2025-10-01 15:02
status:
tags:
🏹 Ranger (5e)
🎯 Core Priorities
Positioning is critical: stay mobile, don’t get pinned
Choose the right target to burst down (often casters or stragglers)
Spell prep is flexible: Rangers prepare spells after each long rest (not just on level-up)
🪄 Spell Usage in Combat
Low level: 1 spell per encounter
Mid level: 1–2 spells per encounter
High level: 3+ spells per combat
Bonus Action Spells
Hunter’s Mark 🔑: Damage boost, best default spell
Ensnaring Strike: Control tool; restrains + boosts ally damage
Hail of Thorns: AoE burst, best vs. groups of weak foes
Mobility & Utility
Longstrider: Extra speed all day (no concentration)
Jump: Situational mobility boost
Pass Without Trace: Stealth powerhouse for party
Freedom of Movement: Ignore restraints/difficult terrain
🪓 Combat Styles
Marksman (Archer / Ranged)
Maintain distance (sweet spot: 35+ ft)
Flank around enemies—avoid letting allies give them cover
Focus on Volley (AoE ranged at 11th) for groups
Core Features:
Colossus Slayer (Hunter subclass): Bonus 1d8 vs. damaged enemies
Horde Breaker (Hunter): Extra attack vs. nearby creature
Multiattack Defense (Hunter): +4 AC after being hit
Evasion (Hunter at 15): Half/no damage vs. Dex saves
Skirmisher (Melee / Mobile)
Stay moving—secure the perimeter, avoid being surrounded
Ideal for hit-and-run tactics
Core Features:
Dread Ambusher (Gloom Stalker 3): Extra attack + initiative boost
Escape the Horde (Hunter defense): Disadvantage on OAs against you
Uncanny Dodge (not Ranger baseline—comes from Rogue dip)
Whirlwind Attack (Hunter 11): Melee AoE
Giant Killer (Hunter 3): Reaction attack vs. Large+ foes
🐺 Beast Master Companions
Wolf: Best support—Pack Tactics grants advantage
Boar / Panther: Charge 30 ft. into combat
Ranger action economy: Must use your action to command pet (until Tasha’s options, which make companions scale better)
references: live to tell the tale