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This illustration of an elf by William O'Connor introduced the ranger in the Player's Handbook.

Ranger is a martial and primal striker class in fourth edition Dungeons & Dragons.[PHB:103][HotFK:148]

SubclassesEdit

A 1st level character must choose between using the rules for the original ranger class or one of its subclasses, hunter or scout.

HunterEdit

Hunter is a subclass of ranger introduced in Heroes of the Forgotten Kingdoms. Hunters have a controller role instead of striker.[HotFK:149]

ScoutEdit

Scout is a subclass of ranger introduced in Heroes of the Forgotten Kingdoms.[HotFK:175]

Class traitsEdit

A 1st level ranger other than a scout begins with hit points equal to 12 plus the ranger's Constitution score, healing surges per day equal to 6 plus the ranger's Constitution modifier, and a +1 bonus to Fortitude and Reflex defenses. A ranger gains 5 hit points per level.

A scout gains the same benefits, except for healing surges per day, which equal 7 plus the scout's Constitution modifier.

Class proficienciesEdit

A 1st level ranger other than a hunter begins with cloth, leather, and hide armor proficiencies, and simple melee, military melee, simple ranged, and military ranged weapon proficiencies.

A hunter has the same proficiencies, except for hide armor proficiency; hunters have only cloth and leather armor proficiencies as a class trait.

Class skillsEdit

Elf ranger
Rigel KentAdded by Rigel Kent

A ranger begins trained in either:

Plus any four of the following skills:

Ranger overviewEdit

Characteristics: You combine fast, hard-hitting melee attack power with excellent ranged attack ability, and shift easily from melee to ranged combat. You are moderately resilient in battle, but you prefer hit-and-run attacks or ambushes to prolonged slugging matches. Hit hard, get out; that’s the ranger’s way.

Religion: Rangers favor deities of nature and of the hunt. They often revere Kord, Melora, or the Raven Queen. Evil or chaotic evil rangers usually worship Gruumsh or Zehir.

Races: Elves are ideal archer rangers. Humans, halflings, dragonborn, and eladrin are all sometimes drawn to the wandering life of a two-blade ranger.

Class featuresEdit

Rangers other than hunters or scouts gain the following class features at 1st level:

Hunters gain the following class features at 1st level:

Archery StyleEdit

Hunters gain the Archery Style class feature at 1st level, and choose one of the following options. Each option grants a bonus feat, and may have additional effects.

Archery style Bonus feat Additional effects
Bow Hunter[HotFK:155] Bow Expertise
Crossbow Hunter[HotFK:155] Crossbow Expertise free action to reload crossbows

Aspects of the WildEdit

Attack FinesseEdit

Scouts gain the Attack Finesse class feature at 1st level. Scouts with the Attack Finesse class feature can use their Dexterity modifiers instead of their Strength modifiers for both the attack rolls and damage rolls of melee basic attacks.[HotFK:181]

Beast MasteryEdit

Rangers other than hunters or scouts may choose the Beast Mastery class feature to replace the Fighting Style and Prime Shot/Running Attack features.[MP:38]

Disruptive ShotEdit

Hunters gain disruptive shot as an encounter power at 1st level. Disruptive shot deals damage and immobilizes or dazes a target on a hit, or deals half damage and slows a target on a miss.[HotFK:156]

Dual Weapon AttackEdit

Scouts gain dual weapon attack as an at-will power at 1st level. Dual weapon attack is an off-hand melee weapon attack made as a free action once per round, triggered by hitting with a melee basic attack on the scout's turn.[HotFK:181]

Expert ArcherEdit

Hunters gain aimed shot, clever shot, and rapid shot as at-will powers at 1st level. Each of these powers allows a hunter to make a ranged basic attack with an additional benefit.[HotFK:155]

Fighting StyleEdit

Rangers other than hunters or scouts who do not choose the Beast Mastery class feature gain the Fighting Style class feature at 1st level, and choose one of the following options. Each option grants a bonus feat, regardless of whether the ranger has met the feat's normal prerequisites, and may have additional effects.

Fighting style Bonus feat Additional effects
Archer Fighting Style[PHB:104] Defensive Mobility
Hunter Fighting Style[MP2:32] Quick Draw free action to sheathe weapons, and +4 AC vs. opportunity attacks provoked by ranged attacks
Marauder Fighting Style[MP2:32] Two-Weapon Defense +1 speed while not using a shield or two-handed weapon
Two-Blade Fighting Style[PHB:104] Toughness treat one-handed weapons as off-hand

Hunter's QuarryEdit

Main article: Hunter's Quarry

Rangers other than hunters or scouts receive the Hunter's Quarry class feature.

A ranger with the Hunter's Quarry class feature can, once per turn as a minor action, designate the nearest visible enemy as his or her quarry. This designation lasts until the encounter ends, the quarry is defeated, or the ranger designates a different target. Once per round, the ranger deals 1d6 per tier damage when hitting his or her quarry with an attack.[PHB:104][U:7/2008]

Power StrikeEdit

Scouts gain power strike as an encounter power at 1st level. Power strike triggers on a melee basic attack that hits, and adds extra damage to the attack.[HotFK:182]

Prime ShotEdit

Main article: Prime Shot

Rangers other than hunters or scouts who do not choose the Beast Mastery or Running Attack class features receive the Prime Shot class feature.

If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.

Running AttackEdit

Rangers other than hunters or scouts who do not choose the Beast Mastery or Prime Shot class features receive the Running Attack class feature.

If you use a standard action that lets you move (such as a charge or the skirmish shot power), and you end that movement at least 2 squares away from where you began that move, you gain a +1 bonus to attack rolls made as part of that standard action.[MP2:32]

Two-Weapon StyleEdit

Scouts gain the Two-Weapon Style class feature at 1st level, and choose one of the following options.

Two-weapon style Effect
Finishing Blade Mastery[HotFK:181] +1 to weapon attack rolls while wielding a light blade off-hand
Spinning Axe Mastery[HotFK:181] +2 to weapon damage rolls while wielding an axe off-hand

Weapon TalentEdit

Hunters gain the Weapon Talent class feature at 1st level. Hunters with the Weapon Talent class feature gain a +1 bonus to weapon attack rolls.[HotFK:157]

Wilderness KnacksEdit

Ranger powersEdit

Ranger powers, having a martial or primal power source, are also called exploits or evocations.

At-will attack exploits and evocations

1st level

Ranger featsEdit

Heroic Tier feats

Ranger paragon pathsEdit

Multiclass rangersEdit

Warrior of the Wild

  • Prerequisite: Strength 13 or Dexterity 13
  • Multiclassing into Ranger gives the following benefits:
  • Training in a skill of your choice from the Ranger Class Skill list above.
  • Once per encounter, you can use the ranger’s Hunter's Quarry class feature.

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