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Ranger
Class Group: Warrior
Ranger
Source: Player's Handbook: Ranger (PHB)
Ability Score
Requirements:
Strength 13
Dexterity 13
Constitution 14
Wisdom 14
Prime Requisites: Strength, Dexterity, Wisdom
Races Allowed: Human, Elf, Half-Elf
Alignment Allowed: Good (lawful, neutral, or chaotic)
Ranger Priest Spell Levels
Level XP Needed Hit Dice
(d10)
THAC0 Attacks/Round Hide in
Shadows
Move
Silently
Casting
Level
1 2 3
1 0 1 20 1/round 10% 15%
2 2,250 2 19 1/round 15% 21%
3 4,500 3 18 1/round 20% 27%
4 9,000 4 17 1/round 25% 33%
5 18,000 5 16 1/round 31% 40%
6 36,000 6 15 1/round 37% 47%
7 75,000 7 14 3/2 rounds 43% 55%
8 150,000 8 13 3/2 rounds 49% 62% 1 1
9 300,000 9 12 3/2 rounds 56% 70% 2 2
10 600,000 9+3 11 3/2 rounds 63% 78% 3 2 1
11 900,000 9+6 10 3/2 rounds 70% 86% 4 2 2
12 1,200,000 9+9 9 3/2 rounds 77% 94% 5 2 2 1
13 1,500,000 9+12 8 2/round 85% 99%* 6 3 2 1
14 1,800,000 9+15 7 2/round 93% 99% 7 3 2 2
15 2,100,000 9+18 6 2/round 99%* 99% 8 3 3 2
16 2,400,000 9+21 5 2/round 99% 99% 9 3 3** 3
17 2,700,000 9+24 4 2/round 99% 99% 9 3 3 3
18 3,000,000 9+27 3 2/round 99% 99% 9 3 3 3
19 3,300,000 9+30 2 2/round 99% 99% 9 3 3 3
20 3,600,000 9+33 1 2/round 99% 99% 9 3 3 3
* Maximum percentile score
** Maximum spell ability

Class Features[]

Hit Points[]

  • Hit Dice (levels 1-9): 1d10 + "HP Adjustment" (See Constitution table) per level
  • Hit Dice (levels 10+): +3 HP per level
  • Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class

Starting Equipment[]

  • Start with 5d4 × 10 gp to purchase starting equipment with. Can keep left over money.

Equipment[]

  • Can use any weapon.
  • Can wear any armor.
    • Needs to wear lighter armor for some abilities
  • They cannot have more treasure than they can carry.
    • Excess treasure must either be converted to a portable form or donated to a worthy NPC institution.

Proficiencies[]

Non-Weapon Proficiencies[]

  • See list: PHB Table 37
  • Starts at level 1 with 3 Nonweapon Proficiencies Slots
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
  • Can chose a Nonweapon Proficiency at normal cost in the General and Warrior categories.
  • Can chose a Nonweapon Proficiency at +1 cost from any other category.
  • Starts with Tracking Proficiency for no cost.
    • This skill improves by +1 for every three levels the ranger has earned (3rd to 5th level, +1; 6th to 8th level, +2, etc.).

Weapon Proficiencies[]

  • Starts at level 1 with 4 Weapon Proficiency Slots
    • -2 Penalty to hit with weapons without proficiency.
    • Cost is 1 weapon slot.
  • Gains a Weapon Proficiency Slot every multiple of 3 levels (level 3, 6, 9, 12, 15,18...)
  • Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.
  • Also can spend Weapon Slots on Fighting Styles, Weapon of Choice, or other things.
  • When wearing studded leather or lighter armor, a ranger can fight two-handed with no penalty to their attack rolls
    • A ranger can still fight with two weapons while wearing heavier armor than studded leather, but suffers the standard attack roll penalties.

Player's Option: Combat & Tactics:

  • Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
  • Fighting Styles: Single Weapon, Two-handed Weapon, Weapon and Shield, Two Weapon, Unarmed, Missile/Thrown Weapons

Weapon Expertise (Player's Option: Combat & Tactics)[]

Rangers cannot acquire Weapon Specialization, but can instead get a lesser version called Weapon Expertise, in the Player's Option: Combat & Tactics book.

  • Only can gain Weapon Expertise in one weapon-type.
  • Cost: 1 weapon slot if already proficient.
  • Weapon Expertise gives the character the extra attacks of Specialization, without the bonus to hit or bonus to damage. See "Weapon Specialization Table" below.

Weapon Specialization Table[]

See Specialist Attacks Per Round for "PHB" and the "Combat & Tactics" version of the "Specialist Attacks Per Round" table.

Fighting Style Specialization (Player's Option: Combat & Tactics)[]

Rangers know every fighting style, so can specialize in any number of fighting style at only costing 1 weapon slot each:

Spellcasting[]

At 8th level, a ranger can learn Priest spells of the "Plant" or "Animal" spheres.

  • Gains and casts spells according to the rules given for priests.
  • Does not gain bonus spells for a high wisdom score
  • Not able to use priest scrolls or magical items, unless specially noted otherwise.
  • Spell level and spell slots can ben found by looking at the table at the top of this article.

Rogue Abilities[]

While wearing studded leather or lighter armor, the ranger can try to move silently and hide in shadows.

When attempting these actions in non-natural surroundings (a musty crypt or city streets) the chance of success is halved.

Hiding in shadows and moving silently are not possible in any armor heavier than studded leather—the armor is inflexible and makes too much noise.

These skills are explained on this page: Thief Skill Explanations (PHB).

These abilities do not improve upon leveling up.

Favored Enemy[]

Before advancing to 2nd level, every ranger must select a species enemy.

Typical enemies include giants, orcs, lizard men, trolls, or ghouls; your DM has final approval on the choice.

Thereafter, whenever the ranger encounters that enemy, he gains a +4 bonus to his attack rolls.

This enmity can be concealed only with great difficulty, so the ranger suffers a -4 penalty on all encounter reactions with creatures of the hated type.

Animal Empathy[]

Rangers are adept with both trained and untamed creatures, having a limited degree of animal empathy. If a ranger carefully approaches or tends any natural animal, he can try to modify the animal's reactions. (A natural animal is one that can be found in the real world—a bear, snake, zebra, etc.)

When dealing with domestic or non-hostile animals, a ranger can approach the animal and befriend it automatically. He can easily discern the qualities of the creature (spotting the best horse in the corral or seeing that the runt of the litter actually has great promise).

When dealing with a wild animal or an animal trained to attack, the animal must roll a saving throw vs. rods to resist the ranger's overtures. (This table is used even though the ranger's power is non-magical.) The ranger imposes a -1 penalty on the die roll for every three experience levels he has earned (-1 at 1st to 3rd, -2 at 4th to 6th, etc.). If the creature fails the saving throw, its reaction can be shifted one category as the ranger chooses. Of course, the ranger must be at the front of the party and must approach the creature fearlessly.

Strongholds & Followers[]

Rangers can build castles, forts, or strongholds, but do not gain any special followers by doing so.

At 10th level, a ranger attracts 2d6 followers. These followers might be normal humans, but they are often animals or even stranger denizens of the land. PHB Table 19 can be used to determine these, or your DM may assign specific followers.

Of course, your DM can assign particular creatures, either choosing from the list above or from any other source. They can also rule that certain creatures are not found in the region—it is highly unlikely that a tiger would come wandering through a territory similar to western Europe!

These followers arrive over the course of several months. often they are encountered during the ranger's adventures (allowing you and your DM a chance to role-play the initial meeting).

While the followers are automatically loyal and friendly toward the ranger, their future behavior depends on the ranger's treatment of them. In all cases, the ranger does not gain any special method of communicating with their followers. They must either have some way of speaking to them or they simply mutely accompany them on their journeys.

Of course, the ranger is not obligated to take on followers. If they prefer to remain independent, they can release their followers at any time. They reluctantly depart, but stand ready to answer any call for aid they might put out at a later time.

Code of Behavior[]

Like the Paladin, the ranger has a code of behavior.

A ranger must always retain their good alignment. If the ranger intentionally commits an evil act, he automatically loses their ranger status. Thereafter he is considered a Fighter of the same level (if he has more experience points than a fighter of their level, he loses all the excess experience points). Their ranger status can never be regained. If the ranger involuntarily commits an evil act (perhaps in a situation of no choice), he cannot earn any more experience points until he has cleansed himself of that evil. This can be accomplished by correcting the wrongs he committed, revenging himself on the person who forced them to commit the act, or releasing those oppressed by evil. The ranger instinctively knows what things he must do to regain their status (i.e., the DM creates a special adventure for the character).

Furthermore, rangers tend to be loners, men constantly on the move. They cannot have henchmen, hirelings, mercenaries, or even servants until they reach 8th level.

Saving Throws[]

Ranger Saving Throws

Attack to be Saved Against
Experience Level Paralyzation,
Poison, or
Death Magic
Rod, Staff,
or Wand
Petrification
or Polymorph*
Breath
Weapon**
Spell***
0 16 18 17 20 19
1-2 14 16 15 17 17
3-4 13 15 14 16 16
5-6 11 13 12 13 14
7-8 10 12 11 12 13
9-10 8 10 9 9 11
11-12 7 9 8 8 10
13-14 5 7 6 5 8
15-16 4 6 5 4 7
17+ 3 5 4 4 6
*Excluding polymorph wand attacks.
**Excluding those that cause petrification or polymorph.
***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Level 1 Character[]

  • Starting HP: 1d10 HP
  • Starting funds: 5d4 × 10 gp
  • 3 Nonweapon Proficiencies Slots
  • 4 Weapon Proficiency Slots
  • Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
    • In Player's Option: Combat & Tactics, Rangers can also use Language Slots for Weapon Proficiency Slots


Leveling up[]

At level up:

  • Roll 1d10 HP (unless level 10 or higher, then add 3 HP instead)
  • Improve THAC0 by one
  • Check "Ranger Saving Throws" above to see if your saving throws change.
  • 1 Weapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
  • 1 Nonweapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
  • Starting from 8th level can cast "Plant" or "Animal" sphere Priest Spells. Check table for the number of spell slots.
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