Hunter Ranger Build Guide – The Versatile Slayer – 2024 Update

Learn the best build for the Hunter 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 Hunter Ranger?

While this isn’t the strongest subclass available to Rangers, it is unique as you can switch your main two abilities to the other function when you want which can create a greater diversity of play patterns without the build. Furthermore, your Hunter’s Lore is pretty unique and gives the Hunter a surprising amount of in combat utility with what is a pretty unique ability. Overall, this will work well in your average campaign and I think the Hunter’s Lore ability is interesting enough alone to try this out!


Hunter Ranger Abilities Ranked

Hunter’s Lore (Level 3) – B- Tier – I’m not sure if I’m overrating or underrating this ability, but I love it. You want to use Hunter’s Mark liberally anyway, so getting the full work up on what the enemy is about seems good to me.

Hunter’s Prey (Level 3)C+ Tier – Do you want a little bit of extra damage that’s a little specific to set up or do you want a little bit of extra damage that’s a little specific to set up? Both abilities are fine, whichever you decide on.

Defensive Tactics (Level 7)C Tier – Both abilities are really specific, but Multiattack Defense is acceptable, even if it isn’t exciting.

Superior Hunter’s Prey (Level 11)D- Tier – Free damage is free damage, but why on earth is this all the ability does?

Superior Hunter’s Defense (Level 15)C+ Tier – Trading your reaction for resistance for the turn is a pretty good deal, especially since Multiattack Defense will make it difficult for enemies to connect multiple times.


Quick Level Up Guide

LevelClass Features/FeatNotes
1Spellcasting, Favored Enemy, Weapon Mastery+ Entangle
+ Goodberry
+ Hunter’s Mark (Favored Foe)
2Deft Explorer, Fighting Style (Two Weapon Fighting)+ Cure Wounds
3Hunter, Hunter’s Lore, Hunter’s Prey (Colossus Slayer)+ Absorb Elements
4Feat: Dual Wielder (DEX)+ Detect Magic
5Extra AttackDetect Magic
+ Pass Without Trace
+ Spike Growth
6RovingNone
7Defensive Tactics (Multiattack Defense)+ Aid
8Feat: Defensive Duelist (DEX)None
9Expertise+ Dispel Magic
+ Revivify
10TirelessNone
11Superior Hunter’s Prey+ Lesser Restoration
12Feat: Mage Slayer (DEX)None
13Relentless Hunter+ Conjure Woodland Beings
14Nature’s VeilNone
15Superior Hunter’s Defense+ Stoneskin
16Feat: War Caster (WIS)None
17Precise Hunter+ Steel Wind Strike
+ Swift Quiver
18Feral SensesNone
19Epic Boon: Boon of Combat Prowess+ Greater Restoration
20Foe SlayerNone

Level One Build


Species: Goliath (Hill 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 (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
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 (Two Weapon Fighting)

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 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: Hunter

Class Features: Hunter’s Lore, Hunter’s Prey (Colossus Slayer)

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 Hunter!

Your first ability is Hunter’s Lore which tells you the vulnerabilities, resistances, or immunities of any creature targeted by your Hunter’s Mark. While realistically this ability isn’t going to be relevant that often, when it is relevant, it’s going to be way stronger than it may seem. Personally, I love this ability even if it isn’t that strong.

Your second ability is Hunter’s Prey which is split between two options that you can switch each long rest: Colossus Slayer and Horde Breaker. Colossus Slayer gives you an additional 1d8 damage per turn against a damaged enemy while Horde Breaker gives you an extra attack against an additional enemy within 5 feet of one you attacked. Neither are incredible, but Colossus Slayer is generally a bit better.

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 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. 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 / + 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: Defensive Tactics (Multiattack Defense)

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, Defensive Tactics!

Like Hunter’s Prey, Defensive Tactics is split into two abilities that you can switch with each long rest in Escape the Horde and Multiattack Defense. Escape the Horde gives enemies disadvantage for opportunity attacks against you, which is alright, but not great. Multiattack Defense gives an enemy disadvantage on attacks if they’ve already hit you. Like Hunter’s Prey, these options aren’t great, but Multiattack Defense is decent and should be your choice.

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 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

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

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: Superior Hunter’s Prey

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 – Superior Hunter’s Prey.

Superior Hunter’s Prey makes it that if you hit an enemy that has Hunter’s Mark on it, you can deal the Hunter’s Mark damage to another enemy. So an average of 3 damage. I guess it is free damage, so considering you can potentially hit an enemy up to 4 times in a turn, it could add up.

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 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 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

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. 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 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: Superior Hunter’s Defense

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 – Superior Hunter’s Defense.

Now when you take damage, you can use your reaction to have resistance against that damage type until end of turn. While this does clash with your Defensive Duelist ability, this is a pretty strong ability in the right fights!

To that end, I really like picking up Stoneskin for your spell. While I wouldn’t normally want to use this over Hunter’s Mark in combat, having this in case you are starting to lose a lot of health is some nice insurance.


Level 16-20


Level 16

Feat: War Caster (WIS)

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 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

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. While you aren’t going to be attacking at range often, this is really nice when you have to.


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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