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Playtest Material

This class is currently being previewed for the next update of the Basic Rules.

AA Bosmer ranger fiercely attacks with her bow
Agility | Willpower
Ranger class symbol
3 stars
3 stars
2 stars
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Delvebound Class | Martial

Class Overview. The Ranger is a martial class specializing in exploration, combating foes, and making use of the natural world around them.
Favored Enemy. Helps you to track and fell specific creature types.
Wild Techniques. Techniques allow you to harness your survival skills to overcome any foe or obstacle.

Rough and wild looking, a Breton stalks alone through the shadows of trees, hunting the goblins he knows are planning a raid on a nearby farm. Clutching a short sword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from an avalanche of snow, a Bosmer finds her feet and draws back her bow to loose an arrow at the frost troll. Quickly using oil and her tinderbox, she sends one flaming arrow after another to push back the troll’s dreadful assault.

Holding his hand high, a Redguard whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Yoku, he points to the bear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Deadly Hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with warden conclaves. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of goblins attacks, a ranger might be the first—and possibly the last line of defense.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a warden conclave, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and have a connection to nature through the necessity of surviving in the wilds.

What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

The Ranger

Level Proficiency
Class Features Techniques
1 +2 Favored Enemy, Natural Explorer -
2 +2 Fighting Style, Wild Techniques 2
3 +2 Primal Instincts, Ranger Archetype 2
4 +2 Attribute Score Improvement 3
5 +3 Extra Attack 3
6 +3 Adaptive Hunter, Favored Enemy, Natural Explorer Improvements 4
7 +3 Primal Defense, Ranger Archetype Feature 5
8 +3 Attribute Score Improvement, Land’s Stride 5
9 +4 Skirmisher’s Stealth 6
10 +4 Natural Explorer Improvement, Hide in Plain Sight 6
11 +4 Ranger Archetype Feature 7
12 +4 Attribute Score Improvement 7
13 +5 Nature’s Protection 8
14 +5 Favored Enemy Improvement, Vanish 8
15 +5 Ranger Archetype Feature 9
16 +5 Attribute Score Improvement 9
17 +6 Primal Connection 10
18 +6 Feral Senses 10
19 +6 Attribute Score Improvement 11
20 +6 Foe Slayer 11
If your group uses the optional rules on multiclassing in the 5e Core Rules and the Basic Rules, here’s what you need to know if you choose ranger as one of your classes.

Attribute Score Minimum. As a multiclass character, you must have at least an Agility or Strength score of 13 to take a level in this class, or to take a level in another class if you are already a ranger.

Proficiencies Gained. If ranger isn’t your initial class, here are the proficiencies you gain when you take your first level as a ranger: light armor, medium armor, shields, all weapons, one skill from the class’s skill list or the herbalism kit.

Quick Build

You can make a ranger quickly by following these suggestions. First, make Agility your highest attribute score, followed by Endurance. (Some rangers who focus on two-weapon fighting make Strength higher than Agility.) Second, choose the outlander background.

Class Features

Hit Points
Hit Dice 1d10 per Ranger level
HP at 1st Level 10 + your Endurance modifier
HP at Higher Levels 1d10 (or 6) + your Endurance modifier per Ranger level after 1st
Armor Light armor, Medium armor, Shields
Weapons All weapons
Tools Herbalism kit
Saving Throws Strength, Agility
Skills Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
  • A longbow and a quiver of 20 arrows
  • (a) scale mail or (b) leather armor
  • (a) two blade weapons or (b) one axe, blunt, or polearm weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack

As a ranger, you gain the following class features.

Favored Enemy

1st-level ranger feature

You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: Beasts, Fiends, Humanoids, or Undead. You have advantage on Willpower (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Each time you hit a favored enemy with an attack and deal damage to it, you deal an additional 1d4 damage.

You also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

You can choose an additional favored enemy, as well as an associated language, when you reach 6th level, and again at 14th level. Additionally, this feature’s extra damage increases to 1d6 at 6th level, and to 1d8 at 14th level.

Natural Explorer

1st-level ranger feature

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, urban, or underground. When you make an Intelligence or Willpower check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You learn additional favored terrain types when you reach 6th and 10th level in this class.

Each time you finish a long rest, you can choose to replace one of your current favored terrains with the current terrain you are in.

Fighting Style

2nd-level ranger feature

You adopt a particular style of fighting as your specialty. You can not take a fighting style option more than once.


You gain +2 bonus to your attack rolls you make with ranged weapons.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your attribute modifier to the damage of the second attack.

Wild Techniques

2nd-level ranger feature

In your time spent within the wilderness, you have learned wild techniques, tactics and skills that you have had to rely on in order to survive on your own far from civilization.

You gain two wild techniques of your choice. Your technique options are detailed at the end of the class description. When you gain certain ranger levels, you gain additional techniques of your choice, as shown in the Techniques Known column of the Ranger table.

Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique that you could learn at that level.

Primal Instincts

3rd-level ranger feature

Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. With this feature you gain the following benefits:

Primeval Sense

You can use an action to attune your senses to determine if any of your favored enemies lurk nearby. For 1 minute, you can sense whether any of your favored enemies are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

Any favored enemy within 30 feet of you has a faint outline surrounding it, which is only visible to you. The outline is visible through most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Once you use this feature, you can’t do so again until you finish a long rest.

Primal Mark

You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 90 feet of you as the target of this feature. You gain the following benefits for the duration, as shown on the Primal Mark table.

You have advantage on any Willpower (Perception) or Willpower (Survival) check you make to find the marked target.

Once per turn, when you hit the marked target with a weapon that you’re proficient with and deal damage, it takes an extra 1d6 damage from the weapon. This damage increases as you gain levels in this class, as shown on the Primal Mark table.

Primal Mark
Ranger Level Damage Increase Duration
3rd 1d6 1 hour
10th 1d8 4 hours
16th 1d10 8 hours
20th 1d12 24 hours

Ranger Archetype

3rd-level ranger feature

You choose an archetype that you strive to emulate: Archer, Hunter, or Scout. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level.

Ranger Archetype Source
Archer Basic Rules
Hunter Basic Rules
Scout Basic Rules
Green Pact Keeper Legionnaire’s Guide to Cyrodiil
Sellsword Legionnaire’s Guide to Cyrodiil

Attribute Score Improvement

4th-level ranger feature

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores by 1. You can't increase an attribute score above 20 using this feature.

Extra Attack

5th-level ranger feature

You can attack twice, instead of once, when you take the Attack action on your turn.

Adaptive Hunter

6th-level ranger feature

You have become skilled at hunting a wide variety of enemies. When you learn a new favored enemy, the types you can choose from are expanded to include: Constructs, Dragons, Giants, Monstrosities, and Oozes. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language, and a bonus to damage.

Additionally, after studying and researching a type of creature over the course of a week in your downtime, you can learn one new favored enemy, choosing from the types available to you. You can change the favored enemy you learn as part of this feature by spending another week studying that type of creature.

Primal Defense

7th-level ranger feature

You are able to protect yourself better against the assaults of the creatures you’ve focused on. Whenever the target of your Primal Mark forces you to make a saving throw and whenever you make an attribute check to escape that target's grapple, add 1d6 to your roll.

Land’s Stride

8th-level ranger feature

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Skirmisher's Stealth

9th-level ranger feature

You combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence.

At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make an Agility (Stealth) check to Hide from that creature again if you fulfill the conditions needed to Hide. Otherwise, creatures are aware of you at the end of your turn. A creature ignores this effect if the creature has truesight.

Hide in Plain Sight

10th-level ranger feature

You can remain perfectly still for long periods of time to set up ambushes. When you take the Hide action on your turn, creatures that attempt to detect you take a −10 penalty to their Willpower (Perception) checks until the start of your next turn. They gain this penalty only if you haven’t moved during this turn, and you don’t move until the start of your next turn.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit.

Nature’s Protection

13th-level ranger feature

Your time spent in the wilds has caused you to be inured to the effects of nature. You have advantage on saving throws against poison and have resistance to poison damage. Additionally, when you make an Intelligence or Willpower check related to poisons, your proficiency bonus is doubled if you are using a skill that you’re proficient in.


14th-level ranger feature

You can use the Hide action as a bonus action on your turn. Also, you can never be tracked by nonmagical means, unless you intended to leave a trail.

Primal Connection

17th-level ranger feature

You become one with nature and gain a nearly supernatural connection to it, unlocking it's knowledge and secrets.

If you spend 1 minute in uninterrupted meditation while outdoors, you gain knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. You don't gain this knowledge in areas where nature has been replaced by construction, such as dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful beasts, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Once you use this feature, you can’t use it again until you finish a long rest.

Feral Senses

18th-level ranger feature

You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided the creature isn't hidden from you and you aren't blinded or deafened.

Foe Slayer

20th-level ranger feature

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you add your Willpower modifier to the attack roll or the damage roll of an attack you make against a favored enemy. You can choose to use the feature before or after the roll, but before any effects of the roll are applied.

Ranger Archetypes

The ideal of the ranger in Tamriel has a few classic expressions. The Archer, Hunter, and Scout are detailed below.

Archers are fighters who have focused their training to specialize in long-range combat. While any warrior with a bow can be considered an archer, rangers develop a form of unmatched discipline and prowess with all forms of projectiles. Archers perform the best when they can keep their opponents at a distance, using ranged weapons and swift maneuvers. Once engaged in melee, they strike deftly, using swords and axes to bring down the wounded and weary.
The life of a Hunter is spent tracking prey and training to become the best predator of all. Emulating the Hunter archetype means that they have reached the upper echelon of their pursuits, thus gaining the ability to work in partnership with a daedric beast as its companion and friend. Using this bond, the Hunter tries to earn Hircine's favor and achieve a place in the Great Hunt.
Scouts rely on stealth and rapid movement to survey routes and opponents, using skirmish tactics when forced to fight. They are skilled in surviving far from the streets of a city, allowing them to scout ahead of their companions during expeditions. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive. Many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.
To those who follow the Green Pact, there is nothing more important than to uphold their promise to Y’ffre. Bosmer of the Treaty of Frond and Leaf allow this code to dictate their everyday lives. It binds them to the trees, the rivers, and the creatures of the great forests of Tamriel. Green Pact Keepers draw upon powers granted by Y’ffre to maintain their vow.
Having learned how to take care of themselves, a Sellsword is just as quick to the punch as they are to ask for payment upfront. Ranging from all walks of life, a cheap hireling can be found at any local tavern selling their trade as a half-rate protector, but not a Sellsword. Trained and honed to a point, a Sellsword draws in a wealth of knowledge in combat to be used to their advantage.

Optional: Community Subclasses

For those that seek to expand upon the available possibilities for this class, there exist several options among the community subclasses. The existing community creations may surprise you and can add a new perspective to your adventures in Tamriel. The community subclasses have yet to be playtested and will require permission to use from your GM.