Beast Master Ranger Build Guide – Get Your Battle Pet – 2024 Update

Learn the best build for the Beast Master Ranger with full leveling guides, full spell lists, and easy to navigate sections to only read what you need!

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For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.

Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.

For the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.

For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.

To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.



Why Beast Master Ranger?

You get a pet, and the pet is actually pretty good! In a realistic sense, I’m not sure why anyone would pick this specific subclass other than them getting the pet. It is a solid subclass so you could just happen to choose this, but being able to stylize your pet is awesome and there’s always one animal lover in every D&D group that’s going to be delighted when they learn this subclass exists.


Beast Master Ranger Abilities Ranked

Primal Companion (Level 3)B Tier – Your companion is pretty good as you get multiple forms and it does scale, but this will constantly eat into your bonus action which is really at odds with a class that’s more or less built around Hunter’s Mark.

Exceptional Training (Level 7)B Tier – Solid upgrades to your main ability as you’ll ignore all resistances and make your companion that much harder to hit.

Bestial Fury (Level 11)B- Tier – Extra attack for your companion isn’t as good as it would be on a player, but it is still more damage. Furthermore, they can share in the Hunter’s Mark damage as well, but how are you going to have time to use Hunter’s Mark with a companion?

Share Spells (Level 15)B- Tier – While you don’t have many options here, you do have some solid options to share making this pretty reasonable.


Quick Level Up Guide

LevelClass Features/FeatNotes
1Spellcasting, Favored Enemy, Weapon Mastery+ Entangle
+ Goodberry
+ Hunter’s Mark (Favored Foe)
2Deft Explorer, Fighting Style (Archery)+ Cure Wounds
3Beast Master, Primal Companion+ Absorb Elements
4Feat: Mage Slayer (DEX)+ Detect Magic
5Extra AttackDetect Magic
+ Pass Without Trace
+ Spike Growth
6RovingNone
7Exceptional Training+ Aid
8Feat: Dexterity to 20None
9Expertise+ Dispel Magic
+ Revivify
10TirelessNone
11Bestial Fury+ Lesser Restoration
12Feat: War Caster (WIS)None
13Relentless Hunter+ Conjure Woodland Beings
14Nature’s VeilNone
15Share Spells+ Stoneskin
16Feat: Constitution to 18None
17Precise Hunter+ Steel Wind Strike
+ Swift Quiver
18Feral SensesNone
19Epic Boon: Boon of Combat Prowess+ Greater Restoration
20Foe SlayerNone

Level One Build


Species: Goliath (Fire Giant)

Attributes:

POINT BUY
STRENGTH8
DEXTERITY15 (+2 background) = 17
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM15
CHARISMA8

Class: Ranger

Class Features: Spellcasting, Favored Enemy, Weapon Mastery

Skill Proficiencies: Insight, Perception, and Stealth

Background: Criminal (Alert)

Starting Equipment: Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Druidic Focus, Explorer’s Pack, and 7 gp + 50 gp from background

Starting Spells:

SPELL LEVELSPELL NAME
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
* = Concentration spell


Species: Goliath (Fire Giant)

While I would normally opt for Cloud or Hill Giant, I like Fire Giant for Beastmaster as you are a ranged character (bad for knocking people prone with Hill) who will rarely have their bonus action available (for Cloud’s Jaunt). To that end, I think Fire Giant origin is your best choice to get a bit of extra damage in combat. To that end, a lot of races would be good here including Aasimar, Human, or Elf as you can really take this any direction you want.


Attributes

POINT BUY
STRENGTH8
DEXTERITY15 (+2 background) = 17
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM15
CHARISMA8

Rangers are a bit MAD, so you need to prioritize DEX for damage, CON for health, and WIS for your spellcasting.


Proficiencies: Insight, Perception, and Survival

All excellent skills on a Ranger as they’re either using Wisdom or Dexterity.


Background: Criminal

Good skill proficiencies, good stat distribution, and an excellent origin feat.


Starting Equipment – Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Druidic Focus, Explorer’s Pack, and 7 gp + 50 gp from background

Extremely standard starting equipment for a Ranger. You could take the starting gold, but I wouldn’t worry about it much.


Class – Ranger

Rangers get three abilities to start off with in Spellcasting, Favored Enemy, and Weapon Mastery.

Spellcasting means you get spells immediately rather than level 2, but the spells themselves will be explained more in the next sections.

Favored Enemy changed from 2014 as now it gives you Hunter’s Mark permanently prepared and you can cast it twice for free (and it scales). Since you want to be casting this often anyway, this is a pretty nice feature.

Weapon Mastery gives you the Mastery property of two weapons and I would recommend Scimitars and the Longbow. To that end, make sure you are always using your Scimitar in your main hand to properly access the mastery property.


Starting Spells

SPELL LEVELSPELL NAME
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
* = Concentration spell

Very common stat distribution for a Ranger as they are a bit MAD. Dexterity is your damage stat, Constitution keeps you alive, and Wisdom makes your spells better so this should almost always be what you’re aiming for unless you have a compelling reason to do something else.

Since Hunter’s Mark is a really important part of your kit, you want to be mindful of all the other spells you have that also have concentration, and will be listed with an asterisk so you never accidentally cast a spell with that requires concentration your Hunter’s Mark up.

To that end, this guide will only be using a few concentration spells and they will generally be reserved for encounters where you need to deal with a lot of enemies, you need CC, or you need a unique effect, otherwise, you’ll be looking to cast Hunter’s Mark.



The Build Level 2 Onward


Level 2-5


Level 2

Class Features: Deft Explorer, Fighting Style (Archery)

Spell Change Log: + Cure Wounds

SPELL LEVELSPELL NAME
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
* = Concentration spell

Level 2 brings Deft Explorer, your Fighting Style, and another spell!

Deft Explorer gives you Expertise in one of your proficient skills (I like Stealth, but any of them can work) and you get to learn two languages (whatever seems appropriate for your campaign).

The Fighting style choice is easy if you’re planning on using a bow – Archery. +2 to hit with ranged weapons is excellent and will go a long way to help you land hits.

For spell choice, you get to pick up Cure Wounds.

While not the healing spell of choice, Cure Wounds has gotten buffed and will effectively bring back a downed ally in a pinch. It is a bit awkward as you need to be right next to your ally to use this, but it can be pretty effective.

Level 3

Class: Beast Master

Class Features: Primal Companion

Spell Change Log: + Absorb Elements

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
* = Concentration spell

Level 3 brings your subclass, and of course, you’re picking Beast Master!

The ability you get with Beast Master is Primal Companion! Primal Companion is strong, scales reasonably well, and you can constantly shift what form it’s in to get further utility out of it (you likely want Flying most of the time). While the companion is good, the major downside is that commanding your companion uses up your Bonus Action each turn, so you have to be mindful of your action economy for any other bonus action spells you may want to cast (particularly Hunter’s Mark). Easily the toughest part about playing this class is how often your bonus action, but it is what it is.

For spell choice this level, you’re going to take Absorb Elements. It is a fantastic spell, but you’re generally not going to be hit with large swaths of elemental damage until later levels so it’s much less vital early. However, if you’re hit with a boatload of elemental damage, then this will be really helpful.


Level 4

Feat: Mage Slayer (DEX)

Class Features: None

Spell Change Log: + Detect Magic

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellDetect Magic (R)
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
* = Concentration spell

Level 4 brings your first feat, and you definitely want to get to 18 Dexterity so a true feat it is. While you have a few reasonable options, I like Mage Slayer! While Mage Slayer isn’t as good early as it is in later levels, having a use of Legendary Resistance is great and you can really mess up any spellcasters you happen to stumble across.

While you do get a spell this level, I consider this a “gap” level. Whatever you take here should be swapped out for two second level spells next level, so your choice really doesn’t matter. I pretty arbitrarily picked Detect Magic, but again, this can really be anything you think may be useful.


Level 5

Class Features: Extra Attack

Spell Change Log:Detect Magic / + Pass Without Trace + Spike Growth

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
* = Concentration spell

Level 5 brings the most important feature for martial characters – Extra Attack! Double the damage output is obviously incredible for anyone!

For your spells, we want the broken second level spells as fast as possible so something has to go. As mentioned before, Detect Magic is getting kicked out to make room.

For the broken spells you get, you can pick up Pass Without Trace and Spike Growth.

First off, you get the best stealth spell in the gamePass Without Trace. Pass Without Trace grants your squad a natural PLUS TEN on all stealth checks. That is absolutely egregious and can make even the most heavy-footed companions reasonably stealthy. While you may not cast this often, this spell is unbelievably powerful when you do need it.

Your second spell is yet another incredible option – Spike Growth. This spell is truly messed up for many reasons. First off, the range on this is absolutely massive with the AOE also being quite solid. Second, enemies take 2d4 damage for every 5 feet that it travels, and considering this is difficult terrain, that can add up. Lastly (as mentioned previously), this is 5 feet traveled, not moved. If you or your allies have a way to force movement, you can stack up an unholy amount of damage extremely quickly. Even if you have literally zero other ways to make this good, it’s still such a good spell that it doesn’t matter.


Level 6-10


Level 6

Class Features: Roving

Spell Change Log: None

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
* = Concentration spell

Level 6 brings a new Ranger ability – Roving. As long as you aren’t wearing Heavy Armor, you have +10 feet of movement and a climb/swim speed equal to your base speed. Extra movement is always great so I’m not going to complain!


Level 7

Class Features: Exceptional Training

Spell Change Log: + Aid

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
* = Concentration spell

Level 7 brings your next subclass ability, Exceptional Training!

Exceptional Training boosts your command for your companion as they can also Dash, Disengage, Dodge, or Help as their bonus action. Furthermore, their attacks now deal Force damage rather than regular damage. This is a really powerful ability and makes missing out on using your bonus action for yourself feel way less bad.

For your spell choice this level, you can pick up Aid! 15 temporary health split amongst three people is solid, and this upcasts reasonably well when you have the spell slots to do so. This is nice for your martial and squishy allies alike!


Level 8

Feat: Dexterity to 20

Class Features: None

Spell Change Log: None

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
* = Concentration spell

While I would typically take a feat here for other Rangers, for a ranged Ranger (say that 3 times fast), maxing out your Dexterity ASAP seems better.


Level 9

Class Features: Expertise

Spell Change Log: + Dispel Magic + Revivify

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
3rd Level SpellDispel Magic
3rd Level SpellRevivify
* = Concentration spell

Level 9 brings Expertise and third level spells!

Once again, you get Expertise, but this time in two skills! Perception and Insight are really good ones, but choose whatever skills you want.

For spells, you get two excellent ones with Dispel Magic and Revivify.

Dispel Magic is new to Ranger and it feels oh so good. You want as many Dispel Magics on your team as possible as you never know when you’re going to be on the wrong end of a really nasty magical effect.

Revivify is just a staple spell that anyone who can take likely should. You never know who might kick the bucket, so having a way to bring them right back up and without penalty.


Level 10

Class Features: Tireless

Spell Change Log: None

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
3rd Level SpellDispel Magic
3rd Level SpellRevivify
* = Concentration spell

Level 10 brings a new base class ability – Tireless! Now you can give yourself some temporary health a few times a day as an action, somewhat akin to a Fighter’s Second Wind. Additionally, short rests decrease your Exhaustion which is much more niche, but still helpful!


Level 11-15


Level 11

Class Features: Bestial Fury

Spell Change Log: + Lesser Restoration

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
3rd Level SpellDispel Magic
3rd Level SpellRevivify
* = Concentration spell

Level 11 brings your subclasses penultimate ability – Bestial Fury. Now your Companion has two attacks, and doubling your companion’s damage potential is obviously great. Furthermore, if your companion attacks an enemy that has Hunter’s Mark on it, it takes the Hunter’s Mark damage. Obviously this half is less likely to occur as this build is probably not using Hunter’s Mark often, but a nice additional feature to throw in.

You get a new spell this level and I like picking up Lesser Restoration. While it’s not a spell you’re going to be using particularly often, being able to cure some status conditions can be really helpful in a long adventuring day or during an encounter.


Level 12

Feat: War Caster (Wisdom)

Class Feature: None

Spell Change Log: None

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
3rd Level SpellDispel Magic
3rd Level SpellRevivify
* = Concentration spell

You get yet another feat, and since Dexterity is already maxed out, it’s time to start pumping your Wisdom! To that end, I really like picking up War Caster. Being able to spellcast without a free hand is really helpful, and while you are predominately going to be attacking with your action and commanding your companion with your bonus action, making it easier to spellcast in combat is always nice.


Level 13

Class Features: Relentless Hunter

Spell Change Log: + Conjure Woodland Beings

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
3rd Level SpellDispel Magic
3rd Level SpellRevivify
4th Level SpellConjure Woodland Beings*
* = Concentration spell

Level 13 brings a new class feature and fourth level spells!

Your class feature is Relentless Hunter and now damage can’t break your concentration on Hunter’s Mark. An ok ability on melee rangers, but not likely to come up much for Beast Masters.

For your spell choice, it’s hard to go wrong with Conjure Woodland Beings. While this is at its worst on ranged fighters, having a close range spell option is still helpful as this is the best close range spell for Rangers. This is great damage for the spell level and lets you Disengage as a bonus action if enemies are getting too close for your liking.


Level 14

Class Features: Nature’s Veil

Spell Change Log: None

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
3rd Level SpellDispel Magic
3rd Level SpellRevivify
4th Level SpellConjure Woodland Beings*
* = Concentration spell

Level 14 brings you Nature’s Veil. Now, as a bonus action, you can gain the Invisible condition until your next turn. This can be helpful in combat in cast enemies are encroaching on you, but realistically, your bonus action is likely to be eaten up by other options.


Level 15

Class Features: Share Spells

Spell Change Log: + Stoneskin

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
3rd Level SpellDispel Magic
3rd Level SpellRevivify
4th Level SpellConjure Woodland Beings*
4th Level SpellStoneskin*
* = Concentration spell

Level 15 brings your final subclass feature – Share Spells. Now whenever you cast a spell targeting yourself, if your companion is within range, they get the effects of it too!

To that end, I really like picking up Stoneskin for your spell. While it may not be as helpful on you as you shouldn’t be drawing the enemies attacks too often, Stoneskin will still be solid to resist most damage that enemies are going to throw at you, and it protects your companion as well! Truly a win/win.


Level 16-20


Level 16

Feat: Constitution to 18

Class Feature: None

Spell Change Log: None

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
3rd Level SpellDispel Magic
3rd Level SpellRevivify
4th Level SpellConjure Woodland Beings*
4th Level SpellStoneskin*
* = Concentration spell

You get your final feat and I like just bumping up your Constitution for more health. A bit boring, but you don’t want to be too squishy at higher levels.


Level 17

Class Features: Precise Hunter

Spell Change Log: + Steel Wind Strike + Swift Quiver

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
3rd Level SpellDispel Magic
3rd Level SpellRevivify
4th Level SpellConjure Woodland Beings*
4th Level SpellStoneskin*
5th Level SpellSteel Wind Strike
5th Level SpellSwift Quiver*
* = Concentration spell

Level 17 brings yet another ability and your fifth level spells!

For your class ability, you pick up Precise Hunter which gives you advantage on all attacks against your Hunter’s Mark target. This is a solid ability, just obviously not as helpful for this build as you’d like.

For your spell choices, you should grab Steel Wind Strike and Swift Quiver.

Steel Wind Strike is a unique spell that’s an AOE blast spell and teleportation option all in one. This isn’t something I would cast often, but if you’re starting to get surrounded, this is a good way to escape while still dealing good damage.

Swift Quiver is even better in 2024 as this gives you two extra attacks with your bow per turn using your bonus action. Obviously this is at odds with your companion, but if your companion was downed, this is what you’d use your bonus action on instead.


Level 18

Class Features: Feral Senses

Spell Change Log: None

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
3rd Level SpellDispel Magic
3rd Level SpellRevivify
4th Level SpellConjure Woodland Beings*
4th Level SpellStoneskin*
5th Level SpellSteel Wind Strike
5th Level SpellSwift Quiver*
* = Concentration spell

Level 18 gives you Feral Senses which is just 30 feet of Blindsight. This could be helpful or never come up, it really depends on how often you’re fighting in darkness or heavily obscured conditions.


Level 19

Epic Boon: Boon of Combat Prowess

Class Features: None

Spell Change Log: + Greater Restoration

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
3rd Level SpellDispel Magic
3rd Level SpellRevivify
4th Level SpellConjure Woodland Beings*
4th Level SpellStoneskin*
5th Level SpellGreater Restoration
5th Level SpellSteel Wind Strike
5th Level SpellSwift Quiver*
* = Concentration spell

Level 19 brings your Epic Boon and your final prepared spell!

Your Epic Boon choice, as I will pick for every martial character, is the Boon of Combat Prowess. Converting a miss into a hit is functionally getting an Extra Attack, but better, and I will take an additional attack every day of the week.

For your final prepared spell, I like grabbing Greater Restoration. Like Lesser Restoration, you’re probably not going to use this much, but having the ability to heal nasty status conditions is well worth having on hand.


Level 20

Class Feature: Foe Slayer

Spell Change Log: None

SPELL LEVELSPELL NAME
1st Level SpellAbsorb Elements
1st Level SpellCure Wounds
1st Level SpellEntangle*
1st Level SpellGoodberry
1st Level SpellHunter’s Mark* (Favored Foe)
2nd Level SpellAid
2nd Level SpellLesser Restoration
2nd Level SpellPass Without Trace*
2nd Level SpellSpike Growth*
3rd Level SpellDispel Magic
3rd Level SpellRevivify
4th Level SpellConjure Woodland Beings*
4th Level SpellStoneskin*
5th Level SpellGreater Restoration
5th Level SpellSteel Wind Strike
5th Level SpellSwift Quiver*
* = Concentration spell

Level 20 brings your capstone ability – Foe Slayer. Unfortunately, this ability has drawn the ire of many as all it does is increase your Hunter’s Mark damage to 1d10, so an average of 2 more damage per hit. Yeah, this really could’ve been something else, but so few games go to level 20 that it realistically doesn’t matter much.


DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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