Class:Ranger
From DDO Compendium
Rangers are extremely versatile combatants. They can act as scouts, can wield two weapons at once, and are lethal with a bow.
Solo Ability: Good.
Important stats:Strength and Dexterity are the most important stats for rangers. Strength affects melee attack chance and damage, and high dexterity boosts a ranger's defense and ability to hit enemies with a bow.
A moderate level of wisdom is also needed for a ranger to cast spells.
Notable abilities: Favored Enemy, Two Weapon Fighting.
Rangers are incredibly skilled with the bow. They can eventually learn remarkable techniques like shooting through groups of enemies with a single arrow or firing multiple arrows simultaneously.Rangers are also the best class at two-weapon fighting, using a weapon in each hand. In addition, they can make very good scouts, sneaking ahead of the party and gathering information on enemies and their movements.
Rangers can also cast several useful spells and begin to learn these at level 4.

| Hit Die: | D8 |
| Base Skill Points Each Level: | 6 |
| Caster Type: | Divine |
| Spell Casting: | Wisdom determines how powerful a spell a Ranger can cast, how many spells they can cast, and how hard those spells are to resist. |
| Path(s): | Deepwood Sniper, Tempest, Arcane Archer |

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| 1 | +1 | 2 | 2 | 0 |
| 2 | +2 | 3 | 3 | 0 |
| 3 | +3 | 3 | 3 | 1 |
| 4 | +4 | 4 | 4 | 1 |
| 5 | +5 | 4 | 4 | 1 |
| 6 | +6 / +1 | 5 | 5 | 2 |
| 7 | +7 / +2 | 5 | 5 | 2 |
| 8 | +8 / +3 | 6 | 6 | 2 |
| 9 | +9 / +4 | 6 | 6 | 3 |
| 10 | +10 / +5 | 7 | 7 | 3 |
| 11 | +11 / +6 / +1 | 7 | 7 | 3 |
| 12 | +12 / +7 / +2 | 8 | 8 | 4 |
| 13 | +13 / +8 / +3 | 8 | 8 | 4 |
| 14 | +14 / +9 / +4 | 9 | 9 | 4 |
| 15 | +15 / +10 / +5 | 9 | 9 | 5 |
| 16 | +16 / +11 / +6 / +1 | 10 | 10 | 5 |
| 17 | +17 / +12 / +7 / +2 | 10 | 10 | 5 |
| 18 | +18 / +13 / +8 / +3 | 11 | 11 | 6 |
| 19 | +19 / +14 / +9 / +4 | 11 | 11 | 6 |
| 20 | +20 / +15 / +10 / +5 | 12 | 12 | 6 |

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| Concentration | Allows you a chance to continue casting a spell when you would normally be interrupted. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates. | |
| Heal | Allows you to revive unconscious and bleeding companions to 1 hit point. Also grants additional hit points for yourself and your companions when resting in a dungeon. Doesn't affect warforged characters. | |
| Hide | Allows you to sneak past monsters, avoiding their sight. | |
| Jump | Allows you to jump higher. | |
| Listen | Allows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear. | |
| Move Silently | Allows you to sneak past monsters, avoiding their hearing. | |
| Search | When activated, allows you to attempt to find the exact location of hidden doors, traps, and other objects. Some traps are so well hidden they can only be found by rogues (traps with a Search Difficulty Check (DC) above 20). | |
| Spot | Allows you to sense the presence of nearby hidden doors, traps, and objects, and to spot enemies that are trying to hide. This skill is passive (always on). Note that traps with a Spot Difficulty Check (DC) above 20 can only be spotted by rogues. | |
| Swim | Allows you to swim faster and hold your breath for a longer period of time when underwater. |

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| 1 | -- | -- | -- | -- |
| 2 | -- | -- | -- | -- |
| 3 | -- | -- | -- | -- |
| 4 | 1 | -- | -- | -- |
| 5 | 1 | -- | -- | -- |
| 6 | 2 | -- | -- | -- |
| 7 | 2 | -- | -- | -- |
| 8 | 2 | 1 | -- | -- |
| 9 | 2 | 1 | -- | -- |
| 10 | 2 | 2 | -- | -- |
| 11 | 2 | 2 | 1 | -- |
| 12 | 2 | 2 | 2 | -- |
| 13 | 2 | 2 | 2 | -- |
| 14 | 3 | 2 | 2 | 1 |
| 15 | 3 | 2 | 2 | 2 |
| 16 | 3 | 3 | 2 | 2 |
| 17 | 3 | 3 | 2 | 2 |
| 18 | 4 | 3 | 2 | 2 |
| 19 | 4 | 4 | 4 | 3 |
| 20 | 4 | 4 | 4 | 4 |

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| 1 | Camouflage | An ally becomes more able to blend in with his or her surroundings, giving a +10 circumstances bonus to Hide. | |
| 1 | Jump | Gives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level. | |
| 1 | Longstrider | Increases your base run speed by +15%. | |
| 1 | Merfolk's Blessing | Gives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels. | |
| 1 | Ram's Might | Your hands increase in size, granting a +2 size bonus to Strength and damage. | |
| 1 | Resist Energy | Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11. | |
| 1 | Summon Nature's Ally I | Summons a gray wolf to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 1 | Tumble | Gives an ally a +10 enhancement bonus on Tumbling. |
| 2 | Barkskin | Toughens the skin of an ally, giving a +2 natural armor bonus to AC with an additional +1 bonus for every 3 caster levels above 3rd, to a maximum of +5 at caster level 12. | |
| 2 | Bear's Endurance | An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution. | |
| 2 | Camouflage, Mass | Casts Camouflage on multiple targets giving a +10 circumstances bonus to Hide to each. | |
| 2 | Cat's Grace | An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity. | |
| 2 | Cure Light Wounds | Positive energy is channeled to heal light wounds of your target or damage undead for 1d8 hit points +1 per caster level (max +5). Undead who make a successful Will save reduce the damage by half. | |
| 2 | Hold Animal | An animal becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. | |
| 2 | Owl's Wisdom | Grants an ally a +4 enhancement bonus to wisdom. | |
| 2 | Protection from Energy | Grants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed. | |
| 2 | Snare | Creates a snare that, when triggered, entangles a single enemy. An entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures and oozes cannot be caught in the snare. | |
| 2 | Spike Growth | Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1d4 piercing damage every 2 seconds. A successful Reflex save negates the slow effect. | |
| 2 | Summon Nature's Ally II | Summons a hyena to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. |
| 3 | Cure Moderate Wounds | Positive energy is channeled to heal moderate wounds of your target or damage undead for 2d8 hit points +1 per caster level (max +10). Undead who make a successful Will save reduce the damage by half. | |
| 3 | Neutralize Poison | Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell. | |
| 3 | Remove Disease | Cures all diseases on an ally. Does not prevent re-infection after a new exposure. | |
| 3 | Summon Nature's Ally III | Summons a lioness to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 3 | Wild Instincts | You sharpen your instincts and your awareness of immediate surroundings, giving a +10 Insight bonus on Listen and Spot checks. |
| 4 | Cure Serious Wounds | Positive energy is channeled to heal serious wounds of your target or damage undead for 3d8 hit points +1 per caster level (max +15). Undead who make a successful Will save reduce the damage by half. | |
| 4 | Freedom of Movement | This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, entanglement, or solid fog. | |
| 4 | Longstrider, Mass | Casts Longstrider on multiple targets, increasing base run speed of allies by +15%. | |
| 4 | Summon Nature's Ally IV | Summons a young razor cat to fight for you. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. |

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| 1 | Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. | |
| 1 | Bow Strength | You apply your Strength bonus to bow damage. | |
| 1 | Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. | |
| 1 | Heroic Durability | Increases your maximum hit points by 20. | |
| 1 | Light Armor Proficiency | You are proficient with light armor, and do not suffer armor penalties to your attack rolls when wearing light armor. | |
| 1 | Martial Weapon Proficiency | You do not suffer an attack penalty for martial weapons. | |
| 1 | Shield Proficiency (General) | You are proficient with bucklers, small, and large shields. | |
| 1 | Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. | |
| 1 | Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. | |
| 1 | Sunder | Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod) | |
| 1 | Trip | Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod) | |
| 1 | Wild Empathy | Activate this ranger ability to lower an animal's or beast's aggression, effectively mesmerizing them. |
| 2 | Rapid Shot | You can fire ranged attacks faster and reload faster when using a ranged weapon. | |
| 2 | Two Weapon Fighting | Reduces the penalty for fighting with two weapons. |
| 3 | Diehard | You automatically stabilize when incapacitated. |
| 6 | Improved Two Weapon Fighting | Increases the number of attacks when fighting with two weapons. | |
| 6 | Manyshot | By activating this ability, you can shoot multiple arrows simultaneously for a time. With a Base Attack Bonus of 10 and under you can shoot two arrows, from 11 to 15 you can shoot 3, and at 16 and up you can shoot 4 at once. |
| 7 | Improved Wild Empathy | Activate this ranger ability to befriend an animal or beast, effectively charming them. |
| 9 | Evasion | When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage. |
| 11 | Greater Two Weapon Fighting | Increases the number of attacks when fighting with two weapons. | |
| 11 | Improved Precise Shot | Your missile attacks may pass through friends and foes to strike your target. Foes between you and your target might be hit. | |
| 11 | Precise Shot | Your missile attacks may pass through other characters and monsters to strike their target. |
| 17 | Hide in Plain Sight | You are a master when it comes to hiding in places others think impossible. At all times while sneaking, conditions are treated as two 'eyes' better - you can hide even in plain daylight, and it takes opponents longer to detect you. |

| Rangers may select one additional feat at levels 1, 5, 10, 15, and 20 from the list below. | ||
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| Favored Enemy | A ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels. | |

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| 1 | Ranger Devotion I |
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| 1 | Ranger Energy Resistance Boost I |
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| 1 | Ranger Extra Empathy I |
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| 1 | Ranger Favored Damage I |
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| 1 | Ranger Favored Defense I |
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| 1 | Ranger Heal I |
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| 1 | Ranger Hide I |
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| 1 | Ranger Jump I |
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| 1 | Ranger Move Silently I |
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| 1 | Ranger Search I |
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| 1 | Ranger Skill Boost I |
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| 1 | Ranger Spot I |
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| 1 | Ranger Sprint Boost I |
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| 1 | Ranger Swim I |
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| 2 | Ranger Desert Lore I |
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| 2 | Ranger Dexterity I |
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| 2 | Ranger Favored Resistance I |
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| 2 | Ranger Swamp Lore I |
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| 2 | Ranger Tundra Lore I |
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| 2 | Ranger Vermin Empathy |
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| 4 | Ranger Devotion II |
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| 4 | Ranger Elemental Empathy |
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| 4 | Ranger Energy of the Wild I |
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| 4 | Ranger Energy Resistance Boost II |
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| 4 | Ranger Extra Empathy II |
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| 4 | Ranger Heal II |
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| 4 | Ranger Hide II |
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| 4 | Ranger Jump II |
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| 4 | Ranger Move Silently II |
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| 4 | Ranger Search II |
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| 4 | Ranger Skill Boost II |
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| 4 | Ranger Spot II |
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| 4 | Ranger Sprint Boost II |
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| 4 | Ranger Swim II |
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| 5 | Ranger Favored Damage II |
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| 5 | Ranger Item Defense I |
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| 6 | Arcane Archer: Imbue Force Arrows |
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| 6 | Ranger Arcane Archer I |
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| 6 | Ranger Deepwood Sniper I |
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| 6 | Ranger Desert Lore II |
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| 6 | Ranger Dexterity II |
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| 6 | Ranger Favored Attack I |
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| 6 | Ranger Swamp Lore II |
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| 6 | Ranger Tempest I |
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| 6 | Ranger Tundra Lore II |
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| 7 | Ranger Devotion III |
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| 7 | Ranger Energy Resistance Boost III |
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| 7 | Ranger Extra Empathy III |
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| 7 | Ranger Favored Defense II |
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| 7 | Ranger Skill Boost III |
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| 7 | Ranger Sprint Boost III |
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| 8 | Ranger Energy of the Wild II |
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| 8 | Ranger Favored Resistance II |
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| 8 | Ranger Heal III |
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| 8 | Ranger Hide III |
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| 8 | Ranger Jump III |
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| 8 | Ranger Move Silently III |
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| 8 | Ranger Search III |
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| 8 | Ranger Spot III |
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| 8 | Ranger Swim III |
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| 9 | Arcane Archer: Conjure +2 Arrows |
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| 9 | Arcane Archer: Imbue Acid Arrows |
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| 9 | Ranger Favored Damage III |
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| 9 | Ranger Item Defense II |
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| 10 | Ranger Desert Lore III |
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| 10 | Ranger Devotion IV |
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| 10 | Ranger Dexterity III |
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| 10 | Ranger Energy Resistance Boost IV |
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| 10 | Ranger Extra Empathy IV |
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| 10 | Ranger Skill Boost IV |
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| 10 | Ranger Sprint Boost IV |
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| 10 | Ranger Swamp Lore III |
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| 10 | Ranger Tundra Lore III |
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| 11 | Ranger Extra Action Boost I |
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| 12 | Arcane Archer: Conjure +3 Arrows |
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| 12 | Arcane Archer: Imbue Explosive Arrows |
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| 12 | Ranger Energy of the Wild III |
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| 12 | Ranger Favored Attack II |
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| 12 | Ranger Heal IV |
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| 12 | Ranger Hide IV |
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| 12 | Ranger Jump IV |
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| 12 | Ranger Move Silently IV |
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| 12 | Ranger Search IV |
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| 12 | Ranger Spot IV |
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| 12 | Ranger Swim IV |
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| 12 | Ranger Tempest II |
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| 13 | Ranger Favored Damage IV |
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| 13 | Ranger Favored Defense III |
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| 13 | Ranger Item Defense III |
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| 14 | Ranger Extra Action Boost II |
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| 14 | Ranger Favored Resistance III |
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| 15 | Arcane Archer: Conjure +4 Arrows |
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| 15 | Arcane Archer: Imbue Force Burst Arrows |
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| 15 | Arcane Archer: Imbue Terror Arrows |
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| 18 | Arcane Archer: Conjure +5 Arrows |
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| 18 | Arcane Archer: Imbue Slaying Arrows |
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| 18 | Ranger Tempest III |
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| 20 | Ranger Master of Archery |
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