Horizon Walker Ranger Build Guide – 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 Horizon Walker Ranger?
With really good additional spells with some solid abilities, Horizon Walker is just a solid subclass for those who want to play Ranger. The main downside of Horizon Walker is their earlier abilities are pretty weak compared to their later abilities which don’t necessarily make up for it, but they’re just a solid pick all around and will work just fine in the average campaign.
Horizon Walker Ranger Abilities Ranked
Detect Portal (Level 3) – F Tier – When is this ability supposed to be helpful?
Planar Warrior (Level 3) – C+ Tier – Not a big damage increase, but if you have no better use of your bonus action, this has no limit on charges. The issue is you probably do have better uses for your bonus action, but still.
1st Level Spells (Level 3) – C- Tier – Specific, but this can be really good against extraplanar enemies if you encounter them.
2nd Level Spells (Level 5) – B+ Tier – Misty Step is awesome and you’ll always be happy to have it.
Ethereal Step (Level 7) – D+ Tier – Etherealness is an alright spell, but only one cast per short or long rest is a bit restrictive. Realistically though, how often do you need to cast this?
3rd Level Spells (Level 9) – B Tier – Haste is a really solid buff whether you use it on yourself or another martial ally.
Distant Strike (Level 11) – B- Tier – This ability is super weird, but free teleportation is always good, so I guess this is pretty good? A really hard ability to evaluate as it is so combat specific.
4th Level Spells (Level 13) – B Tier – Single target CC is nice and Banishment is one of the better ones.
Spectral Defense (Level 15) – D+ Tier – Resistance to one attack is not great, but if you have no better use for your reaction, have at it.
5th Level Spells (Level 17) – C+ Tier – Rangers normally can’t teleport long distances, but now you can! Help your full caster homies out!
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 | Horizon Walker, Horizon Walker Magic, Detect Portal, Planar Warrior | + Absorb Elements + Protection from Evil and Good (Horizon Walker) |
4 | Feat: Dual Wielder (DEX) | + Detect Magic |
5 | Extra Attack | – Detect Magic + Misty Step (Horizon Walker) + Pass Without Trace + Spike Growth |
6 | Roving | None |
7 | Ethereal Step | + Aid |
8 | Feat: Defensive Duelist (DEX) | None |
9 | Expertise | + Dispel Magic + Haste (Horizon Walker) + Revivify |
10 | Tireless | None |
11 | Distant Step | + Lesser Restoration |
12 | Feat: Mage Slayer (DEX) | None |
13 | Relentless Hunter | + Banishment (Horizon Walker) + Conjure Woodland Beings |
14 | Nature’s Veil | None |
15 | Spectral Defense | + Stoneskin |
16 | Feat: War Caster (WIS) | None |
17 | Precise Hunter | + Steel Wind Strike + Swift Quiver + Teleportation Circle (Horizon Walker) |
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: Horizon Walker
Class Features: Horizon Walker Magic, Detect Portal, Planar Warrior
Spell Change Log: + Absorb Elements + Protection from Evil and Good (Horizon Walker)
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good (Horizon Walker) |
Level 3 brings your subclass, and of course, you’re picking Horizon Walker!
For Fey Wanderer you get a bunch of things to start out with Horizon Walker Magic, Detect Portal, and Planar Warrior.
Horizon Walker Magic gives you access to a bunch of good spells with the first spell you’re getting (the one at this level) likely being the weakest option. So overall, a strong feature.
For Horizon Walker Magic, you get Protection from Evil and Good which is actually a reasonably strong spell when facing an extraplanar threats. While niche, it does do a lot for a first level spell slot.
Detect Portal is very much a flavor ability as Horizon Walkers, similar to Oath of the Watcher Paladins, care about protecting from extraplanar threats so this helps them find portals that lead from other planes.
Finally, you get Planar Warrior which gives you a bit of a damage boost at the cost of your bonus action. While I’m generally a big fan of damage boosts, it consuming your bonus action and doing nothing if you miss with your attack is extremely punishing for not a very big payoff. Maybe there will be times where you’ve exhausted all things that would use up your bonus action and you have this to fall back on.
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 | Cure Wounds |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
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 (Horizon Walker) + Pass Without Trace + Spike Growth
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Misty Step (Horizon Walker) |
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!
For your Horizon Walker Magic, you get one of the best spells in the game – Misty Step. Being able to reposition with a second level spell slot and a bonus action is incredibly powerful, plain and simple.
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 | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Misty Step (Horizon Walker) |
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: Ethereal Step
Spell Change Log: + Aid
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Misty Step (Horizon Walker) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
Level 7 brings your next subclass ability, Ethereal Step!
As a bonus action once per short or long rest, you get one round of the Etherealness spell which is super interesting. Being able to dole out some damage and dip, even just for a round, is quite nice.
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 | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Misty Step (Horizon Walker) |
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 + Fear (Gloom Stalker) + Revivify
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Misty Step (Horizon Walker) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Haste* (Horizon Walker) |
3rd Level Spell | Revivify |
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.
With your Horizon Walker Magic, you get an absolutely sick spell – Haste. Being able to give yourself more AC, double speed, and an additional attack is just really strong, and the risk of you losing concentration as a ranged attacker is pretty low.
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 | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Misty Step (Horizon Walker) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Haste* (Horizon Walker) |
3rd Level Spell | Revivify |
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: Distant Strike
Spell Change Log: + Lesser Restoration
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Horizon Walker) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Haste* (Horizon Walker) |
3rd Level Spell | Revivify |
Level 11 brings your subclasses penultimate ability – Distant Strike.
Distant Strike is a super cool and powerful ability that lets you zip around the battlefield while attacking enemies, and if you have enough enemies, you can get a free attack in as well. Being able to get free teleportation and a potential extra attack is absolutely excellent, even if you have to constantly swap your targets
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 | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Horizon Walker) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Haste* (Horizon Walker) |
3rd Level Spell | Revivify |
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: + Banishment (Horizon Walker) + Conjure Woodland Beings
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Horizon Walker) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Haste* (Horizon Walker) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
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.
For your Horizon Walker Magic, you get to pick up Banishment! Banishment is an extremely strong CC spell that has the ability to take an enemy out of the fight for a full minute, but if they’re an extraplanar enemy, the combat just ends if they fail the saving throw. They are just simply sent back to their home plane with very little recourse to come back (unless they specifically have Plane Shift or some strange ability).
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 | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Horizon Walker) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Haste* (Horizon Walker) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
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: Spectral Defense
Spell Change Log: + Stoneskin
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Horizon Walker) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Haste* (Horizon Walker) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Stoneskin* |
Level 15 brings your final subclass feature – Spectral Defense. Being able to trade your reaction for resistance against the damage you’re getting hit with is really sick as that’s like a better Absorb Elements, but for free. Keep in mind though, that this ability doesn’t work on spells, so having both is really good to cover your bases and ensure you’re never taking too much damage.
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 | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Horizon Walker) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Haste* (Horizon Walker) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
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: + Steel Wind Strike + Swift Quiver + Teleportation Circle (Horizon Walker)
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Horizon Walker) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Haste* (Horizon Walker) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Stoneskin* |
5th Level Spell | Steel Wind Strike |
5th Level Spell | Swift Quiver |
5th Level Spell | Teleportation Circle (Horizon Walker) |
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 Horizon Walker spell, you get the very solid Teleportation Circle. Travel can be tedious, and as long as your DM is reasonable with Teleportation Circle locations, this can save you a lot of time getting around, even if it costs you your best spell slot.
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 | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Horizon Walker) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Haste* (Horizon Walker) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Stoneskin* |
5th Level Spell | Steel Wind Strike |
5th Level Spell | Swift Quiver* |
5th Level Spell | Teleportation Circle (Horizon Walker) |
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 | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Horizon Walker) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Haste* (Horizon Walker) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Stoneskin* |
5th Level Spell | Greater Restoration |
5th Level Spell | Steel Wind Strike |
5th Level Spell | Swift Quiver* |
5th Level Spell | Teleportation Circle (Horizon Walker) |
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 | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Horizon Walker) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Misty Step (Horizon Walker) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Haste* (Horizon Walker) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Stoneskin* |
5th Level Spell | Greater Restoration |
5th Level Spell | Steel Wind Strike |
5th Level Spell | Swift Quiver* |
5th Level Spell | Teleportation Circle (Horizon Walker) |
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.