Class:Ranger

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Class: Ranger

The ranger is a deadly marksman, a stealthy scout and an agile swordsman. At higher levels, these abilities increase, giving them extra damage and attacks with these weapons, as well as access to divine spells.

  • A good combatant but better suited as a ranged attacker in a party
  • At 2nd level they can dual-wield weapons and gain a strength bonus to bow attacks
  • Relies on a high dexterity and light armor for protection
  • Proficient with all simple and martial weapons
  • Can wear light armor and shields, except tower shields
  • Has access to a wide array of stealth and perception-based skills
  • Can cast divine spells at level 4
  • Specialized training gives them bonuses against favored enemy races
  • No alignment restriction


Recommended Attributes: Dexterity, Strength, Wisdom

Although the wilds are home to fierce and cunning creatures, such as bloodthirsty worgs and malicious spiders, none are more cunning and powerful than the ranger. A skilled hunter and stalker, the ranger knows both the hidden hearts of the woodlands and the darkest caves of the underworld. Skilled in woodcraft as well as combat, he spends years studying the habits of his prey in order to defeat it.
Hit Die:D8
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.
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

ConcentrationAllows you a chance to continue casting a spell when you would normally be interrupted.
HealAllows 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.
HideAllows you to sneak past monsters, avoiding their sight.
JumpAllows you to jump higher.
ListenAllows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.
Move SilentlyAllows you to sneak past monsters, avoiding their hearing.
SearchAllows you to find hidden doors, traps, and objects when activated.
SpotAllows you to notice hidden doors, traps, and objects nearby, and to spot enemies that are trying to hide. A passive skill.
SwimAllows you to swim faster and for a longer period of time underwater.

1 --------
2 --------
3 --------
4 1------
5 1------
6 2------
7 2------
8 21----
9 21----
10 22----
11 221--
12 222--
13 222--
14 3221
15 3222
16 3322

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1CamouflageAn ally becomes more able to blend in with his or her surroundings, giving a +10 circumstances bonus to Hide.
1JumpGives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level.
1LongstriderIncreases your base run speed by +15%.
1Merfolk's BlessingGives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels.
1Ram's MightYour hands increase in size, granting a +2 size bonus to Strength and damage.
1Resist EnergyGives 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.
1Summon Nature's Ally ISummons a gray wolf to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 1 minute.
1TumbleGives an ally a +10 enhancement bonus on Tumbling.

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1AttackYour basic attack. When activated, you will continue attacking until your target is defeated.
1Bow StrengthA ranger can apply his or her Strength bonus to bow damage.
1Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
1Heroic DurabilityIncreases your maximum hit points by 20.
1Light Armor ProficiencyYou are proficient with light armor, and do not suffer armor penalties to your attack rolls when wearing light armor.
1Martial Weapon ProficiencyYou do not suffer an attack penalty for martial weapons.
1Shield Proficiency (General)You are proficient with bucklers, small, and large shields.
1Simple Weapon ProficiencyYou do not suffer an attack penalty for simple weapons.
1SneakUses your Move Silently and Hide in Shadows skills to stealth through dungeons.
1SunderUsing 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)
1TripUsing 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)
1Wild EmpathyActivate this ranger ability to lower an animal's or beast's aggression, effectively mesmerizing them.

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

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1Ranger Devotion I
Grants a 10% increase to the effectiveness of your healing spells.
AP Cost: 1
1