# Ranger

> From the Curse of Strahd game wiki (it covers the whole game, spoilers included): https://curseofstrahd.app/wiki/characters/classes/ranger.html. Unofficial Fan Content permitted under the Fan Content Policy, not approved or endorsed by Wizards of the Coast.

*A wanderer of the wilds who hunts with blade, bow and nature magic, marking prey with Hunter's Mark.*

- **Hit die:** d10
- **Primary ability:** DEX, WIS
- **Saving throws:** STR, DEX
- **Skills:** choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
- **Armor:** light, medium, shields
- **Weapons:** simple, martial
- **Spellcasting:** WIS, half caster ([spell list](https://curseofstrahd.app/wiki/spells/spells-by-class.md))

## Features by level

- **1: Spellcasting.** Cast Ranger spells with Wisdom; prepare two to start.
- **1: Favored Enemy.** Hunter's Mark is always prepared; cast it without a slot twice per Long Rest (more uses as you level).
- **1: Weapon Mastery.** Use the mastery properties of two kinds of weapons you're proficient with.
- **2: Deft Explorer.** Expertise in one skill you're proficient in, and two more languages.
- **2: Fighting Style.** Gain a Fighting Style feat, or Druidic Warrior (two Druid cantrips cast with Wisdom).
- **3: Ranger Subclass.** Choose a Ranger subclass.
- **4: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **5: Extra Attack.** Attack twice when you take the Attack action.
- **6: Roving.** +10 feet of Speed while not in Heavy armor, and a Climb and Swim Speed equal to your Speed.
- **7: Subclass Feature.** Gain a feature from your Ranger subclass.
- **8: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **9: Expertise.** Expertise in two more skills you're proficient in.
- **10: Tireless.** Magic action: gain 1d8 + Wisdom Temporary Hit Points (Wisdom-modifier uses per Long Rest); Short Rests also remove a level of Exhaustion.
- **11: Subclass Feature.** Gain a feature from your Ranger subclass.
- **12: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **13: Relentless Hunter.** Taking damage can't break your Concentration on Hunter's Mark.
- **14: Nature's Veil.** Bonus Action: become Invisible until the end of your next turn; Wisdom-modifier uses per Long Rest.
- **15: Subclass Feature.** Gain a feature from your Ranger subclass.
- **16: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **17: Precise Hunter.** Advantage on attack rolls against the creature marked by your Hunter's Mark.
- **18: Feral Senses.** Blindsight out to 30 feet.
- **19: Epic Boon.** Gain an Epic Boon feat or another feat you qualify for.
- **20: Foe Slayer.** The damage die of your Hunter's Mark becomes a d10.

## Subclasses (from level 3)

### Beast Master
*A ranger bonded to a primal beast of land, sea or sky that fights at their command.*

- **3: Primal Companion.** Summon a Beast of the Land, Sea or Sky that obeys you and acts on your turn; it returns after a Long Rest or for a spell slot.
- **7: Exceptional Training.** Your beast can Dash, Disengage, Dodge or Help as a Bonus Action, and its strikes can deal Force damage.
- **11: Bestial Fury.** Your beast's Beast's Strike attacks twice, and its first hit each turn on your Hunter's Mark target adds the mark's damage.
- **15: Share Spells.** A spell you cast that targets only you can also affect your beast within 30 feet.

### Fey Wanderer
*A ranger touched by the Feywild who strikes with psychic power and charms with otherworldly glamour.*

- **3: Dreadful Strikes.** Once per turn per creature, a weapon hit deals an extra 1d4 Psychic damage (1d6 at level 11).
- **3: Fey Wanderer Spells.** Charm Person always prepared; more at levels 5, 9, 13 and 17.
- **3: Otherworldly Glamour.** Add your Wisdom modifier (minimum +1) to Charisma checks, and gain proficiency in Deception, Performance or Persuasion.
- **7: Beguiling Twist.** Advantage on saves against Charmed and Frightened; when a creature near you succeeds on such a save, a Reaction can Charm or Frighten another.
- **11: Fey Reinforcements.** Summon Fey is always ready: cast it once per Long Rest without a slot or Material components, and you can choose a version without Concentration.
- **15: Misty Wanderer.** Cast Misty Step without a slot Wisdom-modifier times per Long Rest, bringing a willing creature along.

### Gloom Stalker
*A hunter of the dark who strikes first from the shadows and is unseen by those who rely on darkvision.*

- **3: Dread Ambusher.** Add Wisdom to Initiative; +10 feet of Speed on your first turn; Dreadful Strike adds 2d6 Psychic once per turn (Wisdom-modifier uses per Long Rest).
- **3: Gloom Stalker Spells.** Disguise Self always prepared; more at levels 5, 9, 13 and 17.
- **3: Umbral Sight.** Darkvision 60 feet (or 60 feet more), and creatures relying on Darkvision can't see you while you're in Darkness.
- **7: Iron Mind.** Proficiency in Wisdom saving throws, or Intelligence or Charisma if you already have it.
- **11: Stalker's Flurry.** Dreadful Strike's damage becomes 2d8, and each use can add a Sudden Strike or a Mass Fear.
- **15: Shadowy Dodge.** Reaction: impose Disadvantage on an attack against you, then teleport 30 feet if it misses.

### Hollow Warden
*Rangers who take their strength from old and hungry horrors of the deep wilds and grow monstrous in turn.*

- **3: Hollow Warden Spells.** Wrathful Smite always prepared; more at levels 5, 9, 13 and 17.
- **3: Wrath of the Wild.** Bonus Action, a Favored Enemy use: transform for 1 minute: +AC, a 10-foot aura that frightens foes, and an Opportunity Attack when a foe hurts you or an ally beside you.
- **7: Hungering Might.** +Wisdom modifier to Constitution saves; while transformed and Bloodied, a hit heals 1d10 + Wisdom modifier once per turn.
- **11: Rot and Violence.** While transformed, creatures your aura frightens can't regain Hit Points or take Reactions, and your weapon hits can add Sap or Slow to their own mastery.
- **15: Ancient Endurance.** Immune to Exhaustion; +Wisdom modifier damage against Frightened creatures; once per Long Rest (or a level 4+ slot) dropping to 0 while transformed leaves you at 30 Hit Points.

### Hunter
*A protector of civilization who studies prey and specializes in bringing down giants or hordes.*

- **3: Hunter's Lore.** While a creature is marked by your Hunter's Mark, you know its Immunities, Resistances and Vulnerabilities.
- **3: Hunter's Prey.** Choose Colossus Slayer (+1d8 against a wounded target once per turn) or Horde Breaker (an extra attack on a creature next to your target); swap it on a rest.
- **7: Defensive Tactics.** Choose Escape the Horde (Opportunity Attacks against you have Disadvantage) or Multiattack Defense (after a creature hits you, its other attacks this turn have Disadvantage); swap it on a rest.
- **11: Superior Hunter's Prey.** Once per turn, when Hunter's Mark damages a creature, deal the same extra damage to another creature within 30 feet of it.
- **15: Superior Hunter's Defense.** Reaction when you take damage: Resistance to that damage and that type until the end of the turn.

### Winter Walker
*A cold-weather hunter who draws strength from the frozen wilds.*

- **3: Frost Resistance.** Resistance to Cold damage.
- **3: Frigid Explorer.** Cold damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance. Weapon hits may add 1d4 Cold per target per turn, increasing to 1d6 at Ranger level 11.
- **3: Hunter’s Rime.** Casting Hunter’s Mark gives you 1d10 + Ranger level Temporary Hit Points. Your marked creature cannot Disengage.
- **7: Fortifying Soul.** Once per Long Rest, take a Magic action to choose up to Wisdom modifier visible creatures (minimum 1). Each heals 1d10 + Ranger level and gains Advantage on saves to avoid or end Frightened for 1 hour.
- **11: Chilling Retribution.** Reaction when hit by an attack roll: the attacker makes a Wisdom save against your spell DC. Failure: Stunned with Speed 0 until your next turn ends. Uses equal Wisdom modifier (minimum 1) per Long Rest.
- **15: Frozen Haunt.** When casting Hunter’s Mark, adopt a form lasting until that spell ends. Once per Long Rest, or restore use with a level 4+ slot without an action. Gain immunity to Cold, Grappled, Prone, and Restrained. On activation and your turn starts, chosen creatures in a 15-foot Emanation take 2d4 Cold. Pass through creatures and objects as Difficult Terrain, taking 1d10 Force if ending a turn inside; when the form ends inside one, move to the nearest empty space.
