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Ranged · Hunter

Ranger

A hunter of the wild deep who never lets prey out of sight — or out of range.

Ranger in-game sprite, male and female
  • Skirmisher
  • d10 hit die
  • DEX
  • Focus

Available from the start.

Overview

Role
Ranged · Hunter
Archetype
Skirmisher (ranged basic attack)
Hit die
d10
Hit points
30 at level 1, +18 per level (+3 per CON modifier point, every level)
Primary ability
Dexterity
Armour
Light, Medium
Weapons
Bows, Crossbows, Daggers, Rapiers, Swords, Spears
Resource
Focus: 90 + 4 per level, refills 9/s
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: Hunter or Beast Master
Starting kit
Shortbow, Hunting Quiver, Leather Armor
Suggested scores
STR 12 · DEX 15 · CON 13 · INT 8 · WIS 14 · CHA 10

Class features

  1. Lv 1
    Hunter's Mark Basic attacks against a marked target deal +1d6 damage.
  2. Lv 2
    Fighting Style: Defense You fight with your guard up: +1 AC.
    • +1 Armor Class
  3. Lv 3
    Keen Senses You notice what others miss.
    • +1 to Hit
  4. Lv 5
    Extra Attack Your basic attacks strike twice.
  5. Lv 7
    Primeval Awareness The wild deep warns you before danger strikes.
    • +5% Damage Reduction
    • +10% Poison Resistance
  6. Lv 9
    Natural Explorer The wild yields to your stride.
    • +6% Move Speed
    • +4% Dodge
  7. Lv 13
    Vanish You slip from sight between heartbeats.
    • +8% Dodge
  8. Lv 17
    Feral Senses Even the unseen cannot hide from you.
    • +2 to Hit
  9. Lv 20
    Foe Slayer You have hunted everything this deep holds — and won.
    • +15% Damage vs Elites
    • +4% Crit Chance

Level 1–20 progression

Everything a Ranger gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Ranger level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Ability Score Improvement or feat
5+3
  • Proficiency +3
  • Extra Attack
  • Volley
6+3
7+3
  • Primeval Awareness
  • Spike Growth
  • Escape the Horde Hunter
  • Bestial Fury Beast Master
8+3
  • Ability Score Improvement or feat
9+4
10+4
11+4
12+4
13+5
14+5
15+5
16+5
17+6
18+6
  • Volley Master Hunter
  • Storm of Claws and Fangs Beast Master
  • Volley 6d6
19+6
  • Ability Score Improvement or feat
20+6
  • Foe Slayer

Feature Skill Dice rank-up Subclass ASI or feat Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + DEX modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Ranger skills

Hunter's Mark

Lv 1 Projectile

Mark your quarry — you'll never lose it now.

Type
Projectile
Cost
10
Cooldown
8s
Hit
Always hits
Scales with
Dexterity
Projectiles
1
Range
12 tiles
Applies
Marked · 30s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Hunter's Mark mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1108s—Learned
2Lv 187.9s+3%Cost −15%
3Lv 287.8s+6%+1 marking arrow · 2 projectiles
4Lv 487.8s+9%
5Lv 687.7s+12%Range +20% · range 14.4
6Lv 886.8s+15%Cooldown −10%
7Lv 1066.7s+18%Cost −15%
8Lv 1266.6s+21%
9Lv 1466.6s+24%Marking arrows pierce · pierces
10Lv 1626.5s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · range 17.4

Rank 4: pick one

  • Hunter's Volley +2 marking arrows, −40% damage. Mark the whole pack.
  • Longshot Range +50%, damage +15%.

Rank 8: pick one

  • Quick Mark Cooldown −20%.
  • Deep Wound Damage +20%, cost +30%.

Rank 10, Mastered: Nowhere to Hide: range +25% and cost −20%.

Multi-Shot

Lv 2 Projectile piercing

Loose three arrows in a spreading fan.

Type
Projectile
Cost
20
Cooldown
8s
Damage
1d8 + DEX mod piercing
Hit
Attack roll vs AC
Scales with
Dexterity
Projectiles
3 (25° spread)
Range
9 tiles

Damage dice by level Lv 2 1d8Lv 6 2d8Lv 11 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Multi-Shot mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1208s—Learned
2Lv 1207.9s+3%+1 arrow · 4 projectiles
3Lv 2207.8s+6%Range +15% · range 10.4
4Lv 4197.8s+9%
5Lv 6167.7s+12%Cost −15%
6Lv 8167.6s+15%Barbed heads cause Bleeding (20%) · Bleeding 20% · 3s
7Lv 10167.5s+18%+1 arrow · 5 projectiles
8Lv 12167.4s+21%
9Lv 14157.4s+24%Bleeds last 30% longer · Bleeding 20% · 3.9s
10Lv 16107.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · range 12.2 · Bleeding 45% · 3.9s

Rank 4: pick one

  • Arrow Storm +3 arrows, arrows −40% damage.
  • Piercing Shots Arrows pierce; damage −10%.

Rank 8: pick one

  • Barrage Cooldown −15%.
  • Broadheads Damage +15%, Bleeding chance +20%.

Rank 10, Mastered: Fletcher's Pride: range +20% and Bleeding chance +25%.

Volley

Lv 5 Area piercing

Rain arrows down across the battlefield.

Type
Area
Cost
30
Cooldown
12s
Damage
3d6 + DEX mod piercing
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Dexterity
Radius
3 tiles
Range
7 tiles

Damage dice by level Lv 5 3d6Lv 10 4d6Lv 14 5d6Lv 18 6d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Volley mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13012s—Learned
2Lv 13011.9s+3%Radius +10% · radius 3.3
3Lv 22911.8s+6% +1d+1 damage die
4Lv 42911.6s+9% +1d
5Lv 62910.3s+12% +1dCooldown −10%
6Lv 82910.2s+15% +1dRadius +10% · radius 3.6
7Lv 102810.1s+18% +1dArrows pin foes: Chilled (25%) · Chilled 25% · 3s
8Lv 122810s+21% +1d
9Lv 14239.8s+24% +1dCost −15%
10Lv 16159.7s+52% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.2

Rank 4: pick one

  • Wide Volley Radius +40%, damage −15%.
  • Focused Volley Damage +20%, radius −20%.

Rank 8: pick one

  • Flaming Arrows Foes Burn (40%) instead of being pinned.
  • Rapid Volley Cooldown −15%.

Rank 10, Mastered: Blot Out the Sun: radius +20% and damage +10%.

Spike Growth

Lv 7 Area piercing

The ground erupts in thorns that shred anything that crosses it — Bleeding worst for those who keep moving.

Type
Area
Cost
25
Cooldown
16s
Damage
1d6 + WIS mod piercing
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Wisdom
Radius
2.5 tiles
Range
7 tiles
Lasts
8s
Applies
Bleeding 40% · 3s

Damage dice by level Lv 7 1d6Lv 12 2d6Lv 16 3d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Spike Growth mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12516s—Learned
2Lv 12515.8s+3%Radius +10% · radius 2.8
3Lv 22515.7s+6%Duration +15% · 9.2s
4Lv 42415.5s+9%
5Lv 62415.4s+12% +1d+1 damage die
6Lv 81915.2s+15% +1dCost −20%
7Lv 101915s+18% +1dRadius +15% · radius 3.1
8Lv 121814.9s+21% +1d
9Lv 141814.7s+24% +1dBleed chance +20% · Bleeding 60% · 3s
10Lv 161214.6s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.6 · Bleeding 75% · 3s

Rank 4: pick one

  • Bramble Field Radius +40%, damage −15%.
  • Venom Thorns Foes are Poisoned instead of Bleeding; damage +10%.

Rank 8: pick one

  • Wildgrowth Duration +25%.
  • Snap Traps Cooldown −15%.

Rank 10, Mastered: Heart of the Thicket: radius +20% and bleed chance +15%.

Called Shot

Lv 9 Dash piercing

Leap clear and put a shaft through the weakest point — you land already moving (+25% dodge for a moment).

Type
Dash
Cost
35
Cooldown
16s
Damage
3d10 + DEX mod piercing
Hit
Attack roll vs AC
Scales with
Dexterity
Distance
4 tiles
Grants you
+25% Dodge

Damage dice by level Lv 9 3d10Lv 15 4d10

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Called Shot mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13516s—Learned
2Lv 13515.8s+3%Leap distance +15% · range 4.6
3Lv 22915.7s+6%Cost −15%
4Lv 42915.5s+9%
5Lv 62814.1s+12%Cooldown −8%
6Lv 82813.9s+15%Foes struck are Marked (50%) · Marked 50% · 3s
7Lv 102813.8s+18% +1d+1 damage die
8Lv 122713.6s+21% +1d
9Lv 142713.4s+24% +1dLeap distance +15% · range 5.2
10Lv 16913.3s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · range 6

Rank 4: pick one

  • Disengage Cooldown −25%, damage −10%.
  • Deadeye Damage +25%, cooldown +10%.

Rank 8: pick one

  • Long Leap Distance +50%.
  • Crippling Shot Foes are Stunned (40%) instead of Marked.

Rank 10, Mastered: Heartseeker: leap distance +20% and cost −25%.

Thunderhead Arrow

Lv 13 Projectile lightning

An arrow wrapped in stormlight that leaps from foe to foe.

Type
Projectile
Cost
25
Cooldown
9s
Damage
2d10 + DEX mod lightning
Hit
Attack roll vs AC
Scales with
Dexterity
Projectiles
1
Range
10 tiles
Chains
2 more foes

Damage dice by level Lv 13 2d10Lv 17 3d10

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Thunderhead Arrow mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1259s—Learned
2Lv 1258.9s+3%+1 chain · 3 chains
3Lv 2258.8s+6%Range +15% · range 11.5
4Lv 4248.7s+9%
5Lv 6208.6s+12%Cost −15%
6Lv 8208.5s+15%+1 chain · 4 chains
7Lv 10208.5s+18%Jolts Shock (30%) · Shocked 30% · 3s
8Lv 12208.4s+21%
9Lv 14198.3s+24%Shocks last 50% longer · Shocked 30% · 4.5s
10Lv 16138.2s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 5 chains

Rank 4: pick one

  • Forked Bolt +2 chains, damage −25%.
  • Heavy Arrow Damage +35%, −2 chains.

Rank 8: pick one

  • Static Charge Shock chance +25%.
  • Rapid Fire Cooldown −15%.

Rank 10, Mastered: Stormcaller: +1 chain.

Arrowstorm

Lv 17 Area piercing

Fire into the sky and keep firing: arrows rain on an area for seconds.

Type
Area
Cost
40
Cooldown
20s
Damage
2d6 + DEX mod piercing
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Dexterity
Radius
3.5 tiles
Range
7 tiles
Lasts
5s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Arrowstorm mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14020s—Learned
2Lv 14019.8s+3%Radius +10% · radius 3.9
3Lv 23919.6s+6%Duration +15% · 5.8s
4Lv 43919.4s+9%
5Lv 63819.2s+12% +1d+1 damage die
6Lv 83219s+15% +1dCost −15%
7Lv 103218.8s+18% +1dRadius +10% · radius 4.2
8Lv 123118.6s+21% +1d
9Lv 143118.4s+24% +1dFoes caught are Marked (30%) · Marked 30% · 3s
10Lv 162018.2s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.9 · Marked 50% · 3s

Rank 4: pick one

  • Blanket Fire Radius +40%, damage −15%.
  • Heavy Rain Damage +35%, duration −25%: a shorter, deadlier storm.

Rank 8: pick one

  • Endless Quiver Duration +25%.
  • Fire Arrows Foes Burn (35%) instead of being Marked.

Rank 10, Mastered: The Sky Falls: radius +20% and Mark chance +20%.

Hunter skills

Steady Aim

Lv 3 Buff Hunter

Plant your feet and take the perfect shot.

Type
Buff
Cost
15
Cooldown
12s
Scales with
Dexterity
Duration
4s
Grants you
+5 to Hit, +10% Crit Chance
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Steady Aim mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 11512s—Learned
2Lv 11511.9s+3%Duration +15% · 4.6s
3Lv 21511.8s+6%Focus strength +10% · +5.5 to Hit, +11% Crit Chance
4Lv 41511.6s+9%
5Lv 61410.6s+12%Cooldown −8%
6Lv 81110.4s+15%Cost −20%
7Lv 101110.3s+18%Focus strength +10% · +6 to Hit, +12% Crit Chance
8Lv 121110.2s+21%
9Lv 141110.1s+24%Duration +10% · 5s
10Lv 16710s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +6.8 to Hit, +13.5% Crit Chance

Rank 4: pick one

  • Sniper's Patience Strength +30%, cooldown +15%.
  • Quick Draw Cooldown −15%.

Rank 8: pick one

  • Hunter's Trance Duration +25%.
  • Kill-Shot Focus You also become Hasted.

Rank 10, Mastered: Eye of the Hawk: focus strength +15%.

Beast Master skills

Summon Companion

Lv 3 Summon piercing Beast Master

Call your bonded wolf to your side. Master the bond and the pack follows.

Type
Summon
Cost
40
Cooldown
30s
Damage
1d8 per summon hit piercing
Summons
1
Lasts
60s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Summon Companion mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14030s—Learned
2Lv 14029.7s+3%Wolf HP +20% · summon HP +20%
3Lv 23929.4s+6%Wolf damage +10%
4Lv 43929.1s+9%
5Lv 63828.8s+12%+1 wolf (the pack shares the kill: wolves −10% damage) · 2 summons
6Lv 83828.5s+15%Wolf HP +20% · summon HP +40%
7Lv 103028.2s+18%Cost −20%
8Lv 122927.9s+21%
9Lv 142924.6s+24%Cooldown −10% (faster to re-call fallen wolves)
10Lv 161824.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 3 summons

Rank 4: pick one

  • Pack Leader +1 wolf; wolves −25% HP and −10% damage.
  • Dire Wolf Wolves +50% HP and +15% damage.

Rank 8: pick one

  • Unbreakable Bond Wolves +30% HP; cooldown −20%.
  • Alpha Wolves +15% damage.

Rank 10, Mastered: Call of the Wild: +1 wolf (wolves −10% damage).

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Hunter

A ranger who specializes in bringing down a single, dangerous target.

Skills

Features

  1. Lv 3
    Colossus Slayer You strike hardest at the wounds you've already opened.
    • +5% Damage vs Elites
  2. Lv 7
    Escape the Horde Defensive Tactics: you slip free of grasping enemies with ease.
    • +5% Dodge
  3. Lv 11
    Horde Breaker Your shots punch through packs of enemies.
    • +12% Area Damage
  4. Lv 15
    Stand Against the Tide You weather what would break lesser hunters.
    • +8% Damage Reduction
  5. Lv 18
    Volley Master Your storm of arrows leaves nothing standing.
    • +10% Area Damage

Beast Master

A ranger bonded to a loyal companion that fights at their side.

Skills

Features

  1. Lv 3
    Companion's Bond The bond between you and your beast runs deep.
    • +15 Hit Points
  2. Lv 7
    Bestial Fury Your companion fights with redoubled ferocity.
    • +10% Damage
  3. Lv 11
    Share Spells Your wards extend to your companion.
    • +8% All Resistances
  4. Lv 15
    Superior Beast Your companion has grown into a true predator.
    • +30 Hit Points
    • +3% Damage per Hit
  5. Lv 18
    Storm of Claws and Fangs You and your companion strike as one relentless storm.
    • +8% Damage

Ranger unique weapons

Thornwake Recurve Starter

Shortbow · Weapon · drops from level 5

  • +5–15% Damage
  • +2–6 Dexterity
  • +4–12% Attack Speed
  • +1 random affix

Through the Thicket. Your arrows pierce every foe in a 9-tile line, hitting each for 40–50% damage.

“Strung with a bramble that grew straight through a hunter and kept going.”

Skyreach Warbow

Longbow · Weapon · drops from level 12

  • +8–24% Damage
  • +2–6 Dexterity
  • +5–15% Area Damage
  • +1 random affix

Called Rain. Every 4th arrow that lands calls a free Volley on its target at 115–135% damage.

Hunter's Rhythm. Focus no longer regenerates on its own: each basic hit gives 5 Focus and each kill 12.

“Its arrows go up. Eventually, a great many come down.”

The Patient Hunter

Crossbow · Weapon · drops from level 16

  • +8–24% Damage
  • +2–6 Dexterity
  • +8–30% Crit Damage
  • +1 random affix

Settle the Sights. Stand still for 1s to settle: +8–11% damage and your bolts pierce. Moving breaks it.

Mark the Quarry. Foes you Mark are also Vulnerable.

“It has never missed. It has also never been in a hurry.”

Rangers are Skirmishers: they can also wear the 8 Skirmisher unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.