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2014 Ranger Guide: Builds, Spells & Optional Tasha’s Rules

2014 Player’s Handbook Ranger; optional Tasha’s features and subclasses identified separately

From the Crit Hit Ceramics editorial team. See our editorial standards for sourcing, corrections, and assisted-drafting practices.

Rules edition: This guide covers the 2014 Ranger from the Player’s Handbook. It includes optional Ranger features from Tasha’s Cauldron of Everything and subclass options from their listed 2014-era books. The 2024 Ranger has a revised class progression and feature set; use its rules as a complete version rather than blending individual features into this build.

The 2014 Ranger combines weapon attacks, exploration skills, and limited spellcasting. Dexterity is a common priority for ranged or finesse builds, while Strength can support a two-handed or heavy-weapon approach. Wisdom supports Ranger spellcasting and several useful skills; Constitution helps with hit points and concentration saves. Choose an approach that fits your campaign instead of treating one array as mandatory.

2014 Ranger fundamentals

The 2014 Ranger uses a d10 Hit Die, gains Extra Attack at level 5, and receives spell slots as a half-caster beginning at level 2. Rangers are proficient in Strength and Dexterity saving throws, light and medium armor, shields, and simple and martial weapons. At level 1, choose three skills from the class list. Spellcasting uses Wisdom.

The 2014 core class has Favored Enemy and Natural Explorer. These features reward campaigns that use their chosen enemy types and terrain; their value depends on how often those situations appear. Tasha’s offers optional replacements: Favored Foe can mark a creature after you hit it with an attack, and Deft Explorer replaces Natural Explorer. These alternatives are optional and are not automatically part of every Ranger.

Favored Foe is not concentration-free. It requires concentration as if concentrating on a spell, so it competes with Hunter’s Mark and other concentration effects. Deft Explorer grants Canny at level 1, including expertise in one skill and two languages; Roving at level 6 adds climbing and swimming speeds; Tireless at level 10 grants temporary hit points and can reduce exhaustion. It does not grant exhaustion immunity.

Ability scores and fighting style

Choose Dexterity for archery, finesse weapons, initiative, and medium-armor defense. Choose Strength if you want to fight with Strength-based melee weapons or use armor that calls for it. Wisdom matters for spell attacks, save DCs, and skills; a Ranger who mostly chooses spells without attack rolls or saves can begin with a moderate Wisdom. Constitution supports hit points and concentration checks. The 2024 rules move species ability increases to backgrounds; for 2014 characters, apply the ability score rules from the allowed species and campaign options.

At level 2, a Ranger chooses a Fighting Style option from the rules they are using. Archery adds +2 to ranged weapon attack rolls. Dueling adds +2 damage while wielding a melee weapon in one hand and no other weapons. You may still carry a shield. Two-Weapon Fighting lets you add your ability modifier to the damage of the bonus-action attack granted by two-weapon fighting. Defense adds +1 AC while wearing armor. Fighting Style options and feat prerequisites depend on the source version and DM approval.

Subclass paths

The 2014 Player’s Handbook Hunter lets you choose features such as Colossus Slayer or Horde Breaker at level 3, then further defensive or combat options later. Horde Breaker is conditional: it can make an additional weapon attack against a different creature near your original target. Read its exact spacing and turn limits when building around it.

The Beast Master in the 2014 core rules has a beast companion with its own rules and action constraints. Tasha’s offers the optional Primal Companion feature, which replaces the original companion and changes how it acts in combat. Choose one companion version; do not combine their features.

Xanathar’s Guide to Everything adds Gloom Stalker and Horizon Walker. Gloom Stalker’s Dread Ambusher improves your first turn in combat, including one additional attack as part of the Attack action and a d8 damage rider when that extra attack hits. It does not grant an extra attack every round. Horizon Walker’s Planar Warrior uses a bonus action and affects one target, so it competes with other bonus-action features.

Tasha’s includes Fey Wanderer and optional additional Ranger spells. Fey Wanderer adds Wisdom to Charisma checks, subject to the feature’s wording; it does not add Wisdom to every Charisma roll without limit. Swarmkeeper comes from Tasha’s and uses its swarm features as written. Check the subclass’s sourcebook and table allowances before selecting it.

Spell and action economy

Rangers know a limited number of Ranger spells and replace one known spell when gaining a Ranger level. You do not prepare a new list each morning as a Cleric does. Many Ranger spells require concentration, so choosing one usually means ending or forgoing another. Hunter’s Mark also uses a bonus action to cast and to move to a new target, competing with two-weapon fighting, subclass features, and other bonus actions.

Goodberry creates berries that restore 1 hit point each and provide nourishment; it is not ten hit points that can all be given to one creature. Pass without Trace adds +10 to Dexterity (Stealth) checks for creatures you choose within range and requires concentration. Spike Growth creates difficult terrain and damages a creature for every 5 feet it moves through the area; forced movement and each creature’s actual movement path can affect the result. Conjure Animals is a spell with specific targeting and concentration requirements, and the DM controls the creatures summoned under the spell’s text.

The 2014 bonus-action spell rule also matters: if you cast a spell as a bonus action, you cannot cast another spell on the same turn except a cantrip with a casting time of one action. For example, casting Healing Word as a bonus action does not let you cast Guiding Bolt as your action that turn. Check spell text for concentration, casting time, range, and whether the spell is on your Ranger list before choosing it.

Feats and progression

Sharpshooter, Crossbow Expert, Resilient, and War Caster can support particular builds, but none is required for a capable Ranger. Use the correct 2014 feat text and prerequisites. The 2014 Sharpshooter -5/+10 option applies to attacks with ranged weapons; it is not a general bonus for any spell attack. Crossbow Expert’s bonus-action attack has conditions and competes with Hunter’s Mark. War Caster’s spell opportunity attack requires a spell that targets only the provoking creature and has a casting time of one action.

Use ability score improvements at the class levels shown in the 2014 Ranger table. If you play with optional feats, choose them instead of an ability score improvement as permitted by those rules. Make Dexterity, Strength, or Wisdom increases based on the character’s actual attacks and spell choices, not a generic tier list.

Official Rules Sources

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