Ranger

A half-caster who shoots from range and tracks like a scout, and can be the best in the game at deleting an enemy on turn one.

Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026

Bow, animal companion, stealth? The Ranger has many options and hard calls. Below, every level from 1 to 12 tells you exactly what to pick.

Quick summary

Ranger — summary

Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026

  • Hit die — d10
  • Main ability — Dexterity — Wisdom for spells
  • Saving throws — Strength, Dexterity
  • Armour — Light and medium armour + shields
  • Weapons — All simple and martial weapons
  • Resource — Spell slots, refreshed on a long rest, but you never get many
  • Feat levels — 4, 8, 12
  • Ability scores — Strength 8, Dexterity 17, Constitution 15, Intelligence 10, Wisdom 15, Charisma 8
  • Party role — In a party this class covers: Ranged damage, Stealth / lockpick.

Two ready-made builds

  • Easy path: Hunter — Longbow Marksman — One class. Shoot from the back and add flat extra damage to every arrow.
  • Strong path: Gloom Stalker — First Round Killer — Still one class. You hide and start the fight: three arrows in the first round drop most enemies before they act.

Subclasses

  • Gloom Stalker — Unlocks at level 3. Grants an extra attack and big damage on the first round of combat: one of the strongest subclasses in the game.
  • Hunter — Unlocks at level 3. Adds flat extra damage to your hits and is the easiest subclass to learn.
  • Beast Master — Unlocks at level 3. Summons an animal companion: fun, but the pet falls behind at higher levels.
  • Swarmkeeper — Unlocks at level 3. A swarm of insects circles you, pushing enemies around and adding extra damage.

Recommended races

  • Wood Elf — +2 Dexterity, +1 Wisdom: exactly the two abilities a Ranger needs, plus extra movement speed.
  • Drow — +2 Dexterity and hand crossbow proficiency, and darkvision pairs beautifully with stealth.
  • Halfling — +2 Dexterity and the Lucky trait: you reroll natural 1s, so you miss less often.

Recommended backgrounds

  • Urchin (Sleight of Hand, Stealth) — Sleight of Hand and Stealth both come from Dexterity, the Ranger's main ability. With no Rogue in the party this also covers locks and traps.
  • Folk Hero (Animal Handling, Survival) — Animal Handling and Survival both run off Wisdom, which a Ranger already keeps high for spellcasting.

Companions who play this class

  • Minsc — Hunter

Resource rhythm

  • Spell slots return on a long rest, but the Ranger's real damage comes from the bow: save slots for buffs and snare spells.
  • The Gloom Stalker's first-round bonus refreshes at the start of every FIGHT, not on rest: try to enter every fight from stealth.

In Honour Mode

  • Staying at range keeps you clear of most Legendary Actions, and the Gloom Stalker's first-round ambush is still the safest opening.
  • If your animal companion dies it does not return until a long rest; spending it as a tank is a permanent loss in a mode with no reloading.

Level by level: Hunter — Longbow Marksman

  • Level 1 — Skills: Stealth, Perception, Survival · Favoured Enemy: Bounty Hunter · Gain: Favoured Enemy
    • Bounty Hunter — Extra damage against bound or dazed enemies: the most generally useful pick.
    • Urban Tracker — Proficiency in Persuasion, which pays off in city scenes.
    Tip: For Natural Explorer pick Urban Tracker: it helps most in the city.
  • Level 2 — Fighting Style: Archery · Spells: Hunter's Mark, Longstrider · Gain: Archery
    • Archery — A lasting bonus to bow and crossbow accuracy: a marksman's first pick.
    • Hunter's Mark — Extra damage on every hit against the marked enemy: your opener in every fight.
    • Ensnaring Strike — Binds the enemy you hit in vines so they cannot move.
    Tip: Cast Hunter's Mark at the start of every fight.
  • Level 3 — Subclass: Hunter · Hunter's Prey: Colossus Slayer · Gain: Colossus Slayer
    • Longstrider — An all-day speed boost: cast it on the whole party.
  • Level 4 — Feat: Sharpshooter · Gain: Sharpshooter
    • Sharpshooter
    Tip: Ignores height and cover penalties. The cornerstone of a build that shoots from high ground; use its accuracy-for-damage toggle with the same logic.
  • Level 5 — Pick 1 spell · Gain: Extra Attack
    • Pass Without Trace — Makes the whole party nearly unseen: the easiest way to set an ambush.
    Tip: The biggest power jump in the game: your attacks per turn double. If you plan to multiclass, do not branch before you have this.
  • Level 6 — Second Favoured Enemy: Mage Breaker · Gain: Mage Breaker
    • Ranger Knight — Grants heavy armour proficiency, for a Ranger that can hold the front.
    • Beast Tamer — A free Find Familiar spell, adding an extra scout in combat.
  • Level 7 — Defensive Tactics: Steel Will · Gain: Steel Will
    • Spike Growth — Carpets the ground with spikes, so every enemy crossing it takes damage.
  • Level 8 — Ability Improvement: Dexterity +2 (17 → 19) · Gain: Ability Improvement
    • Ability Improvement (Dexterity +2)
  • Level 9 — Pick 1 spell · Gain: Spell Slots
    • Conjure Barrage — Rains arrows over a wide cone, for use against crowded groups.
  • Level 10 — Third Natural Explorer: Wasteland Wanderer: Fire · Gain: Wasteland Wanderer
  • Level 11 — Pick 1 spell · Gain: Volley
    • Lightning Arrow — Your arrow becomes lightning, hitting the target and everything near it.
  • Level 12 — Ability Improvement: Dexterity +1, Constitution +1 · Gain: Ability Improvement
    • Ability Improvement (Dexterity +1, Constitution +1)

Level by level: Gloom Stalker — First Round Killer

  • Level 1 — Skills: Stealth, Perception, Survival · Favoured Enemy: Bounty Hunter · Gain: Favoured Enemy
    • Bounty Hunter — Extra damage against bound or dazed enemies: the most generally useful pick.
    • Urban Tracker — Proficiency in Persuasion, which pays off in city scenes.
    Tip: Stealth is the key skill of this build; never skip it.
  • Level 2 — Fighting Style: Archery · Spells: Hunter's Mark, Longstrider · Gain: Archery
    • Archery — A lasting bonus to bow and crossbow accuracy: a marksman's first pick.
    • Hunter's Mark — Extra damage on every hit against the marked enemy: your opener in every fight.
    • Ensnaring Strike — Binds the enemy you hit in vines so they cannot move.
    Tip: A flat bonus to ranged attack rolls. In any bow build this is the first fighting style to pick.
  • Level 3 — Subclass: Gloom Stalker · Gain: Dread Ambusher
    • Longstrider — An all-day speed boost: cast it on the whole party.
    Tip: Always start the fight yourself: this only works on the first round.
  • Level 4 — Feat: Sharpshooter · Gain: Sharpshooter
    • Sharpshooter
    Tip: Ignores height and cover penalties. The cornerstone of a build that shoots from high ground; use its accuracy-for-damage toggle with the same logic.
  • Level 5 — Pick 1 spell · Gain: Extra Attack
    • Pass Without Trace — Makes the whole party nearly unseen: the easiest way to set an ambush.
    Tip: The biggest power jump in the game: your attacks per turn double. If you plan to multiclass, do not branch before you have this.
  • Level 6 — Second Favoured Enemy: Mage Breaker · Gain: Mage Breaker
    • Ranger Knight — Grants heavy armour proficiency, for a Ranger that can hold the front.
    • Beast Tamer — A free Find Familiar spell, adding an extra scout in combat.
  • Level 7 — Pick 1 spell · Gain: Iron Mind
    • Spike Growth — Carpets the ground with spikes, so every enemy crossing it takes damage.
  • Level 8 — Ability Improvement: Dexterity +2 (17 → 19) · Gain: Ability Improvement
    • Ability Improvement (Dexterity +2)
  • Level 9 — Pick 1 spell · Gain: Fear
    • Conjure Barrage — Rains arrows over a wide cone, for use against crowded groups.
  • Level 10 — Third Natural Explorer: Wasteland Wanderer: Fire · Gain: Wasteland Wanderer
  • Level 11 — Pick 1 spell · Gain: Stalker's Flurry
    • Lightning Arrow — Your arrow becomes lightning, hitting the target and everything near it.
  • Level 12 — Ability Improvement: Dexterity +1, Constitution +1 · Gain: Ability Improvement
    • Ability Improvement (Dexterity +1, Constitution +1)

Key equipment

  • Gloves of Archery (Act 1) — Adds a flat bonus to your longbow damage. Where: Act 1, Goblin Camp — sold by the trader Grat.
  • Titanstring Bow (Act 2) — Adds your Strength bonus to arrow damage, hitting very hard alongside giant-strength gauntlets. Where: Act 2, sold in the Zhentarim basement or at Moonrise Towers.
  • The Deathstalker Mantle [Dark Urge] (Act 1) — You turn invisible when you kill an enemy: the crown of a stealth build. Where: Dark Urge origin only — given by Sceleritas Fel at camp. No other origin can obtain it.
  • Helldusk Gloves (Act 3) — Adds fire damage to every attack. Where: Act 3, House of Hope — worn by Haarlep in the Boudoir.

Combat tips

  • Hide the party before a fight and open fire yourself: the first round is your strongest.
  • Hunter's Mark needs concentration, so stay at the back to avoid losing it.
  • Climb somewhere high: it increases both your range and your accuracy.
  • Only switch on Sharpshooter's -5 option when you already have advantage.

Common mistakes

  • Do not spend points on Strength: a bow Ranger never uses it.
  • Do not walk into melee: your health is low and you are built to shoot from the back.
  • Do not pick Beast Master on your first run: the companion falls far behind later.

All twelve classes and the party picker

Related guides