishment you’ll be able to pull off.
  • Heavy Armor Master: This is the sole reason to acquire Heavily Armored, although the advantages aren’t worth giving up two Ability boosts for.
  • Inspiring Leader: You probably won’t have enough Charisma to pull it off, but if you do, it won’t be too terrible.
  • Keen Mind: There’s nothing especially wrong with it, but it’s also not very excellent.
  • You already have the advantage of being lightly armored.
  • Linguist: Knowing the correct language at the appropriate moment, in my experience, may save your life.
  • Lucky: This is a tremendous accomplishment. It’s a risk worth taking.
  • Mage Slayer is an excellent choice for a melee Ranger who regularly encounters mages. Otherwise, don’t bother with it.
  • Expand your casting abilities as a Magic Initiate. It appeals to me.
  • If you multiclass into Battle Master, Martial Adept may be worth it. Otherwise, I’d pass. Giving up Ability Points for 1d6 every short rest is just not worth it.
  • Medium Armor Master: This is a good choice for a STR build that depends on Medium Armor since you won’t need to pump DEX as much to achieve a good AC.
  • Mobile: Excellent for melee builds, but still good for archers.
  • You already have the advantage of being somewhat armored.
  • Mounted Combatant: This is obviously only useful if you’re often mounted. Gnome and Halfling Beast Masters, I’m talking to you.
  • Observant: It’s a fantastic boost to two abilities that are critical to a party’s success.
  • Polearm Master and Sentinel have a fantastic connection. Only applicable to STR-based builds.
  • Resilient: You acquire a saving proficiency for a single ability point. That’s fantastic.
  • Save your spell slots to acquire additional spells as a Ritual Caster. This is fantastic!
  • More damage is a good thing, says Savage Attacker. Only for melee combat.
  • Sentinel: This might theoretically help a melee Ranger, but it’s actually better for a tank. If you have Polearm Master, it will go up to Blue.
  • Sharpshooter: A ranged Ranger’s best friend.
  • Master of the Shield: If you use a shield, this is fantastic, and if you’re a Hunter, you won’t even need to take Evasion!
  • Skilled: For a skill monkey, this is almost a must.
  • Skulker: Being sneaky may always work in your favor.
  • Spell Sniper: This is not a Ranger spell.
  • Tavern Brawler: This is only useful if you’re experimenting with the idea of an unarmed character.
  • Tough: It’s a decent perk that gives you 40 HP when you reach level 20.
  • A melee Ranger or one who has multiclassed into a full-casting class will benefit from War Caster. On an archer build, I wouldn’t use it.
  • Weapon Master: You’re already an expert at everything.

Racial Feats from Xanathar’s Guide to Everything (spoiler)

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  • Bountiful Luck: It’s ridiculously wonderful to give someone a free reroll after a catastrophic failure without spending any resources.
  • Dragon Fear: If you know me at all, you know how much I enjoy terrifying my foes.
  • Dragon Hide: Getting a half-feat increase to your AC is worth it in and of itself. The unarmed damage increase and ability point bonus are icing on the cake.
  • Drow High Magic: I never say no to more spells. Never. Do you hear what I’m saying? Never!
  • Dwarven Fortitude: This gives you a significant increase in your resiliency.
  • Elven Precision: This is fantastic. This is fantastic. I mean, it’s really, very excellent. Dang. It’s fantastic. What makes it so great? It should be a lot worse.
  • Fade Away: Turning invisible as a response when you don’t have any spell slots is a lot of fun.
  • Fey Teleportation is a half-feat that combines a powerful slotless teleportation spell with a situational ability. Yay!
  • Flames of Phlegethos: If you want a feat that will do nothing to assist you as a Ranger, this is it.
  • Infernal Constitution: It’s great to be able to resist three types of damage and have an advantage on poison saves. Getting a point in CON is also fantastic.
  • Orcish Fury: For a melee Ranger, this is a very delicious feat. I wish I had it as someone who has played a melee bruiser Ranger.
  • Prodigy: A blue is made up of four situational skills. That’s simply how science works.
  • Second Chance: Mulligans are fun, particularly when they’re forced on others. You can at the very least nullify 20s.
  • Squat Nimbleness: Basically, this is a “I don’t want to be grappled” feat, which is great. It may be worth it since being grappled can be devastating.
  • Wood Elf Magic: As a Ranger, it’s a great method to improve your casting.