This ranger spell list is a comprehensive guide to all official ranger spells for Dungeons and Dragons (D and D) Fifth Edition (5e). Rangers, familiar with the wilds, have the ability to cast spells that harness nature’s power, much like a druid. Their spells emphasize speed, stealth, and hunting. Ranger spells in 5e primarily focus on increasing single-target damage, providing groupwide utility, and laying down area of effect damaging and battlefield effects.
Rangers are a semi-caster, meaning they only get spell slots up to 5th level and no Cantrips. Their spell list focuses mainly on passive, utility/survival abilities, with the exception of hunter’s abilities. D and D 5e has three defined spellcaster “grades”: full, half, and third. The Ranger is always belonging to the martial class.
The ranger table shows how many spell slots you have to cast ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of magic. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have learned them.
One way Rangers are limited in 5e is by having to select specific spells, unlike Paladins who can swap spells after every long rest. It is unclear why Rangers don’t have alignment restrictions and why it’s okay for them to wear metal.
📹 Divinity Original Sin 2 Builds – Magick Archer (Ranger)
Divinity 2 Builds Guide for the Magick Archer (Ranger). The Magick Archer utilizes Elemental Arrows to deal devastating damage …
Do Rangers use divine magic?
Divine magic, or the Power, is a form of magic granted by prayer to the gods and practitioners are known as divine spellcasters. It requires the Weave for function and cannot be directly manipulated. This type of magic is predominantly used by clerics, druids, rangers, paladins, and blackguards. Druids receive their power from their patron deities, but they often view it as coming from nature. Only deities with a direct connection to nature can provide spell power to druids. When using divine magic, a tangible feeling of appreciation is felt, depending on the practitioner’s patron.
What is the spellcasting ability for Rangers?
Wisdom is a spellcasting ability used for ranger spells, based on your attunement to nature. It is used when a spell refers to your spellcasting ability and when setting the saving throw DC for a ranger spell. At 2nd level, you can adopt a specific fighting style as your specialty, but you cannot take it more than once. The spell save DC and proficiency bonus are calculated using the Wisdom modifier.
Do rangers have a spell focus?
It is not necessary for Rangers to possess a focus or component pouch in order to cast spells. In lieu of this, a component pouch is a requisite item. It should be noted that JavaScript may be disabled or blocked by an extension, and that not all browsers support cookies.
What spells do Rangers know?
The following article presents a discussion of the ten most effective ranger spells for navigating dangerous wilderness environments. The selected spells include Cordon of Arrows, Ensnaring Strike, Goodberry, Flame Arrows/Lightning Arrow, Guardian of Nature, Healing Spirit, Hunter’s Mark, and Pass Without Trace. Please be advised that JavaScript is either disabled or blocked by an extension.
Do Rangers have a spell focus?
It is not necessary for Rangers to possess a focus or component pouch in order to cast spells. In lieu of this, a component pouch is a requisite item. It should be noted that JavaScript may be disabled or blocked by an extension, and that not all browsers support cookies.
Are ranger spells divine?
Divine spells represent a potent instrument at the disposal of clerics, druids, paladins, and rangers. In contrast to arcane or psionic abilities, which are predominantly shaped by deities or divine forces, divine spells derive their potency from a divine source.
What do rangers get at level 5?
Level 1: Favored Enemy – You have extensive knowledge and experience in dealing with a particular type of creature, known as your favored enemy. You choose a type of creature, such as beasts, undead, or humanoids, and gain various advantages when interacting with them. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You learn one language of your choice that is spoken by your favored enemies, allowing you to communicate and gather information effectively.
Level 1: Natural Explorer – You have a deep connection with the natural world, and your time spent exploring and surviving in different terrains has granted you exceptional skills. You choose a type of terrain, such as forests, mountains, or swamps, and gain several benefits when traveling through that terrain. You are difficult to track, can move stealthily at a normal pace, and can find twice as much food and resources while foraging. You gain advantages on certain saving throws and cannot become lost except by magical means.
Level 2: Fighting Style – At 2nd level, you adopt a particular fighting style as your specialty. You can choose from several styles, such as Archery, Defense, Dueling, Two-Weapon Fighting, and more. Each style grants unique benefits and enhancements to your combat abilities. As you level up, you gain access to higher-level spells and increase your spellcasting proficiency.
Level 3: Ranger Archetype – At 3rd level, you choose a Ranger Archetype, which represents the path you follow as a Ranger. The archetype you choose greatly influences your combat style and additional benefits as you progress.
Level 4: Ability Score Improvement – At 4th level, you have the opportunity to increase your ability scores, allowing you to further specialize and enhance your Ranger abilities. Level 5: Extra Attack – When you reach 5th level, you can attack twice whenever you take the Attack action on your turn. Level 5: Ranger Spellcasting (2nd level) – Your spellcasting abilities expand, and you gain access to more powerful spells.
Level 6: Additional Favored Enemy, Natural Explorer Improvement – Your knowledge of your favored enemies expands, and you gain an additional favored enemy type. Your natural exploration skills improve, and your chosen Ranger Archetype feature grants you a unique feature reflecting your chosen path.
The ranger class in D and D 5e relies on specific ability scores to enhance their capabilities. Choosing the right ability score distribution is essential for maximizing your ranger’s effectiveness. Here are different builds and their corresponding stat priorities to help you create a powerful and well-rounded ranger character.
Dexterity-Focused Build: This build prioritizes dexterity, which is a critical skill for rangers. It improves ranged attacks, AC, and various class abilities. This build prioritizes dexterity by increasing the number of attacks, AC, and other class abilities.
Ranger Spellcasting: This build increases the ranger’s spellcasting prowess, allowing them to cast higher-level spells and access to higher-level spells. This allows them to cast more potent magical abilities and expands their spell repertoire.
Hide in Plain Sight: This build enables rangers to blend into their surroundings, using the Hide action even when lightly obscured by natural phenomena. This ability allows them to remain undetected even under observation.
Ranger Archetype Feature: This feature further develops unique abilities, complementing their chosen path and providing additional tools and strategies. The specific feature depends on the archetype selected at 3rd level.
Ranger Spellcasting (4th level): This build expands the ranger’s spellcasting abilities, granting them more versatility and power in their magical abilities.
Vanish: This feature showcases the ranger’s mastery of their chosen path, granting unique abilities and capabilities that further distinguish them from other characters.
Level 16: Ability Score Improvement: This build improves ability scores by increasing two different ability scores by +1 each or increasing one ability score by +2, further enhancing Ranger abilities and skills.
Feral Senses: This build enhances rangers’ senses, allowing them to perceive the environment even when blinded or in darkness.
Ability Score Improvement: This build maximizes Ranger abilities and capabilities by increasing two different ability scores by +1 each or increasing one ability score by +2.
In summary, the ranger class in D and D 5e relies on specific ability scores to enhance their capabilities. Choosing the right build and stat priorities can help create a powerful and well-rounded ranger character.
What are the 4th level ranger spells?
The Ranger spells are a mix of buffs, utility options, direct damage spells, and healing options. Most are taken from the Druid’s spell list, but the Ranger gets several unique options like Hunter’s Mark. WotC’s concepts about what a ranger is and where they go on adventures heavily limit their spell selection. Spells favor fighting in forests or forest-like environments like orchards, making fighting elsewhere more limited.
There is also a distinct favoritism toward ranged combat, with ranged rangers looking forward to Swift Quiver at 5th spell level, while melee rangers get Steel WindStrike, which doesn’t care about melee combat skills. Despite the Ranger’s limited spell selection, it is not optimistic that new options will be added in the future, given the current 6 new spells in Xanathar’s Guide to Everything.
What type of caster is a ranger?
The ranger is a character class introduced in the 5th edition of the Player’s Handbook. They are a half caster class with limited spellcasting and focus on exploration, survival skills, and tracking foes. Players can choose from two ranger archetypes at third level: the Hunter and the Beast Master. The Hunter archetype gains combative capabilities, while the Beast Master gains an animal companion.
Several sourcebooks since the launch have expanded the number of ranger archetype options, including Xanathar’s Guide to Everything, Tasha’s Cauldron of Everything, and the “Revised Ranger” class released in 2016. This version made some of the ranger’s core abilities easier to use and fixed how a ranger uses its animal companion, allowing a ranger to attack with both its weapon and the animal on the same turn.
In November 2019, Wizards of the Coast released a new Unearthed Arcana titled Class Feature Variants, which added additional class features for all classes, including the Ranger. These new class feature variants were introduced in 2020 with the release of Tasha’s Cauldron of Everything.
Playtesting for the next version of the ranger was announced in September 2022, with the Unearthed Arcana 2022 – Expert Classes playtest material for One D and D, including rules for playing a Ranger up to level 20 and the Hunter subclass.
Can rangers use shield spell?
Rangers are skilled in light and medium armors, and can use shields. Medium armors offer higher AC but may disadvantage stealth checks. Rangers can be more effective in exploration and combat if they can efficiently hide from enemies. It’s advisable to stick with light armors in the early game or save up gold for a breastplate if needed. Rangers have proficiency with all weapons, including bow and arrows, but strength build is also a viable option for those focusing on melee weapons.
Do Rangers have prepared spells?
It should be noted that the cleric, druid, paladin, ranger, and wizard classes require spell preparation. However, it is possible for both clerics and druids to utilise spontaneous casting. A character is permitted to prepare only those spells which they have learned for each class. Furthermore, the act of resting allows them to select their spells in advance. Resting allows these spells to be cast, and a single spell slot is utilized for each instance of a spell that has been prepared.
📹 Divinity Original Sin 2 Builds – Ranger (Archer/Summoner)
Divinity 2 Builds Guide for the ranged Class: Ranger. Players utilizing this type of character will use a mix of Huntsman and …
Start as Elf so you get flesh sacrifice and elemental arrowheads. Flesh sacrifice for AP at the start of combat then get blood arrows for extra damage. Get 2 points into pyro somewhere along the line for explosive traps and flaming tounges to defend yourself. This will also give the option to learn summon fire slug for a pet.
Rangers are one of the most versatile classes in the game. I slept on them for a while but am having a ton of fun playing around with them right now. I’ve been using a ton of different Perks from others classes like adrenaline rush, chameleon cloak, cloak and dagger, and teleportation/nether swap. It’s a lot more spread out Compared to the way I invest my stats on other classes but I love it. Also adrenaline rush/ flesh sacrifice and a healthy supply of Knockdown arrows will solve almost any problems your having.
love this build! so easy to slot into a mage party. in a lone wolf run, a ranger ifan worked so well with a cleric. when i ran with a geo torturer sebille, the magic archer version also worked so well. summoners just jive so well with any non-disaster party (recalling my first -and very much failed- run with a geo/pyro fane and hydro sebille)
I almost beat the first game with two Lone Wolves; one basically unkillable two-handed knight who dipped his hands in Pyromancy, and the other a ranger mage with an extreme amount of options and zone control that focused on Air magic and Water magic, but also had a point or two in Scoundrel and some in Geomancy for the options those provided as well. Only reason I didn’t fully beat it is because I spent two months away from it and once I came back I had no fuckin’ clue what I was doing or where I should be going. My point is that I’d love to see Lone Wolf builds because that kind of gameplay opened up a shit ton of options as well as an extreme capacity for focused skilling that I just don’t see in the standard 4 character party.
i more or less used this as my first {and current} play through. its a neat idea but i plan on leaning into memory a bit since it seems to actively contribute to all skills i can have active on the hotbar. cant wait to get the 10 points in summoning to get the champ! awesome article and cant wait for more!
Warfare maxed is best damage for any physical damage build. Aside from that the guide is good but simply do some testing or google, there are people who have done the testing and posted results and warfare trumps any other stat for physical damage. Also Huntsman is better than ranged too as long as you are finding high ground which is pretty easy to do. I’d say Warfare>huntsman>ranged if you are tactical but if you don’t bother guaranteeing high ground then take Warfare>Range>Huntsman. But keep huntsman at 5 so you can get all skills.
Yes, the meatshield from summoning is nice, and it does a bit of damage. But my experience is that the mowing down of enemies by a dedicated ranger is much more effective. That said I’m only in act two, summoning as an aside after warfare, ranged and huntsman are at high levels can be good. Just the pushing of summoning before the ranger part is working is not as good.
I recommend having 2 points in Necromancy, so you can actually have more pets to swap. Even though the game only allows 1 pet at a time, but summoning during the fight will give you more pet attack and dmg. (like pre-summon pet’s turn to attack, then your turn to summon a new pet, and then the new pet’s turn) Also, Supercharger skills is very useful if you swap pet every 2/3 turns.
I wish they reworked Summoning so that summon attributes scaled like (BaseStatValueForGivenLvl)*(1 + A*SummoningSkill)*(1 + B*Attribute), and similarly for Skill bonuses. Then summoning synergies would be far-reaching, but game balance might be a bit delicate. At the moment, though, there’s a big power peak at Summoning 10 and it’s just your XP level from there.
Really enjoyed this article. Your one of the few people I can watch who doesn’t irritate me. Your straight the point. I have a question if anyone on here wants to help me? I want to do 2 melee and 2 mages, my ifan is ranger summoner, I don’t know what to do with my sebile, fane, and red prince, any ideas anyone? Recommendations?
You make some great guides that even I can understand easily! But.. they still create an issue for me personal. I just picked up this game and I struggle since days with a class I want to play. I already know which party members I want to take with me (Lohse for Heals and Aero-Attacks – Beast as a Melee, Battlemage or something like this – Ifran as a Ranger). But for my main.. that’s something I struggle with. So I have to ask you one very silly question. Would you recommend playing a “pure” class like Dualwielding/Warfare? I’m playing on normal and I’ve experiented a lot with hybrids in my first playthroughs.. and failed with them all the time. I’m a World of Warcraft player (Enhancement shaman) and I would have loved the dual-wielding-lightning approach, but splitting up between streangth and intelligence is a bad idea in this game.. appearently.. and I don’t like using a staff as melee weapon 🙁 Do you think going full warfare and dualwielding could be fine on the normal difficulty? I don’t want to try and fail.. again.. after god knows how many hours.
Does anyone know why this build maxes out Warfare before Ranger? Warfare adds physical dmg to all weapons, but Ranger gives the same dmg plus crit chance on ranged weapons only. And since this build only uses ranged weapons, each point in Ranger gives more bang for the buck. Why does Warfare take priority?
I’m trying to just understand the basic rules of the game, and I cannot understand why he says to bring ranged and summoning to 10 while only bringing huntsman to 3. I thought that most of the skills we would be using would be huntsman? Also, what are talents, and are skills just a sort of sub-category of abilities?
Summoners are so busy that there’s hardly any AP left for bow attacks. I suppose if you skip out on the totems you can get a fair number of attacks out. You can also use elemental arrows to guarantee you have the desired surface, and water incarnates healing the undead is a great way to remove their armor. Overall the synergy doesn’t seem that strong other than that it’s nice to have something blocking enemies, but that could be anyone. Still, the best summons require three points in a magic specialization, and a lot of damage spells won’t be allowed to scale if you go into Finesse. Some potential could be lost, but not all spells need Intelligence to be useful. One nice thing about Elf is the free blood surface on demand for enchanting your arrows. Ifan’s soul wolf is alright, but is sort of redundant with the one-at-a-time rule. I haven’t tried summoner Ifan, but I feel like the wolf works better as a quick extra that seems to keep up ok without any investment. If you’re spending points on summoning, you may as well get Fire Slug or Bone Widow or whatever else. The value of a freebie like this on Ifan is that with a non-magic build, he was nowhere near being able to attain a higher-tier summon, but he gets one anyway.
Man this is a FAIL they have many better Builds on this website this char. has too many different focuses for one char if your using this in a party focus on Crossbow or Summoning Even if you want to use Ifan the whole game his Wolf is not as good as the incarnate Human makes the best Summoner because Totems are affected by encourage Elf is not as good because you WILL use Totems in act 1 and 2 using a Wand and shield is the go to the blood does nothing for you even if the one AP is nice Lastly the Crossbow hits physicals and the incarnate ( the best summon IMO) hits mostly Magic Armor when when spawned using a Magic surface and the big one here and the most important thing is getting to 10 summoning is so very important it will hamper this char because you will not have a good incarnate until you do so
Here’s the problem I have with this game. I watched this article 5 times and I’m trying to follow exactly what you’re saying and I’m too stupid to do it! I’m 45 years old. I graduated high school. I read books. I’m not that stupid. I can’t even make a character! I don’t know if there’s been updates and some of the headings are different, but I cannot make a ranger following this build. When I switch combat abilities from huntsman/pyrokinetics ranger/ summoning, I lose all the green skills, pin down, first aid. All I have are summoning abilities, This is the 10th time I’ve tried playing this game and I already wanna quit. I haven’t even got out of the character screen.
Pretty poor build imo. Points are spread to thin. Attributes spread to thin. Ifan isn’t optimal. depends on what you lean to, you’re s gimped version of both which doesn’t make great use of the AP. Not enough AP to do oth effectively. Poor talent choices and some useless skills chosen ( sky shot, arrow spray, dominate mind is a wasted skill here) Warfare over ranged. My advice: Make a summoner or a ranger as both built to be those things are 100% worth having in any party as both are highly adaptable.