Ranger FAQ
What subclasses can a Ranger choose?
A Ranger's subclass is called a Ranger Archetype and is chosen at 3rd level in the 2014 rules. Major official pre-2024 Fifth Edition options include Hunter, Beast Master, Gloom Stalker, Horizon Walker, Monster Slayer, Fey Wanderer, Swarmkeeper, and Drakewarden. Each keeps the Ranger's weapon combat and spellcasting while adding a different specialisation such as hunting techniques, a companion, ambushes, planar mobility, supernatural monster hunting, fey magic, a swarm, or a drake.
A Ranger's subclass is called a Ranger Archetype. The Archetype is chosen at 3rd level. Additional subclass features arrive at 7th, 11th, and 15th level in the 2014 Ranger progression.
Hunter
Hunter is one of the original Player's Handbook Ranger Archetypes.
It offers choices at several subclass levels rather than one fixed feature path.
Hunter's Prey at 3rd level lets the player select a combat technique designed for a particular style of hunting.
Later choices support defense, multiattack options, and survival against dangerous creatures.
Hunter is a flexible choice for a Ranger focused primarily on weapon combat.
Beast Master
Beast Master is the other original Player's Handbook Archetype.
It gives the Ranger an animal companion.
The original 2014 Beast Master companion uses its own action economy. Later pre-2024 material introduced optional replacement features and alternative companion rules, but those are variants rather than automatic changes to the 2014 subclass.
Gloom Stalker
Gloom Stalker specialises in darkness, ambushes, and dangerous underground or night environments.
Its early features improve initiative and first-round pressure and make the Ranger especially difficult for creatures relying on darkvision to detect in darkness.
It is a strong choice for scouts and ambush-oriented characters.
Horizon Walker
Horizon Walker focuses on planar threats and supernatural movement.
Its features help detect portals, convert attacks into force-based planar pressure, and eventually teleport repeatedly during combat.
The subclass is suited to campaigns involving planar travel or extraplanar enemies.
Monster Slayer
Monster Slayer specialises in identifying and defeating dangerous supernatural creatures.
It can designate a target for additional pressure and gains defensive tools against enemy magic and abilities.
Do not confuse the Ranger's **Monster Slayer** Archetype with the separate **Monster Hunter** class; they are different character options with different rules.
They are distinct pieces of content.
Fey Wanderer
Fey Wanderer brings fey magic, psychic effects, and social capability into the Ranger.
It improves the Ranger's ability to contribute in social encounters and later gains features interacting with charm, fear, and fey-style magic.
It is suitable for a Ranger whose identity crosses between wilderness exploration and supernatural diplomacy.
Swarmkeeper
Swarmkeeper is accompanied by a magical swarm.
The swarm can alter attacks with additional effects such as movement or extra damage under the subclass rules.
Later features expand the swarm's movement and defensive utility.
The subclass is strongly focused on forced movement and battlefield positioning.
Drakewarden
Drakewarden forms a bond with a draconic companion.
The drake contributes in combat and develops as the Ranger gains levels.
The subclass adds companion positioning, elemental themes, and eventually increased mobility.
Because another creature is involved, the player must manage both the Ranger's and drake's positions and action economy.
How do you choose an Archetype?
A simplified comparison is:
Hunter → flexible weapon-focused hunting techniques Beast Master → animal companion Gloom Stalker → darkness, ambushes, first-round pressure Horizon Walker → planar threats and teleporting mobility Monster Slayer → supernatural target hunting and anti-magic defense Fey Wanderer → fey magic and social capability Swarmkeeper → magical swarm and forced movement Drakewarden → draconic companion and elemental themes
These are role summaries, not replacements for the full subclass rules.
What every Archetype retains
Every Ranger still has the base class's:
- martial weapon chassis;
- Fighting Style;
- Ranger spellcasting;
- Extra Attack;
- exploration features;
- later Ranger progression.
The Archetype determines specialisation.