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.
- 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.
- 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
- Level 5 — Pick 1 spell · Gain: Extra Attack
- Pass Without Trace — Makes the whole party nearly unseen: the easiest way to set an ambush.
- 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.
- 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.
- Level 3 — Subclass: Gloom Stalker · Gain: Dread Ambusher
- Longstrider — An all-day speed boost: cast it on the whole party.
- Level 4 — Feat: Sharpshooter · Gain: Sharpshooter
- Sharpshooter
- Level 5 — Pick 1 spell · Gain: Extra Attack
- Pass Without Trace — Makes the whole party nearly unseen: the easiest way to set an ambush.
- 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.
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