Fey Wanderer Ranger Build Guide – The Captivating Killer – 2024 Update
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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.
Ranger Spell List and Spell Tier List
Why Fey Wanderer Ranger?
Realistically, Fey Wanderer Ranger is just a reasonably strong subclass with good abilities and access to great spells that Rangers don’t normally get access to. While nothing in this class really puts it over the top, this class can easily serve you well in functionally any campaign setting.
All that said, if you also wanted to be a Ranger without worrying about Charisma being your dump stat, this is a really good subclass for that as well.
Fey Wanderer Ranger Abilities Ranked
Dreadful Strikes (Level 3) – D+ Tier – Free damage is free damage I guess.
Otherworldly Glamour (Level 3) – C- Tier – If you have to make Charisma rolls, then this ability is good, but realistically you should not be doing these checks often.
1st Level Spells (Level 3) – D- Tier – Not a good spell, but thematic I guess.
2nd Level Spells (Level 5) – B+ Tier – Misty Step is awesome and pretty important to this class.
Beguiling Twist (Level 7) – C+ Tier – This ability is super niche, but it is pretty solid if you come across enemies that charm or frighten.
3rd Level Spells (Level 9) – D+ Tier – Not a great summoning spell, but usable need be.
Fey Reinforcements (Level 11) – C- Tier – Getting a free cast of Summon Fey that doesn’t require concentration is definitely nice, but you only get this once per day which is super restrictive.
4th Level Spells (Level 13) – B Tier – Dimension Door is a great pickup and not normally available to Rangers!
Misty Wanderer (Level 15) – A- Tier – A bunch of free teleportations and you can bring a friend? Great ability when you need to reposition constantly.
5th Level Spells (Level 17) – D Tier – Not a fan of this spell at all, but it is pretty unique.
Quick Level Up Guide
Level | Class Features/Feat | Notes |
1 | Spellcasting, Favored Enemy, Weapon Mastery | + Entangle + Goodberry + Hunter’s Mark (Favored Foe) |
2 | Deft Explorer, Fighting Style (Two Weapon Fighting) | + Cure Wounds |
3 | Fey Wanderer, Dreadful Strikes, Fey Wanderer Spells, Otherworldly Glamour | + Absorb Elements + Charm Person (Fey Wanderer) |
4 | Feat: Dual Wielder (DEX) | + Detect Magic |
5 | Extra Attack | – Detect Magic + Misty Step (Fey Wanderer) + Pass Without Trace + Spike Growth |
6 | Roving | None |
7 | Beguiling Twist | + Aid |
8 | Feat: Defensive Duelist (DEX) | None |
9 | Expertise | + Dispel Magic + Revivify + Summon Fey (Fey Wanderer) |
10 | Tireless | None |
11 | Fey Reinforcements | + Lesser Restoration |
12 | Feat: Mage Slayer (DEX) | None |
13 | Relentless Hunter | + Conjure Woodland Beings + Dimension Door (Fey Wanderer) |
14 | Nature’s Veil | None |
15 | Misty Wanderer | + Stoneskin |
16 | Feat: War Caster (WIS) | None |
17 | Precise Hunter | + Mislead (Fey Wanderer) + Steel Wind Strike + Swift Quiver |
18 | Feral Senses | None |
19 | Epic Boon: Boon of Combat Prowess | + Greater Restoration |
20 | Foe Slayer | None |
The Ultimate One D&D Ranger Guide
Not seeing the exact build you want in this guide? Check out this guide instead!
Level One Build
Species: Goliath (Hill Giant)
Attributes:
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+2 background) = 17 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 8 |
WISDOM | 15 |
CHARISMA | 8 |
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 LEVEL | SPELL NAME |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Species: Goliath (Hill Giant)
For any martial character, it’s hard to justify not going for Goliath as the Hill Giant topple is so incredibly good to get advantage on attacks. There are other solid options for species as well like Human for an additional origin feat or Aasimar as they are just generally strong, but Goliath is generally going to be my choice.
Attributes
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+2 background) = 17 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 8 |
WISDOM | 15 |
CHARISMA | 8 |
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 LEVEL | SPELL NAME |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Entangle and Goodberry are easily the best Ranger spells available to you at level one, so these are easy choices for you.
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.
Finally, since you are going to be fighting with two weapons, you need to be mindful of what spells of yours require somatic and/or material components that will conflict with having your hands full until you have War Caster (which comes much, much later). Keep that in mind when choosing what to cast in combat.
The Build Level 2 Onward
Level 2-5
Level 2
Class Features: Deft Explorer, Fighting Style (Two Weapon Fighting)
Spell Change Log: + Cure Wounds
SPELL LEVEL | SPELL NAME |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
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 you’re going to pick is Two Weapon Fighting! Getting your DEX as bonus damage with your offhand attacks is excellent and is going to really ramp up your damage potential.
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: Fey Wanderer
Class Features: Dreadful Strikes, Fey Wanderer Spells, Otherworldly Glamour
Spell Change Log: + Absorb Elements + Charm Person (Fey Wanderer)
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
For Fey Wanderer you get a bunch of things to start out with Dreadful Strikes, Fey Wanderer Magic, and Otherworldly Glamour.
Dreadful Strikes is a damage buff that triggers once per turn when you hit with a weapon attack, and while the damage is low, free damage is free damage.
Fey Wanderer Magic is an expanded spell list you automatically learn with each new spell level, and while the first and last spell leave a lot to be desired, the middle three are all excellent.
To that end, this level you get Charm Person, which as the name implies, charms a person. If you need something from an individual who won’t give it to you, then this is a good option to try and get it from them. The downside is that they’ll know they were charmed so you can’t really use this against someone you’re going to interact with again, but if you’re ok with potentially burning a bridge, then fire away.
Lastly, you get Otherworldly Glamour which lets you make Charisma checks with the addition of your Wisdom modifier which helps to make you more well rounded as a character. Better yet, you can get another skill proficiency from a select group of schools, and I like picking up Persuasion as that’s just generally one of the most helpful skills.
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: Dual Wielder (DEX)
Class Features: None
Spell Change Log: + Detect Magic
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Level 4 brings your first feat, and you definitely want to get to 18 Dexterity so a true feat it is. Since you’re going to be using two weapons, you have to pick up the Dual Wielder feat! In short, between this and the Nick property, you can now get three attacks a turn with your action and bonus action. Next level when you get an Extra Attack, you get four attacks and all of them get DEX in bonus damage because of Two Weapon Fighting! This is going to make your damage potential really high, just slightly less than STR users.
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 / + Misty Step (Fey Wanderer) + Pass Without Trace + Spike Growth
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
Level 5 brings the most important feature for martial characters – Extra Attack! Double the damage output is obviously incredible for anyone!
You pick up your next Fey Wanderer spell with Misty Step. Misty Step is an excellent spell that lets you teleport a short distance for a bonus action. Simple and excellent.
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 game – Pass 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 LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
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: Beguiling Twist
Spell Change Log: + Aid
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
Level 7 brings your next subclass ability, Beguiling Twist!
Beguiling Twist is an interesting ability that can “redirect” a charm or fear spell that an ally is able to save on, provided that your ally and the caster of said effect are close enough to you (though the range is quite generous). This is may not come up that often, but since the designers were nice and didn’t specify this had to be a spell, this works against the Frightful Presence condition which a lot of tough enemies can have. Imagine a dragon trying to scare you and you scare them instead!
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: Defensive Duelist (DEX)
Class Features: None
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
You have a choice here between just going straight to 20 DEX for your best weapon attacks available, or grabbing two feats between now and level 12 to get to 20 DEX instead. While either are reasonable options, I like picking up the two feats. To that end, I really like grabbing Defensive Duelist as it’s an excellent feat for Two Weapon Fighters. Rangers rarely use their reaction, so being able to use it to increase your AC against any hits you may take is really strong.
Level 9
Class Features: Expertise
Spell Change Log: + Dispel Magic + Revivify + Summon Fey (Fey Wanderer)
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Summon Fey* (Fey Wanderer) |
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 your Fey Wanderer spell, you pick up Summon Fey.
Summon Fey is a decent summoning option that gives you the choice between three similarly decent options. Realistically, you aren’t going to use this over your concentration options, but it’s nice to have.
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 LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Summon Fey* (Fey Wanderer) |
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: Fey Reinforcements
Spell Change Log: + Lesser Restoration
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Summon Fey* (Fey Wanderer) |
Level 11 brings your subclasses penultimate ability – Fey Reinforcements.
Fey Reinforcements gives you Summon Fey once per long rest for free and you can modify it so it doesn’t require Concentration. Definitely solid for a spell you probably weren’t using before.
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: Mage Slayer (DEX)
Class Feature: None
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Summon Fey* (Fey Wanderer) |
Level 12 brings your penultimate feat, and now you can max out your Dexterity with Mage Slayer! Getting one charge of functional Legendary Resistance is excellent and really messing up casters while you’re at it is just gravy.
Level 13
Class Features: Relentless Hunter
Spell Change Log: + Conjure Woodland Beings + Dimension Door (Fey Wanderer)
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Summon Fey* (Fey Wanderer) |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Dimension Door (Fey Wanderer) |
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. This is an alright ability that will come up often enough as you are in melee and you’re going to get hit.
You get another Fey Wanderer spell, and it’s a really good one, with Dimension Door! You normally can’t teleport without line of sight without a much higher level spell slot, but being able to do so with Dimension Door alongside taking another person with you is excellent for infiltrations and escapes.
For your spell choice, it’s hard to go wrong with Conjure Woodland Beings. This is a really strong emanation that’s going to pretty effectively shred enemies in combat if there are enough of them around you.
Level 14
Class Features: Nature’s Veil
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Summon Fey* (Fey Wanderer) |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Dimension Door (Fey Wanderer) |
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: Misty Wanderer
Spell Change Log: + Stoneskin
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Summon Fey* (Fey Wanderer) |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Dimension Door (Fey Wanderer) |
4th Level Spell | Stoneskin* |
Level 15 brings your final subclass feature – Misty Wanderer. You like Misty Step? What if you could cast it a bunch for free and you can take an ally with you? Yeah, this is a really nice ability. Obviously this still uses your bonus action so you don’t want to overuse this and lose out on other good spells, but this is really strong.
To that end, I really like picking up Stoneskin for your spell. While you would rather use Hunter’s Mark as your concentration spell on choice in battle, if you’re getting low on health, this is a good way to protect yourself.
Level 16-20
Level 16
Feat: War Caster (WIS)
Class Feature: None
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Summon Fey* (Fey Wanderer) |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Dimension Door (Fey Wanderer) |
4th Level Spell | Stoneskin* |
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 for casting in combat considering you’re going to be holding two weapons most of the time.
Level 17
Class Features: Precise Hunter
Spell Change Log: + Mislead (Fey Wanderer) + Steel Wind Strike + Swift Quiver
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Summon Fey* (Fey Wanderer) |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Dimension Door (Fey Wanderer) |
4th Level Spell | Stoneskin* |
5th Level Spell | Mislead (Fey Wanderer) |
5th Level Spell | Steel Wind Strike |
5th Level Spell | Swift Quiver* |
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 definitely solid on a build that’s making a bunch of attacks per turn as you want to be as accurate as possible.
For your final Fey Wanderer spell, you get a somewhat disappointing one with Mislead. While this spell can be really good to use for an alibi, this really isn’t that great at sneaking in or out of areas. That said, if you’re creative, you can get a lot of mileage out of this.
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. While you aren’t going to be using your bow much, having a strong ranged option is still really useful for this build.
Level 18
Class Features: Feral Senses
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Summon Fey* (Fey Wanderer) |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Dimension Door (Fey Wanderer) |
4th Level Spell | Stoneskin* |
5th Level Spell | Mislead (Fey Wanderer) |
5th Level Spell | Steel Wind Strike |
5th Level Spell | Swift Quiver* |
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 LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Summon Fey* (Fey Wanderer) |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Dimension Door (Fey Wanderer) |
4th Level Spell | Stoneskin* |
5th Level Spell | Greater Restoration |
5th Level Spell | Mislead (Fey Wanderer) |
5th Level Spell | Steel Wind Strike |
5th Level Spell | Swift Quiver* |
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 LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Charm Person (Fey Wanderer) |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Fey Wanderer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Revivify |
3rd Level Spell | Summon Fey* (Fey Wanderer) |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Dimension Door (Fey Wanderer) |
4th Level Spell | Stoneskin* |
5th Level Spell | Greater Restoration |
5th Level Spell | Mislead (Fey Wanderer) |
5th Level Spell | Steel Wind Strike |
5th Level Spell | Swift Quiver* |
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.