Ranger

Class Summary
Alignment: Any Hit dice: d10

Weapon and Armor Proficiencies



 * Feat simpleweaponproficiency.png‎
 * Simple weapons
 * Feat martialweaponproficiency.png‎
 * Martial weapons
 * Feat armorproficiency light.png‎
 * Light armor
 * Feat shieldproficiency general.png‎
 * Shields (except tower shields).
 * }
 * Feat shieldproficiency general.png‎
 * Shields (except tower shields).
 * }

Paths

 * Deepwood Sniper
 * Tempest
 * Arcane Archer

Prestige Enhancements

 * Arcane Archer
 * Deepwood Stalker
 * Tempest

Advancement table

 * * Spell Points: These SP values are assumed, based on a linear 15-point increase per level, and need confirming from in-game experience.

As with Clerics, Rangers automatically have access to all their spells once they reach a high enough level, and can freely swap which are prepared at shrines and taverns.

Combat Style Feats: The ranged and melee combat style feats gained at levels 2, 6 and 11 are automatically obtained even if the ranger does not meet the usual prerequisites for these feats. In addition, the ranger does not need to wear light or no armor to use these feats.

Class feats
The following list contains only the ranger-specific class feats that are obtained through advancement. A ranger also gets automatically a number of other feats when leveling, as indicated in the advancement table above. See the feats list for more details on those.

Spells

 * Rangers cast divine spells.
 * Upon advancing to level 4, rangers gain the ability to tap the divine power in nature and manifest that energy in the form of spells. To cast a spell a ranger must have a Wisdom score of 10 + the spell's level.
 * Dungeons and Dragons Online allows ability score boosting items and spells to qualify for reaching the minimum Wisdom score for casting spells. For example, a ranger with a Wisdom score of 8 could equip a +6 Wisdom enhancing item to reach a total Wisdom score of 14 and be able to cast level 4 ranger spells.
 * See also spell usefulness.