Navigation


Introduction
Ch1: Base Class
Ch2: ACFs
Ch3: Building
Races
Ranger Feats
Other Feats
Racial Feats
Multiclassing
Ch4: Simplicity
Spells Abridged
Gear Abridged
Ch5. Companions
Overview
Building
Ch6. Spellcasting
Ranger Spells
Wizard Spells
Ch7. Gear
Mundane Weapons
Mundane Armor
Magic Items
Magic Weapons
Magic Armor
Combat Items
Necessary Defenses
Secondary Defenses
Movement
Casting Items
Skill Items
Adventuring Utility
Silver Bullets
Extradimensional Spaces
Consumables
Ch8: Subsystems
A banner that shows four figures, Aragorn, Legolas, a well-equipped D&D adventurer, and a magical rodent wielding a sword, arranged around a silhouette of Soveliss, the 3.5 iconic ranger. The silhouette has a question mark overlayed onto it.

Ranger: The Cooler Paladin
A comprehensive handbook for D&D 3.5's most redheaded stepchild.


For good reason, the ranger is a bit of an outcast in D&D. It’s a deeply weird class split between many concepts flavorwise and mechanically, full of hyperspecific class features that require specific campaigns to be good. It’s okay enough in core games, but at first glance, the ranger might seem to be just a worse version of one’s martial or caster of choice, especially in more optimized tables. It has a solid chassis that makes it okay in core games (full BAB and 6+Int skills is better than a fighter 20, right?), but even then you find yourself torn between a bunch of different niches and not particularly good at any of them.

Needless to say, as a lover of all things mechanically and thematically janky, it’s my favorite class in the game, and one I’ve been somewhat fixated on for decades now. I personally think the ranger is quite strong as a class. I’d even go as far as calling it “the platonic ideal of tier 3,” but because most of the ranger’s good options range from somewhat to excruciatingly obscure, most people kinda sleep on it… and they’re right to do so, honestly! The amount of book diving I’ve done over the years is far more than a person should have to, to make a class good. But hey! That’s what guides are for.

With all that said, I’d like to list some of the base assumptions (and their reasoning) I’m running on for the purposes of this guide, because they may be different from yours, and I’d like us to be on the same page.

What’s my mindset for this guide?

All sources are open.

Look, it’s 2023. Third edition D&D came out in the year 2000. Version 3.5 came out in 2003. If you’re still playing 3.5 in 2023 you’re probably the sort of player playing in the sort of group that’s willing to let you go book diving for options. And if you’re not... well, I’m sorry, a lot of this guide is not for you. And that’s okay! You’re valid, even if I don’t agree with your approach. But I am probably going to be unable to help you much.

Anyway, to be more explicit about what this means: I am considering all “official D&D content” sources to be valid. This includes Dragon Magazine and Dungeon Magazine. This includes Diablo II: Diablerie. It includes options listed in the sidebars and appendices of official adventure modules. It includes the Dragonlance Campaign Setting and Oriental Adventures, though not their third-party expansions. It does not include Kingdoms of Kalamarand similar books, because they’re third-party-produced licensed material without a “this is 100% official D&D content” sticker like Dragon and Dungeon do. Is that arbitrary and maybe a little petty? Yes, but it’s what I’m going with. Likewise, Pathfinder content is not being considered, for the same reason.

In addition, I'm considering setting splatbook options to be setting-agnostic. Some books, like Oriental Adventures, explicitly made their setting-specific options setting agnostic (with notes in the prestige class and feat sections directing you to outright ignore the clan/race/ancestry requirements if not playing in Rokugan, and even encouraging doing so in Rokugan), while others didn’t think to do that. Similarly, Player’s Guide to Faerûn directs you and your DM to ignore regional requirements for Faerûnian options if you don’t want to use them, and only asks that you come up with some kind of interesting backstory tidbit to justify it. I’m extending this mindset to everything. Some options have specific mechanics that don’t work outside of the setting they take place in (such as Rokugan shadowlands stuff or Forgotten Realms’ spellfire channelers), so they may not be relevant unless your group’s world has something similar, but for everything else, I’m calling it fair game.

Some degree of cheese is allowed.

I’m assuming a permissive, but reasonable DM when it comes to RAW exploits. Theoretical optimization tricks are absolutely not going to be encouraged here, but things like alternative class feature chaining (which have a very strong RAW argument for being valid), early entry into prestige classes, and so on are going to be mentioned. For some stuff, they’ll be cordoned off into their own little section with a guide, and for others I will generally add a note about existing RAW ambiguities or citeable-but-ignored RAI, but like with the stuff above… it’s 2023 and the reason I still play 3.5 is because it has a truly massive library of options, many of which interact in unexpected and interesting ways. When I want to play a more coherent, stable game I will play 4e, Lancer, Pathfinder 2e, 5e, or any number of non-D&D-based tabletop games like Anima Prime or Olaf Hits the Dragon with His Sword. But this guide is for 3.5. I’m a weirdo cheesemonger, and you’re going to find cheese, within limits, in this handbook.

You have some understanding of how 3.5 plays in practice.

While this guide will hopefully be useful even for beginners, there’s a degree of expectation in my ratings that you have a general foundation with regards to the game itself. Things like “casters tend to scale better than noncasters because of having way more options and often better options,” “Weapon Focus is a bad feat on its own because a feat slot for only a +1 isn’t worthwhile,” and “multiclassing and prestige classes are a normal part of the game, not a cheating cheese thing” are assumptions I’ve made without including a formal proof of them in the guide itself, and many of the ratings will assume certain things about how the game is played that may not be obvious if you’re brand-new to the game. If you have questions, feel free to ask them, though the answer may end up being a link to some essay or other that a person wrote before me. The game is 23 years old and so is the community’s understanding of it. There’s a lot of ground to cover!

You don’t have an adversarial relationship with your DM.

Not every option requires DM adjudication, but some do, particularly things like unupdated 3.0 content occasionally. In addition, the ranger has abilities like tracking that can affect the flow of the campaign, and favored enemy, which relies on the DM to make things useful (though optimizing the ranger is generally about mitigating the need for the DM to give you specific enemies to fight as much as possible). It’s not as much ‘whoops, I need to work with the DM now’ as a lot of full caster options, but it’s still there, and still notable. If your DM is the type of person to, once you have a favored enemy build, never have you face those enemies again, you probably shouldn’t be playing a ranger in their game (but also should probably be having a talk with them about expectations at the tabletop).

Rangers don’t have to be racist.

This may seem like an oddly random and specific thing to put into a preface for a game mechanics handbook, but it’s important to me so I’m going to add it anyway. I’ve never liked the “rangers are The Racism Class” jokes. There’s nothing in the class itself that ever even implies that—the class’s gimmick is knowing your enemy and gaining bonuses from that. No one calls the archivist a racism-based class because they can use Dark Knowledge to get bonuses based on creature types. No one says Knowledge Devotion is racist. And yet, people get weird about rangers. Even the humanoid subtype favored enemies aren’t racism-based, but “hey I have a handle on the general skills and practices of a specific culture of people when it pertains to combat,” and there’s a lot of reasons a character might be like that other than racism (and really, racism tends to make a person not understand the culture and practices of others, so like… what even). While there are places in the game where writers for splatbooks took the “you really hate them” meme and wrote it into some option or other, I don’t particularly care for the approach being assumed to be the default.

There will be zero jokes about racist rangers in this guide, and if you come into a thread for this guide commenting with them or assuming that rangers somehow must be racist against their favored enemies, I’m going to sigh and move on and ignore it but will internally be fairly cross about it. That’s all I’m going to say about this topic.

For ratings within the handbook, I'll be using a fairly standard rate-by-color setup, but in order to accommodate colorblind readers I'll also be using a letter scale when rating options, as shown here:

  • Gold (S): Near-mandatory or jaw-droppingly good.
  • Green (A): Very good, or at least worth serious consideration
  • Blue (B): Good, though probably not excellent
  • Black (C): Middle-of-the-road, but not bad.
  • Purple (D): Mediocre or incredibly niche.
  • Red (F): Terrible or otherwise actively not recommended.

And as for book abbreviations, refer to the following list for them. This is longer than the usual handbook's list due to me seeking more obscure sources, and I've also in some cases used the colloquial abbreviations preferred by the 3.5 fandom over Wizards' official ones (really, who uses "SC" to refer to the Sunless Citadel?).

Book List Abbreviations
  • A&EG—Arms and Equipment Guide
  • ASH—Animated Series Handbook
  • BFK—Barrow of the Forgotten King
  • BoBS—Bastion of Broken Souls
  • BC—Book of Challenges
  • BoED—Book of Exalted Deeds
  • BoVD—Book of Vile Darkness
  • CoR—Champions of Ruin
  • CoV—Champions of Valor
  • CiP—City of Peril
  • CoS—City of Splendors: Waterdeep
  • CoStrom—City of Stormreach
  • CSQ—City of the Spider Queen
  • City—Cityscape
  • CAdv—Complete Adventurer
  • CArc—Complete Arcane
  • CC—Complete Champion
  • CDiv—Complete Divine
  • CMag—Complete Mage
  • CPsi—Complete Psionic
  • CSco—Complete Scoundrel
  • CWar—Complete Warrior
  • Co—Cormyr: The Tearing of the Weave
  • DG—D&D Gazetteer
  • DH—Deep Horizon
  • DotF—Defenders of the Faith
  • DD—Deities and Demigods
  • D2—Diablo II: Diablerie
  • Drac—Draconomicon
  • DrCom—Dragon Compendium
  • Dr#—Dragon Magazine
  • DM—Dragon Magic
  • DCS—Dragonlance Campaign Setting
  • Dra—Dragonmarked
  • DoF—Dragons of Faerûn
  • DotU—Drow of the Underdark
  • Du#—Dungeon Magazine
  • DMG2—Dungeon Master's Guide II
  • DMG—Dungeon Master's Guide v.3.5
  • Du—Dungeonscape
  • ECS—Eberron Campaign Setting
  • EE—Elder Evils
  • EA—Enemies and Allies
  • ELH—Epic Level Handbook
  • EoE—Exemplars of Evil
  • XPH—Expanded Psionics Handbook
  • Rav—Expedition to Castle Ravenloft
  • EDP—Expedition to the Demonweb Pits
  • ERG—Expedition to the Ruins of Greyhawk
  • EU—Expedition to Undermountain
  • EH—Explorer's Handbook
  • ELQ—Eyes of the Lich Queen
  • F&P—Faiths & Pantheons
  • FoE—Faiths of Eberron
  • FLFD—Fantastic Locations: Fane of the Drow
  • FLFR—Fantastic Locations: Fields of Ruin
  • FLHP—Fantastic Locations: Hellspike Prison
  • FF—Fiend Folio
  • FC1—Fiendish Codex I: Hordes of the Abyss
  • FC2—Fiendish Codex II: Tyrants of the Nine Hells
  • FN—Five Nations
  • FRCS—Forgotten Realms Campaign Setting
  • FY—Fortress of the Yuan-Ti
  • Frost—Frostburn
  • Gh—Ghostwalk
  • GHR—Grand History of the Realms
  • GC—Grasp of the Emerald Claw
  • HN—Heart of Nightfang Spire
  • HBG—Hero Builder's Guidebook
  • HoB—Heroes of Battle
  • HoH—Heroes of Horror
  • LM—Libris Mortis: The Book of the Dead
  • LG—Living Greyhawk Gazetteer
  • LGJ#—Living Greyhawk Journal
  • LF—Lord of the Iron Fortress
  • LD—Lords of Darkness
  • LoM—Lords of Madness
  • LEoF—Lost Empires of Faerûn
  • MIC—Magic Item Compendium
  • MoE—Magic of Eberron
  • MoF—Magic of Faerûn
  • MoI—Magic of Incarnum
  • MotP—Manual of the Planes
  • MotW—Masters of the Wild
  • MH—Miniatures Handbook
  • MM2—Monster Manual II
  • MM3—Monster Manual III
  • MM4—Monster Manual IV
  • MM5—Monster Manual V
  • MM—Monster Manual v.3.5
  • Mon—Monsters of Faerûn
  • Mys—Mysteries of the Moonsea
  • OA—Oriental Adventures
  • PlH—Planar Handbook
  • PGtE—Player’s Guide to Eberron
  • PGtF—Player’s Guide to Faerûn
  • PHB2—Player’s Handbook II
  • PHB—Player’s Handbook v.3.5
  • PoF—Power of Faerûn
  • RoD—Races of Destiny
  • RoE—Races of Eberron
  • RoF—Races of Faerûn
  • RoS—Races of Stone
  • RotD—Races of the Dragon
  • RotW—Races of the Wild
  • RHoD—Red Hand of Doom
  • RT—Return to the Temple of Elemental Evil
  • Sand—Sandstorm
  • SS—Savage Species
  • SoS—Secrets of Sarlona
  • SoX—Secrets of Xen’drik
  • SK—Serpent Kingdoms
  • SSL—Shadowdale: The Scouring of the Land
  • SL—Shadows of the Last War
  • Sh—Sharn: City of Towers
  • ShS—Shining South
  • SM—Silver Marches
  • S&S—Song and Silence
  • SG—Sons of Gruumsh
  • SC—Spell Compendium
  • Storm—Stormwrack
  • SBG—Stronghold Builder's Guidebook
  • S&F—Sword and Fist
  • Fo—The Forge of Fury
  • FW—The Forge of War
  • ShG—The Shattered Gates of Slaughtergarde
  • SiS—The Sinister Spire
  • SD—The Speaker in Dreams
  • StS—The Standing Stone
  • Sun—The Sunless Citadel
  • T&B—Tome and Blood
  • ToB—Tome of Battle
  • ToM—Tome of Magic
  • Una—Unapproachable East
  • Und—Underdark
  • UA—Unearthed Arcana
  • VGD—Voyage of the Golden Dragon
  • WB—Whispers of the Vampire's Blade

I put this after the intro because I wanted it to stand on its own, but my usual online handle in D&D circles is Forrestfire, in case you recognize that name. I also want to extend my most heartfelt thanks to my co-author Taveena, as well as to Dragoonwraith for helping me with so much proofreading, critique, and CSS advice along the way and NekoIncardine for setting up hosting for the site.

Now that that's out of the way, let’s get on with the handbook!

Table of Contents


For links to each section, refer to the navigation bar on the left.

Chapter I: The Base Class

In this chapter I go over the core ranger (middling as it is), as well as the addressing how weird the RAW on favored enemy advancements are. I also recommend various possible houserules for if you don't want to handle favored enemy advancements the janky RAW way.

Chapter II: Alternative Class Features

This chapter includes a full list of favored enemy options (including those from ACFs), as well as ratings for every alternate and variant ranger feature in the game. There is also a section about ACF Chaining, both going over how it might work and the rules interpretations around it, and going over what ranger can get out of it.

Chapter III: Building Your Ranger

This chapter is a long one. It includes a look at ability score priorities, ratings for races (includes long-form descriptive ratings for the common races and particularly good ones, as well as a table of every race in the game with ratings for rangers), an expansive feats section going over different options and paths you can take on a ranger, and sections for both multiclassing and prestige classing out of ranger.

Chapter IV: Prelude to Fiddliness

Or "Simplicity" in the navigation bar, for space reasons. This chapter has an abridged summary of the following three chapters, which run extremely long due to their wide scopes.

Chapter V: Companions

This chapter goes over rules and ratings for animal companions, familiars, and special mounts. It also includes sections on customizing your companion creatures with feats and variants, and a complete table of all animal companion options in D&D 3.5.

Chapter VI: Spellcasting

This chapter includes a list of every ranger spell in the game, descriptive summaries for the actually-notable ranger spells, an in-depth look at Sword of the Arcane Order, and a large list of wizard spell highlights for rangers taking that feat.

Chapter VII: Gearing Your Ranger

This chapter takes a deep dive approach to equipment, going over weapons, armor, and magic items in sequence. It kinda got away from me, honestly; this chapter is big, representing a solid third of the entire handbook, and should hopefully cover item highlights for basically any ranger build you can think of. It also has a section talking about consumables and trying to assist in addressing common problems people have with them.

Chapter VIII: Optional Subsystems

This chapter takes a look at several different optional subsystems scattered around the game, including bonded magic items, teamwork benefits, retraining, and affiliation benefits.

Appendix 1: Example Builds

Taking a more expansive approach than most handbooks, this appendix opens with seven full "starting package" 1-to-20 builds, including item loadouts and sections for build variations and short guides for playing them. These are meant to be able to be picked up and used for games at any level, simply taking the builds and putting them down onto your sheet. This appendix also has a more standard list of less fleshed-out build ideas afterwards.

Appendix 2: Assorted Tables

This handbook includes several really big tables, and thus I've collected them and placed them in a single appendix for easier referencing. Includes the full 3.5 races list, the full 3.5 animal companions list, the full ranger spell list, the lists of wizard spell highlights I included in this guide, and the full 3.5 touchstone sites list.

Appendix 3: Critical Maths

In the equipment chapter, this handbook makes some potentially-controversial claims about critical hits, the math behind them, and how they should be approached in building. This appendix includes a deeper look at the reasoning and math behind these statements.

An edited image of Tordek, Lidda, Mialee, and Regdar all looking down at a large sheet of paper on the table that shows a screenshot of the ranger class page in the Player's Handbook.

Chapter I: The Base Class


Though most of ranger’s standard class features aren’t that amazing, understanding them is important for when you get to the stuff that is. To that end, I’ve separated the writeups for the base class and the alternative class features into two chapters, so as to not drown you in text.

The Core Ranger :(

The ranger base class can be found legally on the d20srd, at this link.

The Chassis

A d8 hit die, 6+Int mod skills per level, full BAB, good Fortitude and Reflex saves, all simple and martial weapons, and light armor+shields. Ranger’s chassis is honestly one of the best in the game, which gives them a good foundation to support their numerous ACFs and possible prestige class entries.

Class Skills

The ranger’s skill list is a decent spread of generally-useful skills. Though it doesn’t have standouts like Use Magic Device, it’s not bad by any means, and can get you a good level of skillmonkeying even if not specializing in it.

  • Climb (D): Alright at low levels and for prerequisites, but obviated by a lot of spells and items.
  • Concentration (A): You’ll want this eventually if you use a lot of spells, but ranger’s “cast defensively” DC caps out at 19 so it’s not a huge priority.
  • Craft (D): Not particularly necessary or useful outside of prerequisites for most rangers. The exceptions to this are for reducing the costs of mundane items at low-levels (if your DM allows you to make items in backstory), and the Craft (alchemy) and (poisonmaking) skills, each of which carry direct combat benefits and are C-rated.
  • Handle Animal (S or C): If you’re doing anything with the base animal companion, this is mandatory. If you’re not, then its value scales with how much effort you put into it. You can do a lot with even non-companion animals, given downtime and a willingness to engage with the Handle Animal mechanics, even if it’s just having some trained dogs to keep watch at night.
  • Heal (F): Absolutely except at very low levels in niche situations that rarely, if ever come up.
  • Hide (A): A strong pick for most rangers. S-rated if you’re speccing into a scouting/stealth focus, but it’s still not a bad pick even without specializing in it. If you’re looking to sneak, I do recommend familiarizing yourself with the stealth rules, because they’re a mess. This guide by Roguish on Wordpress is a good outlining of the weirdness of the Hide skill.
  • Jump (C): Not particularly good unless using it for Leap Attack. Like Climb and Swim, it can be alright at low levels before getting made redundant by alternate movement speeds. 5 ranks does give you a synergy bonus on Tumble checks though.
  • Knowledge (dungeoneering) (A): Aberrations and oozes are not uncommon monsters at any level.
  • Knowledge (geography) (D): Nearly worthless mechanically outside of prerequisites.
  • Knowledge (nature) (S): Animals, fey, giants, monstrous humanoids, plants, and vermin! This is one of the best Knowledge skills in the game. If you can afford it, take it.
  • Listen (A): Perception is important for not getting caught unawares, and it’s useful for a lot of modules and campaigns for overhearing NPC conversations too.
  • Move Silently (B): Slightly less good than Hide, but still a strong pick on its own. A-rated if you’re speccing into a scouting/stealth focus.
  • Profession (F): Don’t take this unless it’s a prerequisite. Functionally useless for adventurers; it’s an NPC simulationism skill. The books even say not to take it for fluff reasons.
  • Ride (S or F): If you’re doing mounted combat stuff, this is mandatory. Otherwise, it’s near-useless.
  • Search (B): This is a good skill for finding hidden things, though you’re probably not super needing it unless you’re the party’s trapfinder. Becomes S-rated if you’re taking the trapfinding ACF.
  • Spot (A): Like Listen, it’s super useful for not getting caught unawares.
  • Survival (C): This skill is mostly prerequisites fodder, but in a campaign where your DM likes to let you use the tracking rules to sequence-break adventures, I give it an A rating.
  • Swim (B): Unlike Climb and Jump, this one is actually useful to drop a couple ranks in because falling into water can be a death sentence. Even if you get a swim speed, you still use the skill.
  • Use Rope (F): This is rarely, if ever, any good. Even just using manacles makes it basically meaningless.

With the Skilled City-Dweller ACF from the Cityscape web enhancement, you can swap out some of your class skills for other ones, as follows:

  • Gather Information (B): Gives up Handle Animal. This is a solid skill for getting necessary adventure information in some campaigns. Ask your DM if it will be relevant before taking it, though.
  • Knowledge (local) (C): Gives up Knowledge (nature). This one will often net you very useful information about local people of power, and can also be used to ID the weaknesses of humanoid creatures. However, it’s much worse than Knowledge (nature) for monster identification, so I don’t recommend this swap in most cases.
  • Sense Motive (A): Gives up Survival. Unless you need Survival for prerequisites or are using tracking actively, this is a good trade. Sense Motive lets you avoid being lied to by NPCs, which can save your life.
  • Tumble (S): Gives up Ride. One of the best skills in the game, as it lets you move through enemies and avoid attacks of opportunity in combat. Unless you’re using mounted combat, take this and don’t look back.

There are also some skills that are good enough to consider even as cross-class skills. The ranger cannot put max ranks in these without multiclassing, ACFing, or feats that add them as class skills, but it’s worth considering, with how many skill points the ranger gets.

  • Balance (A): If you’re ever balancing (such as in a grease spell’s area, on top of marbles, on a shifting platform, or any similar situation), you become flat-footed unless you have 5 ranks in this skill. This can be absolutely debilitating, and it’s well worth taking the cross-class ranks to hit 5 ranks by level 7.
  • Knowledge skills (A): Dropping a half-rank into Knowledge skills lets you start rolling against DCs higher than 10, and even without investment that can be useful for finding information or identifying monsters. Knowledge (arcana) in particular is worth upping to a full rank though, because one of ranger’s best ACFs, favored enemy (arcanists), requires it.
  • Use Magic Device (B): I know UMD is widely considered to be the strongest skill in 3.5, but bear with me here. The thing is, ranger isn’t Charisma-based, and without UMD as a class skill, you’re never going to get your bonus high enough to reliably use the skill. However, putting a single rank in it at least lets you roll the skill, and in a pinch, being able to retry an off-class wand until you roll a 20 (success on a DC 20) or a 1 (can’t try again for 24 hours) can be useful enough to warrant getting training in the skill, even if you’ll never be good at it without much more significant investment.

Class Features

I’ll be talking about what you can take instead of these in the next chapter, but first I’d like to go over the basic information and value of the core class features.

1st – Favored Enemy (S): The bread and butter of the class (bear with me okay, I know that sounds like a remarkably silly statement). By default, it’s fairly limited, giving you a +2 on weapon damage rolls, as well as on Bluff, Listen, Sense Motive, Survival, and Spot against your favored enemy, then scaling later. However, ranger has some very strong options that synergize with it, such as ways to add the bonus on your attack rolls as well (Solitary Hunting ACF and Tactical Advantage feat), options to increase your damage per hit, sometimes significantly (such as the Favored Power Attack feat’s 3× Power Attack multiplier), and ways to increase your favored enemy bonus further than usual (like the enemy spirit pouch and girdle of hate magic items, or using ACF chaining to advance it multiple times at later levels).

As the ranger’s favored enemy options are tied pretty heavily into their ACFs, I’ll be talking about the full type list in that section.

1st – Wild Empathy (D): Wild Empathy lets you do a weak Diplomacy check against animals, which is already fairly weak, but rangers don’t have a reason to invest in Charisma, which makes it even weaker.

2nd, 6th, 11th – Combat Style (A): Combat styles are a set of three feats that you get in sequence based on the style, while ignoring their prerequisites. This is important, because it lets you not worry about ability score requirements for things like Two-Weapon Fighting. The default combat style options are two-weapon combat (Two-Weapon Fighting at 2, Improved Two-Weapon Fighting at 6, and Greater Two-Weapon Fighting at 11) and archery (Rapid Shot at 2, Manyshot at 6, and Improved Precise Shot at 11). These are fairly solid, especially the TWF one, but the real power of this class feature is in the large variety of options you have for it in the alternative class features and ACF chaining sections.

3rd – Endurance (D): Endurance is a common prerequisite for ranger-aimed prestige classes, but is otherwise mostly irrelevant. Becomes S-rated if you’re a frostblood half-orc from Dragon Magic, because it turns into a feat of your choosing.

4th – Animal Companion (C): For most rangers, this class feature isn’t that good (overly complicated, doesn’t scale well past low levels, and doesn’t scale with prestige classes), and you’ll want to swap it out for an ACF. For rangers who want to focus on an animal pet, however, it can be made quite amazing with enough investment.

4th – Spellcasting (A): Ranger wands are really good. Ranger self-buffs are also really good. Even with the very limited spells per day, you have a pretty good list of both combat and noncombat utility spells available, especially if willing to use consumable items. You can even use cure light wounds wands to support your party’s healing between combats.

5th, 10th, 15th, 20th – Favored Enemy Advancements (S): Favored enemy’s advancement is… weird, to say the least. By RAW, anyway, unlike many class features, extra sources of favored enemy don’t ‘stack’ with your levels in ranger (i.e. unless specifically noted, a prestige class that gives a favored enemy isn’t providing seamless progression of your class feature, but merely adding an extra +2 enemy), which makes the 5th level of ranger particularly strong as a breakpoint. See the spoilered section below for more on the favored enemy advancement mess.

As written, the way favored enemy works is that at 5th level and every five levels thereafter, you get the following (separately):

  • A new favored enemy, with a +2 bonus.
  • One of your existing favored enemy bonuses (be it from ranger or another class) increases by +2. You can pick the new favored enemy with this if you want.

This means that a ranger goes either tall or wide with favored enemies. You can pick one single enemy to max out with every advancement, or you can up a bunch of them to +4 if you wish. The most important thing, though, is that even at the minimum of +2, a favored enemy still activates your ranger feats.

7th – Woodland Stride (D): This is a very mediocre class feature. Undergrowth, natural undergrowth specifically, that isn’t magically-created or manipulated, being relevant is very campaign specific, so it’s unlikely for this to come up much. If it does, though, you can charge through that undergrowth, which is nice.

8th – Swift Tracker (F): This one is particularly bad even for a tracking class feature, because very few DMs are going to do exact round-by-round scheduling for their villains even if it’s a moment where tracking is relevant.

9th – Evasion (B): It’s a really good class feature; dodging area effects completely can save your life. However, it’s very late. Most rangers will have PrC’d out by now. If you haven’t though, it’s nice.

13th – Camouflage (C): This lets you hide without cover in natural environments. Natural environments aren’t as common as the ranger class seems to think they are, and this effect is way too late for a dedicated stealth specialist, but it’s at least functional when it’s active. If you combine this with a greater collar of umbral metamorphosis (ToM) then you get near-unconditional stealth in natural environments. This can be replaced with a piwafwi of shadows (19k item, Dr318).

17th – Hide in Plain Sight (B): Rangers get the worst version of hide in plain sight; it only allows you to hide in natural terrain, which many adventure scenarios don’t count as. Honestly, you shouldn’t be taking ranger to this level. If you really want the benefit of hide in plain sight, you can get a greater collar of umbral metamorphosis or piwafwi of shadows well before this point to do the same thing. But if you do take ranger all the way to 17th, at least you won’t need the magic item for this kind of stealth.

Dead Levels

The Character Class: Dead Levels article WotC put out back in 2006 adds several Survival-related abilities to the ranger’s progression, but they're all F-rated and pretty much irrelevant. You can check the article for them, but they aren’t going to make any difference for how you play the ranger.


Favored Enemy Advancement Weirdness

As mentioned in the above spoiler, favored enemy advancement is weird. They very much did not future-proof the favored enemy class feature like they did with, for example, turn undead (writing in rules for how different classes granting it stack). Nor are there general rules for how class features stack if you take multiple classes that grant them! This can result in some weird multiclass results, like how you can get a bunch of sneak attack by taking a single level of a dozen classes that grant it.

If you’re fine just using the rules as they say, no matter how clunky they can be, you can skip this section. Otherwise, the following spoiler has both discussion of the reasons favored enemy progressions are weird, as well as discussion of possible houserules you could use.

why is 3.5 like this

By the rules-as-written, favored enemy doesn’t ‘stack’ properly. If you get a favored enemy from another class it will tend to come in at +2, and unless that class advances favored enemies the same way ranger does, you’ll still need to take ranger 5/10/15/20 to up your bonuses.

There are a few types of ways of getting more favored enemies outside of ranger levels:

Specific favored enemy, specific advancements

Favored Enemy (Ex): At 1st level, your hatred of aberrations grants you a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against aberrations. Likewise, you gain a +2 bonus on weapon damage rolls against such creatures. At 4th level, and then again at 8th level, this bonus increases by 2. If you possess the favored enemy (aberrations) feature from another source, these bonuses stack.


—Abolisher, LoM p. 182

Favored Enemy (Giant) (Ex): A gnome giant-slayer gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. He gets the same bonus on weapon damage rolls against giants. This benefit stacks with the ranger favored enemy class feature if giant is the ranger's favored enemy. This bonus increases by an extra +2 for every three gnome giant-slayer levels beyond 1st.


—Gnome Giant-Slayer, CWar p. 36

Favored Enemy (Giant) (Ex): A goliath liberator has giants as a favored enemy. Due to her extensive study of giants and training in the proper techniques for combating such creatures, the liberator gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures. These bonuses stack with those gained from the favored enemy (giants) class feature of other classes (such as ranger), but this ability does not increase those classes' other favored enemy bonuses. For instance, if a 5th-level ranger/1st-level goliath liberator has already selected giants as one of her ranger favored enemies, this +2 bonus would stack with the favored enemy (giants) bonus she already had. It would not increase the character's favored enemy bonuses against other types of creatures. This bonus increases to +4 when the liberator reaches 5th level.


—Goliath Liberator, RoS p. 112

These classes and others like them give you a new favored enemy with its own scaling progression. This does not advance existing favored enemies, but unlike normal favored enemy, this does stack with your existing bonus if you already had that type as a favored enemy. If you take a level in one of these classes, then later go back to ranger, you can advance the bonus favored enemy as normal.

Specific favored enemy, no advancements

Favored Enemy (Ex): At 4th level, a Knight gains lycanthropes as a favored enemy, just as if he were a 1st-level ranger. Unlike standard ranger favored enemies, which are organized by monster type, the Knight's favored enemy bonuses apply to all lycanthropes regardless of type (for example, the bonuses apply against a human werewolf and a hill giant dire wereboar).


—Crescent Moon Knight paladin substitution level, CoV p.37

Favored Enemy (Ex): At 4th level, a Darksong Knight gains yochlols as a favored enemy, just as if she were a 1st-level ranger. Unlike standard ranger favored enemies, which are classified by monster type, the Knight's favored enemy bonuses apply only to yochlols, not all kinds of demons.


—Darksong Knight fighter substitution level, CoV p. 38

Favored Enemy (Ex): As a member of this class, you gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans or elves. Likewise, you gain a +2 bonus on weapon damage rolls against these races. See the ranger class feature, page 47 of the Player's Handbook.


—Scar Enforcer, RoD p. 130]

These give you a new favored enemy and directs you to look at how it works in the core ranger class, but doesn’t advance it or otherwise have information about stacking. Does it stack with your existing ranger levels if you’re already one, because it says “as if [you] were a 1st-level ranger?” Unclear.

Generic favored enemy, no advancement

Benefit: You add an extra favored enemy to your list (see Table 3-14 in the Player's Handbook) beyond your normal allotment. Initially, you gain the standard +2 bonus on damage and the usual skill checks against this new favored enemy. When you advance beyond the level at which you gained Extra Favored Enemy, this bonus increases in the same way other favored enemy bonuses do. For example, suppose you select goblinoids as your first favored enemy when you are a 1st level ranger and magical beasts as your second when you reach 5th level. You choose to allocate your extra +2 bonus against goblinoids, giving you a +4 bonus against goblinoids and a +2 bonus against magical beasts. Then you take Extra Favored Enemy as your feat at 6th level and select aberrations. At this point, you have a +4 bonus against goblinoids and a +2 bonus against both magical beasts and aberrations. When you reach 10th level, you choose monstrous humanoids as your new favored enemy and allocate your extra +2 to goblinoids. Now your bonuses are +6 against goblinoids and +2 against magical beasts, aberrations, and monstrous humanoids.


—Extra Favored Enemy feat, Gh 3.5 update p. 2

This one gives you a new favored enemy at +2, and explicitly calls out that it doesn’t advance existing favored enemies, going so far as to have a full example progression with it.

Generic favored enemy, full advancements

Favored Enemy (Ex): At 4th level, you can select a type of creature as a favored enemy. (See the ranger class feature, PH 47.) If you already have a favored enemy from another class, you instead select an additional favored enemy. In addition, you can increase by 2 the bonus against any one favored enemy (including the one just selected, if so desired). At 9th level, you can select an additional favored enemy and once more increase a favored enemy bonus.


—Duraak'ash, Dra p. 107

Favored Enemy (Ex): At 4th level, an Eldeen ranger gains a favored enemy. This ability works just like the ranger's favored enemy ability, and it allows the Eldeen ranger to increase the bonus against one of his favored enemies as if he had just gained another favored enemy from his ranger class.


—Eldeen Ranger, ECS p. 74

Favored Enemy (Ex): At 2nd level, a swanmay gains a favored enemy. This works just like the ranger's favored enemy ability, and if the swanmay has one or more favored enemies already, the bonus against one of her favored enemies increases as if she had just gained another favored enemy from her ranger class. The swanmay does not choose this favored enemy herself; rather, each order of swanmays has its own favored enemy, typically related to a group that frequently threatens their home region.


—Swanmay, BoED p. 76

And finally, these ones from Eberron and the Book of Exalted Deeds treat gaining the ability as if you’d hit ranger 5/10/15/20 and advanced favored enemy normally.

So, with that in mind, favored enemy advancement is kinda weird. On some level, it feels like favored enemy should stack between classes the usual way (i.e. on a 1-20 progression), but the prestige classes that grant it tend to either have an early advancement as a perk of taking them, or have a specifically-targeted, sped-up progression.

In addition, when some ACFs come into play it gets weirder (and slightly nonfunctional) by RAW. If a druid has favored enemy “as ranger” and multiclasses into ranger, you get two separate progressions by RAW (both giving +2 baseline enemies that can be advanced at class level 5 for either), rather than stacking together. For some characters this is a big benefit! Being able to dip a class to get an extra favored enemy is good for characters looking to “go wide” with Favored Power Attack and similar abilities. But for others, it’s a weird, arbitrary drawback.

In some ways, the simplest way of handling all these disparate favored enemies is to use them exactly as-written. That’s how I tend to think about them when building, since I can’t guarantee houserules exist. At the same time, sometimes “simplest” isn’t “best,” and for a lot of players the as-written way of doing things can feel bad to take.

So where does that leave us?

Houserules, of course.

The Simple Options

There are two options I’ve seen people use before, and I honestly don’t particularly like either of them:

Simple Option A (all favored enemies are also advancements)

We treat all classes that grant a new favored enemy as if they were also granting an advancement to favored enemy, like ranger 5/10/15/20.

This one is a common misinterpretation of the RAW and also a common houserule. Basically, the idea is that since ranger 5 gives you an extra favored enemy, and various PrCs give extra favored enemies, shouldn’t you also get the rest of what ranger 5 says at that point? Personally, I think that this, while an understandable interpretation, is extremely dangerous balance-wise.

Take for example a 5th level ranger with favored enemy (arcanists) +4. At 6th level, he takes gnome giant-slayer 1, gaining favored enemy (giants) and boosting his favored enemy (arcanists) to +6. At 7th, he takes abolisher 1, gaining favored enemy (aberrations) and boosting his favored enemy (arcanists) to +8. At 8th, he takes another PrC that grants it, and so on and so forth. Similarly to hypothetical sneak attack dip builds, this can escalate to very high numbers very quickly.

The problem I personally have with it is that when you account for things like solitary hunting or the Tactical Advantage feat (both of which let you add your favored enemy bonus on attack rolls too), or the Wise to Your Ways feat (adds it on saves), you can trivially reach numbers that far outstrip anything comparably-leveled PCs can do. It’s common wisdom in 3.5 circles that you can’t make a martial “too strong,” but speaking as someone who’s been on both the player and DM side of “numbers too strong,” you can get something similar. When you have one party member throwing around attack rolls way, way higher than the rest of the party, enemies that can challenge the former will absolutely destroy the latter, and enemies that challenge the latter will be too easy for the former. It’s okay to reward high attack bonuses by letting them hit more, but you eventually reach a point where the game just kinda starts to break down.

If used in moderation, this method can be a reasonable way to handle favored enemy advancements, and gives rangers a nice buff to their scaling, while also making things “make sense” in a very clean, smooth way. A reasonable compromise that makes it a little less easy to break would be to treat things like gnome-giant slayer as stand-alone classes that don’t progress existing favored enemies. Nonetheless, as a blanket houserule, I worry about it. If you use this, just be careful of what numbers you’re ending up with.

Simple Option B (all favored enemy classes are one progression)

We treat all favored enemy-advancing classes as if they just counted as ranger levels, without worrying about parity with their original versions.

If you want to apply a scorched-earth simplification, you can just take all these classes and prestige classes and have them be treated as if they had “+1 to effective ranger level for favored enemy” instead of their existing favored enemy gains and adjustments. It will make things a lot simpler, but it’ll also make the prestige classes worse, so I don’t recommend this one. Still, I thought it was worth mentioning as an option, if only for the sake of completeness.

The Less Simple Option

Still, there’re a lot of ways to handle things with houserules. My personal suggestion would be to allow a player to choose to use the RAW version or a houseruled version for each of these possible interactions between multiclass/prestige favored enemies (pending a DM veto as usual). This would mean a player who wants to “go wide” at the cost of their progression via dips still can do that, but also would allow players who multiclass to continue progressing in a way that makes a little more sense.

Scenario 1 (Level Stacking)

Two multiclassed base classes that both grant favored enemy and specify advancing it.

Example: Ranger 3/favored enemy druid 1/favored enemy barbarian 1
As-Written Option: The character has three separate, individual +2 favored enemies, and if they want an advancement, they would need to take ranger, druid, or barbarian to 5th level.
Houserule Option: Stack the levels together into one 1-20 progression, using ranger as a baseline.
Result: The character has effective ranger level 5 for the purposes of favored enemy. This means they’ve gotten one favored enemy at 1st level, and at 5th level got a second one, and advanced one of those two enemy types to +4.

Scenario 2 (Specific-Enemy PrC with accelerated advancement)

A prestige class that grants a specific favored enemy, and advances it (and only it) at an accelerated rate.

Example: Ranger 5/Gnome Giant-Slayer 10
As-Written Option: From their ranger levels, the character has one favored enemy at +4 and a different favored enemy at +2. In addition, from their gnome giant-slayer levels they have favored enemy (giant) at +8. If their initial +4 ranger favored enemy was also giant, these combine for a total of +12, much higher than a ranger could normally get by 15th level.
Houserule Option: Stack the levels together into one 1-20 progression, using ranger as a baseline. In addition, at 1st level in the prestige class (or the level they would normally get the favored enemy), the character gets an additional +2 favored enemy of the named type, or of a type of their choosing if they already had it.
Result: Our gnome giant-slayer now has effective ranger level 15, and five favored enemies (four from the normal progression, plus giants). An example of this progression would look like this:

Level Favored Enemies
Ranger 1 +2 type A
Ranger 5 +2 type A, +2 type B; +2 worth of increases
Ranger 5/Gnome Giant-Slayer 1 +2 type A, +2 type B, +2 giants; +2 worth of increases
Ranger 5/Gnome Giant-Slayer 5 +2 type A, +2 type B, +2 type C, +2 giants; +4 worth of increases
Ranger 5/Gnome Giant-Slayer 10 +2 type A, +2 type B, +2 type C, +2 type D, +2 giants; +6 worth of increases

The end result is a ranger with more favored enemies, but the same absolute ceiling (capping at +8 at 15th level and +10 at 20th level as usual).

Scenario 3 (Bonus favored enemy with no advancement)

A class gives you a bonus favored enemy without advancing it at all.

Example: Ranger 5/Darksong Knight fighter 4, Ranger 5/Scar Enforcer 1
As-Written Option: You get an extra favored enemy at +2, similar to if you’d taken the Extra Favored Enemy feat.
Houserule Option & Result: Unlike the other houserules listed where I recommend sidegrade, this one is a strict upgrade. My recommendation here is to treat it just as if it were Scenario 2, except starting with the effective level listed. So for Darksong Knight, which specifies it gets its specific favored enemy as a level 1 ranger, add the bonus favored enemy as mentioned in Scenario 2, then stack fighter levels (using fighter level minus 3) with ranger levels to determine progression for advancements. As for Scar Enforcer, just treat it as if they were an advancing-the-favored-enemy class. Scar Enforcer needs the help anyway.

Scenario 4 (Class offers an early advancement of favored enemy)

A class specifies a properly-templated advancement of favored enemy.

Example: Ranger 5/Duraak'ash 4, Ranger 5/Eldeen Ranger 4, Ranger 5/Swanmay 2
As-Written Option: You get an extra favored enemy advancement at the listed levels.
Houserule Option & Result: Treat this as Scenario 1 (stacking levels together), except the class counts as having extra an effective ranger levels equal to five minus the level they would normally get the advancement at. So, duraak’ash (favored enemy advancements at 4th and 9th level) would stack with ranger levels, but count as +1 effective ranger level.

This way, a ranger 5/duraak’ash 4 still gets their favored enemy advancement at character level 9. Basically, the only change in function here is that if they leave the prestige class between favored enemy advancements, they ‘take the extra levels with them’. A ranger 5/duraak’ash 7/favored enemy druid 2 would have an effective ranger level of 5 (ranger) + 8 (duraak’ash) + 2 (druid) = 15, and they’d hit their next advancement at character level 14.


Four colorized headshots of Soveliss, the iconic 3.5 ranger. These have vibrant, eye-searing colors, and are arranged side-by-side in a way referential to the paintings of Andy Warhol.

Chapter II:
Alternative Class Features


This section will detail the normal ranger ACFs, including favored enemy types. The difference between this and the next section is mostly one of outlook on how ACF chaining works (i.e. if it does or doesn’t). There’s plenty of things you can trade out in both sections, but for the sake of the convenience, I’m separating them so that people whose groups and/or DMs aren’t keen on that interpretation of the rules don’t have to sift through manually.

As a note, for racial ACFs, I am rating them based on the assumption that you’re picking the race anyway. None of the racial ACFs are overpowering enough to be a reason to pick a race you don’t otherwise want to play. For example, I’ve rated the gnome ranger ACFs with the expectation that you are looking to play a gnome, and comparing the ACF vs the base feature in the context of already having picked “gnome” as your race. If you’re not a gnome, then the rating really wouldn’t apply (because you can’t take the ability anyway).

For regional and setting-specific lore ACF options, I will be noting them when relevant, but I also want to emphasize that the Player’s Guide to Faerûn directs you to, at the very least, ignore FR-centric culture/region requirements, Oriental Adventures does the same for clans and race stuff in its book, and in general, I don’t see much reason to limit these in homebrew campaigns except perhaps making regional options mutually-exclusive, since they were written with the idea that you could only generally have one in mind.

If an alternative class feature is relevant in multiple categories (such as a favored enemy variant that also requires you to trade away one of your filler abilities), I’ve mentioned it in each section. Likewise, for substitution levels, you’ll find individual substitution levels in the categories they affect, and also in a section later that lists them in their full context for if you decide to take them together.

Favored Enemy ACFs

This is where some of the ranger’s strongest options lay. The most useful of them significantly broaden your ability to activate your ranger feats and boost your attacks against enemies, but even the less-broad ones can be alright.

Note: Favored enemy bonuses, unless specifically noted, do not stack with each other if a creature ticks multiple boxes. Only your highest relevant bonus applies.

Favored Enemy ACFs

Solitary Hunting (S): Dr347 p. 91. Taken at 1st level, this trades your animal companion (and any other ones from existing classes) for “your favored enemy bonus also applies to your attack rolls.” If you’re playing a normal ranger and only take one single ACF, this is the one to take. With the exception of the mystic ranger variant progression, this is perhaps the best ACF in the class, because it turns your favored enemy boosts from ‘solid damage and skill boost’ to ‘incredibly big attack boost’. Even a single-class ranger with solitary hunting will get +4 to attack rolls at level 5, +6 at level 10, and so on… this applies to increased favored enemy bonuses via enemy spirit pouches or a girdle of hate, it applies to favored enemy bonuses from other classes, it’s just an absolutely fantastic ACF. If you aren’t using your animal companion, and aren’t swapping it for something else, take this one without question.

Arcane Hunter (S): CMag p. 32. Taken at 1st level and requiring 1 rank of Knowledge (arcana), this gives you a special favored enemy choice that applies against all arcane spellcasters and characters that use invocations (warlocks and dragonfire adepts). Arcane spellcasters are some of the most dangerous enemies you can face, as well as an incredibly broad list of foes both class-leveled and otherwise. For example, this applies against nearly every true dragon except the very young ones. In addition, most of the time, your campaign’s BBEG is going to be or be allied with arcane casters, so it’s a near-guarantee of applicability.

Dwarf Ranger AC Bonus (B): Dr341 p.92. This one is a modification to your racial traits, and requires you to be a dwarf who’s taking ranger 1 as your very first level. You trade your bonus on Appraise and Craft checks, your dodge bonus to AC against giants, and stonecunning, and in exchange add half your favored enemy bonus to AC against your favored enemies. This is much more applicable than the numerical bonuses, but stonecunning is a common prerequisite for dwarf-specific options and good in some dungeon crawls.

Elf Ranger Substitution Level 1 (A): RotW p. 156. Elf ranger 1 has a d6 hit die, an extra +2 skill points, Balance as a class skill, modifies the skills your favored enemy boosts to Hide, Listen, Move Silently, Spot, and Survival, and finally gives you special options for favored enemies in addition to the normal list. You can choose “servants of Lolth” as a favored enemy (which includes drow, driders, and all monstrous spiders), and if you pick that, undead, or humanoids (orc) as a favored enemy, the bonus is +3 instead of +2. This even applies for your advancements (so you could take elf ranger to 5 and have favored enemy (undead) at +6, via a base of +3 and an advancement of +3). The reason this is rated more highly than the gnome and kobold versions below is because undead are such a common enemy type at every CR that it’ll basically always be relevant to grab +3 vs undead at some point.

Elf Ranger Favored Terrain (B): Dr341 p.93. This one is a modification to your racial traits, and requires you be an elf who’s taking ranger 1 as your very first level. It gives you a +1 bonus on attack and damage rolls in a chosen terrain (aquatic, desert, forest, hills, marsh, mountain, or plains), and a –1 penalty on Wisdom- and Int-based skill checks outside that terrain. In spite of being limited to a single terrain, this is still a very strong ACF if you’re already playing an elf and have a reasonable expectation it’ll matter. (I am aware this isn’t a favored enemy ACF, but I’m putting it here because there’s not really a better place for it than right next to the first elf ranger substitution level.)

Elf Ranger Substitution Level 10 (F): RotW p. 157. Like elf ranger 1, it has a d6 hit die and an extra +2 skill points. However, this is much worse. Instead of a favored enemy advancement at 10th level, if you take this substitution level you get a +4 morale bonus on Will saves against drow and driders and a +4 morale bonus on Fort saves against spider venom. Just take Wise to Your Ways with a “servants of Lolth” favored enemy instead.

Fangshields Ranger Substitution Level 5 (F): CoV p.41. This requires you to be a nonhumanoid type, has Diplomacy as a class skill, and trades your favored enemy advancement at 5th level for your choice of +1 to AC during the day or +1 to AC at night. Please don’t take this. Even if you’re taking fangshields ranger already (levels 2 and 4 are great), skip this one.

Favored Enemy (scalykind) (D): SK p. 5. Hidden away in Serpent Kingdoms is a callout that rangers in Faerûn can take favored enemy (scalykind), which includes most humanoids with the reptilian subtype, but also kobolds who took Dragonwrought. It's pretty much a direct upgrade to favored enemy (reptilian humanoids) in most cases, but not actually good unless your campaign is about those creatures.

Favored Enemy (serpentfolk) (D): SK p. 5. Likewise away in Serpent Kingdoms is a callout that rangers in Faerûn can take favored enemy (serpentfolk), which includes most yuan-ti and a bunch of different snakelike enemies. Notable, but not actually good unless your campaign is about those creatures.

Favored Environment (F): SRD. Trades your entire favored enemy progression for the ability to choose a natural environment and gain your scaling favored enemy progression on Hide, Listen, Move Silently, Spot, and Survival checks in that environment, as well as Knowledge (nature) and Knowledge (dungeoneering) checks about it. This is a very bad trade, since it doesn’t give you any sort of combat boost.

Gnome Ranger Substitution Level 1 (B): RoS p. 149. This is identical to 1st-level ranger, except that, similarly to elf ranger 1 above, its favored enemy skill bonuses change (to Hide, Listen, Move Silently, Spot, and Survival) and it gets +3 instead of +2 whenever you pick one of three specific enemy types. Unlike elf ranger, though, the types listed are fairly specific: humanoid (goblinoid), humanoid (reptilian), and giant. This is quite good (A) if you’re in a campaign focusing primarily on fighting one of these from start to finish, but otherwise the main benefit is just getting to apply your favored enemy bonuses to stealth skills instead of social skills.

Gnome Ranger Spell-Like Abilities (C): Dr341 p. 93. This one is a modification to your racial traits, and requires you be a gnome who’s taking ranger 1 as your very first level. You lose all your racial spell-like abilities except speak with animals, and instead gain the ability to use create water, detect poison, and purify food and drink each 1/day as SLAs. It’s a sidegrade, except for whisper gnomes, where it’s really bad (F). (I am aware this isn’t a favored enemy ACF, but I’m putting it here because there’s not really a better place for it than right next to the first gnome ranger substitution level.)

Half-Orc Ranger (A): Dr341 p.93. This one doesn’t modify your racial traits, but like the other Dragon #341 ACFs, you must be a half-orc taking ranger 1 as your very first level to take it. You get a bonus favored enemy in either humanoid (human) or humanoid (orc), which works just as normal, except as per usual you can’t double up at 1st level. In exchange, you also take a penalty on all Charisma-based skills and checks against humanoids with that subtype equal to your favored enemy bonus (canceling out the Bluff bonus that FE normally grants, and penalizing the rest). Human is one of the most common NPC types, especially for mooks, so even in campaigns without a specific humanity focus, this is a very good ACF.

Halfling Ranger (S): Dr341 p.93. This one is a modification to your racial traits, and requires you be a halfling who’s taking ranger 1 as your very first level. You lose your racial luck bonus on all saves, and instead get an untyped bonus on all saves and opposed skill checks against all of your favored enemies equal to half the relevant bonus. This can stack very high, and is especially useful with broad FE choices like arcanist and evil creatures. It also stacks with the feat Wise to Your Ways, letting you ratchet your saving throw bonuses sky-high.

Kobold Ranger Substitution Level 1 (B): RotD p. 109. This is identical to 1st-level ranger, except that, similarly to elf ranger 1 above, its favored enemy skill bonuses change (to Hide, Listen, Move Silently, Spot, and Survival) and it gets +3 instead of +2 whenever you pick one of three specific enemy types. Unlike elf ranger, though, the types listed are fairly specific: humanoid (dwarf), humanoid (gnome), and fey. This is quite good (A) if you’re in a campaign focusing primarily on fighting one of these from start to finish, but otherwise the main benefit is just getting to apply your favored enemy bonuses to stealth skills instead of social skills.

Rival Organization (F): Cityscape web enhancement. This ACF trades favored enemy (the whole feature) for a similar effect that chooses a specific organization in your setting to target. It scales like favored enemy (+2 at 1st level, and advancements that increase a bonus and add an extra +2 for a different organization), but applies on Bluff, Intimidate, Gather Information, Knowledge (local), and Sense Motive, and to your AC against members of the chosen organizations. It does not grant you a damage bonus, it doesn’t work with favored enemy-boosting feats, and in general it’s a huge trap option as a result, especially compared to urban ranger below. If your DM lets you use favored enemy-boosting abilities with it, it’s a bit better (D) (for example, you could use solitary hunting with it in that case), but you’re really better off just taking one of the three urban ranger variants listed below, since they just… let you pick an organization as a normal favored enemy, without deleting the rest of your options.

Urban Ranger (B): Dr310 p. 59, MotW p. 15. So, these two alternative features are basically identical in their main function, which is allowing you to have “an organization or culture” as a favored enemy, functioning as usual in addition to that (you can still pick creature types as well). If your campaign is about facing a specific organization, this is S-rated.

In addition, they get Gather Information and Knowledge (local) as class skills, and they adjust your spell list in a “ask your DM” way, suggesting the following to start with:

  • Swapping detect snares and pits for detect secret doors.
  • Swapping speak with animals with message.
  • Swapping plant growth with phantom steed.
  • Swapping tree stride with dimension door.

The differences between the two versions of Urban Ranger (I’ve adjusted the 3.0 one from Masters of the Wild as per the 3.0 update booklet) are as follows:

  • Urban Ranger (MW) swaps Track for Shadow (+2 to Hide and Move Silently when following someone) and loses Wild Empathy and Knowledge (nature).
  • Urban Ranger (Dr310) swaps Track for Stealthy (the core feat), and loses Knowledge (geography) and Knowledge (nature).

In most cases you’ll want the Dr310 one, but in the case where you really need Knowledge (geography) for prerequisites, dropping Wild Empathy is a better call.

Urban Ranger (UA) (B): SRD. The urban ranger from Unearthed Arcana (distinct from the Masters of the Wild/Dragon #310 versions, but similar in scope) is a pretty good ACF, and depending on your needs may be better than the other two versions! You lose Knowledge (nature), Knowledge (dungeoneering), and Survival, but gain Gather Information, Knowledge (local), and Sense Motive. In addition, it penalizes Wild Empathy, makes your animal companion have to be Medium or smaller, and has a different, much larger spell swap list than the other urban rangers. It also lets you do favored enemy against organizations, and swaps Track for Urban Tracking. Urban ranger (UA) is mutually-exclusive with planar ranger (UA).

Uthgardt Barbarian Ritual Enemies: FRCS p.168. Tucked away in the middle of the Forgotten Realms Campaign Setting is a hidden gem that a friend of mine pointed out to me last year. In fact, it revived my ranger fascination and is actually what prompted my writing this guide in the first place. There’s a regional option for the Uthgardt barbarians from FR, stating that each of the ten tribes has an ancient ritual enemy that all rangers from the tribe pick as their “special enemy” (a term sometimes used in 3.0 to refer to favored enemies, and so something I’m treating as a FE choice). This is similar to how elf ranger gets “servants of Lolth” as a grouping within one favored enemy choice.

In true FR fashion, these range from outright terrible (some of them literally have been wiped off the face of Faerûn) to broad enough to be interesting. The most important one is the Great Worm tribe, a good-aligned group that used to be run by the ‘great worm’ Elrem the Wise in AD&D (now deceased, rip). Their ritual enemy choice is “evil creatures.” Not outsider (evil), but just evil creatures in general, which results in a similar but different version of the Stalker of Kharash PrC’s favored enemy (evil).

Note that unlike Stalker of Kharash, which explicitly stacks with other favored enemy bonuses, Great Worm favored enemy (evil creatures) does not do so. If you pick that, you still only take your highest applicable bonus against creatures that tick multiple boxes.

The ten Uthgardt tribe options are as follows:

  • Black Lion Tribe (D): Tundra barbarians
  • Black Raven Tribe (C): Foreign merchants and clerics, as well as the Griffon tribe
  • Elk Tribe (F): “A dead northern civilization”
  • Grey Wolf Tribe (C): Orcs
  • Great Worm Tribe (S): Evil creatures
  • Griffon Tribe (D): Northern cities
  • Red Tiger Tribe (F): “Blue Bear tribe (now deceased)”
  • Sky Pony Tribe (C): Orcs
  • Thunderbeast Tribe (F): Wolves
  • Tree Ghost Tribe (F): Evil undead creatures

If your DM allows you to use this (and personally I don’t think it breaks the game, but you should as always speak with your group about your builds to make sure), then favored enemy (evil) off the Great Worm tribe is going to be one of the broadest and most useful favored enemies you can pick, except perhaps favored enemy (arcanists). It also allows you to do some genuinely interesting “fake paladin” builds.

Also, the Black Raven tribe’s favored enemy (merchants and clerics) is kinda wild and I would love to play a character with that at some point, it seems really quite strong (A) in the right kind of campaign (criminal underground-based city games could be super good for that, as well as ones where you fight a lot of churches and clerics).

Wasteland Ranger (D): Sand p.48. This is a package deal ACF that modifies your list of available animal companions, replaces Endurance with the Heat Endurance feat, woodland stride with the Sandskimmer feat, and your 10th level bonus favored enemy (not the advancement; you still up one of your existing enemies by +2 as normal) with the ability to choose get extra bonuses against one specific kind creature (a) for whom you already have their type as a favored enemy and (b) who lives in the desert. This ups your normal favored enemy bonuses by +2 against them, and gives you +2 on saves and DR 2/– against them. Losing an entire type or other broad choice of favored enemy for a bonus against one specific kind of creature is pretty mediocre, but in the right campaign, being able to specialize even further in, say, “blue dragons” or “dry liches” could be good... I guess...

Favored Enemy List

Here is a table of all the various favored enemy options you can get access to via the ranger’s class features and ACFs, arranged alphabetically. There are two columns for ratings; one of them, labeled “Rating (Gen)”, is a rating in a broader/general sense, and the other one, “Rating (Opt)” assumes you have favored enemy (evil creatures) and favored enemy (arcanists) from ACFs, because those two are particularly broad and change what types of creatures you would want to grab to maximize the number of creatures your class features and feats work on. In the second column, the other Uthgardt Barbarian favored enemies are listed as “–” because you can’t take them alongside the Great Worm tribe.

Compiled Favored Enemy List
Favored Enemy Rating (Gen) Rating (Opt) Source Special notes
A specific organization B B Urban Ranger ACF Rated even higher if your campaign is about facing this organization primarily
Aberration A A Base Class Common enemy type at every level
Animal B A Base Class Common enemy type at low and mid levels; exclusively neutral alignment
Arcanists S S Arcane Hunter ACF Includes nearly every true dragon
Construct A A Base Class Common enemy type at mid and high levels
Dragon A F Base Class Arcanists covers nearly every true dragon (the main threats of this type)
Elemental C B Base Class
Evil creatures S S Great Worm Tribe ACF Regional variant; includes most undead
Evil undead creatures F Tree Ghost Tribe ACF Just take FE (undead)
Fey C C Base Class
Foreign merchants & clerics C Black Raven Tribe ACF Regional variant; foreign relative to home tribe; can be very good in some campaigns
Giant C C Base Class
Humanoid (elf) C C Base Class Includes drow, a common mook enemy type
Humanoid (goblinoid) C C Base Class Common mook enemy type
Humanoid (human) B B Base Class Common NPC enemy type
Humanoid (orc) C C Base Class Common mook enemy type
Humanoid (other) D D Base Class Overly specific unless the campaign is focused on them
Humanoid (reptilian) D D Base Class Includes kobolds, a common mook enemy type, but not Dragonwrought kobolds, the most dangerous and likely-to-be-a-boss-fight ones
Magical Beast B A Base Class Common enemy type at all levels
Monstrous Humanoid D C Base Class
Northern cities (FR) D Griffon Tribe ACF Regional variant; rated higher if relevant to campaign
Ooze D D Base Class Probably don't need the boosts to hit and damage ooze enemies
Outsider (air) D D Base Class
Outsider (chaotic) B C Base Class Includes demons, a common high-level enemy, as well as the "usual" chaotic outsiders
Outsider (earth) D D Base Class
Outsider (evil) A F Base Class Very common high-level enemy subtype
Outsider (fire) D D Base Class
Outsider (good) D C Base Class Rated much more highly (A) if playing an evil campaign
Outsider (lawful) B C Base Class Includes devils, a common high-level enemy, as well as the "usual" lawful outsiders
Outsider (native) D D Base Class
Outsider (water) D D Base Class
Plant C C Base Class
Scalykind D D Serpent Kingdoms Includes most humanoids with the reptilian subtype, but also Dragonwrought kobolds
Serpentfolk D D Serpent Kingdoms Includes yuan-ti and various snake monsters
Servants of Lolth C C Elf Ranger Substitution Levels Includes drow (a common mook type), spiders, and driders
Tundra barbarians (FR) D Black Lion Tribe ACF Regional variant; rated higher if relevant to campaign
Undead S F Base Class One of the most common enemy types in the game
Vermin C B Base Class Most dangerous vermin are swarms; you won't be using weapons against them
Wolves F Thunderbeast Tribe ACF Just take FE (animal)

In addition to the above options, Dragon Magazine #274 has a set of campaign details for playing in a Robin Hood-themed setting with only humans allowed. They give no guidance for rangers themselves, but page 67 had game statistics for Robin Hood himself, featuring favored enemy against “evil Norman nobles” and “evil bandits.” While these are worse than the Uthgardt Barbarian enemies and probably worse than the favored enemy organization option of the urban ranger, I feel it’s notable to mention that there’s precedent for campaign-specific favored enemies beyond even these. Robin Hood’s favored enemies would in practice apply to basically everything in said adventure setup, so… yeah.

I mention this mostly as a piece of insight into how the ranger class might play, could play, and probably should play. Sometimes we have a reflexive flinch against super broad favored enemies, but even back in August 2000… even with the pre-Paizo, in-house WotC era, even before 3.0 D&D released, there were developers for the company using extremely wide-scope options. I did not write 3.0 or 3.5, and so I can’t make certifiable statements on developer intent. However, when doing this kind of rulebook archaeology I’ve found implications that favored enemy was never meant to be a “sometimes” thing or a situational bonus; instead I saw consistency in it being expected to be always up except in edge case scenarios, similarly to a rogue’s sneak attack or a barbarian’s rage.

Combat Style ACFs

The other big power feature for ranger (in theory), combat style ACFs range from simple variants that change your bonus feats to full-on adjustments to the way the class plays.

Combat Style ACFs

Alternate Combat Styles: Dr326, p. 97. These combat styles change your base, improved, and mastery combat style options, and as usual for ranger combat styles, you ignore prerequisites for them. This can be quite good when playing, say, a Weapon Finesse range who wants Power Attack, just as the base ranger’s two-weapon combat style is great for Strength-based melees who want Two-Weapon Fighting. The options are as follows:

  • Beast-Wrestling Style (D): Improved Unarmed Strike (2nd), Improved Grapple (6th), Stunning Fist (11th)
  • Mounted-Combat Style (B): Ride-By Attack (2nd), Spirited Charge (6th), Trample (11th)
  • Piscator Style (D): Exotic Weapon Proficiency (net) (2nd), Improved Trip (6th), Improved Critical (11th)
  • Strong-Arm Style (A): Power Attack (2nd), Improved Sunder (6th), Great Cleave (11th)
  • Throwing Style (C): Quick Draw (2nd), Point Blank Shot (6th), Far Shot (11th)

None of these styles are universally full of amazing feats, but if your build uses one or more of them, it’s definitely worth considering swapping. You’re primarily going to care about the 2nd level bonus feat on most builds, unless you’re taking ranger single class.

Of course, if you need a combat style’s specific feats for prestige class prerequisites, then this is rated much, much higher (A), since feats tend to be in short supply.

Fangshields Ranger Substitution Level 2 (A): CoV p. 41. This requires you to be a nonhumanoid type, has Diplomacy as a class skill, and gives you a unique combat style that scales based on if you have one or more natural weapons.

  • 2nd level (A): Multiattack (if you have multiple) or Improved Natural Attack (if you have one)
  • 6th level (F): Weapon Focus (for any one of your natural weapons)
  • 11th level (F): Weapon Focus (for a second natural weapon, if you have multiple) or Greater Weapon Focus (for your natural weapon, if you have only one).

Moon-Warded Ranger Substitution Level 2 (A): Dr340 p. 55. Instead of your base combat style feat, you get an ability called “armor of the senses” that gives you your Wisdom bonus to your AC when wearing light or no armor. This stacks with monk or swordsage AC bonuses, letting you crank your AC up very high on Wisdom-focused builds.

Moon-Warded Ranger Substitution Level 6 (D): Dr340 p. 55. Instead of your improved combat style feat, this gives you DR 2/– at night, which increases to DR 3/– under the light of the moon. Unlike other DR, this explicitly stacks with existing DR/–, which can be nice if you somehow have it from another class, item, or spell. This is a bit better (C) if your 6th level combat feat isn’t particularly good, since you can take the substitution level at 6 to swap it out specifically.

Moon-Warded Ranger Substitution Level 11 (S): Dr340 p. 55. Instead of your combat style mastery feat, this gives you complete immunity to harmful mind-affecting effects. Unlike most immunity, it allows harmless stuff to come through freely, meaning you’ll still be able to be buffed by your and your party’s buffs that wouldn’t normally work if you were immune, such as inspire courage. If you’re taking ranger to 11th level and your final combat style feat isn’t amazing, this is a strong, strong swap to take.

Shadow Sword Substitution Level 6 (C): CoV p. 49-50. This substitution level has Knowledge (history) as a class skill, and in Forgotten Realms requires you to worship Shaundakul. Instead of your improved combat style feat, you get the ability to make one of your weapons into a bane weapon against a favored enemy of your choice 1 + Wis mod times per day. It’s a full-round action and only lasts half your ranger level in rounds, but if you can prebuff with it it’s a sizeable boost to attack and damage for a single combat. This is a bit better (B) if your 6th level combat feat isn’t particularly good, since you can take the substitution level at 6 to swap it out specifically. However, unlike moon-warded ranger, this one states that if you would later get combat style master at 11th level, you get the 6th level feat instead. For someone going to ranger 11 and taking a combat style that only has a feat you want at 2nd level, taking this one at 6th level and moon-warded at 11th level will give you an excellent lineup of abilities, though.

Wild Shape Ranger (A): SRD. This is a generally good default ranger ACF for combat styles if you don't need the feats. You lose all three combat style feats, but get a full wild shape progression as a druid starting from 5th level (small or medium animals only, however), and fast movement as a barbarian at 1st level. It’s really quite strong but not nearly as strong in combat as the druid's version due to the lack of good forms at later levels. If you're taking this, you should be building primarily to fight in humanoid form and use wild shape for various utility needs unless you're taking a wild shape-centric prestige class like master of many forms or primeval. Note though that ranger has easy access into the Abolisher prestige class as well, which also gives wild shape (just a level later in this case).

If your group allows ACF chaining (mentioned later in the guide), this class feature is a extremely central to opening up other options, but you probably won't be keeping wild shape in that case due to the chains being way, way better.

Skill-Affecting ACFs

These features change around or buff your skills, which can be important for figuring out prerequisites or build planning. In addition, most substitution levels have a specific class skill they add to your list when you take these levels. For those, note that once you’ve ever had a class skill, the cap for that skill’s ranks is raised to the higher one, just like if it was a class skill. However, normal ranger levels’ skill points will still result in cross-class ranks, because it’s only a class skill on the substituted levels.

The substitution levels with extra skills are as follows:

  • Elf Ranger: Balance
  • Fangshields Ranger: Diplomacy
  • Half-Elf Ranger: Gather Information and Speak Language
  • Shadow Sword Ranger: Knowledge (history)
  • Shooting Star Ranger: Knowledge (arcana) and Spellcraft
Skill-Affecting ACFs

Half-Elf Ranger Skill Bonuses (C): Dr341 p.93. This one is a modification to your racial traits, and requires you be a half-elf who’s taking ranger 1 as your very first level. It changes your racial bonuses on Diplomacy and Gather Information checks to Handle Animal and Ride.

Half-Elf Ranger Substitution Level 13 (A): RoD p. 158. This substitution level has Gather Information and Speak Language as class skills, and trades camouflage for skill mastery, letting you take 10 on a number of skills equal to 3 + your Int modifier, even in combat. Very good for consistency on a half-elf skillmonkey type, but it does require you to be playing a half-elf.

Planar Ranger (B): SRD. The planar ranger variant loses Knowledge (nature) and Knowledge (dungeoneering), both good skills for identifying monsters, but adds Knowledge (the planes), which is just as good if not better than nature if you’re hitting later levels. It also gives you Speak Language as a class skill for the various planar languages, penalizes your wild empathy (already fairly useless for most rangers) against normal animals, and lets your animal companion celestial or fiendish for free, which is quite good as it gives the animal full Int 3, letting it do more complex tasks. Planar ranger (UA) is mutually-exclusive with urban ranger (UA).

Shadow Sword Substitution Level 3 (D): CoV p. 49-50. This substitution level has Knowledge (history) as a class skill, and in Forgotten Realms requires you to worship Shaundakul. You lose Endurance as a bonus feat and can 1/day per two ranger levels get +5 on Move Silently checks for 1 round as a swift action. It’s okay if you’re being sneaky and want more skill boosts, since Move Silently matters a little less than Hide. Endurance is kinda worthless unless you need it for a prerequisite, so it’s not a great loss.

Skilled City-Dweller: Cityscape web enhancement. As mentioned in the class skills section earlier, this ACF lets you make some one-for-one swaps, some of which are quite strong.

  • Gather Information (B): Gives up Handle Animal. This is a solid skill for getting necessary adventure information in some campaigns. Ask your DM if it will be relevant before taking it, though.
  • Knowledge (local) (C): Gives up Knowledge (nature). This one will often net you very useful information about local people of power, and can also be used to ID the weaknesses of humanoid creatures. However, it’s much worse than Knowledge (nature) for monster identification, so I don’t recommend this swap in most cases.
  • Sense Motive (A): Gives up Survival. Unless you need Survival for prerequisites or are using tracking actively, this is a good trade. Sense Motive lets you avoid being lied to by NPCs, which can save your life.
  • Tumble (S): Gives up Ride. One of the best skills in the game, as it lets you move through enemies and avoid attacks of opportunity in combat. Unless you’re using mounted combat, take this and don’t look back.

Urban Ranger (B): Dr310 p. 59, MotW p. 15. So, these two alternative features are basically identical in their main function, which is allowing you to have “an organization or culture” as a favored enemy, functioning as usual in addition to that (you can still pick creature types as well). If your campaign is about facing a specific organization, this is S-rated.

In addition, they get Gather Information and Knowledge (local) as class skills, and they adjust your spell list in a “ask your DM” way, suggesting the following to start with:

  • Swapping detect snares and pits for detect secret doors.
  • Swapping speak with animals with message.
  • Swapping plant growth with phantom steed.
  • Swapping tree stride with dimension door.

The differences between the two versions of Urban Ranger (I’ve adjusted the 3.0 one from Masters of the Wild as per the 3.0 update booklet) are as follows:

  • Urban Ranger (MW) swaps Track for Shadow (+2 to Hide and Move Silently when following someone) and loses Wild Empathy and Knowledge (nature).
  • Urban Ranger (Dr310) swaps Track for Stealthy (the core feat), and loses Knowledge (geography) and Knowledge (nature).

In most cases you’ll want the Dr310 one, but in the case where you really need Knowledge (geography) for prerequisites, dropping Wild Empathy is a better call.

Urban Ranger (UA) (B): SRD. The urban ranger from Unearthed Arcana (distinct from the Masters of the Wild/Dragon #310 versions, but similar in scope) is a pretty good ACF, and depending on your needs may be better than the other two versions! You lose Knowledge (nature), Knowledge (dungeoneering), and Survival, but gain Gather Information, Knowledge (local), and Sense Motive. In addition, it penalizes Wild Empathy, makes your animal companion have to be Medium or smaller, and has a different, much larger spell swap list than the other urban rangers. It also lets you do favored enemy against organizations, and swaps Track for Urban Tracking. Urban ranger (UA) is mutually-exclusive with planar ranger (UA).

Other ACFs

Track, Endurance, wild empathy, woodland stride, swift tracker, evasion, camouflage, and hide in plain sight are not particularly core to the ranger’s general building except inasmuch as they may or may not be needed for a prerequisite or an ACF trade. Meanwhile, animal companion and spellcasting ACFs either change very little or massively alter how the whole class plays.

This section will outline all the ACFs that affect or require these features. In addition to being mentioned in short here, animal companions and spellcasting also have their own larger sections later in the guide.

Other ACFs

Aquatic Ranger (C): Storm p. 51. This section is unclear on how exactly it works for tracking. There’s rules for using Track in water, but they aren’t phrased as an ACF so I’m not sure if it’s a generic rule, or a specific swap of Track to “track in water.” There’s also the option to, if you have a racial swim speed, apply your woodland stride class feature to underwater terrain instead of woodland terrain, which is an ACF.

Celestial Slayer (F): EoE p. 20. This requires you to be evil, and trades wild empathy, woodland stride, and your animal companion for SR 10 + class level against spells/SLAs with the good descriptor, and +4 on critical confirmation rolls against creatures with the good subtype. This is really, genuinely terrible. Even just taking solitary hunting and favored enemy towards outsiders with the good subtype will naturally get you a similar bonus on all attack rolls against celestials, and the SR is basically irrelevant unless your DM really likes spamming holy word at you.

Champion of the Wild (B): CC p. 50. I was genuinely not sure how to rate this for a while. The thing is, ranger spellcasting is quite good even with its limitations, but many rangers PrC out early, don’t plan on using wands or scrolls actively, and/or find themselves feat-starved. Champion of the wild gives you a bonus feat at 4th, 8th, 11th, and 14th levels, from a fairly alright list of common useful combat feats, including things like Improved Trip, a bunch of ranged and two-weapon combat feats, and so on. Unlike combat style feats, you do need to meet the requirements, but you could do much worse than getting a free feat at 4 before PrCing out later.

Crowd-Walker (B): Cityscape web enhancement. This ACF trades out woodland stride and has two parts. The first one, the ability to move through crowds at normal speed, is going to matter rarely unless your DM really likes throwing crowds of noncombatants into your combats. The second part is the ability to ignore difficult terrain caused by light debris, which is a fairly common type even outside city environments (for example, stuff in dungeons), and letting you charge through that kind of terrain is quite good.

Distracting Attack (D): PHB2 p. 55. This ACF trades your animal companion for the ability to cause enemies to be flanked against the next attack against them. It’s… honestly a weird ability. On any hit (melee or ranged) the enemy is flanked against “for the purpose of adjudicating your allies’ attacks.” This is clearly intended to be an ally support ability, but RAW you are your own ally, so it’s arguable that a ranger/rogue can chain this to sneak attack enemies solo after hitting the first hit, in which case it’s alright, but still not great (C). This has incredibly stiff competition due to animal companion ACFs being very strong. Heck, you could always just have your animal companion go into melee and flank for you, after all.

Elf Ranger Substitution Level 4 (C): RotW p. 156. Elf ranger 4 has a d6 hit die, an extra +2 skill points, Balance as a class skill, and gives you an elven hound (basically a wolf that trades trip for magical beast typing) as your animal companion. It has full BAB from the magical beast type, letting it scale better than most animal companions. It’s still not all that great. The better benefit of the level is that you can get your 5th Balance rank cheaply.

Fangshields Ranger Substitution Level 4 (B): CoV p.42. This requires you to be a nonhumanoid type, has Diplomacy as a class skill, and adds +2 to your effective druid level for animal companion progression. If you’re going for an animal companion build and are of the right race, there’s no reason not to take this level.

Feign Death (S): EoE p. 21. Trades away evasion at 9th level to let you feign your death. This ability is way, way better than it sounds like it would be. As an immediate action, you can go limp and pretend to be dead, giving you immunity to mind-affecting effects, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, and death effects. You can’t see while feigning death, but are otherwise able to hear/smell/etc your surroundings. Returning to normal is a standard action. This is really quite strong as a reactive ability; trading a future standard action to completely no-sell most save-or-dies, save-or-loses, and a number of other debilitating effects is a pretty efficient option! Notably, monks and rogues can also take this ACF (at 2nd level, since they get evasion way earlier).

Gnome Ranger Substitution Level 4 (B): RoS p. 150. This substitution level trades the share spells ability on your animal companion for a +3 to your effective druid level for animal companion progression, provided your animal companion is a badger, dire badger, wolverine, or other mammal with a burrow speed. Sadly, this isn’t takeable at the same time as Fangshields Ranger level 4, but it’s just as good if you’re a gnome looking for an animal companion build.

Gnome Ranger Substitution Level 8 (A): RoS p. 150. This substitution level trades out some 2nd-level and 4th-level spells on your class list. The new spells are more broadly applicable to most rangers, especially sneaky kinds.

  • 2nd-level spells: Gains blur, invisibility, and misdirection. Loses barkskin, snare, and wind wall.
  • 4th-level spells: Gains greater invisibility and phantasmal killer. Loses commune with nature and tree stride.

Half-Elf Ranger Substitution Level 1 (C): RoD p. 158. This substitution level has Gather Information and Speak Language as class skills, and trades Track for Urban Tracking. At 8th level, it also lets you apply swift tracker to it, without actually replacing the ACF in question.

Half-Elf Ranger Substitution Level 4 (D): RoD p. 158. This substitution level has Gather Information and Speak Language as class skills, and trades out some 2nd-, 3rd-, and 4th-level spells on your class list. Unlike gnome ranger, you lose more spells than you gain, so this isn’t quite as good in spite of having solid picks.

  • 1st-level spells: Gains comprehend languages, detect secret doors, and message. Loses detect animals or plants, detect snares and pits, entangle, and summon nature’s ally I.
  • 2nd-level spells: Gains detect thoughts and tongues. Loses snare, speak with plants, and summon nature’s ally II.
  • 3rd-level spells: Gains phantom steed. Loses command plants, diminish plants, plant growth, and summon nature’s ally III.
  • 4th-level spells: Gains dimension door. Loses commune with nature, summon nature’s ally IV, and tree stride.

Half-Elf Ranger Substitution Level 13 (A): RoD p. 158. This substitution level has Gather Information and Speak Language as class skills, and trades camouflage for skill mastery, letting you take 10 on a number of skills equal to 3 + your Int modifier, even in combat. Very good for consistency on a half-elf skillmonkey type.

Hidden Stalker (A): Cityscape web enhancement. This ACF trades away camouflage for a much better ability boosting your Hide skill. You can now Hide while moving at full speed, don’t take the –10 penalty while trying to Hide during a distraction, and most importantly, being within 5 feet of another creature counts as sufficient cover to hide! You can conceivably Hide using an adjacent enemy as cover once you have hide in plain sight later on (or if you use a distraction), which is hilarious. In addition, when you get hide in plain sight, it lets that work in any environment, not just natural ones.

Kobold Ranger Substitution Level 4 (C): RotD p. 109. This substitution level trades your normal animal companion for a dire weasel (and only a dire weasel, you cannot later change it), progressing at druid level = half ranger level and ignoring the normal –3 penalty to effective druid level for picking a stronger companion. It also trades some of your spell list for alternate spells, as follows:

  • 1st-level spells: Gains steal size. Loses entangle.
  • 2nd-level spells: Gains local tremor and soften earth and stone. Loses speak with plants and spike growth.
  • 3rd-level spells: Gains meld into stone, spike stones, stone shape, and stoneskin. Loses command plants, diminish plants, plant growth, and tree shape.
  • 4th-level spells: Gains stone tell. Loses tree stride.

Kobold Ranger Substitution Level 7 (A): RotD p. 109. This substitution level trades woodland stride for the ability to ignore all effects related to natural stone floors and dense rubble terrain. In most campaigns you’re much more likely to encounter messed-up dungeon floors than natural undergrowth; this is quite good as a result.

Phynxkin Companion (C): DM. 13. Trades your animal companion for a phynxkin, and at effective druid level 6, both you and the phynxkin get immunity to fear when within 30 feet of each other.

Planar Ranger (B): SRD. The planar ranger variant loses Knowledge (nature) and Knowledge (dungeoneering), both good skills for identifying monsters, but adds Knowledge (the planes), which is just as good if not better than nature if you’re hitting later levels. It also gives you Speak Language as a class skill for the various planar languages, penalizes your wild empathy (already fairly useless for most rangers) against normal animals, and lets your animal companion celestial or fiendish for free, which is quite good as it gives the animal full Int 3, letting it do more complex tasks. Planar ranger (UA) is mutually-exclusive with urban ranger (UA).

Planar Ranger Substitution Level 4 (D): PlH p. 34. This substitution level has Knowledge (the planes) as a class skill, and lets you take a celestial or fiendish animal as your animal companion by penalizing your effective druid level by 1. It’s objectively a worse pick than the variant class version above, unless you’re taking urban ranger or need Knowledge (nature) and (dungeoneering) for prerequisites.

Planar Ranger Substitution Level 8 (C): PlH p. 34. This substitution level has Knowledge (the planes) as a class skill and lets you identify where a planar portal or planar breach leads, losing swift tracker to do so. It also lets you figure out if someone had left or entered your current plane in an area. A solid pick in a planar campaign.

Planar Ranger Substitution Level 13 (B): PlH p. 34. This substitution level has Knowledge (the planes) as a class skill and trades camouflage for the ability to, 1/day when tracking a favored enemy and having come to a point where they left the plane, use a plane shift spell-like ability to unerringly follow quarry’s planar travel. This one really wants you to still have Track and to have taken Planar Ranger 8 above to function, and is a heck of a cool ability if you’re taking ranger to 13th level in a planar campaign.

Shadow Sword Substitution Level 3 (C): CoV p. 49-50. This substitution level has Knowledge (history) as a class skill, and in Forgotten Realms requires you to worship Shaundakul. You lose Endurance as a bonus feat and can 1/day per two ranger levels get +5 on Move Silently checks for 1 round as a swift action. It’s okay if you’re being sneaky and want more skill boosts, since Move Silently matters a little less than Hide. Endurance is kinda worthless unless you need it for a prerequisite, so it’s not a great loss.

Shadow Sword Substitution Level 8 (C): CoV p. 49-50. This substitution level has Knowledge (history) as a class skill, and in Forgotten Realms requires you to worship Shaundakul. It loses swift tracker and in exchange gives you the ability to analyze and enter portals (a specific mechanic for FR, and sometimes relevant in planar campaigns). This is… hard to rate. It may occasionally come up in your average campaign outside of FR, since “analyze a magic portal and get its activation methods and destination” is a setting-agnostic ability at least, but unless you can reasonably expect this to matter a lot it’s trading one mediocre, niche ability for another one. It’s genuinely fantastic (A) if you do expect it to matter a lot, though!

Shifter Ranger Substitution Level 1 (B): RoE p. 128. This substitution level requires you to be a shifter, has Balance as a class skill, and is identical to 1st level ranger except that your wild empathy checks use Wisdom instead of Charisma. This is basically the only way to get a solidly-scaling wild empathy on ranger, so if you really want it, you’re going to need to be a shifter for it.

Shifter Ranger Substitution Level 4 (B): RoE p. 128. This substitution level requires you to be a shifter, has Balance as a class skill, and trades share spells on your animal companion for the ability to share your racial shifting ability with your animal companion.

Shifter Ranger Substitution Level 9: RoE p. 128. This substitution level requires you to be a shifter, has Balance as a class skill, and trades evasion for a variable benefit based on what ability score your shifting primarily boosts, gained during the duration of your shifting.

  • Strength (D): Your natural weapons count as adamantine for overcoming DR. Applies to gorebrute, longtooth, and razorclaw shifters.
  • Dexterity (A): You get improved evasion. Applies to cliffwalk, longstride, and swiftwing shifters.
  • Constitution (C): You gain fast healing 1 + the number of shifter feats you have. Applies to beasthide, truedive, and wildhunt shifters.
  • Wisdom (B): You become completely immune to enchantment spells and effects. Applies to dreamsight shifters.

Solitary Hunting (S): Dr347 p. 91. Taken at 1st level, this trades your animal companion (and any other ones from existing classes) for “your favored enemy bonus also applies to your attack rolls.” If you take one single ACF for your ranger, this is the one to take. It is, perhaps, the best ACF in the class (note: mystic ranger is a variant class, not an ACF), because it turns your favored enemy boosts from ‘solid damage and skill boost’ to ‘incredibly big attack boost’. Even a single-class ranger with solitary hunting will get +4 to attack rolls at level 5, +6 at level 10, and so on… this applies to increased favored enemy bonuses via enemy spirit pouches or a girdle of hate, it applies to favored enemy bonuses from other classes, it’s just an absolutely fantastic ACF. You can get a similar effect from the Tactical Advantage feat (which lets your favored enemy bonus apply on attack rolls against one favored enemy type you have), but solitary hunting doing so against all of your enemies is incredibly strong, especially when you can boost your off-spec favored enemies with magic items.If you aren’t using your animal companion for another ACF or otherwise using it, this is almost certainly the pick.

Shooting Star Substitution Level 3 (D): CoV p. 50. This substitution level has Knowledge (arcana) and Spellcraft as class skills, and in Forgotten Realms requires you to worship Mystra. You lose Endurance as a bonus feat and can 1/day use a sending spell-like ability to send a message to the nearest Mystra-worshiping cleric, paladin, or ranger. It’s an alright enough pick as long as you don’t need Endurance otherwise, but very niche even if playing in FR.

Shooting Star Substitution Level 4 (B): CoV p. 50. This substitution level has Knowledge (arcana) and Spellcraft as class skills, and in Forgotten Realms requires you to worship Mystra. You trade your animal companion for a bonus spell slot of each ranger spell level you can cast (scaling as you gain more levels, as well). In addition, it adds +2 to your ranger caster level, and if you have levels in an arcane casting class, lets you also add your CL in that class to your ranger caster level. This can get quite high with feat investment, though its incompatibility with mystic ranger makes it fairly limited as a benefit.

Shooting Star Substitution Level 8 (B): CoV p. 50. This substitution level has Knowledge (arcana) and Spellcraft as class skills, and in Forgotten Realms requires you to worship Mystra. You lose swift tracker and add invisibility and word of recall to your spell list as 2nd- and 4th-level spells, respectively.

Shooting Star Substitution Level 14 (C): CoV p. 50. This substitution level has Knowledge (arcana) and Spellcraft as class skills, and in Forgotten Realms requires you to worship Mystra. That’s it. They extended the table to account for the scaling of the earlier abilities, but didn’t give it a unique ability. If you need the cheaper ranks for level 14, there’s no reason not to take this.

Spell Reflection (D): CMag p. 35. This requires 1 rank in Knowledge (arcana) and trades evasion for the ability to, as an immediate action, reflect a spell or spell-like ability that both requires an attack roll and missed your AC/touch AC (as relevant). While in theory this can be quite strong, the fact that the most dangerous such abilities target touch AC makes it come up less often than you’d hope. If you have the “armor of the senses” ability from Moon-Warded Ranger substitution level 2 or the dwarf ranger AC that boosts AC this is C-rated, because your touch AC will be a fair bit higher.

Spell-less Ranger (F): CWar p. 13. This ACF trades away your spellcasting for fast movement at 6th level, a 1/day short-duration ability score boost at 11th level, a 1/day neutralize poison/remove disease SLA at 13th level, and a 1/day freedom of movement (self-only) SLA at 16th level. It’s really, genuinely terrible for what it gives up. Even just taking the bonus feats option from Complete Champion is better for most rangers.

Spiritual Connection (B): CC p. 50. You lose wild empathy and get speak with animals and speak with plants three times per day (uses combined across them). Wild empathy is terrible for most rangers unless you need it for a prerequisite, and this can get you useful information at all levels.

Spiritual Guide (D): CC p. 50. You trade your animal companion for 1/4 your ranger level (rounded down) added as a “divine bonus” on Handle Animal, Knowledge (nature), Listen, Search, Spot, and Survival checks as long as you’re outside of towns bigger than a hamlet. You can also use commune with nature 1/day as a spell-like ability. In a vacuum this could be alright for people who don’t want to deal with animal companions or familiars, but I struggle to recommend it because of how stiff the competition is among ranger ACFs that trade out animal companions. At the very least, solitary hunting also frees you from managing a pet and gives you significant attack bonuses.

Trap Expert (A): Du p. 12-13. Trades Track (at 1st) and swift tracker (at 8th) for the trapfinding ability and Disable Device as a class skill. This allows you to fill the role of a trapfinder for parties without any need for a rogue dip, something that will come up much more than Tracking in most campaigns.

Urban Ranger (B): Dr310 p. 59, MotW p. 15. So, these two alternative features are basically identical in their main function, which is allowing you to have “an organization or culture” as a favored enemy, functioning as usual in addition to that (you can still pick creature types as well). If your campaign is about facing a specific organization, this is S-rated.

In addition, they get Gather Information and Knowledge (local) as class skills, and they adjust your spell list in a “ask your DM” way, suggesting the following to start with:

  • Swapping detect snares and pits for detect secret doors.
  • Swapping speak with animals with message.
  • Swapping plant growth with phantom steed.
  • Swapping tree stride with dimension door.

The differences between the two versions of Urban Ranger (I’ve adjusted the 3.0 one from Masters of the Wild as per the 3.0 update booklet) are as follows:

  • Urban Ranger (MW) swaps Track for Shadow (+2 to Hide and Move Silently when following someone) and loses Wild Empathy and Knowledge (nature).
  • Urban Ranger (Dr310) swaps Track for Stealthy (the core feat), and loses Knowledge (geography) and Knowledge (nature).

In most cases you’ll want the Dr310 one, but in the case where you really need Knowledge (geography) for prerequisites, dropping Wild Empathy is a better call.

Urban Ranger (UA) (B): SRD. The urban ranger from Unearthed Arcana (distinct from the Masters of the Wild/Dragon #310 versions, but similar in scope) is a pretty good ACF, and depending on your needs may be better than the other two versions! You lose Knowledge (nature), Knowledge (dungeoneering), and Survival, but gain Gather Information, Knowledge (local), and Sense Motive. In addition, it penalizes Wild Empathy, makes your animal companion have to be Medium or smaller, and has a different, much larger spell swap list than the other urban rangers. It also lets you do favored enemy against organizations, and swaps Track for Urban Tracking. Urban ranger (UA) is mutually-exclusive with planar ranger (UA).

Urban Companion (A): Cityscape web enhancement. This is probably the best option for an animal companion swap other than solitary hunting. You lose your animal companion, but instead get a better-than-usual familiar. I’ll go into this in more detail in the Animal Companions & Familiars section below, but the most notable unique benefit is that unlike a normal familiar, its death doesn’t lose you any XP, and you can replace it in a single day instead of a year and a day.

Urban Tracker (C): Cityscape web enhancement. Trades Track for Urban Tracking.

Voice of the City (B): Cityscape web enhancement. Trades wild empathy for the ability to roll a class level-based Wisdom check to understand people you don’t speak the language of, and a Charisma-based one to be understood. Also adds Speak Language as a class skill. If you don’t need wild empathy for a prerequisite there’s little reason not to take this on most characters.

Wasteland Ranger (D): Sand p.48. This is a package deal ACF that modifies your list of available animal companions, replaces Endurance with the Heat Endurance feat, woodland stride with the Sandskimmer feat, and your 10th level bonus favored enemy (not the advancement; you still up one of your existing enemies by +2 as normal) with the ability to choose get extra bonuses against one specific kind creature (a) for whom you already have their type as a favored enemy and (b) who lives in the desert. This ups your normal favored enemy bonuses by +2 against them, and gives you +2 on saves and DR 2/– against them. Losing an entire type or other broad choice of favored enemy for a bonus against one specific kind of creature is pretty mediocre, but in the right campaign, being able to specialize even further in, say, “blue dragons” or “dry liches” could be good... I guess...

Racial ACFs & Substitution Levels

Most of these features have already been mentioned, but I’ve also arranged them together in their own specific section for ease of referencing and theorycrafting.

Racial ACFs & Substitution Levels

Dwarf Ranger AC Bonus (B): Dr341 p.92. This one is a modification to your racial traits, and requires you to be a dwarf who’s taking ranger 1 as your very first level. You trade your bonus on Appraise and Craft checks, your dodge bonus to AC against giants, and stonecunning, and in exchange add half your favored enemy bonus to AC against your favored enemies. This is much more applicable than the numerical bonuses, but stonecunning is a common prerequisite for dwarf-specific options and good in some dungeon crawls.

Elf Ranger Favored Terrain (B): Dr341 p.93. This one is a modification to your racial traits, and requires you be an elf who’s taking ranger 1 as your very first level. It gives you a +1 bonus on attack and damage rolls in a chosen terrain (aquatic, desert, forest, hills, marsh, mountain, or plains), and a –1 penalty on Wisdom- and Int-based skill checks outside that terrain. In spite of being limited to a single terrain, this is still a very strong ACF if you’re already playing an elf and have a reasonable expectation it’ll matter. (I am aware this isn’t a favored enemy ACF, but I’m putting it here because there’s not really a better place for it than right next to the first elf ranger substitution level.)

Elf Ranger Substitution Level 1 (A): RotW p. 156. Elf ranger 1 has a d6 hit die, an extra +2 skill points, Balance as a class skill, modifies the skills your favored enemy boosts to Hide, Listen, Move Silently, Spot, and Survival, and finally gives you special options for favored enemies in addition to the normal list. You can choose “servants of Lolth” as a favored enemy (which includes drow, driders, and all monstrous spiders), and if you pick that, undead, or humanoids (orc) as a favored enemy, the bonus is +3 instead of +2. This even applies for your advancements (so you could take elf ranger to 5 and have favored enemy (undead) at +6, via a base of +3 and an advancement of +3). The reason this is rated more highly than the gnome and kobold versions below is because undead are such a common enemy type at every CR that it’ll basically always be relevant to grab +3 vs undead at some point.

Elf Ranger Substitution Level 4 (C): RotW p. 156. Elf ranger 4 has a d6 hit die, an extra +2 skill points, Balance as a class skill, and gives you an elven hound (basically a wolf that trades trip for magical beast typing) as your animal companion. It has full BAB from the magical beast type, letting it scale better than most animal companions. It’s still not all that great. The better benefit of the level is that you can get your 5th Balance rank cheaply.

Elf Ranger Substitution Level 10 (F): RotW p. 157. Like elf ranger 1, it has a d6 hit die and an extra +2 skill points. However, this is much worse. Instead of a favored enemy advancement at 10th level, if you take this substitution level you get a +4 morale bonus on Will saves against drow and driders and a +4 morale bonus on Fort saves against spider venom. Just take Wise to Your Ways with a “servants of Lolth” favored enemy instead.

Gnome Ranger Spell-Like Abilities (C): Dr341 p. 93. This one is a modification to your racial traits, and requires you be a gnome who’s taking ranger 1 as your very first level. You lose all your racial spell-like abilities except speak with animals, and instead gain the ability to use create water, detect poison, and purify food and drink each 1/day as SLAs. It’s a sidegrade, except for whisper gnomes, where it’s really bad (F). (I am aware this isn’t a favored enemy ACF, but I’m putting it here because there’s not really a better place for it than right next to the first gnome ranger substitution level.)

Gnome Ranger Substitution Level 1 (B): RoS p. 149. This is identical to 1st-level ranger, except that, similarly to elf ranger 1 above, its favored enemy skill bonuses change (to Hide, Listen, Move Silently, Spot, and Survival) and it gets +3 instead of +2 whenever you pick one of three specific enemy types. Unlike elf ranger, though, the types listed are fairly specific: humanoid (goblinoid), humanoid (reptilian), and giant. This is quite good (A) if you’re in a campaign focusing primarily on fighting one of these from start to finish, but otherwise the main benefit is just getting to apply your favored enemy bonuses to stealth skills instead of social skills.

Gnome Ranger Substitution Level 4 (B): RoS p. 150. This substitution level trades the share spells ability on your animal companion for a +3 to your effective druid level for animal companion progression, provided your animal companion is a badger, dire badger, wolverine, or other mammal with a burrow speed. Sadly, this isn’t takeable at the same time as Fangshields Ranger level 4, but it’s just as good if you’re a gnome looking for an animal companion build.

Gnome Ranger Substitution Level 8 (A): RoS p. 150. This substitution level trades out some 2nd-level and 4th-level spells on your class list. The new spells are more broadly applicable to most rangers, especially sneaky kinds.

  • 2nd-level spells: Gains blur, invisibility, and misdirection. Loses barkskin, snare, and wind wall.
  • 4th-level spells: Gains greater invisibility and phantasmal killer. Loses commune with nature and tree stride.

Half-Elf Ranger Skill Bonuses (C): Dr341 p.93. This one is a modification to your racial traits, and requires you be a half-elf who’s taking ranger 1 as your very first level. It changes your racial bonuses on Diplomacy and Gather Information checks to Handle Animal and Ride.

Half-Elf Ranger Substitution Level 1 (C): RoD p. 158. This substitution level has Gather Information and Speak Language as class skills, and trades Track for Urban Tracking. At 8th level, it also lets you apply swift tracker to it, without actually replacing the ACF in question.

Half-Elf Ranger Substitution Level 4 (D): RoD p. 158. This substitution level has Gather Information and Speak Language as class skills, and trades out some 2nd-, 3rd-, and 4th-level spells on your class list. Unlike gnome ranger, you lose more spells than you gain, so this isn’t quite as good in spite of having solid picks.

  • 1st-level spells: Gains comprehend languages, detect secret doors, and message. Loses detect animals or plants, detect snares and pits, entangle, and summon nature’s ally I.
  • 2nd-level spells: Gains detect thoughts and tongues. Loses snare, speak with plants, and summon nature’s ally II.
  • 3rd-level spells: Gains phantom steed. Loses command plants, diminish plants, plant growth, and summon nature’s ally III.
  • 4th-level spells: Gains dimension door. Loses commune with nature, summon nature’s ally IV, and tree stride.

Half-Elf Ranger Substitution Level 13 (A): RoD p. 158. This substitution level has Gather Information and Speak Language as class skills, and trades camouflage for skill mastery, letting you take 10 on a number of skills equal to 3 + your Int modifier, even in combat. Very good for consistency on a half-elf skillmonkey type, but it does require you to be playing a half-elf.

Half-Orc Ranger (A): Dr341 p.93. This one doesn’t modify your racial traits, but like the other Dragon #341 ACFs, you must be a half-orc taking ranger 1 as your very first level to take it. You get a bonus favored enemy in either humanoid (human) or humanoid (orc), which works just as normal, except as per usual you can’t double up at 1st level. In exchange, you also take a penalty on all Charisma-based skills and checks against humanoids with that subtype equal to your favored enemy bonus (canceling out the Bluff bonus that FE normally grants, and penalizing the rest). Human is one of the most common NPC types, especially for mooks, so even in campaigns without a specific humanity focus, this is a very good ACF.

Kobold Ranger Substitution Level 1 (B): RotD p. 109. This is identical to 1st-level ranger, except that, similarly to elf ranger 1 above, its favored enemy skill bonuses change (to Hide, Listen, Move Silently, Spot, and Survival) and it gets +3 instead of +2 whenever you pick one of three specific enemy types. Unlike elf ranger, though, the types listed are fairly specific: humanoid (dwarf), humanoid (gnome), and fey. This is quite good (A) if you’re in a campaign focusing primarily on fighting one of these from start to finish, but otherwise the main benefit is just getting to apply your favored enemy bonuses to stealth skills instead of social skills.

Kobold Ranger Substitution Level 4 (C): RotD p. 109. This substitution level trades your normal animal companion for a dire weasel (and only a dire weasel, you cannot later change it), progressing at druid level = half ranger level and ignoring the normal –3 penalty to effective druid level for picking a stronger companion. It also trades some of your spell list for alternate spells, as follows:

  • 1st-level spells: Gains steal size. Loses entangle.
  • 2nd-level spells: Gains local tremor and soften earth and stone. Loses speak with plants and spike growth.
  • 3rd-level spells: Gains meld into stone, spike stones, stone shape, and stoneskin. Loses command plants, diminish plants, plant growth, and tree shape.
  • 4th-level spells: Gains stone tell. Loses tree stride.

Kobold Ranger Substitution Level 7 (A): RotD p. 109. This substitution level trades woodland stride for the ability to ignore all effects related to natural stone floors and dense rubble terrain. In most campaigns you’re much more likely to encounter messed-up dungeon floors than natural undergrowth; this is quite good as a result.

Shifter Ranger Substitution Level 1 (B): RoE p. 128. This substitution level requires you to be a shifter, has Balance as a class skill, and is identical to 1st level ranger except that your wild empathy checks use Wisdom instead of Charisma. This is basically the only way to get a solidly-scaling wild empathy on ranger, so if you really want it, you’re going to need to be a shifter for it.

Shifter Ranger Substitution Level 4 (B): RoE p. 128. This substitution level requires you to be a shifter, has Balance as a class skill, and trades share spells on your animal companion for the ability to share your racial shifting ability with your animal companion.

Shifter Ranger Substitution Level 9: RoE p. 128. This substitution level requires you to be a shifter, has Balance as a class skill, and trades evasion for a variable benefit based on what ability score your shifting primarily boosts, gained during the duration of your shifting.

  • Strength (D): Your natural weapons count as adamantine for overcoming DR. Applies to gorebrute, longtooth, and razorclaw shifters.
  • Dexterity (A): You get improved evasion. Applies to cliffwalk, longstride, and swiftwing shifters.
  • Constitution (C): You gain fast healing 1 + the number of shifter feats you have. Applies to beasthide, truedive, and wildhunt shifters.
  • Wisdom (B): You become completely immune to enchantment spells and effects. Applies to dreamsight shifters.

Full Variant Class Progressions

Ranger has two full-on variant classes with their own progressions from 1 to 20, the mystic ranger and the wild defender. Unlike other variants, these change and move around many features. The result of this is that while many of the above ACFs will work for them, just as many won’t. In most cases it’s pretty clear-cut what works and what doesn’t, with these two progressions, but talk to your DM if you want to mix the variant classes with ACFs that don’t quite fit.

Mystic Ranger (Dr336)
A scan of the page mystic ranger comes from.

Dragon Magazine #336 p. 105

S-rated if you want a spellcasting martial warrior who keeps up with full casters for at least half the game, even if they have to jump through hoops to expand their spell list to match. Frankly, call this an SS rating. It’s the most powerful thing ranger has, to an excruciating and bannable degree.

A-rated if your plan is to leave ranger as soon as possible to enter a non-casting prestige class; it’s still good but depending on your plans it may not be as good as just taking standard ranger (primarily due to delaying the 5th level favored enemy advancement and losing access to solitary hunting).

F-rated if your DM bans it (which is perfectly valid and they really probably should do so).

Mystic ranger is probably the main thing old hands at 3.5 will think of when they consider “is ranger any good?” And, well, for good reason. It’s absurdly good, bringing you a combination of features far beyond what similar amounts of levels can give you.

You lose your animal companion and delay most of your class features by one or more levels, but your spellcasting is significantly buffed, starting your progression at 1st level, and adding 5th-level spells later on. You’re still a full-BAB, 6+Int skills martial, too! This is genuinely a class that is strong even single-classed to level 20. It doesn't get the higher-level spells that really shatter campaign worlds into pieces like a wizard does, but it can fill nearly any role in a party and excel at it. The problem here is that its spellcasting progression is way too fast for 10 levels for what it gets, and then just stops abruptly. By level 20 it’s “strong but maybe not too strong,” but before 11th level, it’s a full-caster with full BAB and 6+int skills. Being limited by the ranger spell list means that isn't quite as good as it sounds, but at the same time, the ranger spell list isn't that bad. Plus, you can take Sword of the Arcane Order to just cast wizard spells too.

There are a few major considerations to discuss with your DM when playing a mystic ranger:

  • Is this class too strong for the game? In most campaigns, especially ones that don’t go past 11th level, this class is outright better than most full casting classes, once you have your build going. That can and probably will be a problem, and if your DM or group agrees on that, definitely don’t pick this class variant.
  • Most ACFs for the ranger work as written, such as combat style swaps, things that trade out Endurance or Evasion, and adjustments to favored enemy. They just come at the listed levels instead of the usual ones. Likewise, the UA/MotW/Dr310 variants work fine here, since they don’t reference levels and just modify how your skills and abilities work. So, by RAW, these abilities can be taken just fine, but you should double-check with your DM to make sure they’re cool with that, especially given how strong mystic ranger is already.
  • Substitution levels are arguably takeable by RAW (you’re a ranger at the right level), but due to the progression not lining up with the base ranger here, you result in weird rules holes. My recommendation is to houserule either (a) you can’t take substitution levels on mystic ranger, or (b) you can take substitution levels on a case-by-case basis (only at the levels that the things they originally traded out are gained), and they progress casting based on mystic ranger’s table.

One of the most powerful options for mystic ranger is the Sword of the Arcane Order feat from Champions of Valor, which gets a full unpacking in Chapter VI: Spellcasting. Sword of the Arcane Order also requires ranger 4, which means normally the earliest you can take it is character level 6th. If you want to bypass this, I recommend being a frostblood half-orc (DM p. 10), who get Endurance as a bonus feat and, near-uniquely among bonus feats, states that if you later get Endurance as a bonus feat, you can swap it for any other feat you qualify for. This means that, since mystic ranger delays Endurance to 4th level, your half-orc wizardranger will be able to swap it for Sword of the Arcane Order immediately and start casting out of your ranger slots.


Wild Defender (Dr324)
A scan of the page wild defender comes from.

Dragon Magazine #324 p. 95

F-rated in general; wild defender is certainly unique but it gives up way, way more than it gets.

Wild defender loses favored enemy, Track, Endurance, your combat style, swift tracker, camouflage, and hide in plain sight. It also delays animal companion to 5th and evasion to 9th. In exchange, it gets a smite evil progression as a paladin, some of the druid’s flavor abilities like trackless step and resist nature’s lure, and a faster spellcasting progression (starting 1st-level spells at 1st, 2nd-level spells at 4th, 3rds at 7th, and 4ths at 10th). It’s also the only ranger to have native access to divine feats, as it gets to “rebuke nature” as a cleric rebukes undead, starting at 6th level. Notably, your smiting is based on Cha like the paladin’s, but your casting is still based on Wis. Also, RAW it’s unclear if they can take divine/domain feats with their rebuke nature, but if you’re playing with six levels of this I feel like your DM should probably let you do that. This class is so bad otherwise.

There’s not really much to say here, honestly. Even if you want smite evil for a prestige class entry, you lose so much for it that you’re probably better off just multiclassing paladin. There’s few actual use cases for this variant, most of them being an unglamorous but crucial stepping stone to a specific build plan. For example, if you dip one for wild empathy, smite evil, and access to ranger wands, then wild defender works here. You could conceivably use it as an entry into Prestige Paladin. There are some PrCs that require 1st-level divine spells and full BAB, and this might allow you earlier entry than a cleric (assuming mystic ranger is banned). In any case, if you’re doing something weird and specific, I trust you know what you’re doing when you take a level of this.

… and if you don’t know what exactly you’re doing, I highly recommend avoiding this subclass.


Chaining Alternative Class Features

As far as I know, this concept was originally brought up in a post by the user DLoFunk on the Wizards of the Coast forums back in 2007. It’s been copied into the various ACF index threads over the years, and I think it’s a really interesting idea, with a very solid RAW argument supporting it.

The following spoiler tag has my take on the “does this work by the rules” aspect, separately from everything else in case you just want to assume it does work and not have to read a bunch of D&D 3.5 hermeneutics. It’s understandable if your DM or group bans ACF chaining, but I personally think it adds quite a few interesting options to the game, which is why it’s here in the guide in the first place.

3.5 is, as always, a big can of worms when it comes to rules weirdness

So really, what is an alternate class feature? People use the term colloquially, but there’s actually a few different types, scattered around the books. Unearthed Arcana is often credited as the book that introduced them, but this isn’t actually true; I’ve found some as early as the Forgotten Realms Campaign Setting, though I imagine there’s some earlier hidden away in appendices or sidebars. But I digress. An alternate class feature is, uh, an alternate version of a class feature, or the ability to swap a class feature of one class for another one.

The types that I’ve found are the following:

1. Variant Character Classes

Examples of this include totem barbarian, divine bard, planar ranger, mystic ranger, and wild defender ranger. Rather than being something that swaps a feature for another one, these are framed as alternate versions of the class itself, which happens to have a different set of features as listed. Unearthed Arcana proposes an even-further variant rule that allows multiclassing between different versions of a class (i.e. playing a normal barbarian and then multiclassing into totem barbarian), but I have never seen anyone use that, because it’s kinda wonky to implement. Often, the abilities lost and gained by variant classes are not one-to-one swaps, as well. There isn’t a specific boilerplate text description for variant classes, but generally they expect you to be taking the class itself, and modify it directly.

2. Substitution Levels

These are specific levels, generally presented in a group of three themed ones, are specific level ‘packages’ that wholesale replace a level of the class in question. Like variant character classes, substitution levels tend to not be a one-to-one swap of abilities, often losing more abilities for a single strong one, or trading a strong ability for multiple ones. In addition, the substitution level rules specifically specify that you have to be taking a level of the class, rather than merely having the appropriate class feature.

For example, in Champions of Valor, it specifies “to qualify for a substitution level, you must be of the proper class. For instance, a fighter can’t take a substitution level for the rogue or monk class.” Similarly, Races of Destiny specifies that “for each class with racial substitution levels, you can select each substitution level only at a specific class level.” The full rules for substitution levels tend to be at least half a page, so I’m not going to quote all of them, but if you want to look them up yourself, CV has them on page 34, and RD has them on page 156.

Anyway, substition levels, like variant character classes above, are useless for the concept of ACF chaining. What we actually care about are the following, the true “alternative class features,” rather than ones that are just colloquially lumped in with them.

3. Alternative Class Features

Unearthed Arcana calls these “other class variants” and “class feature variants.” Later books tend to call them “alternative class features.” Their rules are much more simple than those of the variant classes and substitution levels, as you can see here:

OTHER CLASS VARIANTS
These variants simply swap one or more of that class's features for one or more class features of another class. A class feature gained works just as it did for its original class, including the level at which it is gained and any other effects, except as noted below.



Barbarian
A barbarian who prefers crafty hunting over pure ferocity might choose to exchange his rage ability for certain ranger class features.
Gain: Favored enemy (as ranger); archery combat style, improved archery combat style, and archery combat style mastery (as ranger).
Lose: Rage, greater rage, indomitable will, tireless rage, mighty rage.
—UA p. 58

CLASS FEATURE VARIANTS

Even if you’re satisfied playing one of the character classes from the Player’s Handbook, other options allow you to customize your character. Variant versions of several of the iconic class features common to the character classes are presented below. If you prefer the variant to the standard class feature, ask your DM if he approves of your swapping out your class feature for the variant version.



As with the variant character classes, these variant class features can exist side by side with the standard class features—some rangers might hunt goblinoids while their comrades favor woodland missions—or can completely replace the standard features. The balance between the standard class and the variant is up to the DM.


—UA p. 65

Alternative class features replace class features found in the original class description. If you have already reached or passed the level at which you can take the feature, you can use the retraining option described on page 192 to gain an alternative class feature in place of the normal feature gained at that level.



The format for alternative class features is summarized below.



ALTERNATIVE CLASS FEATURE NAME
A general description of the ability and why you might want to consider it.
Level: You can select the alternative class feature only at this level (unless you are using the retraining option described in Chapter 8).
Replaces: This line identifies the ability that you must sacrifice to gain the alternative class feature.
Benefit: This section describes the mechanical effects of the new ability.


—PHB2 p. 31

ALTERNATIVE CLASS FEATURES

Each character class has defining mechanical and roleplaying characteristics, while feats, skills, spells, and other choices provide ways to customize a character within that basic framework. Alternative class features replace class features of the original class description, changing its very nature. Each alternative class feature presented here provides a new divine theme for that particular class. If a character has already passed the level at which the alternative feature is available, you can use the retraining option described on page 192 of Player’s Handbook II to acquire it retroactively. You can find more alternative class features in Player’s Handbook II, Unearthed Arcana, Complete Mage, and other D&D supplements.



The format for alternative class features is as follows.



Alternative Class Feature Name
This section provides a general description of the alternative class feature, including some roleplaying suggestions for each variant of the standard class.
Level: You can select the alternative class feature only at the indicated level.
Replaces: This line identifies the ability you must sacrifice to gain the alternative class feature.
Benefit: This section describes the mechanical effects of the alternative class feature.


—CC p. 45

Fairly straightforward. They specify a class, a feature to replace, sometimes a level, and a benefit gained in its place. There’s no one-to-one substitution of levels and no modifications to the base class’s chassis; it’s purely in the realm of adjusting class features. This is why I believe that, as-written, there’s a very sound argument for ACF chaining within this area specifically.

To illustrate what I mean, here is an example using wild shape ranger from the SRD, and the spiritual totem barbarian ACF from Complete Champion.

Wild shape ranger specifies that, in exchange for giving up combat style, improved combat style, and combat style mastery, you get “wild shape (as druid, small and medium animals only)” and “fast movement (as barbarian).”

A question arises: how far does that parenthetical, “(as barbarian),” go? There’s multiple ways to interpret it. It could mean “(see the barbarian class feature; you get that text on your ranger progression).” It could mean “(you get a ranger-specific variant of the class feature).” Personally, I like to think that it means exactly what it says it does. That is to say, when it says you get “fast movement (as barbarian),” it’s exactly what it says on the tin, for all purposes. For the purposes of fast movement, you are a barbarian, with all that entails.

So... with that in mind, in Complete Champion there’s an ACF called spiritual totem, which is most commonly used to gain pounce as a 1-level dip:

Spiritual Totem
Choose a spiritual totem: bear, eagle, fox, lion, or wolf. Once you do so, you are forever bound to that animal spirit. Your connection grants you special abilities based on the totem you have chosen (or that has chosen you, as some see it).
The DM can add more totems to the above list as desired, using those presented here as guidelines.
Level: 1st.
Replaces: This benefit replaces the fast movement class feature.
Benefit: You gain one of the abilities described below, depending on the chosen totem. Each of these effects is a supernatural ability.
Bear Totem: The mighty bear is known for her crushing embrace. If you adopt her as your spiritual totem, you gain the improved grab ability (MM 310).
Eagle Totem: The eagle can see clearly over great distances and often notices details that are not obvious. If you embrace him as your spiritual totem, you gain a +4 bonus on Search and Spot checks.
Fox Totem: The cunning fox uses stealth to gain the upper hand. Should you choose her as your spiritual totem, you gain a +4 bonus on Hide and Move Silently checks.
Lion Totem: Regal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you gain the pounce ability (MM 313).
Wolf Totem: The wolf is a loyal ally who uses pack tactics to subdue her foes. If you choose her as your spiritual totem, you gain an additional +2 bonus on attack rolls when flanking an opponent.


—CC p. 46

Per Complete Champion, there are two qualifications for taking an ACF. First, have to be at the indicated level, and second, you have to sacrifice the listed ability. If you’re a wild shape ranger, at 1st level you get fast movement “as barbarian.”

Is this not, if you take it at face value, enough? After all, you’re the indicated level (1st), and you have the appropriate class feature (specifically called out as functioning as the barbarian one does). Thus it stands to reason that you should be able to swap it out for spiritual totem, just as barbarian can.

And that’s pretty much it.

There are a set of class feature swaps in Unearthed Arcana that specifically call out their function in the swap as working “as classname.” Under this interpretation of the rules as written (which is not the only possible interpretation, mind, but is one that I personally favor), those class features work entirely as if they came from the class in question, up to and including being able to be swapped for ACFs.

There’s some incredibly interesting chains you can do for this, most of them fairly balanced. I quite enjoy that the ranger’s options for what you can do with combat style swapping widens (giving wild shape ranger some actual competition, as far as opportunity cost), as well as the massive variety of other unique mixes you can get by chaining ACFs on other classes.

With that out of the way, let’s actually talk about chaining ACFs from other classes onto ranger.

Chaining ACFs

As a note before we get into this, I think it’s important to talk about duplicate class features. What happens when you chain ACFs in such a way that you result in multiple instances of the class feature? There’s a couple possibilities, and you and your DM should talk together and figure out how you want them to work.

The most relevant example for this is the combat style 🠞 wild shape ranger 🠞 favored enemy druid chain, which results in you having two instances of the favored enemy progression.

  1. Play the rule as it lays: “I have favored enemy (as ranger) twice, once from ranger and once from ACF chaining. These work independently, entirely as written. At 1st level I get two separate +2 favored enemies. At 5th level I get two more +2 favored enemies, and two advancements. I assign the advancements to my primary target, resulting in my favored enemy list being [+6, +2, +2, +2].”
  2. Never the twain shall meet: “I have favored enemy (as ranger) twice, once from ranger and once from ACF chaining. These work independently, and cannot overlap or affect each other. At 1st level, I get two separate +2 favored enemies. At 5th level I get, separately, ‘one new favored enemy and an advancement’ twice. Thus, my resulting favored enemy list is [+4, +2, +4, +2].”
  3. Don’t stack the same thing: “I have favored enemy (as ranger) twice, once from ranger and once from ACF chaining. We don’t want to deal with the weirdness of having two of the same feature, so I must continue the ACF chain, swapping one of the favored enemy instances for another ACF, such as favored environment or rival organization.”

Any of these is fine, honestly. If something turns out to be too strong (I could see a possibility of the elf ranger substitution levels in an Age of Worms campaign giving you multiple stacks of +3 advancements onto favored enemy (undead) being too much, for example), then it’s reasonable to disallow it. For the sake of my own building, I tend to assume the first option unless my DM says otherwise, but like most places where 3.5 rules get weird it’s important to have an open dialogue with your group about what you’re doing and what it results in.

Now that the preamble is all finally said, let’s actually talk about what we can chain.

The Ingredients

Unearthed Arcana presents only one option for getting the base features of other classes on the ranger in a way that specifies, explicitly, that it works just as that class’s version. However, it’s a big one: wild shape ranger, which trades away your combat style for core features of two different classes.

Ranger
A ranger might forgo training in weapon combat in exchange for the ability to take animal form and move swiftly through the woodlands.
Gain: Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian).
Lose: Combat style, improved combat style, combat style mastery.


—US p. 58

So our core ingredients are wild shape “as druid” and fast movement “as barbarian.” What can that get us? A surprising amount, actually! Due to the branching nature of ACF chaining, the following subsections are organized in the order you can acquire them, rather than alphabetical order.

Barbarian Fast Movement ACFs

Honestly, in practice the only worthwhile fast movement ACF here is spiritual totem from Complete Champion, quoted in full in the rules weirdness spoiler above. Still, there are a few options and for the sake of comprehensiveness, I’m listing them.

Aquatic Barbarian (D): Storm p. 48. If you have a racial swim speed, you can apply fast movement to that swim speed instead of your land speed.

Spiritual Totem (S): CC p. 46. Even setting aside the fact that this gives you pounce, letting you full attack on a charge (the most important thing a melee martial can get access to), some of the other benefits are actually really good? If you’re making a grappler build, bear spirit totem gets you access to improved grab. If you’re building around flanking or aren’t looking to pouncecharge, wolf spirit totem gives you an extra +2 on attack rolls while flanking. In theory it’s even possible that the +4 bonus on Hide and Move Silently checks from fox spirit totem could be useful. It’s just a really strong feature, and well worth the swap.

Roof-Walker (D): Cityscape web enhancement. This swaps your fast movement for the Roofwalker feat, and at 6th level you automatically qualify for the Roof-Jumper feat (but have to take it normally in a feat slot). This isn’t really any good, but in some niche builds you can do some silly things with Roof-Jumper’s ability to charge downwards by dropping on someone and get bonus damage for doing so. Still, taking this precludes taking pounce, so even that is fairly underwhelming.

Unholy Fury (F): EoE p. 22. This one is actually kinda funny, because while it replaces fast movement, you need to have a rage ability to actually use it. Once per rage, you can do a smite attack against anything that isn’t chaotic evil, adding your Cha bonus on the attack roll and +1 damage per [s]barbarian[/s] ranger level. Unless you’re getting rage somehow, this is useless for a ranger. If you do have rage, such as from the badger form of a badger hengeyokai, it’s theoretically useful (C). See if your DM lets it work as a smite [alignment] ability for prerequisites! Maybe you can find something neat to do with it.

Druid Wild Shape ACFs

While accessing pounce in-class is nice, this is where the cooler stuff happens. We have wild shape as a druid, which lets us access a few things. Most notable is doubling back onto ranger via the favored enemy druid ACF, which also happens to give us a few monk abilities that can then be chained as well.

Some ACFs, such as City Shape from the Cityscape web enhancement, advance in a way that expects you to have the ability to become Large and other types later (which ranger doesn’t get), rather than replacing wild shape wholesale, so I haven’t summarized them here. It’s arguable that they could be accessed, but in a strict-RAW sense they result in weird rules holes. I won’t be rating them, but if you’re curious, they’re City Shape (Cityscape web enhancement), Shapeshifter (PHB2 p. 39), and Spider Shape (DotU p. 58). Shapeshifter also loses your animal companion. If your DM lets you use them, City Shape is B rank, Spider Shape is F rank, and Shapeshifter is B rank.

There is an argument that the limitation on sizes taken for wild shape ranger would mean that ACFs that give up wild shape entirely wouldn’t be chainable, but personally I feel like unless the ACF is specifically swapping around or relying on the extra sizes normal druids get, wild shape is wild shape. Your DM may think differently, though. Regardless, there’s only two ACFs that outright trade wild shape in its entirety for something else:

Aspect of the Dragon (A): DM p. 11. You know, I had honestly never given this one a second look until writing this entry. You trade wild shape for the ability to, 1/day (and increasing at the same rate you would normally get wild shape; ask your DM if you can take Extra Wild Shape for bonus uses) as a swift action, enter a draconic aspect for one hour. At 8th level, you get two options at once, at 11th, three at once, and 15th, four. They’re actually not bad at all? The four options are (1) a fire cone breath weapon, (2), two claw attacks at 1d6 for medium, as well as +4 untyped to Strength, (3) an untyped +4 to Constitution and immunity to paralysis, (4) +4 to Wisdom, darkvision, low-light vision, and immunity to sleep, and (5) a fly speed with good maneuverability! Getting access to in-class flight is incredibly strong on its own, even without the rest of the options.

Favored Enemy Druid (A): SRD. If you don’t want to muck around with the wild shape rules, looping back and getting an extra instance each of favored enemy, Track, and swift hunter can open up a variety of options within the ranger’s own ACFs. Even if your DM doesn’t let you double up on favored enemy, you can actually use the otherwise-terrible favored environment and rival organization options to great effect (B). In addition, this gives you a monk’s AC bonus (Wis to AC while unarmored and scaling bonus) and monk fast movement. You do lose your armor and shield proficiency, but there’s no penalty for just wearing leather armor, masterwork studded leather, mithral chain, and so on, so it’s no great loss.

Monk Fast Movement ACFs

If you take favored enemy druid as a chain link, you get the monk’s AC bonus (including its scaling) and fast movement. This opens up a few more options, though we’re starting to scrape the bottom of the barrel here.

Damage Reduction (B): SRD. This trades your monk speed bonus and the scaling bonus to AC while unarmored (but not your Wisdom bonus to AC, you keep that) for damage reduction (as barbarian). If you’re taking ranger to 7th level or higher, and chained this far, then there’s no reason not to take this.

Standing Jump (D): Du 10. This one comes online at 3rd level when your first +10ft speed boost comes online. Instead, you now always count as having a running start for long jumps while unarmored (and for high jumps starting at 6th level), which… well, it exists. It’s actually pretty solid (B) if you’re taking Leap Attack, but otherwise it will rarely come up.

Barbarian Damage Reduction ACFs

If you've taken favored enemy druid as a chain link and followed it up with the damage reduction monk, you now have a barbarian’s damage reduction and can trade that for something else!

Devil’s Luck (A): Dr349 p. 92. Technically taken at 6th level in spite of DR coming online at 7th (I imagine it’s a typo), this one replaces your DR/– scaling with an equal luck bonus on all saving throws. At 7th level, you get +1 on all saves, at 10th, +2, and so on. Even at its minimum bonus this is way, way better than the small amount of DR.

Streetfighter (A): Cityscape web enhancement. This swaps your damage reduction for a scaling list of benefits while: a flat +1 increase to critical threat range while charging or flanking at 7th that (extremely rare for a 3.5 ability) stacks with keen and Improved Critical, the ability to turn during charges at 10th, the ability to charge through allies at 13th, the ability to charge at four times your speed at 16th, and a “cleaving charge” at 19th level that lets you charge again if your first hit in a charge attack drops the enemy. For full-on ubercharger builds, this is probably S-rated, because when you combine the usual Leap Attack/Shock Trooper/etc tools with Favored Power Attack even your very first hit has the potential to destroy a target.


Two images of Soveliss, one in basic gear and firing two arrows from his bow, and the other in better gear and firing three arrows from a glowing bow. Between these images are the words Ranger City rendered in the style of the videogame Mafia City.

Chapter III:
Building Your Ranger


Though the ranger has a massive number of alternative versions and features, that’s only one part of building a successful ranger. You’ve got ability score setups, feats, prestige classes… even races aren’t strictly ‘business as usual’ for ranger due to how good some of the racial ACFs are. So, let’s talk about building a character!

On Simplified Building

A lot of the time when a person looks up a handbook, they’re looking for, basically, “I want to play this class and not mess it up, how do I do that.” Since this handbook is more comprehensive than most, I’ve made a section towards the end with ‘starting packages’ for that sort of approach. These are builds I’ve assembled with explanations on what’s being taken and why, such that you can use them as plug-and-play setups or foundations for your own build, without needing to go through the full guide and its explanations.

You can find these starting package builds in Appendix 1: Example Builds.

Ability Scores & Races

When making a ranger, your ability score needs will vary heavily based on what ACFs you plan on picking, and what type of combat you plan on doing. A Wis-SAD build using exalted feats will have very different needs from a Dex-based two-weapon fighter, and both play wildly differently from a wild shape ranger.

Don’t forget that ranger can skip many ability score requirements via combat styles. A Dex-based two-weapon fighting build need not worry about getting Str to 13 for power attack. Str-based TWF doesn’t need Dex 15/17/19 to get its enabling feats. And so on and so forth. In the spoiler below is a priority table for common build goals.

Ability Score Priorities
Ability Score Melee (Str-based) Melee (Finesse) Ranged (Str-scaling)* Ranged (Other) Wis-Based† Wild Shape Notes
Strength S C C F C F If playing with encumbrance, putting an 11-12 in Str is cheap even on non-Str builds.
Dexterity C S S S C F
Constitution B B B B B S
Intelligence‡ C C C C C C
Wisdom B B B B S B Normal ranger maxes at 14
Charisma D D D D D D

* Bows and thrown weapons that add Strength to their damage will, naturally, want some investment into Str, but it’s not nearly as important as your to-hit.

† There are different degrees of Wis-based rangers; one using Zen Archery or Intuitive Attack still wants some Str for damage, and Dex still determines how early you’ll go in combat. A true, maxed-out Wis-SAD build can dump every other stat, but most builds don’t go that far.

‡ If you’re taking Sword of the Arcane Order, your Int needs are higher because wizard spells care more about save DCs than ranger spells. At the very least, you need 10 + spell level to cast, so don’t fully dump it at that point.

Races

The thing about D&D races is that they very rarely completely decide your character’s viability. With a good class and build you can take even the mechanically-worse races and not worry too hard. Ranger is no different! With that said, some choices nonetheless offer you more power than others, especially when accounting for various racial ACFs.

I would also like to extend my thanks to the posters Wolfen Fenrison, AZNsupermarket, and Maat Mons on the old WotC forums and Minmax, whose LA +0 Race List was a fantastic starting point for making this section of the guide.

Here is a full list of 3.5's ECL 1 (LA +0, 1 racial Hit Die) races, arranged alphabetically and given ratings for ranger use. I do not recommend referring to this list directly (instead look at the spoilers afterwards), but it's there for deep dives:

Full 3.5 Races List (sorted alphabetically)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Race NameRatingSizeAbility Score AdjustmentsNotable FeaturesSource
Aasimar (Lesser)BMed+2 Wis, +2 ChaDaylight SLA, energy resistances.PGtF/Core
Aasimar (Savage Progression)CMed+2 ChaOutsider type (proficiency with all simple and martial weapons), access to Fangshields Ranger.Web
AelfbornDMed+2 Dex, –2 Con, +2 Int, –2 Wis, further –1/2 level in WisVariant half-elves; bonus feat + bonus Skill Focus every 5 levels.Dr307
Anthropomorphic BatSSmall–4 Str, +6 Wis, –2 ChaFly speed, access to Fangshields Ranger; little else at LA +0 gives this much Wisdom.SS
Anthropomorphic LizardSSmall–4 Str, +2 Dex, +4 Wis, –4 ChaNatural weapon, access to Fangshields Ranger.SS
Anthropomorphic MonkeySSmall–4 Str, +2 Dex, +4 Wis, –2 ChaNatural weapon, access to Fangshields Ranger.SS
Anthropomorphic RatSSmall–4 Str, +2 Dex, +4 Wis, –4 ChaNatural weapon, access to Fangshields Ranger.SS
Anthropomorphic RavenSSmall–6 Str, +2 Dex, +4 Wis, –4 ChaFly speed, natural weapon, access to Fangshields Ranger.SS
Anthropomorphic ToadXSmall–4 Str, –2 Dex, +6 Wis, –2 Cha5ft movement speed, access to Fangshields Ranger; little else at LA +0 gives this much Wisdom.SS
Anthropomorphic WeaselSSmall–4 Str, +2 Dex, +4 Wis, –4 ChaNatural weapon, access to Fangshields Ranger.SS
AsheratiCMedHeat Endurance bonus feat, can swim in sand.Sand
AventiCMedHuman but amphibious, no bonus feat, no bonus skills.Storm
Axani (Lesser)BMed+2 Int, +2 WisCalm emotions SLA, energy resistances.PGtF/Dr297
Azerblood (Lesser)AMed+2 Str, +2 Con, –2 ChaHeat metal SLA, access to dwarf ranger ACF.PGtF/Dr350
AzurinAMedHuman but with 1 bonus essentia for incarnum instead of bonus skill points.MoI
BakemonoXSmall+2 Str, +2 Con, –8 Int, –4 Cha–8 Int makes them very awkward to allow; +6 natural armor can be too strong at lowest levels.OA
BeguilerSSmall–4 Str, +6 Dex, +2 IntLA +0 (cohort), 2 claws + bite, constant true seeing, access to Fangshields Ranger.ShS
BhukaCMed–2 Str, +2 DexHeat Endurance bonus feat.Sand
BuommanDMed+2 Wis, –2 ChaCannot talk without taking Wis damage.PlH
Cansin (Lesser)BMed+2 Int, +2 ChaEntropic shield SLA, energy resistances.PGtF/Dr297
Celadrin (Lesser)AMed+2 Dex, –2 Con, +2 ChaScorching ray SLA, access to elf ranger ACFs, fire resistance 10.PGtF/Dr350
Changeling (Eberron)CMedAccess to Warshaper PrC.ECS
Changeling (Fey)FMed–2 Str, +2 Dex, –2 Con, +2 ChaCounts as both fey and humanoid for effects.Dr304
Chaond (Lesser)SMed+4 Dex, +2 Con, –2 ChaShatter SLA, energy resistances.PGtF/MM2
Cyclopean (Feral-Kind)BMed+2 Str, –2 Dex, +2 Con, –2 IntPenalty on ranged attack rolls, +1 on init checks and Ref saves.Dr323
Cyclopean (Menta)DMed–2 Dex, +2 ConPenalty on ranged attack rolls, augury ability.Dr323
D'hin'ni (Lesser)ASmall+2 Dex, –2 Wis, +2 ChaWind wall SLA, access to the incredible halfling ranger ACF.PGtF/Dr350
Daelkyr Half-BloodBMedSymbiont for free and benefits to it, access to Fangshields Ranger.MoE
DarfellanBMed+2 Str, –2 DexSwim speed, natural weapon.Storm
Deep ImaskariFMed–2 Dex, +2 Int1/day recall a 1st-level prepared spell you cast.Und
Drow (Lesser)CMed+2 Dex, –2 ConAccess to elf ACFs (ironically), hand crossbow proficiency, light blindness.PGtF
Drow (Savage Progression)BMed+2 Dex, –2 Con, +2 IntAccess to elf ACFs (ironically), dancing lights SLA, hand crossbow proficiency, light blindness.Web
Duergar (Lesser)CMed+2 Con, –4 ChaEnlarge person SLA, access to dwarf ranger ACF.PGtF
Duergar (Savage Progression)CMed+2 Con, –4 ChaEnlarge person SLA, access to dwarf ranger ACF.Web
DusklingCMed+2 Con, –2 Int1 bonus essentia, access to Fangshields Ranger.MoI
DwarfCMed+2 Con, –2 ChaSolid racial traits (stonecunning, bonus on saves vs spells!), access to alright ACF, but nothing else to write home about.Core
Dwarf (Aleithian)XMed+2 Con, +2 Int, –4 ChaAs dwarf but relates to psionics; 3.0 psionics material that is incompatible with 3.5 without a full rehaul.Web
Dwarf (Aquatic)CMed+2 Str, –4 Dex, +2 Con, –2 ChaAs dwarf but with a swim speed and can't breathe air.SRD
Dwarf (Arctic)CMed+2 Str, –4 Dex, +2 Con, –2 ChaLoses stonecunning for an ice-based equivalent. RAW cannot access dwarf ranger ACF, but imo houseruling the swap for their ice version seems fair.SRD
Dwarf (Badlands)CMed+2 Con, –2 ChaHeat Endurance as a bonus feat, loses stonecunning, cannot access dwarf ranger ACF.Sand
Dwarf (Dark)CMed+2 Con, –4 ChaAs dwarf, except double darkvision range and light sensitivity.DCS
Dwarf (Deep)BMed+2 Con, –2 ChaAs dwarf, except +3 on saves vs spells/SLAs/poison, larger darkvision, and light sensitivity.Core
Dwarf (Desert)CMed–2 Dex, +2 ConRacial combat bonuses apply against dragons instead, loses stonecunning, cannot access dwarf ranger ACF.SRD
Dwarf (Dream)CMed–2 Dex, +2 ConCan see ethereal creatures, +1 CL on divinations when standing on the ground, cannot access dwarf ranger ACF.RoS
Dwarf (Earth)AMed+2 Str, –2 Dex, +2 Con, –2 ChaAccess to alright ACF, loses bonus on saves vs spells.SRD
Dwarf (Exiled)AMed+2 Con, –2 ChaTrades stonecunning, darkvision, and stability for any bonus feat, and higher bonuses against goblins and giants. Cannot access dwarf ranger ACF.Dr320
Dwarf (Fireblood)BMed+2 Con, –2 ChaAs dwarf, but gains dragonblood subtype, fire resistance 5, and bonus AC vs dragons instead of vs giants. Cannot access dwarf ranger ACF.DM
Dwarf (Glacier)CMed+2 Con, –2 ChaTrades stonecunning, darkvision, and stability for any bonus feat, and higher bonuses against goblins and giants. Cannot access dwarf ranger ACF.Frost
Dwarf (Gold)CMed+2 Con, –2 DexCold Endurance effective bonus feat, loses stonecunning for an ice-based equivalent. RAW cannot access dwarf ranger ACF, but imo houseruling the swap for their ice version seems fair.Core
Dwarf (Gully)CSmall+2 Dex, +2 Con, –4 Int, –4 ChaLoses the good dwarf racial traits, takes a large penalty against fear effects, cannot access dwarf ranger ACF.DCS
Dwarf (Jungle)DMed+2 Con, –2 ChaAs dwarf but no darkvision and no stonecunning. Cannot access dwarf ranger ACF.SRD
Dwarf (Mountain)CMed+2 Con, –2 ChaCompletely identical to base dwarf.Core
Dwarf (Seacliff)CMed+2 Con, –2 ChaAs dwarf but no bonus against orcs/goblins. Access to alright ACF.Storm
Dwarf (Shield)CMed+2 Con, –2 ChaCompletely identical to base dwarf.FRCS
Dwarf (Stonefire)CMed+2 Con, –2 ChaCompletely identical to base dwarf except favored class is wilder.XPH
Dwarf (Wild)CSmall+2 Con, –2 ChaPoison use, +3 on saves vs poison, fire resistance 5, cannot access dwarf ranger ACF.RoF
ElanCMed–2 ChaPsionic subtype, access to Fangshields Ranger.SRD
ElfBMed+2 Dex, –2 ConAccess to strong ACFs, solid racial traits.Core
Elf (Aquatic)CMed+2 Dex, –2 IntAs elf but has a swim speed and can't breathe air for long.Core
Elf (Arctic)CMed–2 Str, +2 DexAs elf but loses secret door detection.SRD
Elf (Declining)AMed+2 Dex, –2 ConAs elf, but gains Weapon Focus (two elf weapons), loses immunity to sleep, long lifespan, and trance.Dr320
Elf (Desert)BMed–2 Str, +2 DexAs elf.SRD
Elf (Fire)BMed+2 Dex, –2 Con, +2 Int, –2 ChaAs elf but has fire resistance 5.SRD
Elf (Forestlord)BMed+2 Dex, –2 ConAs elf but loses proficencies for dragonblood subtype and a short distance teleport-through-trees.DM
Elf (Gray)BMed–2 Str, +2 Dex, –2 Con, +2 IntAs elf.Core
Elf (Illaeli)BMed+2 Dex, –2 ConAs elf; implied to have a different favored class but none stated.XPH
Elf (Jungle)CMed+2 Dex, –2 ConAs elf but loses secret door detection.SRD
Elf (Kagonesti)CMed+2 Dex, –2 Int, –2 ChaAs elf, but with 30ft darkvision and different proficiencies.DCS
Elf (Moon)BMed+2 Dex, –2 ConAs elf.FRCS
Elf (Painted)AMed+2 Dex, –2 IntAs elf.Sand
Elf (Qualinesti)BMed+2 Dex, –2 ConAs elf, but with 30ft darkvision.DCS
Elf (Silvanesti)BMed+2 Dex, –2 Con, +2 Int, –2 ChaAs elf, but with 30ft darkvision.DCS
Elf (Snow)AMed+2 Dex, –2 ChaAs elf.Frost
Elf (Star)CMed–2 Con, +2 ChaAs elf, but gets ghost touch on all gear at night instead of weapon proficiencies.Una
Elf (Sun)CMed–2 Con, +2 IntAs elf.FRCS
Elf (Valley)CMed–2 Con, +2 IntAs elf, but with a +4 on Disguise checks to appear human.LGJ2
Elf (Wild)AMed+2 Dex, –2 Int,As elf.Core
Elf (Wood)AMed+2 Str, +2 Dex, –2 Con, –2 IntAs elf.Core
ExtaminarCMed–2 Str, +2 DexCan talk to and charm snakes.CoR
FaunDMed+2 Dex, –2 Wis, –2 ChaAccess to Fangshields Ranger.DD
Fey'ri (Lesser)SMed+2 Dex, –2 Con, +2 Int40ft fly speed, variety of SLAs, change shape, access to elf ACFs.PGtF/MonF
Genasi (Lesser Air)BMed+2 Dex, +2 Int, –2 Wis, –2 ChaLevitate SLA, doesn't breathe.PGtF/FRCS
Genasi (Lesser Earth)BMed+2 Str, +2 Con, –2 Wis, –2 ChaPass without trace SLA.PGtF/FRCS
Genasi (Lesser Fire)DMed+2 Int, –2 ChaSpecial control flames SLA.PGtF/FRCS
Genasi (Lesser Water)CMed+2 Con, –2 ChaCreate water SLA.PGtF/FRCS
GlimmerfolkBMed–2 Str, +2 DexSome low-level light/illusion SLAs, outsider type (proficiency with all simple and martial weapons), access to Fangshields Ranger.Dr321
GnomeCSmall–2 Str, +2 ConAccess to solid ACFs.Core
Gnome (Air)CSmall–2 Str, +2 DexAs gnome but does not breathe.SRD
Gnome (Aquatic)CMed–2 Str, +2 ConAs gnome but has a swim speed and can't breathe air.SRD
Gnome (Arcane)BSmall–2 Str, +2 Con, +2 Int, –2 WisAs gnome but trades the ability to talk to animals with Use Magic Device as a class skill.Dr291
Gnome (Arctic)CSmall–2 Str, +2 ConAs gnome.SRD
Gnome (Desert)CSmall–2 Str, +2 ConAs gnome.SRD
Gnome (Forest)CSmall–2 Str, +2 ConAs gnome, with a constant pass without trace effect.Core
Gnome (Ice)CSmall–2 Str, +2 ConAs gnome but slightly different SLAs.Frost
Gnome (Jungle)CSmall–2 Str, +2 ConAs gnome.SRD
Gnome (Mad)CSmall–2 Str, +2 DexAs tinker gnome, but with +2 on Open Lock/Disable Device checks and no Will bonus.DCS
Gnome (River)BSmall–2 Str, +2 ConAs gnome, but with a swim speed, +1 init, and can talk to river animals (includes fish and birds in the area) instead of burrowing ones.Dr291
Gnome (Stonehunter)CSmall–2 Str, +2 ConAs gnome but trades illusion benefits for dragonblood subtype.DM
Gnome (Techno)BSmall–2 Str, +2 ConAs gnome, but trades illusion benefits and racial SLAs for Alertness bonus feat.Dr320
Gnome (Tinker)CSmall–2 Str, +2 Dex, +2 Int, –2 WisGets +2 on Will saves.DCS
Gnome (Wavecrest)CSmall–2 Str, +2 ConAs gnome.Storm
Gnome (Whisper)ASmall–2 Str, +2 Dex, +2 Con, –2 ChaAs gnome but with a silence SLA, amazing stealth skills, 30ft land speed.RoS
GoblinCSmall–2 Str, +2 Dex, –2 Cha30ft land speed, racial stealth bonuses.Core
Goblin (Air)SSmall–2 Str, +4 Dex, –2 Con30ft land speed, amazing stats for Dex builds, does not breathe.SRD
Goblin (Aquatic)CSmall–2 Str, +2 Con, –2 ChaSwim speed, can't breathe air.SRD
Goblin (Arctic)CSmall–2 Str, +2 Con, –2 Cha30ft land speed.SRD
Goblin (Desert)DSmall–2 Str, +2 Dex, –2 Cha30ft land speed, trades darkvision for low-light vision.SRD
Goblin (Jungle)BSmall–2 Str, +2 Dex, –2 Cha30ft land speed, 20ft climb speed, trades darkvision for low-light vision.SRD
GrippliBSmall–2 Str, +2 Dex20ft climb speed, +4 to AC vs animals/vermin, Wild Talent bonus feat, net proficiency.Dr324
GruwaarDSmall–2 Str, +2 Dex, –2 Wis, +2 ChaDisguise self SLA, access to Fangshields Ranger.Dr317
HadozeeBMed+2 Dex, –2 ChaGlide speed.Storm
Hairy SpiderXFine–10 Str, +4 Dex, no Int, –8 ChaTechnically LA 0. A rules tangle to try to play one.PGtF/MonF
Half-DrowDMedAccess to strong ACFs (both half-elf and elf ones), darkvision, otherwise mediocre.DrU/RoF
Half-Drow (Deepwyrm)CMedAs half-drow, but gains dragonblood subtype and detect magic/disguise self SLAs.DM
Half-ElfDMedAccess to strong ACFs (both half-elf and elf ones), otherwise mediocre.Core
Half-Elf (Aquatic)DMedSwim speed, penalized slightly away from the coast. Cannot take half-elf skill bonuses ACF, still gets substitution levels.Storm
Half-Elf (Arctic)DMedAs half-elf but cannot take half-elf skill bonuses ACF.SRD
Half-Elf (Desert)DMedAs half-elf.SRD
Half-Elf (Fire)DMedAs half-elf.SRD
Half-Elf (Forestlord)CMedAs half-elf except gains dragonblood subtype and short distance teleport-through-trees. Cannot take half-elf skill bonus ACF.DM
Half-Elf (Jungle)DMedCannot take half-elf skill bonuses ACF, still gets substitution levels.SRD
Half-Elf (Krynn)DMedAs half-elf, but with 30ft darkvision.SRD
Half-OrcBMed+2 Str, –2 Int, –2 ChaAccess to a strong ACF (bonus favored enemy).Core
Half-Orc (Aquatic)CMed+2 Str, –2 Int, –2 ChaAs half-orc but has a swim speed and can't breathe air.SRD
Half-Orc (Arctic)CMed+2 Str, –2 Int, –2 ChaAs half-orc but trades darkvision for low-light vision.SRD
Half-Orc (Desert)CMed+2 Con, –2 IntAs half-orc but trades darkvision for low-light vision, Run bonus feat.SRD
Half-Orc (Frostblood)AMed+2 Str, –2 Int, –2 ChaAs half-orc but turns ranger’s bonus Endurance into a bonus feat of choice, vulnerable to fire damage, dragonblood subtype.Dm
Half-Orc (Jungle)CMed+2 Str, –2 Int, –2 ChaAs half-orc but trades darkvision for low-light vision.SRD
Half-Orc (Scablands)BMed+2 Str, –2 Int, –2 ChaAs half-orc.Sand
Half-Orc (Water)BMed+2 Str, –2 Int, –2 ChaAs half-orc.SRD
HalflingASmall–2 Str, +2 DexAccess to an incredible ACF.Core
Halfling (Aquatic)BSmall–2 Str, +2 DexAs halfling but has a swim speed and can't breathe air.SRD
Halfling (Arctic)ASmall–2 Str, +2 DexAs halfling.SRD
Halfling (Deep)ASmall–2 Str, +2 DexAs hafling, but stonecunning and darkvision instead of bonuses on athletics skills.Core
Halfling (Desert)ASmall–2 Str, +2 DexAs halfling.SRD
Halfling (Ghostwise)CSmall–2 Str, +2 DexTrades save bonuses for 20ft telepathy that doesn't qualify for Mindsight. Cannot take halfling ranger's save-boosting favored enemy ACF. B-rated if your DM throws you a bone and lets you take mindsight.FRCS
Halfling (Glimmerskin)ASmall–2 Str, +2 DexAs halfling but trades Move Silently bonus for dragonblood subtype and 1/day +2 bonus on a save.DM
Halfling (Jungle)CSmall–2 Str, +2 DexPoison use, but cannot take halfling ranger's save-boosting favored enemy ACF.SRD
Halfling (Shoal)ASmall–2 Str, +2 DexAs halfling but has a swim speed and no bonus on thrown/sling attacks.Storm
Halfling (Strongheart)ASmall–2 Str, +2 DexBonus feat, but cannot take halfling ranger’s save-boosting favored enemy ACF.FRCS
Halfling (Tallfellow)ASmall–2 Str, +2 DexAs halfling but bonuses on perception skills instead of athletics skills.Core
Halfling (Tundra)ASmall–2 Str, +2 DexAs halfling but bonus on Survival instead of Climb.Frost
Halfling (Unsheltered)BSmall–2 Str, +2 DexDodge + one of Iron Will/Great Fortitude/Lightning Reflexes bonus feats, cannot take halfling ranger's save-boosting favored enemy ACF.Dr320
Halfling (Water)ASmall–2 Str, +2 Dex, +2 ConEven better than normal halflings. Access to an incredible ACF.SRD
Hellbred (Body)BMed+2 Con, –2 IntCan use evil effects and items; bonus devil-touched feat at 4th and 14th levels.FCII
Hellbred (Spirit)DMed–2 Con, +2 ChaCan use evil effects and items; darkvision; telepathy at 15th level.FCII
Hengeyokai (Badger)AMed–2 Wis; +2 Con in hybrid formAlternate form (badger, hybrid); hybrid form has 10ft burrow speed, badger form is Tiny but has 2 claws+bite and may have the normal badger's rage ability (ask your DM). Access to Warshaper PrC.OA/Dr318
Hengeyokai (Carp)BMed–2 Wis; +2 Dex in hybrid formAlternate form (carp, hybrid); hybrid form has 30ft swim speed, carp form is a fish. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Cat)BMed–2 Wis; +2 Dex in hybrid formAlternate form (cat, hybrid); cat form has 2 claws+bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Crab)DMed–2 WisAlternate form (crab, hybrid); hybrid form has +1 natural armor, crab form is a has 2 claws. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Crane)SMed–2 Wis; +2 Dex in hybrid formAlternate form (crane, hybrid); hybrid form has 20ft fly speed, crane form has bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Dog)CMed–2 Wis; +2 Con in hybrid formAlternate form (dog, hybrid); hybrid form has +4 Survival, dog form has bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Fox)BMed–2 Wis; +2 Dex in hybrid formAlternate form (fox, hybrid); hybrid form has +4 Escape Artist, fox form has bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Hare)BMed–2 Wis; +2 Dex in hybrid formAlternate form (hare, hybrid); hybrid form has 40ft land speed, hare form is Tiny and has bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Monkey)BMed–2 Wis; +2 Dex in hybrid formAlternate form (monkey, hybrid); hybrid form has +4 Climb, monkey form is Tiny and has 30ft climb speed, bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Raccoon Dog)BMed–2 Wis; +2 Str in hybrid formAlternate form (raccoon dog, hybrid); hybrid form has +4 Survival, raccoon dog form has bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Rat)BMed–2 Wis; +2 Dex in hybrid formAlternate form (rat, hybrid); hybrid form has +4 Hide, rat form is Tiny and has 15ft climb speed, bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Sparrow)SMed–2 Wis; +2 Dex in hybrid formAlternate form (sparrow, hybrid); hybrid form has 20ft fly speed, sparrow form has 50ft fly speed. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Weasel)BMed–2 Wis; +2 Con in hybrid formAlternate form (weasel, hybrid); hybrid form has +4 Move Silently, weasel form has 20ft climb speed, bite. Access to Warshaper PrC.OA/Dr318
HumanAMedBonus feat! Bonus skills!Core
Human (Complacent)DMed+2 anyNo bonus feat or bonus skill points.Dr320
Human (Silverbrow)AMedHuman, but with dragonblood subtype and feather fall SLA instead of bonus skill points.DM
IllumianBMedA variety of useful options, though most aren't as good without multiclassing.RoD
JermlaineSTiny–8 Str, +6 Dex, –2 Con, –2 Int, +6 Wis, –6 ChaTiny, 40ft movespeed, incredible stats, access to Fangshields Ranger.MMII
JerrenASmall–2 Str, +2 DexAs halfling, but RAW cannot take halfling ranger’s save-boosting favored enemy ACF. Good triumphs over evil! (More seriously, they're just halflings if you change their racial bonus on saves to a luck bonus, since halfling got that change in the 3e to 3.5 update.)BoVD
KalashtarCMedMindlink PLA, access to unique magic items for psionics-boosting.ECS
KenderDSmall–2 Str, +2 Dex, –2 WisImmunity to fear.DCS
KenkuBMed–2 Str, +2 DexGets +4 when flanking instead of +2; can mimic voices.MMIII
KhepriBMed+2 Dex, –2 Con, +2 Wis, –2 ChaFemale only, bonuses against enchantments and gazes, cannot speak (uses sign language).Dr352
KillorenBMedChangeable skill bonus, significant Knowledge (nature) boost, access to Fangshields Ranger.RotW
KoboldBSmall–4 Str, +2 Dex, –2 ConAccess to solid ACFs and strong racial feats, 3 natural weapons.Core/Web
Kobold (Aquatic)CSmall–4 Str, +2 Dex, –2 ConAs kobold but with swim speed; can't breathe air.SRD/Web
Kobold (Arctic)BSmall–2 Str, +2 Dex, –2 Con, –2 WisAs kobold but with more split stat penalties.SRD/Web
Kobold (Desert)CSmall–4 Str, +2 Dex, –2 WisAs kobold but with no light sensitivity and trades Con penalty for Wis penalty.SRD/Web
Kobold (Earth)BSmall–2 Str, –2 ConAs kobold but trades Dex bonus for a lesser Str penalty.SRD/Web
Kobold (Jungle)BSmall–4 Str, +2 Dex, –2 IntAs kobold but trades Con penalty for Int penalty.SRD/Web
KorobokuruCSmall+2 Con, –2 IntSimilar to dwarves, but worse (no stonecunning, no dwarf ranger ACF, no boosted speed in armor).OA
KrinthCMed+2 Con, –2 ChaBonuses against fear, access to a strong combat familiar feat.CoR
LaikaCMed+2 Con, –2 IntTrack bonus feat, 1/day speak with canine animals.Web
LupinCMedWorse version of scent ability, access to Fangshields Ranger.DrC
Maeluth (Lesser)AMed–2 Dex, +4 ConAs dwarf, but can 1/day make a weapon unholy for 1 minute.PGtF/FF
MaenadDMedPsionic subtype, energy ray PLA (poor scaling).SRD
Mechanatrix (Lesser)AMed–2 Dex, +2 Con, +2 Int, –2 ChaShocking grasp SLA, heals from electricity damage.PGtF/FF
Minotaur (Krynn)BMed+4 Str, –2 Dex, –2 Int, –2 ChaScent, gore attack, +2 natural armor.DCS
MongrelfolkAMed+4 Con, –2 Int, –4 ChaCounts as any race they want to for magic items.RoD
MuckdwellerSTiny–6 Str, +6 Dex, –2 Wis, –2 Cha20ft swim speed, Ref-or-blind attack.SK
NeanderthalBMed+2 Str, –2 Dex, +2 Con, –2 IntCold Endurance effective bonus feat, illiterate, counts as human.Frost
NeraphimCMedOutsider type (proficiency with all simple and martial weapons), access to Fangshields Ranger.PlH
NezumiDMed+2 Con, –2 Cha40ft base land speed; unarmed strike deals 1d4 damage, can take Scent as a feat.OA
OrcCMed+4 Str, –2 Int, –2 Wis, –2 ChaStrong physical baseline but poor mental stats, light sensitivity.Core
Orc (Aquatic)DMed+4 Str, –2 Int, –2 Wis, –2 ChaSwim speed, can't breathe air.SRD
Orc (Arctic)CMed+4 Str, –2 Int, –2 Wis, –2 ChaNo darkvision, but no light sensitivity.SRD
Orc (Desert)CMed+4 Str, –2 Int, –2 Wis, –2 ChaEndurance bonus feat, no darkvision.SRD
Orc (Frostblood)BMed+4 Str, –2 Int, –2 Wis, –2 ChaTurns ranger’s bonus Endurance into a bonus feat of choice, vulnerable to fire damage, dragonblood subtype.DM
Orc (Jungle)CMed+4 Str, –2 Int, –2 Wis, –2 ChaTrades darkvision for low-light vision.SRD
Orc (Losel)SMed+4 Str, +2 Dex, +2 Con, –4 Int, –4 ChaClimb speed, darkvision, two natural weapons, no light sensitivity.LGJ3
Orc (Water)AMed+4 Str, +2 Con, –2 Int, –2 Wis, –2 ChaIncredibly strong physical stats. S-rated if you apply dragonborn.SRD
Para-Genasi (Lesser Dust)SMed+4 Dex, –2 Con, +2 Int, –2 ChaDoes not need to breathe.PGtF/Dr297
Para-Genasi (Lesser Ice)AMed–2 Dex, +4 Con, +2 Wis, –2 ChaChill metal SLA.PGtF/Dr297
Para-Genasi (Lesser Magma)BMed+2 Str, +2 Con, –2 Int, –2 WisHeat metal SLA.PGtF/Dr297
Para-Genasi (Lesser Ooze)AMed+4 Con, –2 ChaGrease SLA.PGtF/Dr297
Para-Genasi (Lesser Smoke)BMed+2 Dex, +2 Int, –2 ChaPyrotechnics SLA.PGtF/Dr297
Para-Genasi (Lesser Steam)BMed+2 Dex, –2 ChaObscuring mist SLA.PGtF/Dr297
PhanatonBSmall–2 Str, +2 Dex, –2 ConGlide ability. Described and drawn with prehensile tails, but with no ability in their stat block. Ask your DM how you want to handle it. A-rated if counted as a true third hand that gives you access to Multiweapon Fighting, B-rated otherwise.Dr351/Dr339
RaptoranBMedLevel-scaling fly speed frees up later build resources.RotW
RilkanCMed–2 Str, +2 DexAll Knowledges are counted as trained.MoI
Sea KinDMed30ft swim speed, water dependency.RoD
Shadowswyft (Lesser)CMed+2 Dex, –2 Con40ft land speed, light blindness, +2 on init checks.PGtF/PlH
ShalarinXMed+4 Str, +4 DexSwim speed, 5ft land speed, can't breathe air.PGtF/MonF
ShifterAMed+2 Dex, –2 Int, –2 ChaVariety of racial traits, access to solid ACFs and feat support.ECS/RoE
Shifter (Saurian)AMed+2 Con, –2 Int, –2 ChaSimilar to shifters, but with dinosaur theming. Explicitly can use shifter feats with their shifting; if not allowed to take shifter ACFs and so on, these are B-rated.Dr328
Shyft (Lesser)SMed–2 Str, +2 Dex, +2 Wis, –2 ChaEthereal jaunt SLA, energy resistances.PGtF/FF
SkarnsCMed+2 Str, –2 DexNatural weapon.MoI
SpellscaleDMed–2 Con, +2 ChaChangeable bonuses for spells and irrelevant-to-ranger skills each day.RotD
SpikerDMedNatural armor spikes, DR 2/bludgeoning, bad at wearing armor.PlH
Spirit Folk (Bamboo)CMedTrackless step ability.OA
Spirit Folk (Mountain)BMed30ft climb speed.Una
Spirit Folk (River)BMed30ft swim speed, water breathing.Una/OA
Spirit Folk (Sea)BMed30ft swim speed, water breathing, +2 on saves vs fire spells/SLAs.OA
Svirfneblin (Lesser)CSmall–2 Str, +2 DexStonecunning, access to gnome ACFs.PGtF
SynadBMedPsionic subtype, 1/day +2 bonus on any roll (can use after finding out if you failed, if it'd matter), 1/day take a mental action as a swift.CPsi
T'kelBMed+2 Dex, –2 IntSwim speed, 2 claws, access to Fangshields Ranger.Dr317
TasloiBSmall–2 Str, +2 Dex, –2 Cha30ft land speed, 20ft climb speed, light sensitivity.ShS
TibbitASmall–2 Str, +2 DexCat turn into a cat, access to Fangshields Ranger.DrCom
Tiefling (Lesser)BMed+2 Dex, +2 Int, –2 ChaDarkless SLA; energy resistances.PGtF/Core
Tiefling (Savage Progression)BMed+2 Dex, –2 ChaOutsider type (proficiency with all simple and martial weapons), access to Fangshields Ranger.Web
TortleBMed–2 Dex, +2 Con, +2 Wis, –2 ChaEndurance bonus feat, +3 natural armor.Dr315
UnderfolkDMed+10 on Hide checks in rocky terrain.RoD
VanaraBMed20ft climb speed.OA/Dr318
VasharanDMedAs human, but must take a vile feat as their bonus feat.BoVD
VrilBSmall+2 Con, –2 Int, –2 ChaCan get a variable DR, interesting racial feat options (1/day aoe save-or-daze on a feat).DotU/Web
WarforgedAMed+2 Con, –2 Wis, –2 ChaAmazing racial traits and defenses, easily makes up for the -2 Wis, natural weapon.RoE
Warforged ScoutBSmall–2 Str, +2 Dex, –2 Wis, –2 ChaAmazing racial traits and defenses, natural weapon; worse than base warforged in most ways.MMIII
Wispling (Lesser)SSmall–2 Str, +4 Dex, +2 IntAs halfling, but with a disguise self SLA.PGtF/FF
Worghest (Lesser)AMed+2 Str, +2 Dex, –2 ChaTrack bonus feat, can turn into a wolf.PGtF/Dr350
XephCMed–2 Str, +2 DexPsionic subtype.SRD
XvartDSmall–2 Str, +2 Dex, –2 ChaSpeak with bats SLA.Dr339
Zenythri (Lesser)SMed+2 Str, +2 Dex, +2 Wis, –2 ChaTrue strike SLA, energy resistances.PGtF/MM2

And here is the same table, ordered by rating instead:

Full 3.5 Races List (sorted by rating)
Race NameRatingSizeAbility Score AdjustmentsNotable FeaturesSource
Anthropomorphic BatSSmall–4 Str, +6 Wis, –2 ChaFly speed, access to Fangshields Ranger; little else at LA +0 gives this much Wisdom.SS
Anthropomorphic LizardSSmall–4 Str, +2 Dex, +4 Wis, –4 ChaNatural weapon, access to Fangshields Ranger.SS
Anthropomorphic MonkeySSmall–4 Str, +2 Dex, +4 Wis, –2 ChaNatural weapon, access to Fangshields Ranger.SS
Anthropomorphic RatSSmall–4 Str, +2 Dex, +4 Wis, –4 ChaNatural weapon, access to Fangshields Ranger.SS
Anthropomorphic RavenSSmall–6 Str, +2 Dex, +4 Wis, –4 ChaFly speed, natural weapon, access to Fangshields Ranger.SS
Anthropomorphic WeaselSSmall–4 Str, +2 Dex, +4 Wis, –4 ChaNatural weapon, access to Fangshields Ranger.SS
BeguilerSSmall–4 Str, +6 Dex, +2 IntLA +0 (cohort), 2 claws + bite, constant true seeing, access to Fangshields Ranger.ShS
Chaond (Lesser)SMed+4 Dex, +2 Con, –2 ChaShatter SLA, energy resistances.PGtF/MM2
Fey'ri (Lesser)SMed+2 Dex, –2 Con, +2 Int40ft fly speed, variety of SLAs, change shape, access to elf ACFs.PGtF/MonF
Goblin (Air)SSmall–2 Str, +4 Dex, –2 Con30ft land speed, amazing stats for Dex builds, does not breathe.SRD
Hengeyokai (Crane)SMed–2 Wis; +2 Dex in hybrid formAlternate form (crane, hybrid); hybrid form has 20ft fly speed, crane form has bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Sparrow)SMed–2 Wis; +2 Dex in hybrid formAlternate form (sparrow, hybrid); hybrid form has 20ft fly speed, sparrow form has 50ft fly speed. Access to Warshaper PrC.OA/Dr318
JermlaineSTiny–8 Str, +6 Dex, –2 Con, –2 Int, +6 Wis, –6 ChaTiny, 40ft movespeed, incredible stats, access to Fangshields Ranger.MMII
MuckdwellerSTiny–6 Str, +6 Dex, –2 Wis, –2 Cha20ft swim speed, Ref-or-blind attack.SK
Orc (Losel)SMed+4 Str, +2 Dex, +2 Con, –4 Int, –4 ChaClimb speed, darkvision, two natural weapons, no light sensitivity.LGJ3
Para-Genasi (Lesser Dust)SMed+4 Dex, –2 Con, +2 Int, –2 ChaDoes not need to breathe.PGtF/Dr297
Shyft (Lesser)SMed–2 Str, +2 Dex, +2 Wis, –2 ChaEthereal jaunt SLA, energy resistances.PGtF/FF
Wispling (Lesser)SSmall–2 Str, +4 Dex, +2 IntAs halfling, but with a disguise self SLA.PGtF/FF
Zenythri (Lesser)SMed+2 Str, +2 Dex, +2 Wis, –2 ChaTrue strike SLA, energy resistances.PGtF/MM2
Azerblood (Lesser)AMed+2 Str, +2 Con, –2 ChaHeat metal SLA, access to dwarf ranger ACF.PGtF/Dr350
AzurinAMedHuman but with 1 bonus essentia for incarnum instead of bonus skill points.MoI
Celadrin (Lesser)AMed+2 Dex, –2 Con, +2 ChaScorching ray SLA, access to elf ranger ACFs, fire resistance 10.PGtF/Dr350
D'hin'ni (Lesser)ASmall+2 Dex, –2 Wis, +2 ChaWind wall SLA, access to the incredible halfling ranger ACF.PGtF/Dr350
Dwarf (Earth)AMed+2 Str, –2 Dex, +2 Con, –2 ChaAccess to alright ACF, loses bonus on saves vs spells.SRD
Dwarf (Exiled)AMed+2 Con, –2 ChaTrades stonecunning, darkvision, and stability for any bonus feat, and higher bonuses against goblins and giants. Cannot access dwarf ranger ACF.Dr320
Elf (Declining)AMed+2 Dex, –2 ConAs elf, but gains Weapon Focus (two elf weapons), loses immunity to sleep, long lifespan, and trance.Dr320
Elf (Painted)AMed+2 Dex, –2 IntAs elf.Sand
Elf (Snow)AMed+2 Dex, –2 ChaAs elf.Frost
Elf (Wild)AMed+2 Dex, –2 Int,As elf.Core
Elf (Wood)AMed+2 Str, +2 Dex, –2 Con, –2 IntAs elf.Core
Gnome (Whisper)ASmall–2 Str, +2 Dex, +2 Con, –2 ChaAs gnome but with a silence SLA, amazing stealth skills, 30ft land speed.RoS
Half-Orc (Frostblood)AMed+2 Str, –2 Int, –2 ChaAs half-orc but turns ranger’s bonus Endurance into a bonus feat of choice, vulnerable to fire damage, dragonblood subtype.Dm
HalflingASmall–2 Str, +2 DexAccess to an incredible ACF.Core
Halfling (Arctic)ASmall–2 Str, +2 DexAs halfling.SRD
Halfling (Deep)ASmall–2 Str, +2 DexAs hafling, but stonecunning and darkvision instead of bonuses on athletics skills.Core
Halfling (Desert)ASmall–2 Str, +2 DexAs halfling.SRD
Halfling (Glimmerskin)ASmall–2 Str, +2 DexAs halfling but trades Move Silently bonus for dragonblood subtype and 1/day +2 bonus on a save.DM
Halfling (Shoal)ASmall–2 Str, +2 DexAs halfling but has a swim speed and no bonus on thrown/sling attacks.Storm
Halfling (Strongheart)ASmall–2 Str, +2 DexBonus feat, but cannot take halfling ranger’s save-boosting favored enemy ACF.FRCS
Halfling (Tallfellow)ASmall–2 Str, +2 DexAs halfling but bonuses on perception skills instead of athletics skills.Core
Halfling (Tundra)ASmall–2 Str, +2 DexAs halfling but bonus on Survival instead of Climb.Frost
Halfling (Water)ASmall–2 Str, +2 Dex, +2 ConEven better than normal halflings. Access to an incredible ACF.SRD
Hengeyokai (Badger)AMed–2 Wis; +2 Con in hybrid formAlternate form (badger, hybrid); hybrid form has 10ft burrow speed, badger form is Tiny but has 2 claws+bite and may have the normal badger's rage ability (ask your DM). Access to Warshaper PrC.OA/Dr318
HumanAMedBonus feat! Bonus skills!Core
Human (Silverbrow)AMedHuman, but with dragonblood subtype and feather fall SLA instead of bonus skill points.DM
JerrenASmall–2 Str, +2 DexAs halfling, but RAW cannot take halfling ranger’s save-boosting favored enemy ACF. Good triumphs over evil! (More seriously, they're just halflings if you change their racial bonus on saves to a luck bonus, since halfling got that change in the 3e to 3.5 update.)BoVD
Maeluth (Lesser)AMed–2 Dex, +4 ConAs dwarf, but can 1/day make a weapon unholy for 1 minute.PGtF/FF
Mechanatrix (Lesser)AMed–2 Dex, +2 Con, +2 Int, –2 ChaShocking grasp SLA, heals from electricity damage.PGtF/FF
MongrelfolkAMed+4 Con, –2 Int, –4 ChaCounts as any race they want to for magic items.RoD
Orc (Water)AMed+4 Str, +2 Con, –2 Int, –2 Wis, –2 ChaIncredibly strong physical stats. S-rated if you apply dragonborn.SRD
Para-Genasi (Lesser Ice)AMed–2 Dex, +4 Con, +2 Wis, –2 ChaChill metal SLA.PGtF/Dr297
Para-Genasi (Lesser Ooze)AMed+4 Con, –2 ChaGrease SLA.PGtF/Dr297
ShifterAMed+2 Dex, –2 Int, –2 ChaVariety of racial traits, access to solid ACFs and feat support.ECS/RoE
Shifter (Saurian)AMed+2 Con, –2 Int, –2 ChaSimilar to shifters, but with dinosaur theming. Explicitly can use shifter feats with their shifting; if not allowed to take shifter ACFs and so on, these are B-rated.Dr328
TibbitASmall–2 Str, +2 DexCat turn into a cat, access to Fangshields Ranger.DrCom
WarforgedAMed+2 Con, –2 Wis, –2 ChaAmazing racial traits and defenses, easily makes up for the -2 Wis, natural weapon.RoE
Worghest (Lesser)AMed+2 Str, +2 Dex, –2 ChaTrack bonus feat, can turn into a wolf.PGtF/Dr350
Aasimar (Lesser)BMed+2 Wis, +2 ChaDaylight SLA, energy resistances.PGtF/Core
Axani (Lesser)BMed+2 Int, +2 WisCalm emotions SLA, energy resistances.PGtF/Dr297
Cansin (Lesser)BMed+2 Int, +2 ChaEntropic shield SLA, energy resistances.PGtF/Dr297
Cyclopean (Feral-Kind)BMed+2 Str, –2 Dex, +2 Con, –2 IntPenalty on ranged attack rolls, +1 on init checks and Ref saves.Dr323
Daelkyr Half-BloodBMedSymbiont for free and benefits to it, access to Fangshields Ranger.MoE
DarfellanBMed+2 Str, –2 DexSwim speed, natural weapon.Storm
Drow (Savage Progression)BMed+2 Dex, –2 Con, +2 IntAccess to elf ACFs (ironically), dancing lights SLA, hand crossbow proficiency, light blindness.Web
Dwarf (Deep)BMed+2 Con, –2 ChaAs dwarf, except +3 on saves vs spells/SLAs/poison, larger darkvision, and light sensitivity.Core
Dwarf (Fireblood)BMed+2 Con, –2 ChaAs dwarf, but gains dragonblood subtype, fire resistance 5, and bonus AC vs dragons instead of vs giants. Cannot access dwarf ranger ACF.DM
ElfBMed+2 Dex, –2 ConAccess to strong ACFs, solid racial traits.Core
Elf (Desert)BMed–2 Str, +2 DexAs elf.SRD
Elf (Fire)BMed+2 Dex, –2 Con, +2 Int, –2 ChaAs elf but has fire resistance 5.SRD
Elf (Forestlord)BMed+2 Dex, –2 ConAs elf but loses proficencies for dragonblood subtype and a short distance teleport-through-trees.DM
Elf (Gray)BMed–2 Str, +2 Dex, –2 Con, +2 IntAs elf.Core
Elf (Illaeli)BMed+2 Dex, –2 ConAs elf; implied to have a different favored class but none stated.XPH
Elf (Moon)BMed+2 Dex, –2 ConAs elf.FRCS
Elf (Qualinesti)BMed+2 Dex, –2 ConAs elf, but with 30ft darkvision.DCS
Elf (Silvanesti)BMed+2 Dex, –2 Con, +2 Int, –2 ChaAs elf, but with 30ft darkvision.DCS
Genasi (Lesser Air)BMed+2 Dex, +2 Int, –2 Wis, –2 ChaLevitate SLA, doesn't breathe.PGtF/FRCS
Genasi (Lesser Earth)BMed+2 Str, +2 Con, –2 Wis, –2 ChaPass without trace SLA.PGtF/FRCS
GlimmerfolkBMed–2 Str, +2 DexSome low-level light/illusion SLAs, outsider type (proficiency with all simple and martial weapons), access to Fangshields Ranger.Dr321
Gnome (Arcane)BSmall–2 Str, +2 Con, +2 Int, –2 WisAs gnome but trades the ability to talk to animals with Use Magic Device as a class skill.Dr291
Gnome (River)BSmall–2 Str, +2 ConAs gnome, but with a swim speed, +1 init, and can talk to river animals (includes fish and birds in the area) instead of burrowing ones.Dr291
Gnome (Techno)BSmall–2 Str, +2 ConAs gnome, but trades illusion benefits and racial SLAs for Alertness bonus feat.Dr320
Goblin (Jungle)BSmall–2 Str, +2 Dex, –2 Cha30ft land speed, 20ft climb speed, trades darkvision for low-light vision.SRD
GrippliBSmall–2 Str, +2 Dex20ft climb speed, +4 to AC vs animals/vermin, Wild Talent bonus feat, net proficiency.Dr324
HadozeeBMed+2 Dex, –2 ChaGlide speed.Storm
Half-OrcBMed+2 Str, –2 Int, –2 ChaAccess to a strong ACF (bonus favored enemy).Core
Half-Orc (Scablands)BMed+2 Str, –2 Int, –2 ChaAs half-orc.Sand
Half-Orc (Water)BMed+2 Str, –2 Int, –2 ChaAs half-orc.SRD
Halfling (Aquatic)BSmall–2 Str, +2 DexAs halfling but has a swim speed and can't breathe air.SRD
Halfling (Unsheltered)BSmall–2 Str, +2 DexDodge + one of Iron Will/Great Fortitude/Lightning Reflexes bonus feats, cannot take halfling ranger's save-boosting favored enemy ACF. Dr320
Hellbred (Body)BMed+2 Con, –2 IntCan use evil effects and items; bonus devil-touched feat at 4th and 14th levels.FCII
Hengeyokai (Carp)BMed–2 Wis; +2 Dex in hybrid formAlternate form (carp, hybrid); hybrid form has 30ft swim speed, carp form is a fish. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Cat)BMed–2 Wis; +2 Dex in hybrid formAlternate form (cat, hybrid); cat form has 2 claws+bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Fox)BMed–2 Wis; +2 Dex in hybrid formAlternate form (fox, hybrid); hybrid form has +4 Escape Artist, fox form has bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Hare)BMed–2 Wis; +2 Dex in hybrid formAlternate form (hare, hybrid); hybrid form has 40ft land speed, hare form is Tiny and has bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Raccoon Dog)BMed–2 Wis; +2 Str in hybrid formAlternate form (raccoon dog, hybrid); hybrid form has +4 Survival, raccoon dog form has bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Rat)BMed–2 Wis; +2 Dex in hybrid formAlternate form (rat, hybrid); hybrid form has +4 Hide, rat form is Tiny and has 15ft climb speed, bite. Access to Warshaper PrC.OA/Dr318
Hengeyokai (Weasel)BMed–2 Wis; +2 Con in hybrid formAlternate form (weasel, hybrid); hybrid form has +4 Move Silently, weasel form has 20ft climb speed, bite. Access to Warshaper PrC.OA/Dr318
IllumianBMedA variety of useful options, though most aren't as good without multiclassing.RoD
KenkuBMed–2 Str, +2 DexGets +4 when flanking instead of +2; can mimic voices.MMIII
KhepriBMed+2 Dex, –2 Con, +2 Wis, –2 ChaFemale only, bonuses against enchantments and gazes, cannot speak (uses sign language).Dr352
KillorenBMedChangeable skill bonus, significant Knowledge (nature) boost, access to Fangshields Ranger.RotW
KoboldBSmall–4 Str, +2 Dex, –2 ConAccess to solid ACFs and strong racial feats, 3 natural weapons.Core/Web
Kobold (Arctic)BSmall–2 Str, +2 Dex, –2 Con, –2 WisAs kobold but with more split stat penalties.SRD/Web
Kobold (Earth)BSmall–2 Str, –2 ConAs kobold but trades Dex bonus for a lesser Str penalty.SRD/Web
Kobold (Jungle)BSmall–4 Str, +2 Dex, –2 IntAs kobold but trades Con penalty for Int penalty.SRD/Web
Minotaur (Krynn)BMed+4 Str, –2 Dex, –2 Int, –2 ChaScent, gore attack, +2 natural armor.DCS
NeanderthalBMed+2 Str, –2 Dex, +2 Con, –2 IntCold Endurance effective bonus feat, illiterate, counts as human.Frost
Orc (Frostblood)BMed+4 Str, –2 Int, –2 Wis, –2 ChaTurns ranger’s bonus Endurance into a bonus feat of choice, vulnerable to fire damage, dragonblood subtype.DM
Para-Genasi (Lesser Magma)BMed+2 Str, +2 Con, –2 Int, –2 WisHeat metal SLA.PGtF/Dr297
Para-Genasi (Lesser Smoke)BMed+2 Dex, +2 Int, –2 ChaPyrotechnics SLA.PGtF/Dr297
Para-Genasi (Lesser Steam)BMed+2 Dex, –2 ChaObscuring mist SLA.PGtF/Dr297
PhanatonBSmall–2 Str, +2 Dex, –2 ConGlide ability. Described and drawn with prehensile tails, but with no ability in their stat block. Ask your DM how you want to handle it. A-rated if counted as a true third hand that gives you access to Multiweapon Fighting, B-rated otherwise.Dr351/Dr339
RaptoranBMedLevel-scaling fly speed frees up later build resources.RotW
Spirit Folk (Mountain)BMed30ft climb speed.Una
Spirit Folk (River)BMed30ft swim speed, water breathing.Una/OA
Spirit Folk (Sea)BMed30ft swim speed, water breathing, +2 on saves vs fire spells/SLAs.OA
SynadBMedPsionic subtype, 1/day +2 bonus on any roll (can use after finding out if you failed, if it'd matter), 1/day take a mental action as a swift.CPsi
T'kelBMed+2 Dex, –2 IntSwim speed, 2 claws, access to Fangshields Ranger.Dr317
TasloiBSmall–2 Str, +2 Dex, –2 Cha30ft land speed, 20ft climb speed, light sensitivity.ShS
Tiefling (Lesser)BMed+2 Dex, +2 Int, –2 ChaDarkless SLA; energy resistances.PGtF/Core
Tiefling (Savage Progression)BMed+2 Dex, –2 ChaOutsider type (proficiency with all simple and martial weapons), access to Fangshields Ranger.Web
TortleBMed–2 Dex, +2 Con, +2 Wis, –2 ChaEndurance bonus feat, +3 natural armor.Dr315
VanaraBMed20ft climb speed.OA/Dr318
VrilBSmall+2 Con, –2 Int, –2 ChaCan get a variable DR, interesting racial feat options (1/day aoe save-or-daze on a feat).DotU/Web
Warforged ScoutBSmall–2 Str, +2 Dex, –2 Wis, –2 ChaAmazing racial traits and defenses, natural weapon; worse than base warforged in most ways.MMIII
Aasimar (Savage Progression)CMed+2 ChaOutsider type (proficiency with all simple and martial weapons), access to Fangshields Ranger.Web
AsheratiCMedHeat Endurance bonus feat, can swim in sand.Sand
AventiCMedHuman but amphibious, no bonus feat, no bonus skills.Storm
BhukaCMed–2 Str, +2 DexHeat Endurance bonus feat.Sand
Changeling (Eberron)CMedAccess to Warshaper PrC.ECS
Drow (Lesser)CMed+2 Dex, –2 ConAccess to elf ACFs (ironically), hand crossbow proficiency, light blindness.PGtF
Duergar (Lesser)CMed+2 Con, –4 ChaEnlarge person SLA, access to dwarf ranger ACF.PGtF
Duergar (Savage Progression)CMed+2 Con, –4 ChaEnlarge person SLA, access to dwarf ranger ACF.Web
DusklingCMed+2 Con, –2 Int1 bonus essentia, access to Fangshields Ranger.MoI
DwarfCMed+2 Con, –2 ChaSolid racial traits (stonecunning, bonus on saves vs spells!), access to alright ACF, but nothing else to write home about.Core
Dwarf (Aquatic)CMed+2 Str, –4 Dex, +2 Con, –2 ChaAs dwarf but with a swim speed and can't breathe air.SRD
Dwarf (Arctic)CMed+2 Str, –4 Dex, +2 Con, –2 ChaLoses stonecunning for an ice-based equivalent. RAW cannot access dwarf ranger ACF, but imo houseruling the swap for their ice version seems fair.SRD
Dwarf (Badlands)CMed+2 Con, –2 ChaHeat Endurance as a bonus feat, loses stonecunning, cannot access dwarf ranger ACF.Sand
Dwarf (Dark)CMed+2 Con, –4 ChaAs dwarf, except double darkvision range and light sensitivity.DCS
Dwarf (Desert)CMed–2 Dex, +2 ConRacial combat bonuses apply against dragons instead, loses stonecunning, cannot access dwarf ranger ACF.SRD
Dwarf (Dream)CMed–2 Dex, +2 ConCan see ethereal creatures, +1 CL on divinations when standing on the ground, cannot access dwarf ranger ACF.RoS
Dwarf (Glacier)CMed+2 Con, –2 ChaTrades stonecunning, darkvision, and stability for any bonus feat, and higher bonuses against goblins and giants. Cannot access dwarf ranger ACF.Frost
Dwarf (Gold)CMed+2 Con, –2 DexCold Endurance effective bonus feat, loses stonecunning for an ice-based equivalent. RAW cannot access dwarf ranger ACF, but imo houseruling the swap for their ice version seems fair.Core
Dwarf (Gully)CSmall+2 Dex, +2 Con, –4 Int, –4 ChaLoses the good dwarf racial traits, takes a large penalty against fear effects, cannot access dwarf ranger ACF.DCS
Dwarf (Mountain)CMed+2 Con, –2 ChaCompletely identical to base dwarf.Core
Dwarf (Seacliff)CMed+2 Con, –2 ChaAs dwarf but no bonus against orcs/goblins. Access to alright ACF.Storm
Dwarf (Shield)CMed+2 Con, –2 ChaCompletely identical to base dwarf.FRCS
Dwarf (Stonefire)CMed+2 Con, –2 ChaCompletely identical to base dwarf except favored class is wilder.XPH
Dwarf (Wild)CSmall+2 Con, –2 ChaPoison use, +3 on saves vs poison, fire resistance 5, cannot access dwarf ranger ACF.RoF
ElanCMed–2 ChaPsionic subtype, access to Fangshields Ranger.SRD
Elf (Aquatic)CMed+2 Dex, –2 IntAs elf but has a swim speed and can't breathe air for long.Core
Elf (Arctic)CMed–2 Str, +2 DexAs elf but loses secret door detection.SRD
Elf (Jungle)CMed+2 Dex, –2 ConAs elf but loses secret door detection.SRD
Elf (Kagonesti)CMed+2 Dex, –2 Int, –2 ChaAs elf, but with 30ft darkvision and different proficiencies.DCS
Elf (Star)CMed–2 Con, +2 ChaAs elf, but gets ghost touch on all gear at night instead of weapon proficiencies.Una
Elf (Sun)CMed–2 Con, +2 IntAs elf.FRCS
Elf (Valley)CMed–2 Con, +2 IntAs elf, but with a +4 on Disguise checks to appear human.LGJ2
ExtaminarCMed–2 Str, +2 DexCan talk to and charm snakes.CoR
Genasi (Lesser Water)CMed+2 Con, –2 ChaCreate water SLA.PGtF/FRCS
GnomeCSmall–2 Str, +2 ConAccess to solid ACFs.Core
Gnome (Air)CSmall–2 Str, +2 DexAs gnome but does not breathe.SRD
Gnome (Aquatic)CMed–2 Str, +2 ConAs gnome but has a swim speed and can't breathe air.SRD
Gnome (Arctic)CSmall–2 Str, +2 ConAs gnome.SRD
Gnome (Desert)CSmall–2 Str, +2 ConAs gnome.SRD
Gnome (Forest)CSmall–2 Str, +2 ConAs gnome, with a constant pass without trace effect.Core
Gnome (Ice)CSmall–2 Str, +2 ConAs gnome but slightly different SLAs.Frost
Gnome (Jungle)CSmall–2 Str, +2 ConAs gnome.SRD
Gnome (Mad)CSmall–2 Str, +2 DexAs tinker gnome, but with +2 on Open Lock/Disable Device checks and no Will bonus.DCS
Gnome (Stonehunter)CSmall–2 Str, +2 ConAs gnome but trades illusion benefits for dragonblood subtype.DM
Gnome (Tinker)CSmall–2 Str, +2 Dex, +2 Int, –2 WisGets +2 on Will saves.DCS
Gnome (Wavecrest)CSmall–2 Str, +2 ConAs gnome.Storm
GoblinCSmall–2 Str, +2 Dex, –2 Cha30ft land speed, racial stealth bonuses.Core
Goblin (Aquatic)CSmall–2 Str, +2 Con, –2 ChaSwim speed, can't breathe air.SRD
Goblin (Arctic)CSmall–2 Str, +2 Con, –2 Cha30ft land speed.SRD
Half-Drow (Deepwyrm)CMedAs half-drow, but gains dragonblood subtype and detect magic/disguise self SLAs.DM
Half-Elf (Forestlord)CMedAs half-elf except gains dragonblood subtype and short distance teleport-through-trees. Cannot take half-elf skill bonus ACF.DM
Half-Orc (Aquatic)CMed+2 Str, –2 Int, –2 ChaAs half-orc but has a swim speed and can't breathe air.SRD
Half-Orc (Arctic)CMed+2 Str, –2 Int, –2 ChaAs half-orc but trades darkvision for low-light vision.SRD
Half-Orc (Desert)CMed+2 Con, –2 IntAs half-orc but trades darkvision for low-light vision, Run bonus feat.SRD
Half-Orc (Jungle)CMed+2 Str, –2 Int, –2 ChaAs half-orc but trades darkvision for low-light vision.SRD
Halfling (Ghostwise)CSmall–2 Str, +2 DexTrades save bonuses for 20ft telepathy that doesn't qualify for Mindsight. Cannot take halfling ranger's save-boosting favored enemy ACF. B-rated if your DM throws you a bone and lets you take mindsight.FRCS
Halfling (Jungle)CSmall–2 Str, +2 DexPoison use, but cannot take halfling ranger's save-boosting favored enemy ACF.SRD
Hengeyokai (Dog)CMed–2 Wis; +2 Con in hybrid formAlternate form (dog, hybrid); hybrid form has +4 Survival, dog form has bite. Access to Warshaper PrC.OA/Dr318
KalashtarCMedMindlink PLA, access to unique magic items for psionics-boosting.ECS
Kobold (Aquatic)CSmall–4 Str, +2 Dex, –2 ConAs kobold but with swim speed; can't breathe air.SRD/Web
Kobold (Desert)CSmall–4 Str, +2 Dex, –2 WisAs kobold but with no light sensitivity and trades Con penalty for Wis penalty.SRD/Web
KorobokuruCSmall+2 Con, –2 IntSimilar to dwarves, but worse (no stonecunning, no dwarf ranger ACF, no boosted speed in armor).OA
KrinthCMed+2 Con, –2 ChaBonuses against fear, access to a strong combat familiar feat.CoR
LaikaCMed+2 Con, –2 IntTrack bonus feat, 1/day speak with canine animals.Web
LupinCMedWorse version of scent ability, access to Fangshields Ranger.DrC
NeraphimCMedOutsider type (proficiency with all simple and martial weapons), access to Fangshields Ranger.PlH
OrcCMed+4 Str, –2 Int, –2 Wis, –2 ChaStrong physical baseline but poor mental stats, light sensitivity.Core
Orc (Arctic)CMed+4 Str, –2 Int, –2 Wis, –2 ChaNo darkvision, but no light sensitivity.SRD
Orc (Desert)CMed+4 Str, –2 Int, –2 Wis, –2 ChaEndurance bonus feat, no darkvision.SRD
Orc (Jungle)CMed+4 Str, –2 Int, –2 Wis, –2 ChaTrades darkvision for low-light vision.SRD
RilkanCMed–2 Str, +2 DexAll Knowledges are counted as trained.MoI
Shadowswyft (Lesser)CMed+2 Dex, –2 Con40ft land speed, light blindness, +2 on init checks.PGtF/PlH
SkarnsCMed+2 Str, –2 DexNatural weapon.MoI
Spirit Folk (Bamboo)CMedTrackless step ability.OA
Svirfneblin (Lesser)CSmall–2 Str, +2 DexStonecunning, access to gnome ACFs.PGtF
XephCMed–2 Str, +2 DexPsionic subtype.SRD
AelfbornDMed+2 Dex, –2 Con, +2 Int, –2 Wis, further –1/2 level in WisVariant half-elves; bonus feat + bonus Skill Focus every 5 levels.Dr307
BuommanDMed+2 Wis, –2 ChaCannot talk without taking Wis damage.PlH
Cyclopean (Menta)DMed–2 Dex, +2 ConPenalty on ranged attack rolls, augury ability.Dr323
Dwarf (Jungle)DMed+2 Con, –2 ChaAs dwarf but no darkvision and no stonecunning. Cannot access dwarf ranger ACF.SRD
FaunDMed+2 Dex, –2 Wis, –2 ChaAccess to Fangshields Ranger.DD
Genasi (Lesser Fire)DMed+2 Int, –2 ChaSpecial control flames SLA.PGtF/FRCS
Goblin (Desert)DSmall–2 Str, +2 Dex, –2 Cha30ft land speed, trades darkvision for low-light vision.SRD
GruwaarDSmall–2 Str, +2 Dex, –2 Wis, +2 ChaDisguise self SLA, access to Fangshields Ranger.Dr317
Half-DrowDMedAccess to strong ACFs (both half-elf and elf ones), darkvision, otherwise mediocre.DrU/RoF
Half-ElfDMedAccess to strong ACFs (both half-elf and elf ones), otherwise mediocre.Core
Half-Elf (Aquatic)DMedSwim speed, penalized slightly away from the coast. Cannot take half-elf skill bonuses ACF, still gets substitution levels.Storm
Half-Elf (Arctic)DMedAs half-elf but cannot take half-elf skill bonuses ACF.SRD
Half-Elf (Desert)DMedAs half-elf.SRD
Half-Elf (Fire)DMedAs half-elf.SRD
Half-Elf (Jungle)DMedCannot take half-elf skill bonuses ACF, still gets substitution levels.SRD
Half-Elf (Krynn)DMedAs half-elf, but with 30ft darkvision.SRD
Hellbred (Spirit)DMed–2 Con, +2 ChaCan use evil effects and items; darkvision; telepathy at 15th level.FCII
Hengeyokai (Crab)DMed–2 WisAlternate form (crab, hybrid); hybrid form has +1 natural armor, crab form is a has 2 claws. Access to Warshaper PrC.OA/Dr318
Human (Complacent)DMed+2 anyNo bonus feat or bonus skill points.Dr320
KenderDSmall–2 Str, +2 Dex, –2 WisImmunity to fear.DCS
NezumiDMed+2 Con, –2 Cha40ft base land speed; unarmed strike deals 1d4 damage, can take Scent as a feat.OA
Orc (Aquatic)DMed+4 Str, –2 Int, –2 Wis, –2 ChaSwim speed, can't breathe air.SRD
Sea KinDMed30ft swim speed, water dependency.RoD
SpellscaleDMed–2 Con, +2 ChaChangeable bonuses for spells and irrelevant-to-ranger skills each day.RotD
SpikerDMedNatural armor spikes, DR 2/bludgeoning, bad at wearing armor.PlH
UnderfolkDMed+10 on Hide checks in rocky terrain.RoD
VasharanDMedAs human, but must take a vile feat as their bonus feat.BoVD
XvartDSmall–2 Str, +2 Dex, –2 ChaSpeak with bats SLA.Dr339
Changeling (Fey)FMed–2 Str, +2 Dex, –2 Con, +2 ChaCounts as both fey and humanoid for effects.Dr304
Deep ImaskariFMed–2 Dex, +2 Int1/day recall a 1st-level prepared spell you cast.Und
Anthropomorphic ToadXSmall–4 Str, –2 Dex, +6 Wis, –2 Cha5ft movement speed, access to Fangshields Ranger; little else at LA +0 gives this much Wisdom.SS
BakemonoXSmall+2 Str, +2 Con, –8 Int, –4 Cha–8 Int makes them very awkward to allow; +6 natural armor can be too strong at lowest levels.OA
Dwarf (Aleithian)XMed+2 Con, +2 Int, –4 ChaAs dwarf but relates to psionics; 3.0 psionics material that is incompatible with 3.5 without a full rehaul.Web
Hairy SpiderXFine–10 Str, +4 Dex, no Int, –8 ChaTechnically LA 0. A rules tangle to try to play one.PGtF/MonF
ShalarinXMed+4 Str, +4 DexSwim speed, 5ft land speed, can't breathe air.PGtF/MonF
Hengeyokai (Monkey)BMed–2 Wis; +2 Dex in hybrid formAlternate form (monkey, hybrid); hybrid form has +4 Climb, monkey form is Tiny and has 30ft climb speed, bite. Access to Warshaper PrC.OA/Dr318
MaenadDMedPsionic subtype, energy ray PLA (poor scaling).SRD

And HERE is the actually useful part of this section, where I go over and rate the good-for-ranger races:

Some Notes, First

On S-Rated Races: The S-rated races in the races table are for completeness’s sake, but I do not recommend using them. Their abilities and stat boosts will probably unbalance your game unless you’re extremely careful. Some of them may be allowable on a case by case basis, but most should probably just be avoided. My rating them this high is an exercise in comprehensiveness, rather than approval or recommendation.

The exception to this is the beguiler, which is just as strong and unbalancing but is also uncommonly delightful.

A large rodentlike creature reading from a book.

(Art by the late Christopher Rush.)

Look at them! They’re adorable! They’re magic possums that can hold a sword! If you convince your DM to let you play a beguiler ranger, PLEASE tell me because it will make my day. But also please be sure that you and your DM know what you’re doing with it.

On Unbalanced Stat Boosts: Some races listed have ability score bonuses and penalties that go beyond what the core races have. Some examples include the orc (+4 Str while penalizing all mental stats, rated B), the lesser maeluth (–2 Dex and +4 Con, rated A), and the lesser aasimar (+2 Wis and +2 Cha, rated B). I’ve rated these based on how good they are for ranger, and honestly, some of them are still balanced even with the higher scores?. Someone picking a lesser aasimar for a ranger build in theory is getting far above the usual stats, but since only Wisdom is applicable to ranger and they have no racial ACFs, is that really that amazing a pick? In my opinion, not really. Meanwhile, a race like the lesser zenythri (+2 Str, +2 Dex, +2 Wis, –2 Cha) is rated S because it has bonuses to every single stat most rangers will care about and has no meaningful drawback for it.

Still, if a race of any rating has ability scores beyond the norm for 3.5 races, I think it’s reasonable for a group to not want to allow them for the sake of keeping stat arrays more predictable.

An Extra Rating (X): For races only, I’ve added an extra rating to the scale, orange (X). This is used exclusively for races that, while not necessarily completely unbalancing, are extremely tricky to make work. Races with a natural 5-foot land speed, for example, are in theory paying a heavy cost for their bonus ability scores, but no player should pick them without knowing exactly what they’re doing because of the sheer clunkiness of that element in actual play.

S-rated and X-rated races do not have full writeup ratings in this section.


Races for Rangers

Common Races

There are a lot of LA +0 races. Because I’m a weirdo, I’ve looked up all of the ones I can find. Still, to not overwhelm, I’m going to list the core races and some other commonly-used races first. If you want to look at the larger list there’s two other tables below in spoiler tags (one for races that are good for ranger, and the other with a list of all LA +0 races I could find and their ratings), as well as a spoiler tag with longer summaries of the options that are notably good for ranger.

RaceRatingSizeAbility ScoresNotesSource
DwarfCMed+2 Con, –2 ChaSolid racial traits (stonecunning, bonus on saves vs spells!), access to alright ACF, but nothing else to write home about.Core
ElfBMed+2 Dex, –2 ConAccess to strong ACFs, solid racial traits.Core
GnomeCSmall–2 Str, +2 ConAccess to solid ACFs.Core
Half-ElfDMedAccess to strong ACFs (both half-elf and elf ones), otherwise mediocre.Core
Half-OrcBMed+2 Str, –2 Int, –2 ChaAccess to a strong ACF (bonus favored enemy).Core
HalflingASmall–2 Str, +2 DexAccess to an incredible ACF.Core
HumanAMedBonus feat! Bonus skills!Core
KoboldBSmall–4 Str, +2 Dex, –2 ConAccess to solid ACFs and strong racial feats, 3 natural weapons.Core/Web
WarforgedAMed+2 Con, –2 Wis, –2 ChaAmazing racial traits and defenses, easily makes up for the -2 Wis, natural weapon.RoE

Most of the core races are out of the box fairly underwhelming when their variants exist (humans, elves, and halflings excepted). If you’re looking to play one of the races out of the Player’s Handbook, I genuinely recommend playing one of the higher-rated variants, as follows. The exception to this is half-elf, which, while it has its own unique ACFs, doesn’t have any like… really good variant? You’re going to have to live with the best ones being the dragonblood versions and make do, for half-elf. You could also apply one of the LA +0 templates from Dragon Magazine #306.

Base RaceA-Rated VariantsB-Rated Variants
DwarvesAzerblood (lesser), Earth, Exiled, Maeluth (lesser)Deep, Fireblood
ElvesCeladrin (lesser), Declining, Painted, Snow, Wild, WoodStandard PHB elf plus Desert, Fire, Forestlord, Gray, Moon, Qualinesti, Silvanesi, Drow (savage progression)
GnomesWhisperArcane, River
Half-Elves*
Half-OrcsFrostbloodStandard PHB half-orc plus Scablands, Water
HalflingsStandard PHB halfling plus Arctic, Deep, Desert, Glimmerskin, Jerren, Shoal, Strongheart, Tallfellow, Tundra, WaterAquatic, Unsheltered
HumansStandard PHB human plus Azurin, Silverbrow

* Half-elves suck. It’s just a fact of life for 3.5. If you want to play a half-elf you can still make a solid, viable character, but you’re giving up possible mechanical power. The half-elves I recommend in that case (rated C) are forestlord half-elf and deepwyrm half-drow (both of which are from Dragon Magic) or alternatively applying a Dr306 template.

You can find the sources and descriptions of these races below.

A-Rated Races

In my opinion, this is a sort of “sweet spot” for powerful races; this includes races with multiple relevant ability score boosts, good abilities, flexible bonus feats, and the like.

Azerblood (Lesser): Dr350 p. 50, PGtF p. 191 (lesser planetouched rules). A Medium-sized dwarf variant with +2 Str, +2 Con, –2 Cha, a 30ft land speed (but no ability to ignore speed reduction from armor), most of the usual dwarf traits, a 1/day heat metal SLA, and +1 on saves against fire effects (further +1 per 5 levels). As far as dwarves go these are one of the best options; fire effects are common, 30ft land speed is good, and you have access to the dwarf ranger AC-boosting ACF.

Azurin: MoI p. 7. They’re humans (bonus feat included) but instead of the bonus skill points they get a bonus essentia. Super good if you’re using incarnum at all.

Celadrin (Lesser): Dr350 p. 52, PGtF p. 191 (lesser planetouched rules). A Medium-sized elf variant with +2 Dex, +2 Cha, and –2 Con. They have most of the usual elf traits, a small scaling bonus on Diplomacy checks, a 1/day scorching ray SLA, and fire resistance 10. Ten! This means you’re immune to nearly all nonmagical fire and can resist a lot of damage out of a common energy type.

D'hin'ni (Lesser): Dr350 p. 54, PGtF p. 191 (lesser planetouched rules). A Small-sized halfling variant with +2 Dex, +2 Cha, and –2 Wis. They have a bunch of the halfling traits (including the all-important +1 bonus on saves needed for the halfling ranger saves ACF), a +2 bonus on attacks with thrown weapons, and really good SLAs (prestidigitation at-will and one of gust of wind, whispering wind, or wind wall each day). Every type of halfling is amazing for rangers, but D’hin’ni are some of the best.

Dwarf (Earth): SRD. They’re dwarves with a better stonecunning and +2 Str, +2 Con, –2 Dex, –2 Cha. They can access the dwarf ranger AC-boosting ACF, too. If your DM doesn’t allow lesser planetouched, this or exiled dwarf are the dwarves to go for.

Dwarf (Exiled): Dr320 p. 85. They’re dwarves-but-human, mechanically. +2 Con, –2 Cha as usual, but they lose darkvision, stonecunning, stability, and their racial save bonuses vs poison and magic to get a bonus feat of their choice at 1st level and increased bonuses against orcs/goblins/giants. If you need dwarf for flavor or a requirement, this is a great pick for all the same reasons humans are.

Elf (Declining): Dr320 p. 86. +2 Dex, –2 Con as usual for elves. Declining elves are wild. They trade their lifespan, trancing, immunity to sleep, and bonus on saves vs enchantments for two Weapon Focus feats (one with longsword or rapier and one with longbow or shortbow). They still have the rest of the elf goodies like detecting secret doors. This is just “better human” if you happen to need Weapon Focus for prerequisites.

Elf (Painted): Sand p. 42. +2 Dex, –2 Int. Elves have a bunch of solid racial traits (detecting secret doors automatically is nice in a lot of modules and dungeons) and good ACFs. Painted elves are elves with better stats for rangers. Not much else to say.

Elf (Snow): Frost p. 34. +2 Dex, –2 Cha. As elves but with better stats for rangers.

Elf (Wild): SRD. +2 Dex, –2 Int. As elves but with better stats for rangers.

Elf (Wood): SRD. +2 Str, +2 Dex, –2 Con, –2 Int. As elves but with better stats for rangers.

Gnome (Whisper): RoS p. 96. +2 Dex, +2 Con, –2 Str, –2 Cha. At Small size with a 30ft movement speed, getting most of the stuff gnomes get, having extra bonuses on stealth skills, and a useful 1/day silence SLA, whisper gnomes are far and away the best gnome for rangers.

Halfling: SRD. Halfings are one of the core races, and the only one other than human to have its base version sit at an A rating. With +2 Dex, –2 Str and a couple small bonuses, they wouldn’t normally be much to write home about (just compare whisper gnome above), but they have the ability to trade their +1 bonus on saves from their race for the an ACF that adds half their favored enemy bonus on all saves against favored enemies’ effects. This is incredible, scales well, and will bump your saves to high values. As a result, every halfling that retains its bonus on saves will be rated the same way. Unless otherwise noted, assume the listed halfling subraces do have access to that ACF.

Halfling (Arctic): SRD. They’re halflings with a bonus against cold weather.

Halfling (Deep): SRD. They’re halflings with darkvision and stonecunning instead of mediocre skill bonuses. Even better than normal halflings.

Halfling (Desert): SRD. They’re halflings with a bonus against hot weather and +2 on Hide checks.

Halfling (Glimmerskin): DM p. 9. They’re halflings with the dragonblood subtype (good feat access), no Move Silently bonus, Heal as a class skill, and a 1/day ability to give themselves or an ally +2 on a save.

Halfling (Shoal): Storm p. 45. They’re halflings but with a swim speed instead of a bonus on thrown and sling attacks. Swim speeds are good to have, and so these or water halflings are one of the best options within the subset of the already-really-good halflings.

Halfling (Strongheart): FRCS p. 18. As halfling except that they trade their bonus on saves for a human-style bonus feat. They’re basically just Small-sized humans with +2 Dex/–2 Str, and cannot access the halfling ranger saves ACF.

Halfling (Tallfellow): SRD. They’re halflings but with bonuses on Listen, Search, and Spot instead of athletics skills, and an elf-style ability to detect secret doors.

Halfling (Tundra): Frost p. 36. They’re halflings with a Survival bonus instead of a Climb bonus. Also favored class ranger if your game makes that relevant.

Halfling (Water): SRD. +2 Dex, +2 Con, –2 Str. They’re halflings with better stats and a swim speed, but a penalty on saves against fire effects. Swim speeds are good to have, and so these or shoal halflings are one of the best options within the subset of the already-really-good halflings.

Half-Orc (Frostblood): DM p. 10. +2 Str, –2 Int, –2 Cha. Frostblood half-orcs have a heavy downside of fire vulnerability, but they also have the dragonblood subtype (useful feat access), cold resistance 10 (a common energy type), and most importantly, Endurance as a bonus feat with the near-unique qualifier that if you later get Endurance as a bonus feat, you can swap it for any other feat you qualify for. In addition, they have access to the excellent half-orc ranger ACF that gives favored enemy (human) for free. In essence, you’re getting two good bonus feats (and potentially more of you get Endurance from other things like items or spells; you can use this to get floating feats even), one of which is “any feat.” Vulnerability to fire is a hefty downside, but frostblood half-orcs are a genuinely great pick.

Human: SRD. The standard by which all other D&D races are measured. +4 skill ranks at 1st level, +1 at each level after, and a bonus feat of their choice.

Human (Silverbrow): DM p. 6. As human, but they trade their skill ranks for a 1/day feather fall SLA, the dragonblood subtype (good feat access), and Disguise as a class skill. Great for entering the chameleon prestige class.

Jerren: BoVD p. 13. I didn’t wanna include jerren in the guide, but I had to for the sake of comprehensiveness. They’re just halflings. Halflings but eeeeeeevil. The Book of Vile Darkness was a very uninspired splatbook.

Maeluth (Lesser): FF p. 137, PGtF p. 191 (lesser planetouched rules). +4 Con, –2 Dex, 20ft movement speed, and Medium size. These are quite literally just more durable dwarves, getting all the dwarf traits, plus the supernatural ability to make a melee weapon unholy for 1 minute, 1/day.

Mechanatrix (Lesser): FF p. 138, PGtF p. 191 (lesser planetouched rules). 2 Con, +2 Int, –2 Dex, –2 Cha, Medium sized. These are one of the most unique races in the game, coming with a 1/day shocking grasp SLA and immunity to electricity. In fact, electricity heals them for 1 hp per 3 damage it would have dealt! They also have cold and fire resistance 5. If you’re melee and don’t need Dex these are a great “no specific build goal” pick.

Mongrelfolk: RoD p. 98. +4 Con, –2 Int, –4 Cha, Medium. Setting aside how uncomfortable the writing is for these guys, they’ve got a generally useful smattering of abilities, including the ability to emulate races for magic items, the ability to imitate sounds, immunity to sleep effects, and a bunch of small skill bonuses.

Orc (Water): SRD. +4 Str, +2 Con, –2 Int, –2 Wis, –2 Cha. Orcs are normally only just ‘okay’ due to having a drawback (light sensitivity) and only stats otherwise. Water orcs have enough stats to make it a worthwhile pick. If you apply dragonborn to this, they’re S-rated and I don’t recommend using them without group awareness of the imbalanced stats.

Para-Genasi (Lesser Ice): Dr297 p. 64, PGtF p. 191 (lesser planetouched rules). With +4 Con, +2 Wis, –2 Dex, and –2 Cha, lesser ice para-genasi have great stats for melee rangers. They also get a 1/day chill metal SLA and +1 on saves against cold effects (+1 per 5 levels).

Para-Genasi (Lesser Ooze): Dr297 p. 65, PGtF p. 191 (lesser planetouched rules). +4 Con, –2 Cha. Lesser ooze para-genasi are similar to the ice ones but with less stat adjustments and a way better racial SLA (1/day grease). They also have a similar scaling save bonus, but against acid effects.

Shifter: ECS p. 18, RoE p. 25. Shifters are a complicated race, due to their wealth of variants and options. Defaulting to +2 Dex, –2 Int, –2 Cha, they also get one more stat boost based on their choice of shifting, access to various natural weapons and movement modes, good ranger ACFs, and a ton of racial feat options. I recommend giving NeoSeraphi’s Shifter Handbook a read if you want to play a shifter.

Shifter (Saurian): Dr328 p. 60. They’re shifters but dinosaur themed! They can take shifter feats and honestly should be able to take normal shifter traits and ACFs, but RAW it’s unclear. If your DM lets you just treat them as an expansion to shifters, they’re A-rated. If they’re wholly standalone, then B-rated.

Tibbit: DrCom p. 25. Dex +2, Str –2. These are Small-sized catpeople with the Monstrous Humanoid subtype. When I say catpeople I mean really catpeople. They can turn into housecats even, adjusting their ability scores and getting a cat’s scent ability and natural weapons. RAW, their cat form applies a –8 penalty on Strength, which means you could use the spell ray of resurgence from Lost Empires of Faerûn to negate it for as long as you remain in cat form. Honestly? I don’t even think that’s unbalanced; it just lets them be non-finesse natural weapon combatants at the cost of jumping through some item or spell access hoops.

Warforged: ECS p. 23. Living constructs with +2 Con, –2 Wis, and –2 Cha. In spite of antisynergistic ability scores, warforged have great racial traits that more than make up for it. Tons of immunities to debuff effects, built in armor plating, a slam attack, and some solid racial feats make warforged a strong pick for almost any character, especially rangers.

Worghest (Lesser): Dr350 p. 56, PGtF p. 191 (lesser planetouched rules). These are LA +2 normally, so it’s a little shaky whether or not lesser planetouched removes their LA entirely. Still, they’re fairly balanced in my opinion so I’m mentioning them here. Anyway they’re a Medium-sized goblin variant with +2 Str, +2 Dex, and –2 Cha. They get Track as a bonus feat (mediocre, but it lets you trade Track for trapfinding and still have the feat), scent, the ability to make corpses unraisable, and most centrally, they have the ability to turn into a wolf. This works like wild shape and apparently allows you to access “feats requiring the druid’s wild shape ability,” but it gives no guidance for how those work. I suspect it’s primarily for allowing Natural Spell, but probably doesn’t (and shouldn’t) work for infinite activation of wild feats.

B-Rated Races

These are the ones that bring more to the table to a ranger than just a single relevant ability score boost, but aren’t pushing the envelope on general power.

Aasimar (Lesser): SRD, PGtF p. 191 (lesser planetouched rules). The archetypical example of “an overpowered race,” sporting +2 Wis, +2 Cha, a 1/day daylight SLA, and acid/cold/electricity resistance 5. However, they bring nothing special to the table beyond being a generically good chassis here. For certain spellcasting classes, amazing. For ranger? Shrug.

Axani (Lesser): Dr297 p. 63, PGtF p. 191 (lesser planetouched rules). +2 Int, +2 Wis, cold/sonic resistance 5, and a 1/day calm emotions SLA. Similar to lesser aasimar as they have an all-upsides chassis, but very little of it matters for rangers.

Cansin (Lesser): Dr297 p. 63, PGtF p. 191 (lesser planetouched rules). +2 Int, +2 Cha, acid/fire resistance 5, and a 1/day entropic shield SLA. Same deal here.

Cyclopean (Feral-Kind): Dr323 p. 95. +2 Str, +2 Con, –2 Dex, –2 Int. They have good stats for Strength-based melee characters, as well as a +1 bonus on Reflex checks and initiative checks. However, only having one eye makes them take a –2 penalty on ranged attacks, as well as Spot and Search checks. They’re giant type though, if that’s relevant.

Daelkyr Half-Blood: MoE p. 37. Daelkyr half-blood are… unique. With aberration type, no stat adjustments, Symbiont Mastery as a bonus feat, and a free symbiont of their choice off a whitelist that scales with level, these have a lot going for them but nothing specifically synergistic with rangers. However, their options aren’t matched by any other race (especially not the easy access to certain symbionts like the tentacle whip at 10th level), which makes them worth the look if nothing else.

Darfellan: Storm p. 37. +2 Str, –2 Dex, a 40ft swim speed, a bite attack, and underwater blindsense. For Medium-sized natural weapon users there’s not a lot more to ask for than a primary stat buff and a hands-free natural weapon from the getgo.

Drow (Savage Progression): Web. +2 Dex, +2 Int, –2 Con. They have light blindness and a dancing lights SLA, alright and net-positive stat boosts, proficiency in hand crossbows, and +2 on Listen/Search/Spot. If you want to play a drow, these are a little better than lesser drow. Note that unlike monster classes, the web article savage progressions don’t require you to finish the LA; you can just stop at LA +0.

Dwarf (Deep): SRD. These are dwarves and get the usual dwarfy things like +2 Con, –2 Cha, but they also have a +3 bonus on saves against magic, better darkvision, and better stonecunning. If you’re playing a non-planetouched dwarf this is probably the pick. They have light sensitivity, but you can mitigate that with sundark goggles.

Dwarf (Fireblood): DM p. 7. As dwarf (+2 Con, –2 Cha), but gains the dragonblood subtype (good feat access), fire resistance 5, and +4 dodge bonuses to AC against dragons instead of giants. RAW they cannot access dwarf ranger AC-boosting ACF, though I think it’d be fair to let them trade their bonus against dragons for it.

Elf: SRD. +2 Dex, –2 Con. Elves have a bunch of solid racial traits (detecting secret doors automatically is nice in a lot of modules and dungeons) and good ACFs. Not much else to say.

Elf (Desert): SRD. These are elves but they’re +2 Dex, –2 Str instead, and have a bonus against hot weather.

Elf (Fire): SRD. And these are elves with +2 Dex, +2 Int, –2 Con, –2 Cha and fire resistance 5. They’re alright but still losing out compared to the elf statlines in the A-rated races section, especially the lesser celadrin.

Elf (Forestlord): DM p. 8. As elf (+2 Dex, –2 Con) but instead of racial proficiencies and bonus vs enchantment spells, they have the dragonblood subtype (good feat access) and a neat ability to teleport through trees. They’re pretty much objectively better for rangers than base elves, but still worse than the ones with more directly-powerful ability score spreads.

Elf (Gray): SRD. +2 Dex, +2 Int, –2 Str, –2 Con. As elves but with different stats.

Elf (Illaeli): XPH p. 6. These are elves with an unknown psionic favored class.

Elf (Moon): FRCS p. 13. They’re just elves, core elves, the same.

Elf (Qualinesti): DCS p. 19. As elf (+2 Dex, –2 Con) but they also have 30ft darkvision and +1 on Diplomacy and Sense Motive checks.

Elf (Silvanesti): DCS p. 20. As elves but with +2 Dex, +2 Int, –2 Con, –2 Cha, and 30ft darkvision. They’re similar to fire elves in this way; more varied stats but worse than the ones in the A-rated section.

Genasi (Lesser Air): FRCS p. 19, PGtF p. 191 (lesser planetouched rules). Medium size, +2 Dex, +2 Int, –2 Wis, –2 Cha, and a 1/day levitate SLA. They’re not amazing but they’ve got good stats for ranged rangers, and levitate can be useful in a lot of dungeons.

Genasi (Lesser Earth): FRCS p. 19, PGtF p. 191 (lesser planetouched rules). Medium size, +2 Str, +2 Con, –2 Wis, –2 Cha, and a 1/day pass without trace SLA. They’re not amazing but they’ve got good stats for Str-based melee rangers.

Glimmerfolk: Dr321 p. 71. +2 Dex, –2 Str, Medium size, and outsider type. They’re fairly middle-of-the-road as a chassis, but they’re completely immune to pattern effects (take that, color spray!), and have three charges of a spell-like ability per day. One charge can be used to cast dancing lights, daze, or flare; two charges for color spray or magic missile; three charges casts mirror image.

Gnome (Arcane): Dr291 p. 34. +2 Con, +2 Int, –2 Str, –2 Wis, Small size. Arcane gnomes have what seems at first like a poor stat block for rangers, but they trade their speaking-with-burrowing-animals ability for having Use Magic Device as a class skill. UMD is the best skill in the game, and this would let you actually invest in it.

Gnome (River): Dr291 p. 34. These ones are as the PHB gnome (+2 Con, –2 Str) , but their animal-speaking works on river animals and river birds, and they themselves have a swim speed, which makes them just a better pick than the base gnome if only for their ability to mitigate the inevitable “once a campaign or so you’ll find a water hazard you can’t go around and have to deal with the water combat rules.”

Gnome (Techno): Dr320 p. 86. +2 Con, –2 Str. These are gnomes, which don’t actually make great rangers, but they do get Alertness as a bonus feat instead of the gnome SLAs and bonuses around illusion spells, which makes them a non-terrible pick if you need the feat for a prerequisite and want to play a gnome.

Goblin (Jungle): SRD. With +2 Dex, –2 Str, –2 Cha, Small size, a 30ft land speed, and a 20ft climb speed, jungle goblins are a very solid chassis but don’t bring anything other than that.

Grippli: Dr324 p. 87. +2 Dex, –2 Str. Frog people! Small-sized frog people with a 20ft land speed and a 20ft climb speed, familiarity with bolas and nets, a +4 dodge bonus to AC against animals and vermin, some skill bonuses, and the option of either Wild Talent as a bonus feat (Hidden Talent in high-psionics campaigns) or +1 on attack rolls against vermin. A fun pick all around even if they have no ACFs or feat support.

Hadozee: Storm p. 41. +2 Dex, –2 Cha, and Medium size. The hadozee also have a glide speed, making them immune to fall damage and letting them glide at a speed of 40ft (average maneuverability). It’s not flight, but it’s not useless either, especially for lower-level games.

Half-Orc: SRD. +2 Str, –2 Int, –2 Cha, and no racial traits other than darkvision. You might be wondering why half-orcs are up in the B tier. The answer is that their racial ACF that gives them a free favored enemy (humans) is just that good. Humans are the most common NPC race in most campaigns and having them as a bonus target is just nice. Still, for rangers you should consider frostblood half-orc for the uniquely-strong swappable Endurance bonus feat.

Half-Orc (Scablands): Sand p. 43. These are half-orcs but they also get Heat Endurance as a bonus feat, and have low-light vision instead of darkvision.

Half-Orc (Water): SRD. Water half-orcs are similar; they’re the same as half-orcs but with small bonuses and penalties against fire creatures.

Halfling (Aquatic): SRD. +2 Dex, –2 Str, access to the halfling save-boosting ACF, and a 30ft swim speed. The only reason these aren’t A-rated like the other halflings is that they can’t breathe air out of the gate. Just take shoal halfling or water halfling.

Halfling (Unsheltered): Dr320 p. 86. +2 Dex, –2 Str. Unsheltered halflings are halflings but they lose their bonus on saves (so they can’t access the halfling save-boosting ACF) and bonus vs fear. In exchange they get Dodge as a bonus feat at 1st level and one of Iron Will, Great Fortitude, or Lightning Reflexes at 3rd level. Two bad feats isn’t good on its own, especially for what they lose, but if you need them for feat taxes they’re great. Note that if you take Desert Wind Dodge (ToB p. 29), you immediately swap your Dodge feat for a feat you qualify at your current level, making this one of the few ways to ‘retrain’ a feat with current qualifications.

Hellbred (Body): FC2 p. 77. Hellbred with the body aspect have +2 Con, –2 Int, +4 on saves against poison, and three bonus feats as they level. Devil’s Favor at 1st level plus any devil-touched feat at 4th and 14th levels. Plus they get to use evil abilities without affecting their alignment. If you’re looking at taking devil-touched feats or want to do something weird with alignments, this is the way to go.

Hengeyokai (Carp): OA p. 10, Dr318 p. 34 (errata). These are a Medium-sized humanoid with –2 Wisdom and an at-will alternate form. They can turn into a hybrid form in which they get +2 Dex, reduce their speed to 10ft, and have a swim speed of 10ft. They can also turn into a carp, which is a Diminutive fish. All hengeyokai have the shapechanger subtype, netting them access to warshaper.

Hengeyokai (Cat): OA p. 10, Dr318 p. 34 (errata). Cat hengeyokai’s hybrid form gives +2 Dex and +4 on Balance checks, and their animal form is a Tiny cat with claw/claw/bite, Str 3, and Dex 15.

Hengeyokai (Fox): OA p. 10, Dr318 p. 34 (errata). Fox hengeyokai’s hybrid form gives +2 Dex and +4 on Escape Artist checks, and their animal form is a Small fox with a bite attack, Str 13, Dex 17, and a 40ft land speed.

Hengeyokai (Hare): OA p. 10, Dr318 p. 34 (errata). Hare hengeyokai’s hybrid form gives +2 Dex and a 40ft land speed, and their animal form is a Tiny hare with likewise a 40ft land speed, as well as Str 1 and Dex 19.

Hengeyokai (Monkey): OA p. 10, Dr318 p. 34 (errata). Monkey hengeyokai’s hybrid form gives +2 Dex and +4 on Climb checks, and their animal form is a Tiny monkey that has a bite attack, a 30ft land speed, a 30ft climb speed, Str 3, and Dex 15.

Hengeyokai (Raccoon Dog): OA p. 10, Dr318 p. 34 (errata). Raccoon dog hengeyokai’s hybrid form gives +2 Str and +4 on Survival checks to track by scent, and their animal form is a Small tanuki that has a bite attack, a 30ft land speed, Str 12, and Dex 13.

Hengeyokai (Rat): OA p. 10, Dr318 p. 34 (errata). Hare hengeyokai’s hybrid form gives +2 Dex and +4 on Hide checks, and their animal form is a Tiny rat with a bite attack, a 15ft land speed, a 15ft climb speed, Str 2, and Dex 15.

Hengeyokai (Weasel): OA p. 10, Dr318 p. 34 (errata). And finally, weasel hengeyokai’s hybrid form gives +2 Con and +4 on Move Silently checks, and their animal form is a Tiny weasel with a bite attack, a 20ft land speed, a 20ft climb speed, Str 3, and Dex 15.

Illumian: RoD p. 53. Illumians are a super weird, super interesting human subrace who have glowing halos of words that give them benefits. Each illumian has two sigils, each of which gives them a +2 bonus on a type of check (you can get +2 on Dexterity checks such as initiative, which is great), and based on the sigils they pick they get a whole word as well. The most notable ones for illumian rangers are the following:

  • Aeshkrau: Combined effect +2 on Str checks, Str-based skills, and to caster level, and you use your Str instead of Wis to determine bonus spells.
  • Naenhoon: Combined effect +2 on Int checks, Wis checks, and Con checks (and skills based on those stats), as well as the ability to burn turn undead uses to reduce a metamagic feat’s cost 2/day; this is the pick for multiclass ranger/clerics.
  • Uurkrau: Combined effect +2 on Dex checks (including init), Dex-based skills, and to caster level, and you use your Dex instead of Wis to determine bonus spells.
  • Uurnaen: Combined effect effect +2 on Dex checks (including init) and Int checks (and skills based on those stats), and you can give up a 1st- or 2nd-level spell slot to get a +1 or +2 insight bonus on attack rolls with unarmed strikes and sneak attacks for the whole day.

Kenku: MM3 p. 86. Crow people! Who doesn’t like crows. I love crows they’re the best. +2 Dex, –2 Str, Medium size, and two claw attacks. Kenku also get +4 instead of +2 when attacking enemies they flank, and can mimic voices and sounds. They’re a solid chassis for natural weapon rangers.

Khepri: Dr352 p. 44. Khepri are, uh, weird. A Medium-sized all-female race whose heads are beetles (entire beetles, stuck on top of their necks, with legs and everything). They get +2 Dex, +2 Wis, –2 Con, –2 Cha, darkvision, bonuses against enchantments and gaze attacks, and can’t speak common (they use a common-based sign language). They’re really, really weird. Not bad! But weird.

Killoren: RotW p. 102. Killoren are Medium-sized fey with no native stat bonuses, immunity to sleep, +2 on Handle Animal and Survival checks, and the ability to pick one of three ‘aspects’ each day to give them bonuses. The first one gives a bonus on Knowledge (nature) checks equal to their level, which massively boosts Knowledge Devotion in the right campaign. The other two aspects aren’t much to write home about (a 1/hour smite-enemy-of-nature effect and a +2 bonus on init/Hide/Listen/Move Silently/Spot).

Kobold: SRD and RotD web enhancement. So! Kobolds! Kobolds are wild. A popular race option that was so bad they put up a web enhancement buffing them, and even after that their power is… well it’s a little complicated.

Kobolds by default have +2 Dex, –4 Str, and –2 Con. They’re Small-sized with a 30ft movement speed, have light sensitivity, +1 natural armor, and some incidental skill bonuses. The Races of the Dragon web enhancement gave them, on top of this, slight build (count as one size smaller when beneficial), 2 claws and a bite, and some weapon proficiencies.

Is this enough to make kobolds a good pick on their own? Honestly, probably not. Their stats are awful for martials. However, Races of the Dragon also gave us the excellent feat Dragonwrought, which makes kobolds dragon-type (access to dragon-requiring feats like Rapidstrike, and fangshiends ranger), but more importantly on page 39 of the book it states that Dragonwrought kobolds do not take aging penalties, instead gaining only the bonuses as they get older.

This means that by playing a venerable-aged Dragonwrought kobold (120 years or more; you’ve still got at least 100 years in you as well due to how kobolds age), your ability score adjustments become +2 Dex, +3 Int, +3 Wis, +3 Cha, –4 Str, –2 Con. This is something you would think would be S-rated, but I think it ends up settling out to “kinda reasonable” due to being, functionally, a negative bonus feat. Penalty feat. If you’re playing a kobold you’re going to be playing a Dragonwrought kobold and are thus down one feat in exchange for making the race’s stats not terrible. Venerable dragonwrought kobolds are S-rated for full casters, but as a ranger? Shrug. You’re also taking hefty penalties and you can do way better for most builds.

(As an aside, I am well aware of the ongoing debates about the rules on dragons with age categories and how Dragonwrought kobolds interact with them. I am not going to be discussing them here.)

Kobold (Arctic): SRD. Arctic kobolds have a base ability score set of +2 Dex, –2 Str, –2 Con, –2 Wis, which when adjusted for venerable Dragonwrought becomes +2 Dex, +3 Int, +1 Wis, +3 Cha, –2 Str, –2 Con. In essence you’re trading some Wis for Str.

Kobold (Earth): SRD. Earth kobolds have no bonuses by default, instead having a base ability score set of –2 Str, –2 Con. With venerable Dragonwrought it’s +3 Int, +3 Wis, +3 Cha, –2 Str, –2 Con. These have the highest absolute amounts of ability bonuses, but in exchange don’t get that Dex bonus.

Kobold (Jungle): SRD. Jungle kobolds have a base ability score set of +2 Dex, –4 Str, –2 Int, which when adjusted for venerable Dragonwrought becomes +2 Dex, +1 Int, +3 Wis, +3 Cha, –4 Str. For ranged combatants this is probably the way to go, trading out your Con penalty for less Int.

Minotaur (Krynn): DCS p. 42. These are basically better orcs. +4 Str, –2 Dex, –2 Int, –2 Cha, Medium size, +2 natural armor, a gore attack, and the scent ability. There isn’t much to say about them other than “good pick for someone who’s using non-racial options to become a natural weapon specialist,” since gore attacks are annoying to get ahold of and they have some feat support.

Neanderthal: Frost p. 37. +2 Str, +2 Con, –2 Dex, –2 Int, Medium-sized. Neanderthals are an illiterate human subrace that gets bonuses against extreme environments and +1 on attack rolls with “primitive weapons” (most notably the quarterstaff, shortbow, longspear, greatclub, and javelin). They aren’t amazing but they have good stats for physical melees and a free +1 to hit is alright.

Orc (Frostblood): DM p. 10. +4 Str, –2 Int, –2 Wis, –2 Cha. Frostblood orcs have a heavy downside of fire vulnerability, but they also have the dragonblood subtype (useful feat access), cold resistance 10 (a common energy type), and most importantly, Endurance as a bonus feat with the near-unique qualifier that if you later get Endurance as a bonus feat, you can swap it for any other feat you qualify for. Unlike frostblood half-orcs though they can’t get a bonus favored enemy for free, so they’re a worse option as a whole for rangers.

Para-Genasi (Lesser Magma): Dr297 p. 65, PGtF p. 191 (lesser planetouched rules). A lesser planetouched sporting +2 Str, +2 Con, –2 Int, –2 Wis, a scaling bonus on saves against fire effects, and a 1/day heat metal SLA. Objectively worse than just taking azerblood.

Para-Genasi (Lesser Smoke): Dr297 p. 65, PGtF p. 191 (lesser planetouched rules). A lesser planetouched sporting +2 Dex, +2 Int, –2 Cha, a scaling bonus on saves against smoke and cloud effects (basically useless), and a 1/day smoke cloud SLA (as pyrotechnics but not the strong blinding flash version).

Para-Genasi (Lesser Steam): Dr297 p. 66, PGtF p. 191 (lesser planetouched rules). A lesser planetouched sporting +2 Dex, –2 Cha, a scaling bonus against heat-based but not fire-based effects, and a 1/day obscuring mist SLA. The only reason this is B-rated and not C-rated is that they also reduce miss chances from smoke, fog, and similar effects (even magic ones) by 10%, which is a unique and occasionally-useful option.

Phanaton: Dr351 p. 71. These are adorable Small-sized flying raccoon people with +2 Dex, –2 Str, –2 Con. They have a 20ft land speed but also have a 20ft glide speed, and some extra skill bonuses. And a bite attack. The most notable element of phanatons is that they are described and drawn with prehensile tails, but have no ability in their stat block. Ask your DM how you want to handle it. I’d bump them up to A-rated if counted as a true third hand that gives you access to Multiweapon Fighting, or keep them at B-rated otherwise (even with a ‘happy medium’ ruling giving you a third hand for holding things but not attacking).

Raptoran: RotW p. 68. The headliners of Races of the Wild and the subject of numerous balance debates back when I was a kid, raptorans are Medium-sized, have a 30ft land speed, and have no stat adjustments. Their claim to fame is that they start with a 40ft glide speed which, as they level up, becomes a proper fly speed. They also get +10 on Jump checks. They’re neat if you want something to give you flight without feats, items, or levels, but otherwise forgettable mechanically, especially when dragonborn exist (see the templates section).

Spirit Folk (Mountain): Una p. 13. A very bare-bones Medium-sized race with +2 on Balance, Jump, and Tumble checks, a 1/day speak with birds ability, and a 30ft climb speed.

Spirit Folk (River): Una p. 14. Similarly to mountain spirit folk, these are a bare-bones race that has a 30ft swim speed, a constant water breathing effect, the ability to talk with fish 1/day, and as a +2 bonus on spells with “water” in the name.

Spirit Folk (Sea): OA p. 15. And sea spirit folk get a 30ft swim speed, constant water breathing, and a +2 bonus on saves against magical fire effects.

Synad: CPsi p. 139. These are a weird Medium-sized aberration race hidden away in the back of Complete Psionics. They start with +3 power points, have a +2 bonus on Will saves, and have two 1/day abilities; the first one lets them get a +2 insight bonus on an attack, init check, or save as a free action (and unlike most abilities they can use this after it’s determined that they failed and if a +2 would have saved them, to retroactively succeed), and the second lets them 1/day take a mental action as a swift action. Neat, fairly unique, but not really doing much build-central stuff.

T'kel: Dr317 p. 29. +2 Dex, –2 Int. These are a Medium-sized monstrous humanoid that comes stock with a 20ft swim speed and two claws. If you want a Medium-sized fangshields ranger natural attack you could do far worse than these weirdos.

Tasloi: ShS p. 72. +2 Dex, –2 Str, –2 Cha. Tasloi are basically goblins with a climb speed; they’re Small, have a 30ft land speed, a 20ft climb speed, and +4 on Hide and Move Silently checks (the Hide bonus bumps up to +8 in forested areas). They also have light sensitivity.

Tiefling (Lesser): SRD. +2 Dex, +2 Int, –2 Cha, a 1/day darkness SLA, and cold/electricity/fire resistance 5. They’re the best of the batch for B-rated lesser planetouched, having some feat support in racial feats, but in the end it’s still not a perfect statline and you can generally do better. Still, tieflings are pretty popular and if you like them you’re not in a bad position to play one.

Tiefling (Savage Progression): Web. +2 Dex, –2 Cha, a lesser darkness SLA, and only energy resistances of 2. But they keep the outsider type if you want to play a tiefling and need that.

Tortle: Dr315 p. 73. Tortles are Medium and have +2 Con, +2 Wis, –2 Dex, –2 Cha, a 20ft land speed, a 10ft swim speed, and a +3 natural armor bonus. They don’t have much going for them actively, but as far as Wisdom-based rangers go they can be pretty alright.

Vanara: OA p. 15, Dr318 p. 34 (errata). Vanara are Medium-sized monkey people with no racial adjustments and a 20ft climb speed. They also have +4 on Balance and Jump checks, and +2 on Hide and Move Silently checks.

Vril: DotU web enhancement. I love the vril, it’s so funny that they got left out of their debut book (while their feats still got printed). Anyway the vril are a goblin subrace with +2 Con, –2 Int, –2 Cha. Like most goblins they’re Small with a 30ft land speed, but unlike most goblins they have the light blindness drawback. Their specific unique thing is a pair of 1/day racial traits. First, they can gain “damage reduction 5 against its choice of bludgeoning, piercing, or slashing damage” for a short duration (ask your DM what this means for your game; I think RAW it would be DR/the chosen type, which is the reverse of what the intent appears to be? But the wording is weird). Secondly, 1/day they can let out a sonic attack as a burst or cone as a standard action. The damage is low (even though it scales with level), but they have some very good feat support for it. It takes more investment than it’s necessarily worth, but you can get a swift action multi-round daze AoE off of three feats. Even at 1/day, you’re capable of ending a fight before it begins at that point. Worth it objectively? Probably not, but it’s an entertaining and viable option regardless.

Warforged Scout: MM3 p. 193. Living constructs with +2 Dex, –2 Str, –2 Wis, and –2 Cha. Like the warforged, warforged scouts have great racial traits to make up for their bad ability scores. Unlike the warforged, warforged scouts are Small-sized with a 20ft movement speed, and don’t even get a slam attack. They still have the various immunities, but for most rangers, they’re worse in basically every way than just taking a normal warforged.

LA+0 Templates

There aren’t a lot of LA +0 templates, and the ones that do exist vary in usefulness. Still, if you’re looking to shore up a bad race or just minmax a good one, taking one of these options might be up your alley. Firstly, I’m going to talk about the templates listed in Dragon Magazine #306 which are often mentioned in optimization discussions, then I’ll cover the rest.

Dr306 Racial Templates

On page 60 of Dragon #306, you’ll find a series of six templates that, per the article, are applicable to “any of the standard races in the Player’s Handbook.” Most people in my experience tend to ignore that line, and if your group does then there’s often no reason not to take one, but for the purposes of this handbook I’m going to be rating them assuming they’re being played as-written (i.e. applied to the default PHB version of a race). The LA +0 templates are as follows; I haven’t rated them in their entries here, instead opting to make a small table of ratings to save space. Deep-dweller, as an LA +1 template, isn’t mentioned here (it’s also not worth the LA).

Aquatic (Water-Dwellers): Dr306 p. 61.

  • Loses the ability to breathe air, but gains the aquatic subtype.
  • Land speed halves and you get a swim speed equal to double your original speed (so a human has a 20ft speed and a 60ft swim speed, very high for an LA +0 race).
  • Replaces vision modes with low-light vision (or gains it if you had no special vision).
  • +2 on Spot checks and –2 on Listen checks.

Arctic (Ice-Dwellers): Dr306 p. 62.

  • Keeps original ability score adjustments, and also has an extra +2 Con and –2 Cha.
  • +1 on saves against cold effects, –1 on saves against fire effects.
  • +2 on Survival checks.
  • If the original race had SLAs, also gets ray of frost 1/day (CL 1).

Desert (Desert-Dwellers): Dr306 p. 64.

  • +1 on saves against fire effects, –1 on saves against cold effects.
  • +2 on Survival checks.
  • If the original race had SLAs, also gets create water 1/day (CL = HD).
  • Favored class changes to ranger.

Magic-Blooded (Sparks): Dr306 p. 64.

  • Keeps original ability score adjustments, and also has an extra +2 Cha and –2 Wis.
  • Replaces vision modes with low-light vision (or gains it if you had no special vision).
  • +2 on Knowledge (arcana) and Spellcraft checks, and can use them untrained.
  • Gains detect magic, Nystul’s magic aura, and read magic SLAs each 1/day (CL = HD).
  • Favored class changes to sorcerer.

Wild (Wilderness-Dwellers): Dr306 p. 65.

  • Keeps original ability score adjustments, and also has an extra +2 Str, –2 Int, and –2 Wis.
  • Adds 5ft to land speed.
  • Loses any racial skill modifiers (including humans’ bonus skill points), but gets +1 skill point per level, +2 on Spot and Listen checks, +4 on Survival checks, and –2 on Bluff, Diplomacy, and Sense Motive checks.
  • Loses any racial SLAs.
  • Favored class changes to ranger.

This table shows the ratings for each PHB race and relevant template:

Race Aquatic* Arctic Desert Magic-Blooded Wild
Dwarf D A C D B
Elf B A B C A
Gnome D B C D A
Half-Elf F C D F B
Half-Orc D A C C A
Halfling B A A B A
Human B A A B A

* Bump these up by one rating level in a game where you expect to spend most of your time underwater.

Other Templates

As for the other templates, you can apply them to a lot more creatures, depending on the template in question.

Amphibious Creature (C): Storm p. 136. Can be added to any humanoid or monstrous humanoid, and gives you –2 Dex, the aquatic subtype, the amphibious trait (ability to breathe both air and water), and a swim speed equal to half your land speed. B-rated in a campaign that takes place in or around water, but probably not worth it for many races since most have an aquatic variant that doesn’t penalize Dexterity.

Dragonborn: RotD p. 8. Dragonborn of Bahamut are deeply weird, and their rating varies based on aspect chosen (see below). This is an acquired template you can take on any non-evil character and it either makes you a humanoid (dragonblood) or keeps you your original type and adds the dragonblood subtype, depending on if you believe page 8 or page 10 on that front. Anyway, you lose all your existing racial traits except for ability score modifiers, speeds, size, and subtypes. In exchange, you gain:

  • +2 Con, –2 Dex on top of your original ability modifiers.
  • A +2 dodge bonus to AC against dragons.
  • Immunity to frightful presence from dragons.
  • Gain the dragonblood subtype, and can immediately retrain one (1) feat into a feat that requires that subtype and can normally only be taken at 1st level.
  • Favored class fighter in addition to your original favored class, and the ability to multiclass in and out of paladin freely.
  • One draconic aspect, chosen from heart, mind, or wings.
    • Heart Aspect (B): You get a line breath weapon (length 5ft per level) that deals 1d8 damage + 1d8/3 levels. This is at-will (1d4-round cooldown) and you choose the elemental damage type whenever you use it.
    • Mind (B): You get immunity to paralysis and magical sleep, plus darkvision 30ft, low-light vision, and +2 on Listen/Search/Spot checks. At 6th level your darkvision becomes 60ft, at 9th level it becomes 90ft and your low-light vision is triple distance, at 12th level your darkvision becomes 120ft and your low-light vision is quadruple distance, and at 15th level you get blindsense 30ft.
    • Wings (A): You get wings you can use to glide, +10 on Jump checks, and at 6th level you get to fly with them as well for a limited time each day. At 12th level you can fly for an unlimited duration. This is probably the main reason to be a dragonborn on most characters.

Rating dragonborn is complicated; there are edge cases like dragonborn water orc where you can use it to remove the downsides of your race and then stack on dragonborn’s upsides, and at that point it’s questionably balanced. Most of the time though, it’s going to be a sidegrade or even a downgrade. You still count as your original race though, and it’s an acquired template, so you could do something like… I dunno, wild half-elf into dragonborn and get the half-elf ACF options and a less-terrible ability score setup? It’s a very flexible template.

Wild dragonborn half-elf is +2 Str, +2 Con, –2 Dex, –2 Int, –2 Wis btw. Honestly probably the best pick for half-elf rangers, but carrying a lot of flavor and aesthetic implications there… Make of it what you will. Or refluff it. If you’re dead-set on playing a half-elf your DM should probably allow some wiggle room thematically. Note that if you’re looking to play a half-elf for dragonmarks (the one really good reason to play a half-elf), you can’t be dragonborn without losing the mark.

Necropolitan (S): LM p. 114. Necropolitan is overpowered. It has an effective +0 LA (you lose a level and 3,000gp to get it, but you can get that back; exp is a river after all), and what it brings you far, far outstrips the cost. Plus, it creates unbalanced and wonky gameplay situations. You can completely dump Con if you’re planning on taking necropolitan, effectively boosting other ability scores. You’re immune to most debuffs and many non-debuff effects, and vulnerable to turn/rebuke undead (even with +2 turn resistance, that’s significant). In many campaigns being undead is a real logistical and roleplaying hurdle.

A template where you’re outright immune to a great deal of possible threats, but will pretty much immediately turn to dust when you run into an enemy cleric that’s higher level than you, is not balanced. It’s probably not healthy for your game either due to this feast-or-famine situation. Plus, even with that “whoops, died to a turn undead” drawback, it’s so cheap and so strong that there’s not really a reason not to play a necropolitan if you have access. In spite of its popularity and the regularity with which people suggest it on the forums, I would not recommend it as a general thing unless you have a good handle on the balance of 3.5 (and even then, well, it’s very, very strong).

Primordial Giant (S): SoX p. 79. Primordial giant is a template from Secrets of Xen’drik that can be applied to any giant without affecting its LA. This works on the LA +0 cyclopeans (Dragon Magazine #323). The template gives –4 Str, –2 Con, +4 Int, and +4 Cha, plus your choice of at-will invisibility, levitate, or invisibility purge. At-will invisibility is not always a game breaker, but it can massively warp the trajectory of your campaign if it’s allowed to be available from 1st level. Plus, while the ability scores aren’t ideal for a ranger, they’re still very unbalanced and begging for a multiclass.

Like other S-rated races, I just don’t recommend using or allowing it unless you and your group know exactly what you’re doing.

Unseelie Fey (S): DrCom p. 222 (reprint) or Dr304 p. 66. Full disclosure: I hate this template. It isn’t even close to being reasonable or balanced, and the ‘RAW’ argument for it being LA +0 basically amounts to ‘I’m going to pretend I didn’t see that.’ Unseelie fey was originally printed in Dragon Magazine #304, where it was listed as a template for monsters, with no level adjustment given, at a time where templates generally didn’t specify “LA —”. On top of that, the article in question? It did use level adjustment. There was a player race, the changeling (fey kind, not Eberron kind), listed with LA +0, so the authors were clearly aware of LA existing and capable of assigning it to the template if it was meant for players.

In Dragon Compendium, they changed the sample creature to a player race (the infamous LA +0 unseelie fey gnome) and then we got years and years of forum arguments over it. I believe that this was a mistake on Paizo’s end, and that the template is not RAW or RAI a +0 LA, player-accessible template. It has randomized racial traits, for Pete’s sake!

Still, for the sake of argument, I’ve included a mention here and given it an S rating. Unseelie fey gives +2 Dex, +2 Cha, –2 Str, and –2 Con, changes your type to fey, and gives you some unique special attacks and special qualities based on a d% table. 50% of the time it gives you a fly speed. You get scaling DR based on Hit Dice. You can even get blindsight or tremorsense, and one of four powerful options (highlights include targeted dispel magic touches, a constant magic circle against everything, or an aura of “penalize the saves of nonfey creatures within 5 feet of you by your Charisma bonus”).

It’s very strong, to the point of being an auto-pick no matter your race or class or build, but also relies on a series of d% rolls at character creation that cannot be changed after. I believe this is because it was originally intended for monsters, not players, and that the Dragon Compendium gnome has a typo. And honestly by the strictest RAW arguments, in reality, you can play that specific unseelie fey gnome at LA +0, but not any other unseelie fey creature. But I don’t think you should play any unseelie fey creature. Please… avoid this template.

Higher-ECL Races

So… level adjustment. Level adjustment sucks. Most of the time it’s far weaker than just taking levels in classes, and when it isn’t weaker it’s often just. Broken-strong and undercosted. There’s ways to get around the costs of level adjustment, such as the LA buyoff rules introduced in Unearthed Arcana or a handful of mediocre “you get a template but spread across some levels” prestige classes, but the fact of the matter is, most LA isn’t going to be worth it, some LA is going to be unusably strong, and in the middle is a weird place that often puts you behind the curve mechanically.

I personally dislike the LA buyoff rules; I feel that they’re a little clunky and give not-insignificant power boosts to players who are willing to engage with that clunkiness, which can make for imbalanced parties. Sometimes that’s fine, and 3.5 will always have some imbalance because the game is just Like That, but I tend to just prefer the approach of “if we’re using LA, have everyone get the same amount of LA for free (and it has to be LA, it can’t be proper levels)” if I’m using LA at all.

The ratings for this section do not assume LA buyoff is in play. If LA buyoff is in your game you often have no reason not to pick up an LA +1 template because the exp cost is trivial, and that’s… fine. It’s fine. But I personally dislike it.

I’m also not going to bother rating things like anthropomorphic balleen whale, savage progression ghost, dvati, half-minotaur and Dragon Magazine half-ogre, saint, Lolth-touched, and white dragonspawn. These are notoriously overpowered, to the point where the game starts to break down if they’re introduced. If your group uses them and is fine with them, cool? But I avoid them and I recommend that most groups do, for the same reason I recommend avoiding the S-rated races discussed earlier.

Anyway, with that said… if you’re looking at taking LA, the only things I feel I can recommend in good faith are a handful of LA +1 options:

Diabolus (C): DrCom p. 6. LA +1 race. These are Medium-sized native outsiders with the chaotic subtype. They’ve got +2 on saves vs spells and SLAs, darkvision, proficiency in tridents, and… well, the only real reason you’d play them is that they have a natural poisonous sting attack. This is good for grapple builds since you can access the Barbed Stinger feat early and get size-agnostic improved grab, but otherwise, shrug.

Diopsid (B): DrCom p. 10. LA +1 race. I legitimately never knew these guys existed until this guide, but they’re kinda cool. Medium-sized monstrous humanoids with +2 Con but –2 Dex and –2 Int, their claim to viability is that they have gliding wings, +4 natural armor, and two ‘secondary arms’ in addition to their standard arms. These aren’t arms that work for Multiweapon Fighting (which probably would be too strong in practice for the cost), but instead let them use Two-Weapon Fighting with two-handed weapons. This is a very unique perk, letting you double up on higher damage, higher Str bonuses, and higher Power Attack bonuses. You can even TWF bows if you’re feeling like playing with projectiles. And finally, they get to completely ignore the Dex prerequisites for Two-Weapon Fighting feats, letting you all-in on Strength when doing so. Neat!

Draconic Creature (C): RotD p. 74. LA +1 template (any living, corporeal non-dragon). It gives you the dragonblood subtype, +2 Str, Con, and Cha, +1 natural armor, +4 on saves against magical sleep and paralysis, +2 on Intimidate and Spot checks, and two claw attacks. It’s not great but if you really need the dragonblood subtype it’s not terrible. Multiple stat boosts and the natural weapons are nice.

Gheden (C): Dr313 p. 63. LA +1 template (any giant, humanoid, or monstrous humanoid). Half-zombies made from mad science or botched resurrections. This gives you +4 Str, –2 Dex, –2 Int, and –4 Cha, and a –8 penalty on skills that require fine motor controls. You get the ability to detect mindless undead (as detect undead) at-will, three bad feats (Endurance, Toughness, and Diehard) as bonus feats, +4 on Intimidate checks, and a bunch of immunities and resistances. A gheden is immune to fear confusion, nonlethal damage, stunning, death by massive damage, and energy drain. Against negative energy effects they take half-damage. They get +2 on saves against fear (irrelevant here), poison, disease, paralysis, and all necromancy spells. They get 50% fortification. They’re vulnerable to turn/rebuke undead, but it just applies a –4 penalty on your d20 rolls instead of making you flee (and turns off if the source attacks you). If you would be rebuked or commanded you’re instead stunned for 2d4 rounds. All told, the gheden’s a +1 LA way to play something very similar to a warforged, but it can be stuck on a bunch of races and is undead-themed instead of construct-themed. For frostblood orcs and half-orcs this template is B-rated because the Endurance bonus feat just becomes a feat of your choice.

Half-Ogre (Savage Species) (C): SS p. 218. LA +1 race. Distinct from the busted template in Dragon Magazine, these are a proper race, not a template. You get Large size, get +6 Str, +2 Con, –2 Dex, –2 Int, –2 Cha, have +4 natural armor, and are giant type. This is basically just paying a level adjustment for being an orc with permanent enlarge person, but the cost of that is prohibitive at lower levels and if you want to start Large, it’s not the worst pick you can make.

Human (Athas) (A): Dr319 p. 26. LA +1 race. What if you took humans and made them better? You’d get Athas humans. They get all the stuff the core human gets, and also +2 to two different ability scores of your choice. Then, on top of that, they get to manifest powers innately. They start with 3 power points have a manifester level equal to their HD (which gives them bonus power points; they’re Cha-based in this case). They get one 1st-level psion/wilder power known at 1st level. At 5th level they get an extra 3pp and a 2nd-level psion power known, at 10th level they get an extra 5pp and a 3rd-level power known, and at 15th level they get an extra 7pp and a 4th-level power known. This is just… really good! Really flexible. For +1 LA you get a slow psionic manifesting progression, access to psionic feats and prestige classes (though if entering a manifesting-progressing one you don’t get anything out of it unless you have a manifesting class), and so on and so forth. There are so many possibilities for this that I could write a guide on Athas humans on their own, but to save space I’ll recommend the vigor power as the go-to starting one. Temp hp are very nice to have.

Mulhorandi Divine Minion (C): Magic Books of Faerûn. LA +1 template (any humanoid-shaped outsider). This template has a bad reputation due to its use in some Pun-Pun variants, but in practice it’s about as good as a level of totem druid for entering wild shape stuff. It gives you immunity to fear and the ability to wild shape into one specific creature as an 11th-level druid (except it’s a free action). The list of shapes for the LA +1 variant includes the following: give access to one of the following: baboon, crocodile, constrictor snake, lion (the standard kind), bison, and hawk. Generally you get only one of these; check the link for the full details.

Shadow Walker (A): Una p. 70. LA +1 template (any humanoid). This is a weird little template from the back end of a Forgotten Realms book gives you +2 Dex, –2 Con, darkvision, light blindness, +4 on Hide checks, and a bunch of SLAs. Unlike most templates that give spell-like abilities, this template explicitly bases the progression on character level, not racial Hit Dice. The SLAs are as follows:

Level Abilities
1–2 Shadow mask 3/day (SC p. 185)
3–4 Dimension door 1/day (self only)
5–6 Darkness 3/day
7–8 Dimension door 2/day
9–10 Shadow spray 3/day (SC p. 186)
11–12 Shadow walk 1/day
13–14 Displacement 2/day
15–16 Dimension door 3/day
17–18 Evard’s black tentacles 1/day
19+ Shadow walk 3/day

Feats

Feats… the final frontier. Okay not actually. That’s magic items. But still, feats are a major part of any D&D character’s build, especially the perennially feat-starved martials, and rangers especially have some particularly strong unique options among feats. This section isn’t just about that, though; below you’ll find two subsections, the first talking about feats specific to the ranger class, and the second talking about the rest of them.

(Also, just to put it on the record, now that we’re past races we’re back to “S-rated = good enough that you should probably take this” and not “S-rated = over-centralizing and overpowered, avoid this.”)

A Note On Comprehensiveness

This section will be listing and rating every ranger-specific feat in the game (that I’m aware of). It will also list and rate a number of other feats. However, I’m not rating every feat the way I rated every race above, because frankly, that’d be absurd. Most non-ranger-specific feats mentioned will be ones that are either (1) particularly good for rangers or (2) commonly-pushed for martials or rangers but notably bad and thus worth mentioning as a trap option.

For example, Weapon Focus is basically never worth taking unless you need it for a prerequisite. The books constantly recommend it! I’m going to mention it and why it’s bad. But I’m probably not talking about, say, Black Lore of Moil. Even if you can in theory make a ranger that uses that feat, it’s far beyond the scope of this handbook

Types of Feats, Mutually-Exclusive Feats

There are many different types of feats, but only a few that have rules worth talking about before we get into the ratings. These are as follows:

Faerûn Regional Feats: The Forgotten Realms Campaign Setting introduced a type of feat called “regional feats”, which required you to be from a specific region or take 2 ranks of Knowledge (local) specific to that region to access. Later on the Player’s Guide to Faerûn they modified the rules; PGtF asserts that regional feats now must be taken at 1st level only, and are mutually exclusive with each other (you can only take a single regional feat). This book also introduces text on page 8 directing you and your DM to pick any given (single) region for your character, just requiring coming up with some interesting backstory to ‘justify’ it. While you cannot completely ignore regional requirements, it at least doesn’t directly shackle it to your race choice anymore. Feats that call for being the race specifically rather than being from one of that race’s traditional regions are unaffected, mind. Basically, "human (the Shaar)" is a regional requirement that can be gotten by any race in theory if you grew up in that culture, while "human" on its own is a race requirement that requires the race itself. Some feats require both a region and a race (and yes this is confusing, I have no idea why they did it like that). Anyway, this explicitly changes the other Forgotten Realms-based regional feats to match, and constitutes a notable nerf. I will be assuming that for FR regional feats we’re using the PGtF rules, and mentioning in each relevant feat if it’s a Faerûn regional feat. Note that taking nearly any FR regional feat means you cannot take the Uthgardt barbarian favored enemy ACF, gating you off of favored enemy (evil creatures).

Greyhawk Regional Feats: Dragon Magazine #315 and #319 printed Oerth-specific regional feats, running on the same rules as the FRCS (rather than PGtF). In addition, many of them require other feats, or expect them to be taken at higher levels than 1st. These ones work on the rules that you start with one ‘home region’ at character creation, and for every 2 ranks of Knowledge (local) you take you get access to another region (but not ones that require other races as a separate prerequisite). It’s a little janky to have multiple distinct types of “regional” feats, but since they literally don’t function mechanically if you use the PGtF rules, I will be assuming that for the Greyhawk regional feats we’re using the Dragon Magazine/Forgotten Realms Campaign Setting rules, and mentioning in each relevant feat if it’s a Greyhawk regional feat. The exception to this is feats that must be taken at higher levels, which will be called out instead.

Rokugan Ancestor Feats: Oriental Adventures introduced a category of feats called “ancestor feats,” which can only be taken at 1st level, are mutually-exclusive with each other, and have light ties to the specific Rokugan clans. Notably, the feats section calls out that even within Rokugan the clan restrictions listed are irrelevant, and that any character can take any one of the ancestor feats (justifying it with the fact that the clans do intermarry and bloodlines spread around widely). It also notes that for settings that don’t take place in Rokugan, you should ignore clan restrictions. Thus, the only relevant restriction on ancestor feats is that you can only take one, and it must be taken at 1st level. I’ll be mentioning in each relevant feat if it’s an ancestor feat.

Flaws & Bonus Feats

My group plays with the flaws rules from Unearthed Arcana. I genuinely 100% recommend your group does the same, because feats are scarce in 3.5 and especially for martials, game balance is significantly improved by giving everyone +2 feats at 1st level. Heck, you could even just skip flaws and houserule everyone into getting the bonus feats anyway without affecting balance much. Still, since not every group uses flaws, the ratings do not assume you do. Some feats do get stronger in the context of flaws being in play, and some prestige class entries need them to be viable, but I’m not going to write the guide expecting you’re using them (even though I personally think you should be using them).

Ranger-Specific Feats

This section includes favored enemy feats, initiate feats that require ranger class levels, and feats that directly interact with ranger class features. It doesn’t include general combat feats or discussion of the feats you get from combat styles; for that you should go to the next spoiler.

Ranger-Specific Feats

Favored Enemy Feats

These feats boost or modify your favored enemy in some way. Notable ones to look at if just skimming this section are Favored Power Attack, Nemesis, and Wise to Your Ways.

Azure Enmity (C): MoI p. 34. Gives +1 essentia like most incarnum feats, and you can invest essentia to get an insight bonus on the usual favored enemy skills and weapon damage rolls equal to essentia invested.

Bane of Infidels (B): PoF p. 53. Gives you a bonus favored enemy (followers of a specific deity that’s opposed to your own deity). Notably you don’t have to be a ranger to take this one, letting you access a limited-target version of favored enemy on other classes. A-rated if you’re in a campaign focusing on fighting servants of a specific deity, like Age of Worms. Still, most rangers can get by with Extra Favored Enemy and the deity’s followers as a favored enemy organization (via urban ranger).

Bane of the Unclean (F): LoM p. 44. Requires favored enemy (aberrations), and gives +2 on attacks/damage/saves/to SC against beholderkin specifically.

Edgewalker Sentinel (C): SoS p. 117. Requires favored enemy (an outsider subtype), and increases your favored enemy bonus against that outsider favored enemy by 1! This also adds Knowledge (the planes) to your ranger class skills and adds spells to your spell list, including protection from evil and its variants. Notably, this can give ranger access to Prestige Paladin at 4th level without needing to multiclass.

Disabling Strike (F): Dr339 p. 87. Requires favored enemy (a humanoid subtype), and makes it so that whenever you crit such a favored enemy, they have to make a Fort save (DC 15 + your favored enemy bonus against them) or become stunned for 1 round. Niche on its own, but also only procs on crits? Don’t take this…

Extra Favored Enemy (A): Gh p. 32. Requires BAB +5, and gives you an extra favored enemy selection at +2 (does not prompt an advancement). Updated to 3.5 in the Ghostwalk 3.5 update. This is a genuinely strong feat to take if you’re ever at a point where you’re unsure on what to take, since it reduces the number of situations where your build can brick.

Favored Critical (D): MotW p. 23. This feat is functionally Improved Critical but only against one of your favored enemy types. Its exact wording runs on the 3.0 rules that let you stack Improved Critical with keen weapons, and thus should be updated. Per the 3.5 update reference booklet though, this feat is actually explicitly removed from 3.0 in 3.5 (reworked and “renamed” Favored Power Attack, in spite of that feat being totally unrelated) rather than ‘merely’ unupdated, which is honestly deeply weird. Even so, if you use the 3.5 critical stacking rules, it’s still a bad feat to take.

Favored Dodge (B): Dr335 p. 91. Requires Dodge, and adds your favored enemy bonus to AC against one of your types of favored enemies. Unlike Dodge, this is always up, against all relevant creatures. Notably this does apply to touch AC, which can make it pretty darn strong against spell effects at later levels. The rating for this assumes you’re optimizing your favored enemy such that you have a big bonus that applies to pretty much everything you fight; otherwise this is D-rated and not worth taking.

Favored Power Attack (S): CWar p. 98. Requires Power Attack and BAB +4. When using Power Attack against your favored enemies (any of them, not just ‘pick one’), your Power Attack multiplier becomes 2× for one-handed weapons and 3× for two-handed weapons. This can push your damage to absolutely incredible levels, and is the main reason why rangers still value their +2 favored enemies (it broadens the list of foes you can apply this to). This is so good that even fighting with a one-handed off-hand weapon is worth it on TWF rangers, just to access that 2× multiplier.

Foe Hunter (C): PGtF p. 38, Faerûn regional feat. This one gives you a bonus +2 favored enemy depending on your region, even if you aren’t a ranger. The options are dragons, humanoids (goblinoids), humanoids (orcs), demons (specifically), and yuan-ti. If you’re not taking another FR regional option (such as the Uthgardt Barbarian favored enemies) and have a spare feat at 1st level, grabbing dragons isn’t a bad pick. Otherwise, this has too much competition to be worth it for many builds.

Hunter's Mark (F): Dra p. 141. Requires you to have a true dragonmark (already niche), and gives you +1 on Bluff, Listen, Sense Motive, Spot, Survival, and weapon damage rolls against favored enemies. Unlike Edgewalker Sentinel, this is a separate bonus, rather than increasing your existing bonus (and applying to ACFs). You can do much better than this.

Improved Favored Enemy (D): CWar p. 101. Requires BAB +5 and gives you a +3 damage bonus against favored enemies. If you want a damage-boosting feat, Favored Power Attack is going to be ‘enough’ in most cases. There’s an argument that certain builds could use this (like archery), but even then, as a feat-starved martial I don’t recommend it. The only reason to use this feat is if you get it for free, tbh.

Intimidate the Enemy (F): Dr335 p. 91. Lets you demoralize one type of favored enemy as a move action, and adds your favored enemy bonus on the Intimidate checks to do so. Mediocre unless you’re already speccing into demoralize stuff, and at that point you probably have another, better way to speed up the action.

Murderous Intent (D): EE p. 14. Vile feat, requires BAB +9 and has two parts. First, you can make a single attack as a full-round action that inflicts a save-or-stagger on a favored enemy. Secondly, you automatically confirm all critical threats against favored enemies. If you’re a full critfishing build and evil, this is okay, but you should never take this for the main benefit.

Nemesis (S): BoED p. 44. Exalted feat. This directs you to choose one of your favored enemies, and thereafter you can sense their exact positions within 60 feet (including through walls, something even blindsight can’t do) and also get +1d6 damage on all weapon attacks against evil examples of them. The usefulness of this feat should be self-evident. If you’re not evil for a specific prerequisite, this is a very strong reason to be good-aligned.

No Threat To Me (C): Dr335 p. 91. Requires Point Blank Shot and BAB +7, and lets you choose one of your favored enemy types to no longer be able to make attacks of opportunity when you make a ranged attack. An alright feat for archery builds if you’ve already got everything you need, but that is going to be somewhat unlikely. 5-foot step is enough for most cases anyway.

Repel Outsiders (D): SoS p. 118. Requires Edgewalker Sentinel and ranger level 3rd, and gives you the ability to functionally turn (but not destroy) outsiders. It’s Charisma-based though, and doesn’t count as turn undead for prerequisites, so it’s pretty niche.

Supernatural Blow (D): MotW p. 25. This feat is weird. Basically, it lets you ‘fake crit’ a chosen type of favored enemy that’s normally immune to critical hits. If you would crit, you get +1d6 damage per weapon damage die that you would normally do on a critical hit. As unupdated 3.0 content, it needs a minor adjustment (favored enemy did precision damage in 3.0, and does not in 3.5, so a sentence allowing you to apply the bonus damage on crits against the chosen enemy is irrelevant), but even setting that aside, it’s… not good? Crits are strong when they happen, but dedicated critfishing isn’t a strong strategy in 3.5 most of the time, and certainly not worth a feat for a worse-than-usual crit against crit-immune creatures.

Tactical Advantage (S): Dr335 p. 91. Requires BAB +5, and lets you apply your favored enemy bonus on attack rolls against one of your favored enemies! Also on trips, disarms, and bull rushes. Absolutely incredible as an alternative to solitary hunting, even if it only applies to one favored enemy instead of all of them. Note: since both solitary hunting and Tactical Advantage merely expand what your favored enemy bonus applies to, they don’t stack with each other.

Trophy Hunter (D): Dr332 p. 91. When you kill a favored enemy of your choice, you can cut off a body part to get one of a couple different effects for a moderate duration (ranging from several minutes to several days, depending on the body part taken; gentle repose can extend this), including +2 on Fort saves against spells/SLAs of that enemy’s type, +2 morale on attacks against that enemy, and so on. It’s somewhat limited because the parts explicitly rot, and honestly, it’s gross? But it’s a source of a morale bonus on attack rolls and Fort saves among other things, so it’s not abjectly terrible.

Unquenchable Flame of Life (B): LM p. 31. Gives you a +2 bonus on saves against undead creatures’ Ex and Su abilities, or if you have favored enemy (undead), the feat’s bonus is equal to your favored enemy bonus. RAW stacks with Wise to Your Ways, but notably, this one works on class- and feat-granted abilities undead creatures have, while Wise to Your Ways does not.

Wise to Your Ways (A): Gh p. 39. Adds your favored enemy bonus on saves against the Ex, Su, and Sp abilities of one of your favored enemies. This is amazing as a defensive boost, but notably it explicitly only works on ‘standard’ abilities they get (defining it as from being a monster, rather than stuff from classes, feats, items, and so on). It’s unclear how this works with stuff like favored enemy (arcanists) or favored enemy organizations, so ask your DM if you want to take it for stuff like that.

Multiclassing Feats

These feats allow you to stack your ranger abilities with levels in other classes. The most notable ones are Devoted Tracker (for ubermount builds), Swift Hunter (for skirmish builds), and Sword of the Arcane Order (for everyone).

Additional Favored Class (D): UA p. 100. While not strictly a ranger-based multiclassing feat, if your group uses the multiclassing penalty rules, this can, in theory, be useful on some builds. Still, you’re probably better off picking a race with the right favored classes and only multiclassing carefully at that point.

Ascetic Hunter (D): CAdv p. 105. Allows you to add half your favored enemy bonus to the save DCs of Stunning Fist attacks against favored enemies, and stack monk and ranger levels for unarmed damage.

Combined Empathy (F): Dr325 p. 61. If you multiclass druid and ranger you stack your levels for wild empathy checks.

Devoted Tracker (B): CAdv p. 108. Now we’re talking! Requires smite evil and wild empathy, rather than paladin levels, and if you have a special mount and an animal companion, you can designate the special mount to get the benefits of being an animal companion too. Particularly good with Holy Mount (below), though ideally you want to get a special mount from a non-paladin class if you can.

Holy Mount (C): Dr325 p. 62. Stacks your paladin levels with your divine spellcasting class levels (includes ranger) for determining special mount abilities. If you use this alongside Devoted Tracker you can get a full-progression special mount tacked onto your animal companion.

Swift Hunter (B): CSco p. 81. Stacks your scout and ranger levels for determining skirmish progression and favored enemy progression, as well as letting you bypass precision damage immunity when skirmishing against favored enemies.

Improved Skirmish (B): CSco p. 78. Requires skirmish +2d6/+1 AC, so this is going to only be relevant for Swift Hunter rangers. The benefit is if you moved at least 20 feet away from your starting position in a turn, it gives an extra +2d6 skirmish damage (and an extra +2 AC). Average +7 damage per attack is a lot for one feat, but depending on your plans, it may not be worth getting over more build-enabling stuff.

Undo Resistance (A): FCII p. 85. Requires skirmish, sudden strike, or sneak attack, and is probably going to only be relevant for Swift Hunter rangers. This makes it so that whenever you hit an enemy with a cold iron weapon (even enemies not specifically vulnerable to that damage type), you reduce that enemy’s spell resistance by 1 per die of precision damage for 1 hour. It’s fantastic if you have casters in your party, functionally neutralizing a major high-level defense against spells.

Sword of the Arcane Order (S): CoV p. 34. In Forgotten Realms requires you to worship Mystra. This feat is amazing, but also weird. The short summary is that it lets you prepare and cast wizard spells from a spellbook, using your divine ranger slots (but Int instead of Wis for the casting). There’s a lot of intricacies to this feat, which are gone over in-depth in the spellcasting section later in the guide, but in general it’s just a fantastic feat.

Theurgic Bond (C): Dr325 p. 62. Requires both a familiar and an animal companion, and stacks the levels of the classes granting either for determining the abilities of one companion of your choice. RAW, this sets your ranger animal companion or urban companion familiar to “full ranger level” for the purposes of progression, though it’s a reasonable ruling for a DM to say “you stack your other levels with the normal effective druid level the ranger gets.” Even in the latter case, this has some build potential as it does let you take a level of beastmaster (CAdv p. 26), get an animal companion whose effective druid level is class level +3, then take Theurgic Bond and stack that with your familiar’s progression. In this way, some of the best builds for pet owners actually get both an animal companion and an urban companion familiar, with the animal scaling more slowly at the cost of your second minion. The feat is S-rated if you’re using it this way.

Theurgic Empathy (F): Dr325 p. 62. If you multiclass bard and ranger you stack your levels for wild empathy checks.

Tracking Feats

As mentioned in the section on the base class, tracking with the Survival skill is very campaign dependent. Still, if your campaign and DM make it good, these feats may be of some use.

Astral Tracking (C): DrCom p. 92. Lets you track enemies through the Astral Plane even though there’s nothing to track with, and lets you determine where someone teleported to if you find where their trail goes cold because of teleporting (letting you follow, if you yourself have an equivalent spell).

Planar Tracker (F): Dr306 p. 55. This is a worse version of the Astral Tracking feat, printed a couple months earlier with even higher level prerequisites.

Urban Tracking (C): UA p. 56. This lets you use Gather Information to track down someone based on rumors instead of Survival to track down someone based on traces. This has the same “campaign-specific” issue that Track does, while also being Cha-based instead of Wis-based.

Initiate Feats

There are some initiate feats that allow rangers to take them. Like all initiate feats, they require you to follow a specific deity, and you can only take one of them. Personally, I don’t like deity-based mechanical restrictions, but even if your group tends to ignore them, it’s worth keeping in mind that they mechanically wrote them as mutually-exclusive. Each initiate feat gives a baseline benefit and also adds spells to your spell list at the listed levels.

Initiate of Anhur (C): CoV p. 30. Requires ranger 5th and worship of Anhur. This one lets you use Listen while asleep at no penalty, make AoOs while flat-footed, and adds bless weapon (1st), spiritual weapon (2nd), and thunderstroke (2nd) to your spell list.

Initiate of Kord (B): Dr342 p. 51. Requires 2nd-level divine spells and worship of Kord. You get a +4 bonus on bull rush, disarm, grapple, overrun, sunder, and trip attempts, and add Kord’s power surge (1st), Kord’s greeting (2nd), and champion of Kord (4th) to your spell list. All three of these spells are introduced in the same article, and are quite good for anyone looking to use combat maneuvers.

Initiate of Eilistraee (F): CoV p. 30. Requires ranger 4th, worship of Eilistraee, and being a drow or half-drow. 1/day you can use a racial spell-like ability use to cast a magic missile SLA, and adds Eilistraee’s moonfire (1st) and lesser spellsong (3rd) to your spell list.

Initiate of the Holy Realm (D): CoV p. 30. Requires ranger 3rd and worship of Chauntea, Helm, Lathandar, Nobanion, Selune, or Sune. You get +1 on saves while doing a quest for your god, and add a bunch of spells to your list: alarm (1st), handfire (1st), horrible taste (1st), rosemantle (1st), love bite (1st), lionheart (2nd), and warning (2nd). If you assume that the whole campaign is a quest for your god (fairly reasonable), this is +1 on all saves and then spells on your spell list. However, in the end, +1 on all saves for a feat isn’t that good, especially for the opportunity cost of a better initiate feat. Luck of Heroes (PGtF p. 40) gives +1 on all saves and +1 AC, for example… still, in theory this might have a place.

Initiate of Horus-Re (B): CoV p. 30. Requires ranger 4th and worship of Horus-Re. You get wild shape (as a druid) 1/day, except you can only become a hawk and only for 1 hour. This gives you access to wild shape requiring prestige classes, and is actually still a pretty useful sneaking/scouting/traversal tool. The spells it adds are command (1st), disc of solar vengeance (1st), herald’s call (1st), stormvoice (2nd), and searing light (3rd).

Initiate of Selune (D): PGtF p. 81. Requires ranger 3rd and worship of Selune. You cast augury and divination (if on your list) at +5 CL, and add handfire (1st), moon blade (3rd), and strength of the beast (4th) to your spell list.

Initiate of Tchazzar (C): DoF p. 92. Requires ranger 3rd and worship of Tchazzar. You get +2 on saves against dragon breath weapons and frightful presence, and add flare (0th), flame blade (2nd), Palarandusk’s fire breath (2nd), fireball (3rd), and magic vestment (3rd) to your spell list.

Initiate of Tymora (B): CoV p. 32. Requires ranger 4th and worship of Tymora. 1/day you can add a +5 luck bonus on your next attack roll, save, skill check, or ability check, and you add fleeting fortune (1st) and favor of Tymora (2nd) to your spell list.

Other Ranger-Specific Feats

These three feats aren’t doing a specific class feature thing, but require ranger anyway so I’m mentioning them.

Knight of the Risen Scepter (F): CoV p. 32. Requires ranger 8th and worship of Osiris. If you’re killed by a follower of Set, you get resurrected 1 hour later. In addition, if a follower of Osiris uses a spell to bring you back to life, you get a negative level instead of permanent level loss. This is hyper-specific and niche (ideally you don’t want to die in the first place), but if you’re in a campaign fighting Set’s clergy specifically I’d call it a C rating, I guess.

Mark of Vermin (D): Dra p. 143. Requires an aberrant dragonmark, and lets you use ranger spells that target animals normally on vermin. You also get to speak with vermin 1/day (including swarms), which is a weird one, not gonna lie.

Mystic Companion (C): Dr339 p. 87. Requires 9 ranks in Knowledge (nature), 1st-level divine spells, and an animal companion. This ups your ranger caster level by 4 as long as your animal companion is within line of sight, up to a maximum of your ranger level. On its own, it’s basically just worse Practiced Spellcaster, so you shouldn’t bother with this unless you’re taking both to fully make up for the significant CL loss rangers experience at high levels.

Animal Companion & Familiar Feats

There are many feats for users of animal companions and familiars, and while these are ranger class feature options, it’s such a build-definer that I’m going to instead discuss these in the second spoiler tag. Many rangers won’t have animal companions, but if you do want to build around them, rest assured you can make them solid (even if a druid still does it better because they’re, well, druids).

Other Feats

Exactly what it says on the tin. This section discusses and rates feats that are notably good, bad, or interesting to take on rangers. It’s not exhaustive for every feat you can take, nor is it meant to be. It is organized into sections grouping similar feats together; if you know a specific feat you can ctrl+F to find it.

Combat Feats

As a martial combatant, most rangers will be spending the majority of their feats on stuff to boost their weapon attacks. The needs of a given ranger will vary based on what type of combat they want to do, though, so this section is divided to match.

Combat-Centric Feats

General Combat Feats

For any given ranger, potentially.

Blind-Fight (C): SRD. Lets you roll twice on miss chances and makes you not lose your Dex bonus against invisible creatures. It’s alright (miss chance can really mess you up) but generally not worth the feat slot unless you need it for prerequisites.

Brand of the Nine Hells & Mark of Hell (A): FC2 p. 80, 84-85. So, this set of character options is genuinely a weird one; these two feats require you to be lawful evil alignment and a devil, and so it’s normally unavailable to PCs. However, its special section notes that nondevils can take them with DM permission if they perform a notable enough service for the archdevil in question. They’re very strong and unique abilities, and can be considered a viable reason to play an evil ranger and lock out exalted options, but they strongly alter what your character can do narratively (due to serving an archdevil directly and personally), and are a rare explicit “ask your DM if this is okay, even among ask-your-DM options.”

Still, the effects are wild. They range in power (Mephistopheles’ is particularly bad), but honestly they’re worth a look. As there are nine layers of hell, there are likewise nine variants for each of the Brands and Marks.

  1. Bel: The 1st layer of hell is Avernus. Taking Brand of the Nine Hells gives you a special cold iron longsword or greatsword that deals +1d6 damage against good creatures and +2d6 damage against demons. You’re proficient in it, but it’s unclear if it’s masterwork or enhanceable magically. Mark of Avernus grants you the ability to make any one weapon attack or spell-like ability as an immediate action 1/encounter, plus giving you +4 on attack rolls during readied actions.
  2. Dispater: The 2nd layer of hell is Dis. Taking Brand of the Nine Hells gives you literal eyes in the back of your head, making you immune to flanking. Mark of Dis gives you the ability to gain +4 to AC or on a save as an immediate action, at-will. In addition, the mark makes your starting square never count as threatened when you take an action that includes movement.
  3. Mammon: The 3rd layer of hell is Minauros. Taking Brand of the Nine Hells gives you an aura that penalizes stronger enemies in attacking you (save negates) and makes weaker enemies shaken (also save negates). Mark of Minauros makes it so when you move, your starting square never counts as threatened, and when you charge, you get +2 on the attack roll for every 10 feet you move, in addition to the normal +2 bonus. It’s unclear how this works with pounce, but I myself would rule it only applying to the first attack.
  4. Fierna & Belial: The 4th layer of hell is Phlegethos. Taking Brand of the Nine Hells gives you a 1-round daze touch (save negates) as a standard action once every 1d4 rounds. Mark of Phlegethos gives you “pleasure points” (one gained when you deal or take damage) that last until the end of encounter, and can be expended one at a time as a swift action to get +4 on an attack, save, or check.
  5. Levistus: The 5th layer of hell is Stygia. Taking Brand of the Nine Hells gives you the ability to get cold resistance 20 and deal +1d6 cold damage with natural weapons for 10 minutes, as a swift action, 1/day. Mark of Stygia makes you never have to Balance on slippery surfaces, and gives +4 on attack and damage rolls when both you and your opponent stand on top of ice. In addition, as a swift action you can make your weapon deal +1d6 cold damage for 1 round.
  6. Glasya: The 6th layer of hell is Malbolge. Taking Brand of the Nine Hells gives the ability to get fast healing 3 for 1 minute 1/day as a swift action. Mark of Malbolge gives you 3+ Con mod tumors that can be expended to speed you up, heal you 2d6+HD, up your natural reach by 5 feet, or make a sickening spray at an adjacent enemy as a swift action. Tumors regrow after 1 minute, so this is an actually solid source of combat healing and reach.
  7. Baalzebul: The 7th layer of hell is Maladomini. Taking Brand of the Nine Hells gives +4 on grapple and Escape artist checks, and +1d6 acid damage with natural weapons (always, apparently). Mark of Maladomini makes you stinky and gross. Creatures that move adjacent to you have to make a DC-scaling Balance check or stop moving (and if they fail and keep trying to move, they fall prone), and any living creature within 10 feet has to make a Fort save or become sickened for 1 minute. Both of these are strong, but affect allies too, so be careful. The second effect can only work on a creature 1/day, even if they succeed on the save.
  8. Mephistopheles: The 8th layer of hell is Cania. Taking Brand of the Nine Hells gives you the ability to deal +1d6 fire damage with natural weapon attacks for 1 round as a swift action, 3/day. Mark of Cania gives you a cumulative, stacking +1 on attacks, damage, saves, and checks, as well as –1 to AC, when you miss an attack or a target successfully saves against one of your abilities. This can tick up once per round, and resets to 0 when you successfully hit or affect an enemy with something.
  9. Asmodeus: The 9th layer of hell is Nessus. Taking Brand of the Nine Hells gives you the ability to use command as an SLA 3/day as a swift action. Mark of Nessus makes it so that whenever someone would attack or otherwise target you, they have to make a Will save or do something else (either another action or target someone else). Once they succeed, they’re immune for 24 hours. Plus, as a swift action, you can make one of your natural weapons deal +1d6 points of damage for a round.

Combat Acrobat (A): PHB2 p. 76. Requires 9 ranks each in Balance and Tumble, and gives you two abilities, both of which activate without an action cost. First, whenever you would be knocked prone you can make a DC 20 Balance check to just… not do that. Second, whenever you would move in difficult terrain you can make a DC 15 Balance check to treat up to 4 squares of it as normal terrain. The latter is especially good because it lets you charge through and even 5-foot step in difficult terrain.

Combat Expertise (F): SRD. This feat is terrible. Losing attack bonus for a small AC boost is nearly never worth it. Sadly, though, it’s an important prerequisite for actually good feats. Don’t take it for its own sake though.

Craven (A): CoR p. 17. If you have sneak attack, this adds your level to damage on sneak attacks. For rangers who’ve dipped rogue, entered a PrC with sneak attack, taken Martial Stance (assassin’s stance), or used the hunter’s eye spell, this is an amazing feat that significantly boosts your damage. Note that it turns off if you become immune to fear.

Dodge (F): SRD. Requires Dex 13. Good old Dodge. Poor sweet Dodge. It did everything wrong. This feat is bad. Really bad. So bad that WotC actually made variants of it that are just better than it, and count as it for prerequisites. Even if you need Dodge for something else, you should probably take one of those:

Desert Wind Dodge (D): ToB p. 29. Requires Dex 13 and a desert wind maneuver. If you move 10+ feet in a round, you get +1 to AC and +1 fire damage on-hit with desert wind weapons. However, this feat has a twist: if you take it, and already had the Dodge feat, you immediately retrain your original Dodge feat into any feat you qualify for at your current level, letting you swap a lower-level feat for a higher-level one. If you were getting Dodge as a bonus feat from something, this is A-rated because it’s just a 1:1 swap for that feat.

Expeditious Dodge (D): RotW p. 150. Requires Dex 13. If you move 40+ feet in a round, you get +2 to AC. It’s still not that good as a feat but it’s better than dodge because it works against multiple targets.

Midnight Dodge (D): MoI p. 39. Requires Dex 13 and Con 13. This is just Dodge, but it gives 1 bonus essentia upon taking the feat (a more relevant benefit than the AC bonus for incarnum users), and you can invest essentia in it to make the targeted dodge bonus equal to the essentia invested.

Exotic Weapon Proficiency (B): SRD. There are some genuinely good exotic weapons out there, and if you’re looking to use them, you’ll want proficiency. Not much else to say about this (though we’ll discuss exotic weapons later in the gearing section).

Flyby Attack (B): SRD. If you can fly, this lets you move and take a standard action of your choice during the movement. This is a far better pickup than any of the Spring Attack/Shot on the Run/etc variants, especially since flight is something most characters get by higher levels.

Improved Critical (F): SRD. Requires BAB +8, and doubles a chosen weapon’s threat range. Critfishing isn’t generally a good strategy, and Improved Critical is even worse for it. If you’re focusing on crits, just get a keen weapon.

Staggering Critical (B): DotU p. 52. The exception to this is if you’re looking to take Staggering Critical, a genuinely unique and strong feat for attack-spam builds. Unlike most critfishing options it doesn’t really care about sticking more than once, which makes it much more viable. Staggering Critical makes it so that confirmed crits apply a 1-round slow effect on your target, no-save, and shutting off retaliatory full attacks is very strong when engaging combat. Requires BAB +12 and Improved Critical.

Improved Initiative (B): SRD. Gives +4 on init checks. Going first is good! If you have nothing else to do with a feat, you can do far worse than this.

Knowledge Devotion (B): CC p. 60. Requires 5 ranks in any Knowledge, and gives you a scaling bonus (+1 to +5) on all attack and damage rolls against creatures you’ve rolled a trained Knowledge check to identify. Notably, this even works if you rolled poorly, since the minimum bonus is +1 at a roll of 15 or less. If you dip cleric (or cloistered cleric) you can even get this for free by trading away the knowledge domain! A solid feat all around, though not necessarily mandatory for all rangers.

Mage Slayer (C): CArc p. 81. Requires BAB +3 and 2 ranks in Spellcraft. This gives you a +1 bonus on Will saves and makes it so spellcasters you threaten in melee can’t cast defensively. They can still 5-foot step though, so unless you’re using reach weapons it’s not as useful as it seems. In addition, taking the feat reduces your caster level for every spell and SLA you can use by 4. The best ranger spells tend not to care about CL… but it’s up in the air whether or not reducing your CL below 0 makes it impossible to cast them. That’s been a hot debate for as long as Complete Arcane has been published, and without a good answer to give, I’m just gonna say to ask your DM how it applies to your ranger spells and then go from there (if it doesn’t turn off your spells, it’s B-rated). If you’re playing a lockdown reach-based character this is instead S-rated because shutting down spellcasters is part of your job.

Pierce Magical Concealment (B): CArc p. 81. Requires Blind-Fight, Mage Slayer, and Con 13. And on that note, you might be wondering why I’m mentioning Mage Slayer in the general combat feats section at all! The answer is this followup feat, which lets you completely bypass any and all miss chance, concealment, and mirror images created by magic. Displacement? Blur? Gleaming armor? Even someone in a fog cloud isn’t protected from you. Especially at higher levels, miss chance is one of the strongest defenses in the game, and this feat lets you unconditionally ignore the most common sources of it. Still, it requires two other feats, and depending on how your DM rules the Mage Slayer CL thing (this feat reduces your CLs by a further 4), this may not be a good pick for every build.

Martial Study/Martial Stance (A): ToB p. 31. These feats, respectively, give you a Tome of Battle maneuver known (usable 1/encounter if you’re not an initiator) and the discipline skill as a class skill, and a stance known (usable at-will). Martial Stance requires a maneuver known already, so for non-initiators you will generally either be taking both feats, or taking Martial Stance after getting a 3,000gp minor crown of the white raven variant from the magic items section of Tome of Battle. Your initiator level for learning maneuvers is equal to half HD.

These feats were hard to rate. I’ve given them a tentative A, because they’re genuinely extremely good feats. When your build wants a maneuver or stance it tends to really want it, but otherwise they’re winmore. Still, take a look at the list in ToB, there’re some gems.

Maneuver Discipline Level HD Needed Effect Notes
Vanguard Strike Devo 1st 2* Strike; allies get +4 to hit against target for 1 round. Best 1st-level choice for access to Devoted Spirit stances.
Moment of Perfect Mind Diam 1st 2* Counter; use Concentration in place of Will save.
Action Before Thought Diam 2nd 6 Counter; use Concentration in place of Ref save.
Mind Over Body Diam 3rd 10 Counter; use Concentration in place of Fort save.
Wall of Blades Iron 2nd 6 Counter; use melee attack roll as AC Good for shutting down touch spells.
Iron Heart Surge Iron 3rd 10 Cleanse debuffs. Requires 1 Iron Heart maneuver. Mechanically broken; ask your DM what it works on.
Counter Charge Set 1st 2* Counter; opposed Str/Dex check to stop a charge. Can shut down pounce chargers attacking you.
Baffling Defense Set 2nd 6* Counter; use Sense Motive check as AC Requires 1 Setting Sun maneuver. Good for shutting down touch spells.
Shadow Blade Technique Shadow 1st 2* Strike; rolls 2d20 and picks which to use; +1d6 cold if you use lower. Functionally, 5e-style advantage.
Cloak of Deception Shadow 2nd 6 Boost; turn invisible for rest of turn (even if attacking).
Shadow Jaunt Shadow 2nd 6 50ft teleport.
Mountain Hammer Stone 2nd 6 Strike; +2d6 damage and ignores DR/hardness. The martial lockpick.
Sudden Leap Tiger 1st 2* Boost; Jump as a swift action. Quick movement for setting up full attacks.
Leading the Attack White 1st 2* Strike; allies get +4 to hit against target for 1 round. Best 1st-level choice for access to white raven tactics.
White Raven Tactics White 3rd 10 Boost; adjacent ally who already went this round gets an extra turn. Requires 1 white raven maneuver. Possibly too strong; check with your DM first.

Stance Discipline Level HD Needed Effect Notes
Iron Guard’s Glare Devo 1st 2* Threatened enemies take –4 to hit your allies. Strong debuff for ‘tank’ characters.
Martial Spirit Devo 1st 2* Each hit heals you or an ally 2 hp. Depending on the DM, can mean infinite noncombat healing (save on wand costs).
Thicket of Blades Devo 3rd 10 Stance; 5-foot steps provoke from you. Core to many lockdown builds.
Island of Blades Shadow 1st 2* Adjacent foes get flanked trivially. Enables the Shadow Blade feat.
Assassin’s Stance Shadow 3rd 10 Get 2d6 sneak attack. Enables the Shadow Blade feat.
Leading the Charge White 1st 2* You and allies deal IL (half HD) as bonus damage on charge attacks. Great with multiple pounce users.

* Technically, you need to be 2nd level to have enough IL to take 1st-level maneuvers and stances. I have literally never seen it ruled like this (most people in my experience just let you take Martial Study/Stance at 1st level just fine), but it’s worth checking with your DM if you’re worried about it.

Parrying Shield (C): LoM p. 181. This lets you add your shield bonus to your touch AC. It’s not amazing, not build-defining, and not a priority, but at high levels if you’ve got a feat slot to spare, nabbing a +1 animated heavy shield, having your party casters buff it with magic vestment, and boosting your touch AC against dangerous spells isn’t bad. Note that you can take Favored Dodge for a similar benefit which may be fewer hoops to jump through for spending a feat on AC.

Stormguard Warrior (S or A): ToB p. 36. Requires Ironheart Aura (ToB p. 36), BAB +6, proficiency with an Iron Heart weapon (bastard sword, dwarven waraxe, longsword, or two-bladed sword), and two Iron Heart maneuvers known. This tactical feat gives three options, the main useful one for most builds being “channel the storm,” which states:

Channel the Storm: To use this option, you must choose to refrain from making one or more available attacks of opportunity against a single opponent. On your next turn, you gain a +4 bonus on attack rolls and damage rolls for each attack that you refrained from making against the same opponent. You gain this bonus only against an opponent that you refrained from making an attack of opportunity against in the previous round.

There’s a couple of ways to interpret this, mostly around what it means to refrain from making an AoO. If you refrain from an AoO, does it still “cost” that AoO? Or have you just chosen to keep it in reserve? My read for years was that it’s, effectively, choosing to use the attack of opportunity on something else, i.e. you’ve spent the AoO and now you get the benefit next turn. An alternate interpretation, where if you choose not to take the AoO you keep it in reserve and can now keep stacking up the bonus every time that enemy provokes you in some way, is much much stronger. Can you stack up the bonus for each square an opponent moves within your reach? Do you need Combat Reflexes to do that? How does this interact with stuff like Backstab and Ranged Threat, which give a very easily-proccable attack of opportunity but are normally limited to 1/round? Ranged Threat gives you 15-foot reach with your ranged weapon, but taking the AoO explicitly counts as taking all your AoOs for the round. Does refraining from it also eat them?

Anyway there’s various arguments for and against and I found some flamewars on various forums when digging for info. Generally my thoughts on this feat are if you have the liberal interpretation, and it’s basically “you now get tons of bonuses every time they do something that provoke repeatedly, even if you don’t have a lot of AoOs per round,” then the feat is S-rated and just. Really good. Two feats for “whoops the enemy charged through my reach and now instead of making my one attack of opportunity I will get +12, +16 on attacks and damage against them next round” is a lot, even if it won’t come up all the time. If it counts towards your AoOs, then it’s actually still solid (A-rated); in a lot of cases you can get far more out of the attack and damage bonus with Favored Power Attack in play than you’d do with just the AoO itself, as paradoxical as that is, especially at higher levels when you have a bunch of attacks to add it to. With the less conservative reading it’s pretty funny as a tank build with Backstab, too.

Travel Devotion (A): CC p. 62. 1/day as a swift action, lets you move your speed as a swift action for one minute. RAW, you need to activate it as its own action, then you get to start moving with it the round after, but a lot of people play it as letting you move the turn you activate it. Check with your DM how it works in your game. It’s still incredible for enabling mobile full attacks regardless. You can take the feat multiple times to get extra uses, or if you have turn undead you can permanently give up 3 uses to get a bonus Travel Devotion use (any number of times, if you have enough turning attempts to eat). If you dip cleric, you can get this feat for free by trading a domain for it, too.

Weapon Focus (F): SRD. Gives +1 on attack rolls with a single chosen weapon. Weapon Focus is genuinely one of the worst feats in the game; a whole feat for +1 to one weapon is just not worth it on any character. Even if you want an attack boost, compare Knowledge Devotion above, which gives +1 on attacks and damage, minimum, for every weapon. Unless you need this for a prerequisite or requirement, don’t take this feat. If you do need it, you sadly just have to eat the tax, but otherwise please just avoid it.

Willing Deformity (D): HoH p. 125. This is a vile feat (requires evil alignment) that gives +3 on Intimidate checks. It’s pretty bad on its own, and in many cases not worth it (due to removing access to the good-aligned options), but it does give you access to some feats that give natural weapons.

Deformity (madness) (A): EE p. 13. Requires Willing Deformity. This penalizes your Wisdom by –4 but gives you immunity to mind-affecting effects. In addition, 1/minute you can add half your level on a Will save as an immediate action. If you’re not casting spells at all this is an incredible pickup defensively for only two feats, and one of the only reasons you’d want to take Willing Deformity and lose access to good alignment stuff.

Deformity (tall) (B): HoH p. 121. Requires Willing Deformity, and increases your natural reach by 5 feet but penalizes your AC by –1 and Hide checks by –2.

Deformity (tongue) (A): HoH p. 121. Requires Willing Deformity, and gives you blindsense out to 30 feet. This is genuinely actually a good feat (sensing invisible and hidden creatures is nice), and one of the only reasons you’d want to take Willing Deformity and lose access to good alignment stuff.

Melee-Focused Feats

If you’re melee, regardless of what approach you’re using, these are worth looking at (or not looking at, as the case may be). If you’re using a weapon in two hands (be it a proper two-hander, or a one-handed weapon in two hands), there are fewer feats that directly benefit your combat abilities than you’d think, centering on these general melee ones. This isn’t as bad as you’d think! You don’t have a lot to go deep into feat trees for ever-increasing power, but this also means you’re free to spend feats on utility and ranger-specific feats. Power Attacking (and Favored Power Attacking) with a two-handed weapon generally gives you enough damage anyway, so the question of “what else do I take if I want to specialize in two-handed weapons” is mostly irrelevant. You’re the gold standard by which everyone else is measured. Revel in it.

Aberration Blood (C): LoM p. 178. Aberration Blood is a mediocre skill-boosting feat (or +2 on grapple checks if you’re a grappler) that requires you be the humanoid type, and gives access to a bunch of secondary feats, many of which give natural weapons. Note: taking “Flexible Limbs” arguably qualifies you for the extended reach feat (listed below). I’ve only mentioned a few aberrant feats here; the rest aren’t all that good but can be found in Lords of Madness

Mourning Mutate (C): Dr359 p. 110. Mourning Mutate counts as Aberration Blood, but doesn’t require the humanoid type! So if you’re a nonhumanoid race you can still access this stuff. It also has an option that gives +2 damage with unarmed strikes if that’s your thing (and then various other minor bonus options like aberration blood).

Extended Reach (A): SS p. 34. Not an aberrant feat; this one just requires you have a “nonrigid body or nonrigid attack such as a tentacle or pseudopod” and be Small or larger. It lets you threaten +5 feet with the relevant body parts (limbs, tentacles, whatnot).

Inhuman Reach (A): LoM p. 180. This feat requires Aberration Blood and gives you +5 feet to your natural reach. This is explicitly ‘ups your natural reach’ and not ‘your natural weapons have extra reach,’ calling out that it will also double with reach weapons like usual. It works well with size changes too. If you’re playing a Tiny race (or using reduce person on a Small race) this means you’ll have 5-foot reach, which can be an interesting consideration. If you’re Large or Larger you get even more reach to double with reach weapons.

Abyss-Bound Soul (Baphomet) (A or C): FC1 p. 83. This feat requires two bad feats (Evil Brand and Thrall to Demon), and makes it so you can’t be brought back to life except by true resurrection. Plus, it’s a vile feat, so it precludes the good-aligned options. Normally, such a feat would probably not be worth mentioning, except that if you’re bound for Baphmet, you have access to a uniquely powerful line of rules text: “you deal double damage with weapons when you charge.”

What this actually means will probably depend on your DM; there’s multiple ways to read it. Does it double the whole weapon attack including modifiers? Is it just weapon damage itself? Does it work with pounce? Assuming your DM rules it works on all the attacks gotten via pounce, then it’s A-rated if it doubles the whole attack, including your Str bonus and so on, and C-rated if it’s just the weapon’s base damage (since you can still do some good stuff with size increases at that point). Otherwise, it’s not worth the three feats to get.

Adventurous Explorer (B): Dr315 p. 64. Ancestor feat, though this one is for Kara-Tur instead of Rokugan. It lets you, when you ready an action, choose to take the action at any time rather than when the specified condition occurs. In most cases this is just “delay a standard action,” but it has a particular synergy…

Cometary Collision (D): PHB2 p. 77. Requires Improved Bull Rush, Power Attack, and Str 13. Normally this feat is just kinda bad, letting you specifically ready a counter-charge for when an enemy charges anyone in combat, and ups your damage during that charge. However, if you take Adventurous Explorer, you can just… ready a charge action. As a standard action, whenever you want, and trigger it on any enemy action instead of just on enemy charges. Heck, against actual charging enemies, you can even double your damage with weapons that get boosts when readied against charges. With Adventurous Explorer, I’d say this is S-rated.

Cobalt Charge (C): MoI p. 35. Requires Con 13, gives 1 essentia, and gives you an insight bonus on attack and damage rolls while charging equal to essentia invested. At low and mid levels this isn’t particularly good, but if you’re an incarnum user, this can scale to a fairly high +4 bonus by 18th level, which even stacks with the likes of Knowledge Devotion. Like with Knowledge Devotion, it’s rare for a feat to give that much for a single slot, hence mentioning it here. However, it requires more non-feat resources to max, and scales more slowly, which is why it’s rated as worse.

Great Teamwork (B): Dr318 p. 38, Rokugan ancestor feat. When adjacent to an enemy you can count your position as if you were in another square next to both of you for determining flanking. This is a pretty good option for enabling allied sneak attackers, or your own in the right builds. It’s also incredible for familiars and animal companions to take, for the same reasons. Martial Stance (island of blades) is a superior option for supporting via flanking, but costs an extra feat if you aren’t getting Shadow Hand maneuvers for other reasons.

Intuitive Attack (B): BoED p. 44. This is an exalted feat (for some reason), and lets you use your Wis instead of your Str on attack rolls with simple weapons and natural weapons. It’s really good for enabling Wis-SAD builds or hybrid melee–ranged builds with Zen Archery.

Imbued Strength (B): Dr338 p. 60. This feat requires CL 3rd and the ability to summon a familiar (in order to get the Imbued Staff ACF), which you can in theory get through Urban Companion, but honestly I prefer a wizard 1 dip if you’re looking to use this. Anyway, when using your imbued staff (a normal staff that happens to cost 20% more to enhance magically and has some extra effects like being able to deliver touch spells through a weapon attack), you get to use Wis instead of Str on damage rolls as well. This is the second piece of a true Wis-SAD attack build, and arguably could even be used with a composite elvencraft longbow (which is a quarterstaff as well) to use Wis instead of Str for ranged damage as well.

Monkey Grip (F): CWar p. 103. This feat is both heavily memed about and absolutely terrible. Letting you wield a weapon of one size bigger is on average +1-2 increase to your expected damage per hit (not worth a feat), and it even penalizes your attack bonus for good measure. If you want to use big weapons, there’s better ways to do it (for example, heavy metal weapons from the Magic of Faerun, which are also not necessarily good, but are at least better than Monkey Grip).

Power Attack (S): SRD. The bread and butter of most melee builds in 3.5. Requires Str 13, and allows you to trade attack bonus for damage (moreso with two-handed weapons, but doesn’t work with light weapons). Not only is this already a very strong feat, it’s a prerequisite for Favored Power Attack, which you should aim to take on any melee ranger regardless of subspecialty.

Brutal Strike (C): PHB2 p. 76. Requires BAB +6, Power Attack, and Str 13. When you Power Attack with a bludgeoning weapon you can, 1/round, make one of your attacks also cause a save-or-sicken (Fort DC 10 + the extra damage from Power Attack). Sicken is an alright debuff (especially since it hits saves), and that save DC scaling is absurd, especially when you account that Favored Power Attack ups the scaling! If you can fit it in, it’s never going to be a bad pick, but it’s also not going to be one to seek actively in most builds.

Cleave (D): SRD. 1/round, when you take an enemy to 0 hp or below, you can make a free attack against another enemy in reach. This feat is often considered pretty bad, but in my experience, if your party is regularly facing large groups of mooks (especially those softened up by allies), you can get a solid amount of benefit from it, especially at lower levels where your damage often outpaces mook HP, and at very high levels when you can expect to kill what you charge at due to high Power Attack bonuses. It’s never going to be necessary, and you shouldn’t prioritize it over other build options, but as far as more niche combat feats go, this is one to keep in mind.

Combat Brute (C): CWar p. 110. Requires BAB +6, Power Attack, and Improved Sunder (an otherwise terrible feat). This gives you three tactical options, two of which are less than relevant, but the third one allows you to, if you charge something in one round, you get more bang for your buck on Power Attack in the second round. This is B-rated if you’ve multiclassed dungeoncrasher fighter, due to the bull rush synergies.

Lady’s Gambit (B): Dr317 p. 82. Requires BAB +5, Power Attack, and Iron Will. This feat lets you sacrifice HP up to your character level and get +1 on attack and damage rolls per 2 HP lost.

Leap Attack (A): CAdv p. 110. Requires Power Attack and 8 ranks in Jump. Honestly one of the only reasons to ever take ranks in Jump outside of the Tumble synergy bonus. This feat ups your Power Attack damage by 100% (so 3× for one-handed/4x for two-handed with Favored Power Attack) if you make a leap during a charge. It’s amazing, and super cheap for the damage it gives.

Shock Trooper (A): CWar p. 112. Requires BAB +6, Power Attack, and Improved Bull Rush (an otherwise mediocre feat). This gives three tactical options, two directly related to bull rushing, and one that allows you to apply your Power Attack penalty to your armor class instead of your attack rolls while charging. Often considered one of the best martial feats in the game, for good reason (the only reason this isn’t rated higher is that ranger is already really good at boosting your attack bonuses). Your reliability will spike to absurd levels in exchange for being super vulnerable to retaliation afterwards. This is S-rated if you’ve multiclassed dungeoncrasher fighter, due to the bull rush synergies.

Shadow Blade (B): ToB p. 32. This one requires you have a Shadow Hand stance, and while in a shadow hand stance you add your Dex bonus on damage rolls with Shadow Hand weapons (on top of your Str modifier). If you’re playing a Weapon Finesse build, this will help your damage keep up with Strength builds, at the cost of limiting what weapons you can pick. The Shadow Hand weapons are dagger, short sword, sai, siangham, unarmed strike, and spiked chain. The most relevant ones for you are the spiked chain (two-handed) and unarmed strike (light, but works with Power Attack). You can even TWF these two for a strong, but very feat-intensive Dex-based melee build.

Three Mountains (B): CWar p. 114. This feat has a lot of requirements (Cleave, Improved Bull Rush, Power Attack, and Weapon Focus in a relevant weapon, on top of Str 13), but if you’re already taking most of those feats, it’s a strong pick and well worth using a somewhat suboptimal weapon. The effect only works with heavy maces, morningstars, and greatclubs, but in any round where you hit a creature twice or more with the weapon, they need to make a Fort save (Str-scaling) or become nauseated for a round. This lets you basically remove a target’s next turn with no action cost, with a well-scaling DC. It’s not for every build, and many enemies that’d survive a full attack also have good Fort saves, but it’s definitely worth a look.

Vexing Flanker (F): PHB2 p. 85. Requires Combat Reflexes and ups your flanking bonus to +4 (only for you, not for others). This is not a good feat (a circumstantial +2 attack bonus isn’t bad but it’s definitely not worth the slot), and it’s only relevant for Adaptive Flanker (below).

Adaptable Flanker (F): PHB2 p. 71. Requires BAB +4, Combat Reflexes, and Vexing Flanker. As a swift action it lets you flank more easily against a chosen target. The only reason I’m mentioning this at all is that people often recommend it in threads and have for years, and it’s generally just not a particularly good feat. For two feats you could have taken Martial Stance (island of blades) and made it so you auto-flank anyone you and an ally are next to, or taken Great Teamwork (which gives a better version of Adaptable Flanker) at 1st for one fewer feat.

Weapon Finesse (B): SRD. Lets you use Dex instead of Str on attack rolls with light weapons and a whitelist of other weapons, including the rapier, spiked chain, and rope dart. Finesse builds are pretty solid (higher Reflex, init, and AC, as well as better Tumble checks, is nothing to sneeze at), but they take significantly more feats to get rolling compared to Str builds, so take note of that. This is especially true for rangers, who due to Favored Power Attack are also dipping into the usual Strength suite for martials even on Dexterity builds.

Two-Weapon Fighting Feats

In contrast to the above, if you’re fighting with two weapons you’re probably going to be spending most of your feats on enabling and buffing that approach. This is both because TWF has more feats needed to make it work, and because there’s just a larger number of feats published that care about the playstyle. Plus, unlike with most TWFers, the question of whether to use a one-handed or light weapon in your off-hand is relevant too, because Favored Power Attack’s 2× gets massive when you have all those extra attacks. Oversized Two-Weapon Fighting is thus far better than usual, albeit not necessarily good. It’s also worth considering using a two-handed weapon as your primary and unarmed strikes as your off-hand, as Power Attack applies to unarmed strikes even though they’re light.

A note on double weapons: The idea behind double weapons is that you (usually) pay a feat (Exotic Weapon Proficiency) for the damage of a pair of one-handed weapons, while taking the TWF attack penalties of a one-handed/light weapon pair. In effect, they’re a different style of Oversized Two-Weapon Fighting. In most cases, neither feat is worth it. However, because melee rangers care so much about Power Attack, and you cannot apply Power Attack damage to light weapons, in this specific case, Oversized Two-Weapon Fighting is better than usual—and by comparison, double weapons are so much worse. But since dealing the damage of a pair of one-handed weapons is basically the point of them, you might ask your DM to allow the “light weapon” head of the double weapon to deal damage as a one-handed weapon, at least for Power Attack. This is actually a nerf from RAW, strictly speaking: the rules that are written only make them count as a one-handed/light weapon pair for attack penalties, so otherwise they would be two-handed and deal damage accordingly, with 1.5× your Strength mod and 2× your Power Attack penalty. But, of course, for all the problems that “RAI” has in general (people often use it to mean “my personal preference”), this could not be more blatantly unintended: they printed rules for two-handing one end of a double weapon and the revenant blade prestige class’s legendary force capstone, both of which would be pointless if this was the rule, and Skip Williams’s Rules of the Game article on double weapons explicitly stated they should count as a one-handed/light weapon pair for all purposes, not just attack penalties. Still, a middle ground as a houserule would make double weapons serve a little bit more purpose, and with such a houserule the feats that require double weapons would go up a grade or two.

Two-Weapon Fighting (A): SRD. The rules for fighting with two weapons are fiddly, so I recommend reading through the excellent TWF OffHandbook by Darrin if you want a deep dive on how they work. What’s important to the guide, though, is that rangers are really, really good at fighting with two weapons. This isn’t because of the usual reasons many people, especially the WotC writers themselves, put ranger on a TWF pedestal (bonus feats or favored enemy’s damage bonus), but because of the following:

  1. The solitary hunting ACF or Tactical Advantage feat affords them higher attack bonuses than most martials, making up for the TWF penalties.
  2. Favored Power Attack lets them do equivalent Power Attack bonuses to two-handed weapons with both weapons.

Rangers doing TWF will build much the same as rangers doing THF—they want to charge, they want Power Attack, and so on—and as a result your stat dependencies and plans are going to be a little off-kilter from what most TWFers aim for. It’s also going to be very, very feat-hungry.

If you’re going for a Strength-based TWFer, you’ll want to have either Dex 15 or the combat style option that gives you TWF as a bonus feat without needing its prerequisites. If you’re going for a Dex-based TWFer, you’ll want to have either Str 13 or the combat style option that gives you Power Attack as a bonus feat without needing its prerequisites.

Two-Weapon Fighting, Improved (C): SRD. Requires Dex 17, TWF, and BAB +6, and lets you make a second attack with your off-hand weapon at a –5 penalty (functionally, an off-hand iterative). This is a strong feat, but most TWFers shouldn’t take it. Instead, get the gloves of the balanced hand magic item (MIC p. 105), which costs 8,000gp and gives you the effect of Improved Two-Weapon Fighting for free if you already have TWF. This also means that Strength-based TWFers won’t need to take their Dex higher than 15 even if they’re not using the two weapon combat style.

Two-Weapon Fighting, Greater (D): SRD. Requires Dex 19, ITWF, TWF, and BAB +11, and lets you make a third attack with your off-hand weapon at a –10 penalty (functionally another off-hand iterative). This is in theory a good feat, but by the time you’re at 11th level as a TWFer, you’re making five attacks total (six with haste) and that’s probably enough. You can almost certainly get more actual benefit than the heavily-penalized third attack out of a different feat, either by boosting your damage/attack bonus somehow or taking something for utility.

Anvil of Thunder (B): CWar p. 112. An incredibly expensive feat, requiring Two-Weapon Fighting, Power Attack, Weapon Focus (a warhammer or light hammer), Weapon Focus (battleaxe, handaxe, or dwarven waraxe), Improved Sunder, and to top it off, Str 13. However, the effect—if you’re TWFing an axe and hammer and hit someone with both weapons, you prompt a Fort save or daze—is great as a consistent debuff. The DC scales by level and Strength, and daze is very rarely resisted.

Companion Guard Style (C): Dr315 p. 52. Requires proficiency in longswords, longspears, and bows plus BAB +4 (so, no real prerequisites beyond level), and lets you use your Dexterity instead of Strength when using longswords and longspears. This is a weird one, make no mistake, but if you’re looking to do a Weapon Finesse build, you could take this feat to get finesseable longswords to Power Attack with rather than, perhaps, using unarmed strike as your off-hand weapon.

Dire Flail Smash (B): CoR p. 17. Requires Improved Sunder, Power Attack, Weapon Focus (dire flail), and Str 13, as well as (implicitly) Exotic Weapon Proficiency (dire flail). This feat is basically a cheaper Anvil of Thunder, prompting a Fort save or daze if you hit with both ends of the dire flail. However, double weapons can’t Power Attack with the off-hand, so whether it’s the right pick is up in the air.

Double Hit (B): MH p. 25. Requires Combat Reflexes as well as TWF and ITWF. This one lets you make an attack with both your weapons any time you get to make an attack of opportunity. This is a nice pickup for most TWFers if you can afford it and are already taking Combat Reflexes for something, especially if you’ve got one of the “hit with both weapons = a debuff” feat. Whacking an enemy that moved or casted a spell with a daze via Dire Flail Smash is very satisfying if nothing else. Unlike Two-Weapon Attack of Opportunity (below), this doesn’t cost two ‘effective’ AoOs, which means it’s better than the alternative for most characters.

Eilservs School (C): DotU p. 56. Requires BAB +6, 2 ranks in Spellcraft, Weapon Focus (quarterstaff), and TWF. When using a magic staff, you get +1 on damage per 10 charges left in the staff, and when you hit someone with both ends of the staff in a round, you can cast a spell from the staff as a swift action, targeted or centered on them. This is a very weird, very unique feat that gives access to some entertaining tricks, but is honestly better on non-ranger TWFers because of the inability to Power Attack with double weapon off-hands.

Hammer's Edge (C): CWar p. 113. Requires Str 15, TWF, Improved Bull Rush, Weapon Focus (bastard sword, longsword, or scimitar), and Weapon Focus (warhammer or light hammer). This is basically a worse version of Anvil of Thunder, applying prone instead of the 1-round daze. But it works with swords, if you want to use them instead of axes.

High Sword Low Axe (C): CWar p. 113. Requires Improved Trip, TWF, Weapon Focus (bastard sword, longsword, scimitar or shortsword), and Weapon Focus (battleaxe, handaxe, or dwarven waraxe). Unlike the other style feats from Complete Warrior, this one’s only bad feats are the Weapon Focuses! Plus, instead of prompting a save-or-debuff when you hit a target with both weapons, you instead get a free trip attempt (which can chain into another attack thanks to Improved Trip). Solid if you want to go for a non-lockdown tripper and need the Weapon Focuses anyway for prerequisites elsewhere.

Improved Shield Bash (D): SRD. This feat allows you to shield bash while keeping your AC bonus. It’s honestly not worth it in nearly every case, since it gives minimal returns on the feat investment. However, it opens up access to some genuinely interesting TWF options.

Agile Shield Fighter (B): PHB2 p. 74. Requires Improved Shield Bash and Shield Specialization (a really bad feat, below), and allows you to TWF with a light or heavy shield in your off-hand at a –2/–2 penalty. As one-handed weapons, heavy shields function with Power Attack, and for 4,000gp you can make your heavy spiked shield a +1 bashing shield (separate from weapon enhancements) to up its damage to 2d6 base. As far as Power Attackable TWFing goes, this is only one feat ‘worse’ than taking TWF + Improved Unarmed Strike, and with better base damage out of the gate. One thing to note, however, is that Agile Shield Fighter does not count as Two-Weapon Fighting for prerequisites by RAW, which means you can’t use gloves of the balanced hand to get Improved Two-Weapon Fighting’s effect for free, nor can you access other TWF-requiring feats. Personally, given you spent two bad feats to access this, I think it’d be a very reasonable houserule to allow it to count for these purposes, and if your DM agrees, this is A-rated.

Shield Charge (B): CWar p. 105. Requires BAB +3 and Improved Shield Bash, and lets you make a free trip attempt (without provoking) whenever you hit with a shield during a charge action.

Shield Slam (B): CWar p. 105. Requires BAB +6 and Shield Charge, and makes it so that when you hit with a shield while charging, you prompt a Fort save or daze. Unlike Anvil of Thunder and Dire Flail Smash, this doesn’t work on enemies immune to crits, but it also only requires one hit to proc, which is nice.

Shield Specialization (F): PHB2 p. 82. Gives you +1 AC with a chosen type of shield. This feat is never, ever worth it unless you’re taking it as a prerequisite for Agile Shield Fighter.

Shield Ward (C): PHB2 p. 82. Similar to Parrying Shield mentioned in the general combat section, but this one requires Shield Specialization and, in addition to adding your shield bonus to touch AC, also adds it on rolls to resist combat maneuvers. It’s not amazing, not build-defining, and not a priority, but at high levels if you’re already doing the Agile Shield Fighter thing and have a feat slot to spare, boosting your touch AC against dangerous spells isn’t bad, especially if you can have your party casters buff it with magic vestment.

Improved Unarmed Strike (C): SRD. Most players would never consider taking a feat just to let you punch properly with a 1d3 weapon. Most of the time, the advice is to take a monk’s belt or even just dip monk itself to gain access to unarmed strikes, but I think it’s worth mentioning here because the unarmed strike is, uniquely, the only core light weapon that you can Power Attack and Favored Power Attack with. It also lets you use a two-handed weapon in your primary hand, for even more Power Attack goodness. If you can get this feat from an item though, take that instead if possible.

Flying Kick (C): CWar p. 99. Requires IUS, Power Attack, Str 13, and 4 ranks in Jump. Whenever you charge, your unarmed strikes deal +1d12 damage. This isn’t great or central to any build, but if you’re unarmed striking it can represent a solid damage increase with pounce.

Snap Kick (A): ToB p. 32. Requires IUS and BAB +6, and lets you make an extra unarmed strike any time you take an action that includes a melee attack with a weapon. Doing so penalizes all your attacks by –2. This includes full attacking, martial strikes, attacks of opportunity, standard attacking, delivering a touch spell, and the like. If you have the ability to attack as a swift action, you get a bonus attack that way too. There’s a ton of things you can do with this; even at its worst it’s +1 attack per full attack at the cost of one feat.

Superior Unarmed Strike (B): ToB p. 33. Requires IUS and BAB +3, and increases your unarmed damage based on your level. By 16th level it’s hit 2d6, and when you consider that you can also buff it with the greater mighty wallop spell, this can represent a pretty big damage boost for a single feat if you’re at high levels and using unarmed strike as your offhand weapon. If you can’t buff it with that spell, it’s probably not worth the slot though. For full context, with greater mighty wallop, Superior Unarmed Strike at 16th level goes from 2d6 to 8d6, a +21 average damage difference. Without it, you’re only going from 1d3 to 2d6, which is +4.5 average damage difference.

Karmic Strike (C): CWar p. 102. Requires Combat Expertise, Dodge, and Dex 13. This isn’t something that you’d normally associate with two-weapon fighting, but there’s a particularly entertaining synergy that I really enjoy and wanted to mention. Karmic Strike lets you penalize your AC for a round to allow yourself to make an attack of opportunity back whenever an enemy hits you in melee. As mentioned, unarmed strikes can be Power Attacked with, and work great as off-hand weapons alongside a two-handed weapon as a result. If you decide to use unarmed strikes without the Improved Unarmed Strike feat, you provoke an attack of opportunity when you attack… and with Double Hit or Two-Weapon Attack of Opportunity, you can then make two attacks back (including an unarmed strike, which provokes again if they have Combat Reflexes and want to tempt fate). As options go, it’s a weird and silly one, but it’s absolutely hilarious to me both mechanically and thematically. Some real ‘drunken master’ vibes going on here.

Robilar’s Gambit (C): PHB2 p. 82. Requires Combat Reflexes and BAB +12. This is an objectively better version of Karmic Strike (fewer feats needed, works even if they miss), but only comes online at 12th level. If you’re doing this build at higher levels, take this one instead. Or take both, apply double the penalty, and hit them with two AoOs when they hit you.

Lightning Mace (F): CWar p. 113. Requires Combat Reflexes, TWF, and Weapon Focus (light mace). In spite of all the aptitude weapon memes, this feat genuinely sucks. Getting a bonus attack when you threaten a crit with a 20/x2 weapon is already bad, but on top of that, light maces can’t be used with Power Attack. If you’re using this feat, you’re either using at most a 19-20 weapon (and thus it’s not a meaningful enough chance to make a difference), or you’re using some kind of theoretical optimization cheese to modify crit chance to the point where you can chain arbitrary numbers of attacks. In either case, you shouldn’t take this feat. It’s either useless or it’ll break your game, with no in-between.

Oversized Two-Weapon Fighting (D): CAdv p. 111. Requires TWF and Str 13. This lets you treat one-handed off-hand weapons as light for determining your TWF penalties. Fundamentally, this feat is “get +2 on your attack rolls when full attacking.” Is that worth it in most cases? Not really, especially on ranger who can get better attack roll bonuses elsewhere (even just taking Knowledge Devotion gives you a better-scaling bonus that applies on damage rolls too). In addition, for the same cost of one feat you could grab Improved Unarmed Strike instead and off-hand unarmed strikes as light weapons that can still be used with Power Attack.

Power Lunge (B): Gh p. 37. This requires BAB +3 and Power Attack, and, when charging, lets you add double your Strength bonus on damage instead of whatever you usually applied (1× for one-handed, 0.5× for off-hand, 1.5× for two-handed). In exchange, you provoke an attack of opportunity from whoever you charged. This is a lot of damage for TWF builds, as it doubles your Str bonus on the primary hand (1× to 2×) and quadruples it for your off-hand (0.5× to 2×). That will add up on pounce charges! Also funny if you’re using Karmic Strike/Robilar’s Gambit/Double Hit.

Prehensile Tail (C): SK p. 147. Requires Str 13, TWF, and a tail attack, and lets you use your tail as a third hand (including for accessing Multiweapon Fighting). If you’re a dragonblood race, you can take the Dragon Tail feat (RotD p. 98) to access this, though the cost of multiple feats on top of the rest of the two-weapon fighting suite is probably not worth it in most cases. Having one more attack is good, but you can get extra attacks in other ways and at a certain point, two feats for +1 attack on your routine isn’t worth delaying more important stuff for your build.

Two-Weapon Attack of Opportunity (B): Dr340 p. 87. This is similar to Double Hit above, except that it requires Combat Reflexes, TWF, and Dex 17 (no ITWF prerequisite), and your extra attack with the off-hand weapon counts towards your attacks of opportunity in the round. It’s cheaper to get, but worse for spamming AoOs.

Two-Weapon Defense (F): SRD. Requires Dex 15 and TWF, and gives you a +1 shield bonus while fighting with two weapons. Don’t take this, it’s really bad. If you want a shield bonus while TWFing, just use Agile Shield Fighter.

Two-Weapon Pounce (D): PHB2 p. 84. Requires TWF, Dex 15, and BAB +6. This lets you attack with both weapons when you charge; it’s not quite pounce (you won’t be getting iteratives), but if you’re unable or unwilling to grab Travel Devotion, spirit lion totem, or the lion’s charge spell, this will at least let you do more than one attack while moving.

Two-Weapon Rend (D): PHB2 p. 84. Requires TWF, Dex 15, and BAB +11. When you hit with both of your weapons (but only 1/round per target), you deal an extra ‘hit’ of 1d6 + 1.5 your Str mod.

Ranged Weapon Feats

Ranged weapons are in a worse-off boat than melee for rangers. You lack an equivalent to Favored Power Attack, and run into issues when facing high DR. However, your high attack bonuses can counteract the penalties ranged martials often take to gain more attacks, and you don’t need to worry about getting your hands on pounce. Notably though, unlike with melee weapons where your choice of weapon matters very little in practice beyond the handedness, ranged weapon feats are often very specific. Your combat specialization—and, indeed, the exact weapon picked—matter quite a bit when going for ranged weapons, as follows:

  • Archery: Bows have access to a small number of prestige classes and feats specific to them, including the Manyshot line (which itself sucks, but that's okay you don't need it). In addition to the shortbow, longbow, and their composite variants from core, there’s also the greatbow, yuan-ti serpent bow, elvencraft bow variants, and a few others. Luckily, bow options tend to just call out bows and arrows, rather than specific types of bows, making them the easiest ranged option to get into.
  • Crossbows: In contrast, crossbows do not. There’s a couple crossbows outside of core like the great crossbow and the spring-loaded gauntlet, but the likes of Rapid Reload and Crossbow Sniper, immensely central feats to the use of crossbows, specify a whitelist of hand, light, and heavy. Unlike with bows where they talk about them in the generic, crossbow options were not future-proofed. I recommend talking to your DM about if they’re willing to houserule the crossbow feats to work with non-core crossbows, if building around them.
  • Other Projectile Weapons: Things like slings, gnomish calculuses, and the like don’t have specific feat support. At the same time, there are feats that probably should work with them (for example, there’s no reasonable reason to deny someone who really wants to use a sling the ability to take Rapid Reload for it and make it able to full attack. Or just houserule free reloads… it’s a sling, it’s weak as hell). If building around a nonstandard ranged weapon you may find yourself lacking in options.
  • Thrown Weapons: Thrown weapons are pretty open-ended in feats, at least. There’s even a (very bad) feat that lets you throw any weapon. Still, you have to contend with the fact that you’re cleverly disarming yourself when using a thrown weapon, and expect to have worse magical weapons or specific hoops to jump through to make them work well.

Point-Blank Shot (S): SRD. This feat gives you +1 on attacks and damage with ranged weapons against targets within 30 feet. It’s not a good feat on its own (it’s worse than Knowledge Devotion), but nearly every good ranged combat feat requires it, so you’re going to be taking it if you’re fighting at ranged. If you dip cleric, you can get this as a bonus feat from the Elf domain.

Boomerang Daze (S): RoE p. 108. Requires BAB +4 and proficiency with one of Eberron’s exotic boomerangs (Talenta or Xen’drik), and lets you impose a Fort save-or-daze on every hit you make (DC = 10 + the damage dealt). Absolutely incredible for throwers.

Boomerang Ricochet (A): RoE p. 108 Requires BAB +4, Dex 13, and proficiency with one of Eberron’s exotic boomerangs (Talenta or Xen’drik). This one makes it so that when you hit a primary target with a boomerang, you get a second attack at a –2 penalty against an adjacent target as well. It only applies sneak attack to the primary target, but nonetheless it spreads your attacks well.

Brutal Throw (A): CAdv p. 106. This lets you use your Str instead of Dex on attack rolls with thrown weapons. If you’re a thrower, this is a very good pick (you’re already using Str for damage anyway), and it has a good followup feat.

Power Throw (A): CAdv p. 111. Requires Str 13, Power Attack, and Brutal Throw. This gives you a version of Power Attack for thrown weapons, letting you subtract from attack rolls and add on damage rolls at a 1:1 rate. Ask your DM if they’ll let you use Favored Power Attack with this (RAW it doesn’t work). If you can, this is S-rated for throwers. Note though that Windup (below) from Dr304 is a near-identical feat, but doesn’t require Power Attack or Brutal Throw to take, and unlocks some other interesting feats.

Charming the Arrow (D): Web. This is an entertaining but antisynergistic feat for rangers. It requires being fey type, and lets you substitute Charisma for Dexterity when making attacks with bows and crossbows. In most cases, it’s a worse Zen Archery (as far as ‘mental stat-based weapon attacks’ go), but in some multiclass builds it might have a place.

Crossbow Sniper (C): PHB2 p. 77. Requires Weapon Focus in a chosen crossbow, and adds half your Dex bonus on damage with it. It also increases the range you can deal precision damage to 60 feet. As mentioned above, RAW this only works for the core crossbows (hand, heavy, and light), so check with your DM about houserules if you’re looking to use a different one.

Dead Eye (S): DrCom p. 95. Requires Point-Blank Shot, Weapon Focus (a ranged weapon), BAB +1, and Dex 17. Note that in the text of the book it has a higher BAB prerequisite, but this was errata’d to BAB +1. Anyway, it adds your Dex bonus on damage rolls against targets within 30 feet (doesn’t work on creatures immune to crits).

Hand Crossbow Focus (B): DotU p. 50. Requires you to be proficient in the hand crossbow and BAB +1. This combines Weapon Focus and Rapid Reload for hand crossbows; you get to reload as a free action, and get +1 on attack rolls. It even counts as Weapon Focus for prerequisites! If you’re using hand crossbows you should take this, but hand crossbows aren’t that good, all told. One thing of note is that with an aptitude weapon, you can apply the effects to another crossbow type. A lot of the time aptitude leads to cheese, but honestly this is one of the uses that seems entirely fair, given how janky crossbows are already.

Manyshot (D): SRD. Requires Dex 17, Point Blank Shot, Rapid Shot, and BAB +6. This lets you fire off two attacks with a bow as a standard action, using the same attack roll, but with a –4 penalty. When you have BAB +11 and +16, respectively, you get a third and fourth shot (and a total –6 and –8 penalty on the attack roll). The idea behind this is that it averages your iterative attacks together, but in practice, what you’re doing is shooting off a very feast-or-famine single action, and doing fewer attacks as you do so. Plus, critical hits and precision damage only apply to one of the arrows. I recommend just full attacking.

Greater Manyshot (B): XPH p. 47. Requires Manyshot, Point Blank Shot, Rapid Shot, Dex 17, and BAB +6. This modifies Manyshot such that each arrow can be fired at different targets, has a separate attack roll, and applies precision damage and crits individually (rather than limiting it to just once). However, as far as I can tell, it still applies the penalty on your attacks, so I question the utility of it outside of specific Swift Hunter builds (and even then, you’re probably better off spending the feats you’d spend on Manyshot + Greater Manyshot on taking Travel Devotion twice or something).

Precise Shot (S): SRD. Requires Point Blank Shot. Lets you avoid the –4 penalty for shooting enemies that are adjacent to allies. This is functionally a +4 bonus on your ranged attack rolls, since you’re almost always going to be targeting stuff in melee (just due to the nature of 3.5’s combat). Extremely good, possibly necessary. You can get this from a weapon special ability as well, but since you won’t have that at low levels (where the penalty hurts even harder), I recommend taking this.

Improved Precise Shot (B): SRD. Requires Point Blank Shot, Precise Shot, BAB +11, and Dex 19. This one, like its prerequisite, neutralizes a common reducer of hit chance: cover. Soft cover in combat (i.e. shooting across creatures to reach a target) gives +4 AC, and Improved Precise Shot lets you ignore that. It’s less ubiquitous as the firing into melee penalty, and in some parties you may not need it (especially if allies are willing to coordinate nicely). In addition, if you have a source of flight by this point, you can always fly upwards to shoot over your allies and ignore the need for this. But if you find yourself running into the cover mechanics often, this is a strong feat.

Quick Draw (B): SRD. Lets you draw weapons as a free action. This is mandatory for throwers who aren’t using ammunition-type weapons like shuriken.

Ranged Disarm (B): CWar p. 103. Requires Point Blank Shot, Precise Shot, Dex 15, and BAB +5. This feat lets you pick a ranged weapon and make disarm attempts with it against targets within 30 feet. There’s no special action, so you can just make one of your attacks in a full attack this… and since most projectile weapons are two-handed, you even get a +4 bonus. Disarming is a weird combat maneuver, but when it’s good it’s really good. Martial enemies that lose their weapon also lose their next turn retrieving it in most cases, and you don’t have to deal with AoOs back (or taking feats to negate them) when making these attempts with Ranged Disarm.

Ranged Threat (C): Dr350 p. 90. Requires Point Blank Shot, Precise Shot, Combat Reflexes, and BAB +6. This gives your ranged weapons a 15-foot threatened area and lets you make AoOs with them. However, making a ranged AoO with the feat counts as all your AoOs for the round, so it’s of limited use in most cases, and not viable to build around for lockdown builds. Still, it’s certainly neat.

Rapid Reload (C): SRD. This feat reduces the reload time of a crossbow (hand, light, or heavy specifically) by a step, and is required if you want to fight with crossbows in 90% of cases. I wasn’t sure how to rate this, but I settled on a ‘C’ because, well, crossbows aren’t necessarily that good. The most interesting thing you can do with crossbows is fight with two of them, and the best crossbow to do that with, the spring-loaded gauntlet, is not in Rapid Reload’s whitelist (since it calls out the core ones). If your DM allows this to apply to other crossbows too, it’s actually worth taking. Otherwise you’re probably best off using Hand Crossbow Focus instead to cut down on feat taxes.

Rapid Shot (S): SRD. Requires Point Blank Shot and Dex 13, and gives you an extra attack whenever you full attack, at the cost of a –2 penalty on all your attacks that round. This is really good! An unconditional bonus attack at your highest BAB is just… good.

Improved Rapid Shot (C): CWar p. 101. Requires Manyshot, Rapid Shot, and Point Blank Shot, and eliminates the penalty from Rapid Shot. This is not really necessary for most builds. A functional +2 on attacks for one feat (especially one that requires Manyshot as a tax) isn’t actually worth taking on all but the most heavily-penalized builds. Just take Knowledge Devotion or something.

Shot on the Run (F): SRD. Requires Point Blank Shot, Dodge, Mobility, BAB +4, and Dex 13. It lets you move up to your speed and make a single ranged attack during the movement. As a ranged combatant, you’re not going to need to use this often (and if you do, you’re better off just moving then attacking), and it can’t be used with full attacks. Travel Devotion is much better for the concept.

Windup (A): Dr304 p. 85. Requires Str 13. This is like Power Throw; it gives you a version of Power Attack for thrown weapons, letting you subtract from attack rolls and add on damage rolls at a 1:1 rate. Ask your DM if they’ll let you use Favored Power Attack with this (RAW it doesn’t work). If you can, this is S-rated for throwers. If your DM lets this count as Power Attack for meeting Favored Power Attack’s prerequisite, all the better.

Bowl Over (C): Dr304 p. 83. Requires Str 15 as well as Heft, Rout, and Windup. This feat allows you to make a free trip attempt on the target whenever you deal 10 or more damage with a thrown weapon. This doesn’t combo with Improved Trip; it explicitly doesn’t let you get the bonus attack, but it’s still an entertaining and consistent debuff you can apply at range.

Heft (D): Dr304 p. 85. Requires Str 15 and Windup. This lets you add 1.5× your Str mod on damage instead of 1× for your primary hand thrown weapon. This doesn’t represent a lot of damage until very high levels and even then it’s probably not worth it.

Rout (B): Dr304 p. 85. Requires Str 13 and Windup. This makes it so every attack you make with a thrown weapon that weighs two or more pounds also bull rushes the target. You don’t move or provoke AoOs for doing so (beyond normal for ranged attacks), and can’t push them back more than 5 feet per hit, but this is one of the rare options to apply a shove on every attack. If you’re multiclassing dungeoncrasher fighter, this is S-rated and absolutely wild. Bully people against walls like it’s Marvel vs Capcom 3.

Woodland Archer (S): RotW p. 154. Requires BAB +6 and Point Blank Shot, and in spite of the name doesn’t actually require you use a bow, just ranged projectile weapons. This tactical feat gives you an irrelevant benefit for sniping, as well as two incredible benefits for making your full attacks consistent. First, if you miss an attack, you get +4 on further attacks in the round against the target, and second, if you hit an attack against someone with a concealment-based miss chance (even magical concealment), you ignore the miss chance for the next round. Just very good for counteracting defensive effects at later levels.

Zen Archery (B): CWar p. 106. This lets you use your Wis instead of your Dex on attack rolls with ranged weapons. It’s really good for enabling Wis-SAD builds or hybrid melee–ranged builds with Intuitive Attack, though you’ll still want some Dex for meeting feat requirements.

Natural Weapon Feats

When fighting with natural weapons, you’ve got a bunch of weird rules considerations to worry about, as well as the relative dearth of options compared to “the whole weapons list.” However, natural weapons have unique strengths, not the least of which is their ability to just get extra attacks via feats, templates, race, spells, magic items, you name it. If you’re interested in learning the nitty-gritty of how natural weapons work in general, I recommend giving Solo’s “Natural Weapons and You” guide on BGE a read.

A note on prerequisites: Per page 143 of Oriental Adventures, having any natural attack counts as having Improved Unarmed Strike for prerequisites (but not its benefit, you’ll still provoke with unarmed strikes), and having the improved grab ability counts as having Improved Grapple for prerequisites. As this is a weird rule introduced in the back of a splatbook, your group may not use it (or want to use it), but if you’re playing a natural attacker it’s worth bringing up with them.

Aberration Blood (C): LoM p. 178. Aberration Blood is a mediocre skill-boosting feat (or +2 on grapple checks if you’re a grappler) that requires you be the humanoid type, and gives access to a bunch of secondary feats, many of which give natural weapons. Note: taking “Flexible Limbs” arguably qualifies you for the extended reach feat (listed below). I’ve only mentioned a few aberrant feats here; the rest aren’t all that good but can be found in Lords of Madness

Mourning Mutate (C): Dr359 p. 110. Mourning Mutate counts as Aberration Blood, but doesn’t require the humanoid type! So if you’re a nonhumanoid race you can still access this stuff. It also has an option that gives +2 damage with unarmed strikes if that’s your thing (and then various other minor bonus options like aberration blood).

Extended Reach (A): SS p. 34. Not an aberrant feat; this one just requires you have a “nonrigid body or nonrigid attack such as a tentacle or pseudopod” and be Small or larger. It lets you threaten +5 feet with the relevant body parts (limbs, tentacles, whatnot).

Inhuman Reach (A): LoM p. 180. This feat requires Aberration Blood and gives you +5 feet to your natural reach. This is explicitly ‘ups your natural reach’ and not ‘your natural weapons have extra reach,’ calling out that it will also double with reach weapons like usual. It works well with size changes too. If you’re playing a Tiny race (or using reduce person on a Small race) this means you’ll have 5-foot reach, which can be an interesting consideration. If you’re Large or Larger you get even more reach to double with reach weapons.

Deepspawn (A): LoM p. 179. Requiring Aberration Blood and a second aberrant feat (in practice you’re going to want to take Inhuman Reach), this one gives you +2 on grapple checks and two tentacle attacks that deal 1d4 damage each. Tentacles are pretty rare for natural weapons, and they sprout from your waist, leaving your hands free.

Barbed Stinger (B): SK p. 144. Requires a sting attack, which is tricky to get. The most efficient way I can find is the tongueworm symbiont (ECS p. 300), which was given an effective WBL value of 25,000gp in Magic of Eberron. Anyway, it gives you a version of Improved Grab that works on creatures of any size, which is fantastic for grapplers.

Multigrab (A): SK p. 146. Requires improved grab and Str 17, and reduces the penalty for holding a creature with just one limb from –20 to –10.

Greater Multigrab (A): SK p. 146. Requires Multigrab, improved grab, Str 19, and Dex 15. This reduces the penalty for holding a creature with just one limb to nothing, letting you get all the benefits of debuffing an enemy with grappling and none of the downsides. You’ll still be able to move, threaten, and so on, and can keep grabbing more enemies if you wish.

Beast Strike (B): Dr355 p. 76. Requires Improved Unarmed Strike, a claw or slam attack, and BAB +5. This feat adds your claw or slam’s damage to all your unarmed strikes. It can add up very fast with size increases by ‘double dipping’ on those benefits, and is S-rated if you’re using all three of natural weapons, unarmed strikes, and size increases. Note: slams deal bludgeoning damage, so you can use greater mighty wallop on both that and your unarmed strike.

Dragontouched (C): DM p. 18. This requires Cha 11, and gives you the dragonblood subtype as well as +1 hp, +1 on Listen/Search/Spot, +1 on saves against paralysis and sleep, and the ability to take draconic feats as if you were a sorcerer.

Draconic Claw (D): CArc p. 77. Requires Draconic Heritage, and gives you two claw attacks that deal 1d6 each. On its own, this is three feats (or two and a level) to get two claws, which isn’t all that good, but it also gives you the ability to make a single claw attack as a swift action in any round where you cast a standard action spell. When combined with Snap Kick (see the TWF section), you can cast a spell with a range of touch, deliver it with an unarmed strike (and Snap Kick off that), then follow up with a swift action claw and another Snap Kick. If you want to play a nonstandard gish type of character, especially with Sword of the Arcane Order, this is feat-hungry but A-rated in spite of that.

Draconic Heritage (D): CArc p. 77. Requires sorcerer level 1st or Dragontouched, and gives you a scaling bonus (equal to number of draconic feats) on a single skill and on saves against sleep/paralysis/energy effects of your dragon heritage’s type. This feat sucks on its own, especially since if you’re not dipping sorcerer it has an extra tax, but it allows access to Draconic Claw.

Dragon Tail (B): RotD p. 98. This can only be taken at 1st level and requires the dragonblood subtype. It gives you a tail slap attack. One feat for one natural weapon (or two feats if you had to take Dragontouched) isn’t normally that good unless you’ve already exhausted your similar options, but tail slap is something that’s hard to otherwise get, so it’s solid.

Gore Toss (B): Dr313 p. 30. Requires BAB +4 and a gore attack. When you hit with your gore, you get a trip attempt as a free action (and can’t be tripped in retaliation if you fail).

Hamstring Attack (B): Dr313 p. 30. Requires BAB +4, Str 13, and Dex 15. This one is weird. Basically, it lets you substitute damage for Dex damage with any natural attack made while flanking, against stunned/prone targets, or with attacks of opportunity. Each hit deals 1d4 Dex damage, resisted with a Fort save (DC equals to the damage the hit would have dealt). Since the save DC scales with damage dealt, you can use Favored Power Attack to crank it sky-high and nonlethally neutralize even high-Fort enemies at most levels.

Improved Natural Attack (F): SRD. Requires BAB +4. This feat is often recommended for natural attackers, but on ranger, upping one natural weapon’s damage by one effective size increase is just not a lot. Honestly it’s not a lot for most characters. On average you’re gaining 1-2 expected damage, and you could use your feats much better elsewhere.

Multiattack (A): SRD. Requires you to have three or more natural weapons, and reduces the penalty on secondary natural weapons from –5 to –2. An effective +3 on attack rolls is worth the feat (comparing well to things like Knowledge Devotion)…

Improved Multiattack (B): SRD. … but an effective +2 on attack rolls is less big for the slot taken. Improved Multiattack changes the secondary weapon penalty from –2 to nothing, which sounds good, but in the end you’re a martial who’s hungry for feats. If you’re going to take a feat for raw attack roll bonuses, you have better options than just this one.

Rapidstrike (A): Drac p. 73. Requires Dex 9, BAB +10, a pair of natural weapons (claws, tentacles, etc), and being one of aberration, dragon, elemental, magical beast, or plant type. Anyway, it lets you pick one of your pairs of natural weapons and get an extra attack while full attacking, with a –5 penalty. Basically, you get an iterative with your claw attack. You can take this multiple times if you have multiple pairs of weapons.

Improved Rapidstrike (C): Drac p. 70. Has the same prerequisites as Rapidstrike, except it needs BAB +15 and, well, Rapidstrike. This gives you full iteratives with your chosen natural weapon pair (i.e. if you have two claws and BAB +16, your attack routine with just the claws is +16/+16/+11/+6/+1). This gives you a lot of attacks when you consider that you still get your normal iterative attacks from a manufactured weapon like unarmed strike, but note that like Greater Two-Weapon Fighting, the attack bonus sucks. Like Rapidstrike, you can also take it multiple times if you have multiple pairs of weapons, getting the bonus attacks for each one when full attacking.

Scorpion's Grasp (B): Sand p. 52. Requires Str 13, Improved Unarmed Strike, and Improved Grapple, and gives you improved grab with your unarmed strikes and light/one-handed melee weapons (including natural weapons). This is fantastic for grapple-focused builds. Technically speaking though, it doesn’t give you the improved grab ability, instead reproducing all its text. But your DM rules that you do count as having improved grab for prerequisites, you can take the Multigrab and Greater Multigrab.

Shape Soulmeld (A): MoI p. 40. Requires Con 13 and gives you a single soulmeld plus the ability to shape it. This is a broad feat, much broader than the scope of this section; for a full-on guide to just the feat itself, I recommend Bakkan’s “The World in One Feat: A Shape Soulmeld Handbook”. For natural weapon ranger, the relevant options are as follows:

  • Chaos Roc Span: Dr 350 p. 87. Gives you two wing buffet attacks that deal 1d4 nonlethal damage each, and have 10-foot, non-inclusive reach (like a polearm, can’t attack adjacent). They’re deeply weird, but this is two uncommon natural attacks for one feat.
  • Claws of the Wyrm: DM p. 83. Requires the dragonblood subtype, and gives you two claw attacks that deal 1d6 damage each. There is some extra text in the soulmeld stating how you can attack with them that could be reminder text, or it could be a hard rule making them unusable in full attacks, so talk to your DM about their interpretation I guess. If they rule they can’t be used alongside other weapons, it’s not worth taking.

Touch of Golden Ice (C): BoED p. 47. This exalted feat requires Con 13, and makes it so that any time you touch an evil creature (be it by spells, unarmed strikes, or natural weapons), you hit them with a dose of golden ice poison. Golden ice deals 1d6/2d6 Dex damage with a Fort DC of 14, which… well, it’s not a high DC. Still, if you’re making enough attacks you can fish for low rolls or natural 1st since this rider effect costs nothing but the feat. If your DM rules that the golden ice you generate counts as a normally-generated poison (i.e. it scales to 10 + 1/2 your HD + your Con mod like any other creature with a poison ability), then this is S-rated because it will be much more reliably applicable.

Willing Deformity (D): HoH p. 125. This is a vile feat (requires evil alignment) that gives +3 on Intimidate checks. It’s pretty bad on its own, and in many cases not worth it (due to removing access to the good-aligned options), but it does give you access to some feats that give natural weapons.

Deformity (clawed hands) (B): BoVD p. 48. Requires Willing Deformity. The wording on this feat is really weird, but context clues tell us it gives you two claw attacks that deal 1d6 damage each.

Deformity (madness) (A): EE p. 13. Requires Willing Deformity. This penalizes your Wisdom by –4 but gives you immunity to mind-affecting effects. In addition, 1/minute you can add half your level on a Will save as an immediate action. If you’re not casting spells at all this is an incredible pickup defensively for only two feats, and one of the only reasons you’d want to take Willing Deformity over Aberration Blood to get natural weapons.

Deformity (tall) (B): HoH p. 121. Requires Willing Deformity and Medium size, and increases your natural reach by 5 feet but penalizes your AC by –1 and Hide checks by –2.

Deformity (teeth) (C): HoH p. 121. Requires Willing Deformity, and gives you a bite attack that deals 1d4 damage.

Deformity (tongue) (A): HoH p. 121. Requires Willing Deformity, and gives you blindsense out to 30 feet. This is genuinely actually a good feat (sensing invisible and hidden creatures is nice), and one of the only reasons you’d want to take Willing Deformity over Aberration Blood to get natural weapons.

Lockdown/AoO-Centric Feats

“Lockdown” for a martial tends to mean some combination of reach weapons, attacks of opportunity, and things that debuff or control enemies on hit with those attacks of opportunity. It’s one of the few viable ways to properly ‘tank’ in 3.5, and rangers can of course do that too. Even if not going all-in on lockdown, some of these feats may be useful. Some feats have been reproduced in this section with different ratings; this is because of the different needs for a reach lockdown character compared to other melees. When building for these feats, keep in mind that most lockdown builds have to play a hybrid Str/Dex setup in order to sustain the ability to make a bunch of AoOs per round, though it’s possible to go full Dex with Weapon Finesse + Unbalancing Blow.

Aberration Blood (C): LoM p. 178. Aberration Blood is a mediocre skill-boosting feat (or +2 on grapple checks if you’re a grappler) that requires you be the humanoid type, and gives access to a bunch of secondary feats, many of which give natural weapons. Note: taking “Flexible Limbs” arguably qualifies you for the extended reach feat (listed below). I’ve only mentioned a few aberrant feats here; the rest aren’t all that good but can be found in Lords of Madness

Mourning Mutate (C): Dr359 p. 110. Mourning Mutate counts as Aberration Blood, but doesn’t require the humanoid type! So if you’re a nonhumanoid race you can still access this stuff. It also has an option that gives +2 damage with unarmed strikes if that’s your thing (and then various other minor bonus options like aberration blood).

Extended Reach (A): SS p. 34. Not an aberrant feat; this one just requires you have a “nonrigid body or nonrigid attack such as a tentacle or pseudopod” and be Small or larger. It lets you threaten +5 feet with the relevant body parts (limbs, tentacles, whatnot).

Inhuman Reach (A): LoM p. 180. This feat requires Aberration Blood and gives you +5 feet to your natural reach. This is explicitly ‘ups your natural reach’ and not ‘your natural weapons have extra reach,’ calling out that it will also double with reach weapons like usual. It works well with size changes too. If you’re playing a Tiny race (or using reduce person on a Small race) this means you’ll have 5-foot reach, which can be an interesting consideration. If you’re Large or Larger you get even more reach to double with reach weapons.

Child of the Shadow (A): Savage Tide Player’s Guide p. 12. Can only be taken at 1st level, and makes it so enemies in your reach can’t get cover. This lets you make attacks of opportunity against creatures with cover (such as those around corners or on the other side of creatures), an important tool in a lockdown tripper’s arsenal. Functionally this is a Savage Tide regional feat. If you can’t access this, you want Precise Swing (ECS p. 58) instead.

Close-Quarters Fighting (C): CWar p. 97. Requires BAB +3 and lets you make an AoO whenever someone tries to grapple you, even if they have an ability that normally lets them avoid that. If you hit, the grapple fails unless they have Improved Grapple or improved grab, in which case you merely get a bonus equal to the damage dealt on your check to avoid the grapple. On AoO-centric builds this is basically immunity to grappling, which is nice as a feat if you face grapplers often enough. You can also get immunity to grappling at higher levels with the freedom of movement spell though, so it’s often going to be redundant.

Combat Reflexes (S): SRD. Lets you make extra attacks of opportunity each round equal to your Dex bonus, and also lets you make AoOs while flat-footed (most often, before you’ve gone in the first round of combat). Core to the lockdown playstyle.

Improved Combat Reflexes (S): Dr340 p. 87. Requires Combat Reflexes, BAB +6, and Dex 13. This gives you a second attack at –5 whenever you make an attack of opportunity! It’s an iterative, basically, but on every AoO. It counts as one of your AoOs for the round though so you can only spam so hard… but you’ll eventually have high enough Dex that the limit doesn’t come up that much.

Greater Combat Reflexes (S): Dr340 p. 87. Requires Combat Reflexes, Improved Combat Reflexes, BAB +11, and Dex 15. This gives you a third attack, this one at –10, for each AoO you make. It still counts as one of your AoOs for the round though. Honestly, these feats might be broken-good or they might be just “really good.” I haven’t had the opportunity to test them in an actual game. The ability to dump a near-full attack onto any enemy that provokes is absurd.

Backstab (B): Dr340 p. 86. Requires Combat Reflexes, and allows you to 1/round make an AoO on someone you flank if they attack something other than you. A nice ‘tank’ ability.

Close-Quarters Defense (B): Dr309 p. 110. Distinct from Close-Quarters Combat, mentioned above. Requires Combat Reflexes, and gives you a +2 bonus on attack rolls when AoOing someone who moved into your space, someone making an unarmed attack without Improved Unarmed Strike, someone trying to grapple or bull rush you, someone trying to sunder your gear, and someone trying to cut your silver cord in the Astral Plane. In addition, and more importantly, if an enemy has a feat that normally negates attacks of opportunity (such as Improved Trip or the rest of the Improved Combat Maneuver type feats), you can still make one, just at a –10 penalty. The penalty hurts, but being able to mess people up even if they’ve built to avoid being, uh, messed up, is quite nice for covering your bases as a lockdown build.

Deft Opportunist (C): CAdv p. 106. Requires Combat Reflexes and Dex 15, and gives you a +4 bonus on AoO attack rolls. This is a pretty big boost (especially if Power Attacking) for one feat, but since AoOs happen at your full base attack bonus it’s not necessarily important for most builds.

Expert Tactician (B): CAdv p. 109. Requires Combat Reflexes, Dex 13, and BAB +2. Whenever you hit something with an AoO, you give both yourself and your allies a +2 bonus on all melee attack and damage rolls against the target for 1 round. A great supportive tool, especially in a party of melees.

Hold the Line (B): CWar p. 100. Requires Combat Reflexes and BAB +2. This lets you make an AoO against anyone who enters your reach while charging. This explicitly happens before the charge attack, and the biggest utility of this feat is that with a reach weapon and some kind of movement-stopping tool (such as tripping), you can preemptively shut down pouncing full attacks by enemies.

Supernatural Instincts (A): FC2 p. 85. Requires Combat Reflexes, and causes supernatural abilities to provoke AoOs from you. You can’t disrupt them like you can spells, but they likewise can’t ‘cast defensively’ with them. So many of the most dangerous monster abilities are supernatural, and being able to whack stuff when they use them is quite good even so.

Defensive Sweep (C): PHB2 p. 78. Requires BAB +15, and makes it so that if an enemy starts a turn adjacent to you and doesn’t move, they provoke. This comes on very late, but is a funny way to guarantee you punish even someone who stays still.

Exotic Weapon Proficiency (A): SRD. Lockdown characters really want an inclusive reach weapon, and most of those are exotic. Standouts include the spiked chain (10ft reach) and rope dart/meteor hammer (15ft reach, Dr319 p. 73).

Hyena Tribe Hunter (A): ShS p. 20, Faerûn regional feat. This gives you +2 on trip attempts and checks to resist tripping, but more importantly, lets you take the Improved Trip feat without meeting its prerequisites. Since Improved Trip taxes a feat already (Combat Expertise) and has an Int requirement, this allows you to bypass those and at least have a slightly better base benefit out of the feat tax.

Improved Trip (S): SRD. Requires Int 13 and Combat Expertise (a terrible feat). The archetypical lockdown feat, to the point where lockdown builds are often called “lockdown trippers.” This gives you +4 on trip attempts and a free normal attack whenever you successfully trip something.

Knock-Down (S): S&F p. 7. Requires Improved Trip, Str 15, and BAB +2. This gives you a free trip attempt any time you hit an enemy for 10 or more damage. With Improved Trip, this means that each of your AoOs can conceivably become two attacks, one for the AoO, then a free trip, and then one free attack for having tripped them.

Karmic Strike (B): CWar p. 102. Requires Combat Expertise, Dodge, and Dex 13. Karmic Strike lets you penalize your AC for a round to allow yourself to make an attack of opportunity back whenever an enemy hits you in melee. When tanking, this can encourage enemies to attack you instead of allies, and it synergizes with your AoO boosts.

Robilar’s Gambit (B): PHB2 p. 82. Requires Combat Reflexes and BAB +12. This is an objectively better version of Karmic Strike (fewer feats needed, works even if they miss), but only comes online at 12th level. If you’re doing this build at higher levels, take this one instead. Or take both, apply double the penalty, and hit them with two AoOs when they hit you.

Large and In Charge (B): Drac p. 71. Requires Large size and a natural reach 10ft or higher, and lets you knock the target back (via an opposed Str check that you get benefits on) whenever you successfully AoO a moving enemy.

Mage Slayer (S): CArc p. 81. Requires BAB +3 and 2 ranks in Spellcraft. This gives you a +1 bonus on Will saves and makes it so spellcasters you threaten in melee can’t cast defensively. They can still 5-foot step though, so keep that in mind. In addition, taking the feat reduces your caster level for every spell and SLA you can use by 4. The best ranger spells tend not to care about CL… but it’s up in the air whether or not reducing your CL below 0 makes it impossible to cast them. That’s been a hot debate for as long as Complete Arcane has been published, and without a good answer to give, I’m just gonna say to ask your DM how it applies to your ranger spells and then go from there. The rating doesn’t change either way—you want this feat.

Pierce Magical Concealment (B): CArc p. 81. Requires Blind-Fight, Mage Slayer, and Con 13. This lets you completely bypass any and all miss chance, concealment, and mirror images created by magic. Displacement? Blur? Gleaming armor? Even someone in a fog cloud isn’t protected from you. Especially at higher levels, miss chance is one of the strongest defenses in the game, and this feat lets you unconditionally ignore the most common sources of it. Still, it requires two other feats, and depending on how your DM rules the Mage Slayer CL thing (this feat reduces your CLs by a further 4), this may not be a good pick for every build.

Martial Study/Martial Stance (A): ToB p. 31. As mentioned in the catchall combat feats section, these give you a maneuver and a stance. The important one is thicket of blades, a 3rd-level Devoted Spirit stance that lets you make attacks of opportunity on anyone who 5-foot steps within your reach. That was one of the few ways to avoid your locks, and so this option is very good for countering them. However, you can only take Martial Stance for thicket of blades at 10th level or higher (or by dipping one level of crusader at 9th level), making them come online pretty late.

Master of Mockery (S): Dr333 p. 88. Requires 8 ranks in Perform (comedy). Did you know that there’s an actual hard-taunt effect in 3.5? I didn’t until stumbling on it while writing this guide! Master of Mockery is an incredible feat for characters looking to tank or lock down foes; it lets you, as a standard action, make a Perform (comedy) check to taunt a target in melee with you. They have to make a Will save against the result of your check (even with just ranks the scaling is strong) or they have to “attack you whenever able, ignoring all other targets.” They also get a +2 morale bonus on attack rolls against you, but take a –2 penalty on AC. Hooooly crap? Though this is a mind-affecting, language-dependent effect, it’s phenomenal for lockdown characters. If you can fit it in you’re able to ruin a lot of foes by forcing them to focus on you to the exclusion of all others. That “ignoring all other targets” does a lot of work, including neutering multi-target debuff spells and potentially affecting AoE placement. The Perform ranks can be annoying to get, but wow, wow. Take this if you want to play an aggro-drawing style tank.

Occult Opportunist (B): Dr340 p. 87. Requires 5 ranks each in Knowledge (arcana) and Spellcraft, and lets you make AoOs whenever opponents dismiss a spell, directs or redirects an active spell, tries to turn or rebuke undead, or casts a quickened/swift/immediate action spell. You then prompt a Concentration check as usual to disrupt that effect. As quickened teleports are one of the most effective counters to lockdown builds, this can be a good choice to shut those down too.

Precise Swing (A): ECS p. 58. Requires BAB +5, and lets you ignore cover on melee attacks. This lets you make attacks of opportunity against creatures with cover (such as those around corners and on the other side of creatures), an important tool in a lockdown tripper’s arsenal.

Stand Still (A): SRD. Requires Str 13. This is an alternative to Improved Trip, basically. It lets you give up the damage of an AoO to make the target stop moving and unable to keep moving for the rest of the round (Ref DC 10 + the damage you would have dealt to negate). It’s good, especially against enemies that are immune to tripping, but doesn’t have quite the level of synergies and power as the tripping (but is often taken alongside Improved Trip as a backup option).

Unbalancing Blow (B): Dr295 p. 73. Requires Wis 13 and 5 ranks in Balance, and lets you make Dex checks instead of Str checks when tripping. It’s good for finesse users.

Willing Deformity (D): HoH p. 125. This is a vile feat (requires evil alignment) that gives +3 on Intimidate checks. It’s pretty bad on its own, and in many cases not worth it (due to removing access to the good-aligned options), but it does give you access to a reach extension.

Deformity (madness) (A): EE p. 13. Requires Willing Deformity. This penalizes your Wisdom by –4 but gives you immunity to mind-affecting effects. In addition, 1/minute you can add half your level on a Will save as an immediate action. If you’re not casting spells at all this is an incredible pickup defensively for only two feats, and one of the only reasons you’d want to take Willing Deformity over Aberration Blood to get more reach.

Deformity (tall) (B): HoH p. 121. Requires Willing Deformity and Medium size, and increases your natural reach by 5 feet but penalizes your AC by –1 and Hide checks by –2.

Deformity (tongue) (A): HoH p. 121. Requires Willing Deformity, and gives you blindsense out to 30 feet. This is genuinely actually a good feat (sensing invisible and hidden creatures is nice), and one of the only reasons you’d want to take Willing Deformity over Aberration Blood to get more reach.

Mounted Combat Feats

Mounted combat is… weird. Really weird, full of oddly fiddly and often-unintuitive rules, and requiring more logistical considerations than usual to make work. For example, needing a mount in the first place is a notable hurdle, both for acquisition (for good mounts) and ‘fitting it into the dungeons’ (for Medium and larger riders). The biggest question when figuring out what you want to do with mounted combat is, however, the absolute nonsense that is the RAW for mounted charges. Talk to your group about how you want to handle mounted charges and abilities that trigger on charges. There’s plenty of interpretations people have, but for the question of rating options, these three possible handlings are the only factors that really change them:

  1. When making mounted charges, you can’t use pounce to full attack.
  2. When making mounted charges, you can use pounce to full attack, but don’t apply a lance’s doubled damage or Spirited Charge’s triple damage on every attack (whether it be “it only applies to the first attack” or “it doesn’t work with pounce” doesn’t matter much for the balancing here).
  3. When making mounted charges, you can use pounce to full attack, applying a lance’s doubled damage and Spirited Charge’s triple damage on every attack. This is as far as I can tell the actual RAW, though that is in itself a huge rules tangle that takes ages to divine regardless.

Honestly, any of these handlings has upsides and downsides, and for the purposes of this handbook I’m going to assume a default of (1) or (2). My ratings assume you can’t use mounted charge damage doublings with pounce. This is because, well… if your group rules they do, then every single on-charge option for mounted combat becomes S-rated (due to the sheer power of doubling or tripling the damage of your full attacks), and rating them is superfluous because you should be playing a mounted charger on nearly every build.

Mounted Combat (A): SRD. Requires 1 rank of Ride. This feat lets you, 1/round when your mount is hit by an attack, make a Ride check (DC = the attack roll) to negate the hit. It’s really good for protecting your mount, though it won’t protect from everything. If your mount gets full attacked by something really dangerous it’s probably dead, so be careful about positioning.

Mounted Archery (D): SRD. Requires 1 rank of Ride and Mounted Combat, and reduces the penalties taken for shooting while your mount is double-moving or running. The thing is, most of the time your mount is already significantly faster than you, and there’s no penalties if the mount just single moves. So the only reason to bother with this is its upgrade.

Improved Mounted Archery (B): CWar p. 101. This one requires Mounted Archery and Mounted Combat, and completely eliminates the penalties for shooting while the mount double moves. More importantly though, it lets you full attack with a ranged weapon and fire your shots individually spread across the mount’s movement as you wish, letting you skirmish very effectively.

Ride-By Attack (B): SRD. Requires 1 rank of Ride and Mounted Combat. This one lets you charge and hit someone (once) in the middle of your charge while the mount keeps moving afterwards (which sets up your next turn’s charge). Nothing much to talk about here; if it works as intended it’s useful. It’s awkward to make work as intended though, as elucidated in this rpg.stackexchange answer.

Spirited Charge (A): SRD. Requires Mounted Combat and Ride-By Attack. This is the main reason you would consider playing a mounted character as a melee. It doubles the damage you deal when charging, or triples it if charging with a lance. Remember that while you can one-hand a lance while mounted you don’t have to, so get your two-handing Favored Power Attack bonuses and triple them for fun and profit.

Tunnel Riding (B): RoS p. 145. Requires Mounted Combat and Tunnel Fighting (a mediocre feat also from Races of Stone), and lets you and your mount squeeze without the attack and AC penalties. This is not necessarily optimal, but if you find yourself having to fit a Large mount into 5-foot-wide corridors a lot it’s effectively a +4 on attack rolls in those cases. Note that you and your mount could both also separately take Tunnel Fighting, the prerequisite feat, splitting the effective cost of the benefit between you.

Saddleback (A): PGtF p. 43, Faerûn regional feat. This lets you take 10 on Ride checks, and 1/round when you or your mount makes a Reflex save, you can make a Ride check instead. If both you and your mount are hit by the same effect prompting the save, it applies to both saves. Good defensive option and guaranteeing take-10s for Ride makes Mounted Combat more consistent. This also has a Rokugan ancestor feat variant (Dr318 p. 38) if you’ve already taken your one allotted Faerûn regional feat.

Strength of the Charger (B): Dr318 p. 39. Rokugan ancestor feat. This lets you add your mount’s Con bonus on your Fortitude saves while mounted, and also gives you bonus hp (not temp hp) equal to that Con bonus while mounted. If you’re dumping Con this can shore up your Fort significantly, especially at higher levels when monster mounts will have inflated physical stats.

Noncombat Feats

Of course, combat is only one side of the whole picture for making a D&D build. Rangers have more noncombat stuff out of the gate than most martials (be it their skills or their spells), but you’ll probably still want to look into feats to help you pull off whatever your main noncombat trick is, plus there’s a variety of useful options that modify class features or otherwise bring utility both in and out of combat. (Before you ask, there are definitely some things related to combat in this section, but as their main purview isn’t the weapons-and-attack-rolls central build you’d make for a ranger, I’ve separated them. For example, wild shape-related feats are in theory also combat-boosting options but really, before that, they’re wild shape options).

Noncombat Feats

Skill-Related Feats

Ranger’s skill list makes them good at a few things. They’ve got good perception skills (Listen, Search, Spot), they’ve got access to stealth skills (Hide and Move Silently), and some good Knowledge skills. They can also do trapfinding, getting access to Disable Device via an ACF. Still, Some notable feats for boosting or modifying your skills are as follows.

Able Learner (B): RoD p. 150. This lets you take cross-class skills at 1:1 ranks per skill point, though it doesn’t up the cap. Still, it makes your skill points go a lot further when dipping into Knowledges off your list and other such skills. It does require you be a human or doppelganger, but Races of Destiny recommends a variant on page 150 that expands human-based prerequisites to be accessible by part-human races like half-elves, half-orcs, and planetouched.

Academy Graduate (B): Savage Tide Player’s Guide p. 10. Can only be taken at 1st level, and gives you three Cha- or Int-based skills as class skills, along with +2 on Knowledge (history) and Knowledge (nobility and royalty) checks. Functionally this is a Savage Tide regional feat.

Aereni Focus (C): PGtE p. 20. Requires you be an elf, and can only be taken at 1st level. This is Skill Focus (including for prerequisites), except it also makes the chosen skill a class skill as well. If you’re looking to enter a prestige class with an out-of-class skill requirement, this can be better than Flexible Mind for elves.

Darkstalker (B): LoM p. 179. This feat lets you use Hide to hide from creatures using blindsense, blindsight, scent, and tremorsense, which otherwise pierce your stealth abilities without needing to roll. This is S-rated for stealth specialists, but not a bad pickup even if you’re not going all-in on Hide and have a feat you’re not using on anything else.

Education (B): ECS p. 52. This can only be taken at 1st level, makes all Knowledge skills class skills, and gives you a +1 bonus on two Knowledges of your choosing. It’s A-rated if you’re taking Knowledge Devotion, for obvious reasons.

Flexible Mind (C): Dr326 p. 80. This feat requires you be chaotic alignment (it’s a chaotic equivalent to an exalted or vile feat), and makes two skills in which you already have cross-class ranks into class skills. It also gives you a +1 bonus on those skills, but mostly, it’s for meeting prestige class requirements. Note that the Ordered Chaos feat will let you take this without being chaotic.

Hardened Criminal (A): CoStorm p. 95. This feat requires Iron Will (bad normally, but gettable for 3,000gp from the Otyugh Hole magical location), and makes it so you can take 10 on any skill of your choosing even when threatened or distracted. It also makes you immune to the Intimidate skill. Really good feat for anyone specializing in a single skill.

Nymph's Kiss (B): BoED p. 44. With no prerequisites other than being exalted and having a fey with whom you have ‘an intimate relationship’ with, this is the go-to for getting more skill points. It gives you +1 skill point per level, +2 on Cha-based checks, and +1 on saves against spells and SLAs. As a package deal it’s a steal.

Skill Focus (D): SRD. Gives you +3 on a chosen skill. I’m mentioning this feat to tell you not to take it. Even for skill specialists, unless you’re pushing for a specific skill DC break point (such as hitting +19 on Use Magic Device to never nat-1 fail to activate a wand), most of the time, your ranks, ability scores, and items (masterwork tools, magic items that grant bonuses, etc) will be enough. Spending a feat on +3 with one skill isn’t as objectively terrible as something like Weapon Focus is, but it’s still not good. Unless you need this for a prerequisite, it’s generally not worth taking.

Swift and Silent (C): PGtF p. 45, Faerûn regional feat. This feat eliminates the penalty for moving while using Hide or Move Silently. Effectively, it’s a +5 bonus in those situations. Still not necessary by any means, but a better pickup than Skill Focus.

Defensive Feats

Debuffs can just ruin your day. Fear conditions, stunning, daze, fatigue… whether you impose them on yourself somehow or want to deal with those inflicted by your enemies, feats have answers for some such debuffs.

Blooded (D): PGtF p. 35, Faerûn regional feat. You get +2 on init checks, +2 on Spot checks, and ignore the shaken condition. This is not actually that good on its own (you can take Fearless, below, to just become immune to fear effects), but if you’re taking Craven to boost sneak attacks, you can combine this with the World Weary feat mentioned below to become very resistant to fear, instead of immune, and retain the benefit of Craven.

Bullheaded (D): PGtF p. 37, Faerûn regional feat. You get +2 on Will saves and ignore the shaken condition. Like Blooded, you can combine this with World Weary to become a very fear-resistant Craven character.

Cool Head (D): Dr318 p. 37, Rokugan ancestor feat. This lets you ignore the shaken condition (not frightened or panicked), and roll an extra save if a mind control effect would make you do something violent. Like Blooded, you can combine this with World Weary to become a very fear-resistant Craven character. Why are there so many of these?

Danger Sense (B): Dr301 p. 36. Requires Wis 15 and the Alertness feat. This lets you make a DC 15 Wisdom check whenever a surprise round would happen against you. If you succeed, you get to act in the surprise round too.

Fearless (A): PGtF p. 38, Faerûn regional feat. Can only be taken at 1st level, and makes you immune to fear. Simple, to-the-point, strong against a very common archetype of debuff.

Great Fervor (B): Dr315 p. 53. Greyhawk regional feat. This lets you 1/day reroll a failed save and add your Wis mod on top of the reroll.

Mark of the Dauntless (A): Dra p. 142. Requires a true dragonmark (which limits race and maybe subrace choices; see the racial feats section below for more on that), but not only makes you immune to both stun and daze, it lets you cleanse these debuffs from others with a touch as a standard action. One of the rare ways to get blanket immunity to dazing effects.

Parry (B): Dr301 p. 36. Requires Dex 13, Int 13, and Combat Expertise. This feat is a fairly unique option that gives you a similar ability to the wall of blades maneuver from Tome of Battle. This lets you, 1/round when you’re hit with a melee attack (but before damage is rolled), spend an attack of opportunity to try to parry it. You roll an attack roll against their attack roll (with a +4 bonus if you’re using a light weapon to parry), and if you succeed, the attack is negated. This doesn’t take an action on your part.

There are some fiddly restrictions on how this works, as follows:

  • You can’t parry an attack while unarmed (though natural weapons would count you as armed). There’s a specific feat for parrying with unarmed strikes. It’s pretty bad. Just use a spiked gauntlet or something if you’re parrying as a puncher.
  • You can’t parry an attack while wearing medium or heavy armor, or while encumbered.
  • You can’t parry an attack where you were denied your Dex bonus to AC.
  • Your opponent can make a disarm attempt as a free action without provoking attacks of opportunity; make sure that you’re using a locked gauntlet if you’re using this feat.

In addition, there are size restrictions. You can’t parry a weapon more than two size categories bigger than your weapon. This uses the 3.0 rules, so to translate this to 3.5… you'd get the following. Note that this is distinct from the actual item sizes; 3.0 used weapon size to determine handedness (for example, in 3.5, a Medium short sword is a Tiny-sized object and a light weapon; in 3.0 a short sword was always Small size, regardless of who's using it). Consider these guidelines to override whatever you'd think about item and weapon sizes, it's just for determining what can parry what.

  • Most light weapons are –1 size compared to you (i.e. if you’re Medium, the weapon is Small). One-handed weapons are your size, and two-handed weapons are +1 size compared to you.
  • Natural weapons, unarmed strikes, and light weapons that are really little, or fit over your hand like a gauntlet, punching dagger, and the like, are –2 sizes compared to the you (i.e. a dagger or claw attack is considered Tiny if you’re Medium-sized).
  • The same calculation applies to the enemy. This means that if you’re using a one-handed or light weapon, you’ll generally be able to parry up to two-handed weapons wielded by creatures of the same size, and natural weapons of creatures up to two sizes bigger than you.

Even with all of these restrictions, the feat is pretty good, especially if you already have Combat Expertise for some reason or other. There are also some feats that expand the feat’s usage, listed below.

Armored Fencer (Medium) (D): Dr301 p. 36. Requires Parry, Combat Expertise, and both Dex and Int 13, and lets you use Parry in medium armor. Most of the time you’re gonna be in light armor anyway, so it’s not super relevant.

Armored Fencer (Heavy) (F): Dr301 p. 36. Requires Parry, Combat Expertise, Armored Fencer (Heavy) and both Dex and Int 13, and lets you use Parry in heavy armor. It is not worth two extra feats for this, but the option is in theory there.

Crushing Defense (D): Dr301 p. 37. Requires Parry, Combat Expertise, Power Attack, Improved Sunder, BAB +4, and each of Str, Dex, and Int 13. This lets you make a free sunder attempt whenever you parry, using the same attack roll you used to make the parry.

Guarded Defense (F): Dr301 p. 37. Requires Parry, Combat Expertise, Improved Disarm, BAB +4, and both Dex and Int 13. This removes the disarm attempt your enemy gets to make when you parry. Just use a locked gauntlet if you’re parrying.

Improved Parry (A): Dr301 p. 37. Requires Parry, Combat Reflexes, Combat Expertise, and both Dex and Int 13. This is the crown jewel of parrying. With this feat, you can now make extra parry attempts per round against a single creature up to your Dex bonus, each counting as an attack of opportunity. You don’t take iterative penalties on these parries, which means, uh, you get an incredible defense against full attacks, and functional immunity to enemies’ later iteratives. Four feats is a lot for that, but many builds already have Combat Reflexes and Combat Expertise, so it’s 100% worth considering.

Expert Parry (B): Dr301 p. 37. A followup feat to Improved Parry and requiring it plus its requirements, this now lets you parry against multiple creatures in a round, still using your AoOs to do so.

Incredible Parry (F): Dr301 p. 38. Requires Parry, Combat Expertise, BAB +6, and both Dex and Int 13. This lets you parry weapons an extra size category bigger, and can be taken multiple times to let you stack that benefit. It’s not that good, honestly. Just get a bigger weapon.

Protective Parry (A): Dr301 p. 38. Requires Parry, Combat Expertise, and both Dex and Int 13. This lets you parry attacks aimed at allies within your reach. If you have Improved Parry, you can block multiple attacks but only protect each ally once per round. If you have both Improved and Expert Parry, there’s no limit to how you parry beyond your number of AoOs. If you’re a lockdown tripper this is S-rated, as you can now even play a protective tank on top of your debuff-tanking.

Steel Skin (F): Dr301 p. 38. Requires Parry, Combat Expertise, Improved Unarmed Strike, BAB +4, and both Dex and Int 13. This lets you parry with unarmed strikes. Just get a gauntlet if you want to do that.

Steadfast Determination (C): PHB2 p. 83. Requires Endurance (you have it already) and lets you use Con instead of Wis on Will saves. Also makes it so you don’t autofail Fort saves on a natural 1.

Tireless (C): PGtF p. 46, Faerûn regional feat. This downgrades exhaustion to fatigue, and fatigue to nothing. This feat’s strength depends entirely on how often you have these things come up.. This also has a Rokugan ancestor feat variant (Dr318 p. 40) if you’ve already taken your one allotted Faerûn regional feat.

Troll Blooded (C): Dr319 p. 61, Greyhawk regional feat. Requires Toughness. This gives you regeneration 1 (overcome by fire and acid), but also makes you fatigued when exposed to sunlight. This is not, honestly, that good of a feat in a vacuum, but it’s an interesting way to get immunity to ‘normal’ death (you can’t be killed even if taken to high amounts of nonlethal damage, outside of fire and acid), and saves some costs on healing wands at low levels. Also, I mean, having a healing factor is cool, yanno? Still, I don’t recommend it due to the feat tax; two feats for regeneration 1 and a debuff in the sun isn’t that good on its own. If you combine this with a way to get immunity to nonlethal damage, it’s functionally a total immunity to damage, and thus S-rated but also strong to the point of “you shouldn’t take this.”

Detach (F): SS p. 32. Requires Con 19 and regeneration. This lets you make a thrown weapon attack by throwing part of your body (default would be an unarmed strike, but if you have natural weapons you can use those too). Doing so, uh, detaches that part of your body. You throw it and make an attack and it also hits you with nonlethal damage equal to 1/4 your max HP. Per Troll-Blooded, takes a full-round action to reattach a severed part of your body once you go get it off the ground, but in an extremely technical sense this is one of the only ways to make thrown unarmed strike attacks with no use limit per day (in no small part because you can make an unarmed strike with any part of your body. Throw a kidney at someone. You have two, it’s fine). This is bad, terrible, horrendous even, but it is funny, and in the end isn’t that what matters? (It’s not. Please don’t take this feat. I just wanted to share the fact that it exists with people.)

Rapid Regeneration (F): FC2 p. 85. This increases your regeneration value by 1, and can be taken multiple times. As much as I want to recommend this feat, it’s definitely not worth it. But the dream of playing a cool regenerative character lives on, and so I’ve shared it in here for y’all to see.

World Weary (D): Dr319 p. 61, Greyhawk regional feat. This gives you a +4 competence bonus on saves against fear, and downgrades panicked and frightened by one step each (panicked to frightened, frightened to shaken). It does not downgrade from shaken to nothing, though. This is not actually that good on its own (you can take Fearless, below, to just become immune to fear effects), but if you’re taking Craven to boost sneak attacks, you can combine this with the Blooded, Bullheaded, or Cool Head feats mentioned above to become very resistant to fear, but not outright immune, and retain the benefit of Craven.

Spellcasting-Related Feats

Most of the time you’re not gonna be putting feats towards buffing your spellcasting. Still, there’s a handful of options that are useful, and so I’ve mentioned them here.

Black Lore of Moil (F): CArc p. 75. Requires caster level 7th and Spell Focus (necromancy). This lets you make “runebones” at the cost of gp to add small amounts of negative energy damage to targeted necromancy spells. Rangers have very few necromancy spells, and certainly aren’t using them for damage dealing. Don’t take this.

Greenbound Summoning (S): LEoF p. 8. This makes your animals summoned with summon nature’s ally become greenbound creatures. Rangers do not make good summoners, but Greenbound Summoner lets you turn summon nature’s ally I, a bad 1st-level spell, into wall of thorns, a 5th-level spell that’s good for battlefield control. Honestly, too good when placed on anyone with a normal spell progression. Rangers can safely take it but anyone else (including mystic rangers)? Absolutely shouldn’t.

Extend Spell (C): SRD. A +1 level metamagic that doubles the duration of a spell. Since the best ranger spells are often self-buffs, this can give you more bang for your buck on a given option. This is basically the only metamagic I’d ever consider taking on a ranger, though even then it shouldn’t be prioritized unless you really need it, because lesser metamagic rods of Extend Spell are cheap and apply to nearly all of ranger’s spells.

Practiced Spellcaster (B): CArc p. 82. Requires 4 ranks in Spellcraft and ups a chosen class’s caster level by +4, capped at your total Hit Dice. Your caster level for ranger spells is 1/2 your ranger level, so this will let you scale a little better for self-buff durations. You can also counteract the penalty from Mage Slayer with this feat, if you so choose.

Sanctum Spell (A): CArd p. 82. Requires another metamagic feat. This lets you declare a place to be your sanctum, and modified spells have +1 true level higher within and –1 true level lower outside (works like Heighten Spell). This is good not because of the boost, but the penalty. Preparing a Sanctum 4th-level spell makes it count as a 3rd-level spell in all ways when outside your sanctum, and thus available for use with lesser metamagic rods.

Surrogate Spellcasting (B): SS p. 39. Requires Wis 13 and lets you cast spells in a nonhumanoid form where you can’t otherwise talk or gesture. Most relevant for characters like tibbits or hengeyokai.

Wild Shape-Related Feats

The wild shape ranger is one of the more famous types of ranger, primarily due to the general strength of wild shape. It’s really good, and there’s plenty of feats to make it even more good. You’ll probably also want stuff from the natural weapons section earlier, too.

Aberration Wild Shape (S): LoM p. 178. Requires Aberration Blood and wild shape, and lets you take aberration forms with your wild shape. Aberrations are often much better combat forms than animals, sometimes possessing a bunch of natural weapons, sometimes unique special attacks, just good in general. If you’re playing a wild shape ranger this is one of the best options you can take.

Assume Supernatural Ability (S): SS p. 30. Requires Wis 13 and the ability to assume a new form magically. You pick a form, and pick one of its supernatural abilities, and you can now use it while shapeshifted. Using it in combat requires you to make a DC 19 Will save, and you take a –2 penalty on attacks, saves, skills, and ability checks (feat text implies it’s with the ability, but it may apply as long as you’re in the form), but supernatural abilities are really good and if you have a primary form with one you should take this. You can take the feat multiple times for multiple supernatural abilities.

Improved Assume Supernatural Ability (A or F): SS p. 35. Requires Wis 17 and Assume Supernatural Ability, and eliminates the penalty. If your DM rules that Assume Supernatural Ability applies its penalty on everything for the whole shapeshift, this is an effective +2 bonus on attack rolls, saves, skills, and checks for the cost of one feat, which is better than most ‘bonus to things’ feats.

Bestial Charge (A): CC p. 56. Requires BAB +4, and gives you pounce in the first round after you wild shape, the ability to turn during charges if you have a four legged form, and +5 feet of reach if you have a snakelike form. Good stuff. F-rated if your DM allows you to chain ACFs, because you can just swap fast movement as a barbarian for spirit lion totem (or if you just dip barbarian).

Corrupted Wild Shape (F): LM p. 25. This feat lets you use wild shape if you’re undead, which used to be relevant ruleswise, but since wild shape was errata’d to work like alternate form instead of polymorph, it’s now defunct and redundant.

Dragon Wild Shape (A): Drac p. 105. Requires Wis 19 and 15 ranks of Knowledge (nature). This lets you turn into a Small or Medium dragon with wild shape, and gives you all the Ex and Su abilities of the form you take. Absolutely amazing in theory, but there are fewer good options than you’d think, because most of the good dragons aren’t Small or Medium. Worth taking regardless though. If you’re not allowed to take Aberration Wild Shape this is a good alternative.

Exalted Wild Shape (B): BoED p. 42 Requires 8th level in your class that grants wild shape, and lets you turn into some specific magical beasts (blink dog, giant eagle, giant owl, pegasus, and unicorn). It also applies the celestial template to animal forms. The main benefit of this feat is that you get all the Ex and Su abilities of the forms taken; if you become a blink dog you get at-will dimension door, which is nice. Note that in a technical RAW sense, the line “you gain the extraordinary and supernatural abilities of the creature” would also apply to celestial animals you take the form of, overriding the normal alternate form rules that only give you Ex special attacks (and no qualities). If your DM rules it that way, this is S-rated, as it now grants you all the special qualities of your animal forms as well.

Extra Wild Shape (B): CDiv p. 81. Gives you +2 daily uses of wild shape.

Fast Wild Shape (A): CDiv p. 81. Requires Dex 13, and lets you wild shape as a move action. Getting a standard action in combat for casting a buff spell or even just making an attack is nice if form-shifting at the start of a fight. If you can combine this with Quick Change or Swift Wild Shape (see below), all the better.

Frozen Wild Shape (F): Frost p. 48. Requires base Fort save +6. This lets you turn into magical beasts with the cold subtype, and is a good feat for druids because it nets them things like cryohydras. For rangers though, your form size doesn’t scale so it’s basically useless unless you got bigger forms from another class.

Metamorphic Transfer (S): SRD. Requires manifester level 5th, which means you’d want to either multiclass a psionic class and take Practiced Manifester (CPsi p. 57), or get your hands on a psi-like ability at ML 5, but once you take it, you get one of the supernatural abilities of every form you take. You can only use each ability three times per form per day, but this is much more versatile than Assume Supernatural Ability, and you can even take it multiple times to get extra ‘slots’ to fit a form’s abilities into.

Natural Spell (A): SRD. Requires Wis 13, and lets you cast spells while wild shaped. Less mandatory than for druids, but rangers do have good self-buffs you might want to use while wild shaped, so I’d consider it.

Quick Change (A): SS p. 38. Requires Dex 15 and alternate form. Reduces the action taken by your alternate form ability down a step (standard to move, move to free). Wild shape was errata’d to “functions like the alternate form special ability, except as noted here.” If your DM agrees with the interpretation that that would qualify you for this feat, then it’s as good as Fast Wild Shape on its own, but more importantly, you can combine the two for a free action wild shape, which is cool and strong.

Speaking Wild Shape (C): MotW p. 25. Requires Int 13, and lets you talk to the creatures you’ve turned into like a speak with animals spell. More a neat little utility option than anything else.

Swift Wild Shape (A): CC p. 62. Requires Dex 13 and Fast Wild Shape, and reduces your wild shape action down to a swift action. If your DM doesn’t let you take Quick Change with wild shape, this is your next-best option. You lose a swift, but you’ll still be able to wild shape then full attack or charge, so the difference is negligible.

Tainted Druid (B): Random Encounters. Requires you "forsake all that is good and peaceful in the natural world," which is elaborated on to mean generally being an evil outsider, a fiendish creature, or an undead. Presumably there's other ways; talk to your DM. Obviously, this is mutually-exclusive with exalted options. Anyway, it, among other things that matter less, expands your wild shape list to include fiendish vermin, fiendish animals, and fiendish beasts (dinosaurs and dire animals in 3.0; this distinction is irrelevant). Unlike Exalted Wild Shape, you explicitly don't gain the new forms' supernatural abilities, but it's nonetheless the most viable way to get vermin forms on a ranger.

Companion-Related Feats

For the full rundown on animal companions, familiars, and the use of both, you’ll want to go to Chapter V: Companions, but for the purposes of actually picking up feats, there’s this section. Ranger animal companions kinda suck without heavy investment, and so I tend to recommend that unless you want to deal with them you ACF them away for solitary hunting. Still, they’re a genuinely strong pickup, as are familiars gained from the urban companion ACF. This section includes feats for both. All of the feats in this section except Wild Cohort also have the ability to get an animal companion/familiar (as relevant) as a prerequisite.

Aerenal Beastmaster (F): RoE p. 105. This requires you be an elf from the Aerenal region of Eberron, and lets you take a baboon as your animal companion, with enhanced scaling (1/2 ranger level + 3, rather than 1/2 ranger level). Unlike Natural Bond, this can outscale your own level in theory, but baboons are absolutely terrible.

Blessed of Vulkoor (F): SoX p. 134. Requires being a drow from the Xen’drik region of Eberron, and gives you some cantrip SLAs, Tiny scorpions as a familiar option, and scaling monstrous scorpions as an animal companion option. It’s really bad, since these are just worse than animals.

Bonded Familiar (B): PHB2 p. 75. Requires a familiar, and lets you each 1/day take a fatal attack for the other one. For most familiars the benefit is to protect the familiar (and keep you from eating an exp penalty), but since urban companions can die and be resummoned a day later, without penalizing or harming you, this becomes instead a get-out-of-death-free card for emergencies.

Celestial Familiar (B): BoED p. 41. Requires a familiar and gives you new celestial options, including coure eladrin and lantern archon.

Companion Spellbond (B): PHB2 p. 77. This lets you share spells at a range of 30 feet instead of 5 feet, and cast touch spells on your animal companion at a range of close. When sharing buffs with your companion this will give you much more wiggle room.

Construct Familiar (A): Dr280 p. 62. Lets you call a construct version of any familiar you could get, just changing its type to construct. A good pile of immunities for your buddy! According to the section it’s printed in, at the DM’s option they can also let you take this for animal companions.

Darkness Familiar (C): Dr322 p. 67. This is a variant of Improved Familiar with a different, mostly high-level set of options themed after incorporeal undead and the plane of shadow. You can get a spawn-creating undead as a familiar with this, as well as several other genuinely useful creatures. However, these are nearly all gained at levels where the ranger’s halved progression won’t access them before they’re outclassed, so unless you’re taking a build that boosts effective master level, probably avoid this. It’s A-rated if you’re taking it for that purpose, though.

Dragon Familiar (F): Drac p. 104. Requires Cha 13, the ability to speak draconic, and arcane spellcaster level 7th. Unlike the other Improved Familiar variants, this specifically calls out arcane spellcaster levels as a requirement, so you may not even be able to take it without the DM allowing your familiar to count for that. This lets you get a wyrmling dragon as a familiar. However, the ranger’s effective master spellcaster level for urban companion familiars is not high enough to get a wyrmling at anything but very high levels, so it’s not that useful as a feat for most rangers. Wyrmling dragons can be good but the Improved Familiar list is just better on its own, plus there’s a load of other issues (mentioned in the companions chapter).

Enspell Familiar (A): Dr280 p. 62. This lets you count as always in contact with your familiar for sharing spells as long as it’s within 1 mile, much like Companion Spellbond but way, way better. According to the section it’s printed in, at the DM’s option they can also let you take this for animal companions.

Exalted Companion (B): BoED p. 42. Gives you an expanded list of animal companions that includes some intelligent magical beasts with good movement modes like pegasi and blink dogs.

Extra Familiar (S): Dr280 p. 62. This gives you the ability to call a bonus familiar (including any variants or buffed-by-feats versions, such as via Construct Familiar or Improved Familiar). It’s really darn good, and in my experience playing a pretty optimized familiar-summoner wizard, more balanced than you’d think. You can even take it multiple times, getting an extra familiar each time you take it. According to the section it’s printed in, at the DM’s option they can also let you take this for animal companions, but I do not recommend doing or allowing that. This is 3.0 content, and in 3.0, animal companions were much weaker (about on par with familiars).

Familiar Concentration (B): LEoF p. 8. Requires caster level 9th and Improved Familiar, and lets you hand off your concentration on a spell to your familiar when you cast it. This is especially useful for Sword of the Arcane Order rangers looking to do things with wizard spells.

Feral Animal Companion (D): CoR p. 20. Requires an evil alignment and the animal companion class feature, and lets you call a feral animal companion that has +2 Str and Con, and inflicts red ache on bite attacks. It explicitly doesn’t convert your existing companion into a feral one, though. This feat is terrible and can’t even be taken early on because it needs you to already have the class feature. I’m mentioning it in part because in theory you might have use for a +2 Str and Con bonus if you have absolutely nothing else to take at higher levels, but mostly to caution you away from the feat. One funny thing about the feat is that due to what “feral” actually means (it doesn’t mean “rabid” no matter how hard the D&D writers misinterpret it), this feat implies that there are domesticated populations of every animal on the animal companion list.

Improved Familiar (S): SRD. One of the main reasons to take an urban companion familiar. This gets you a wide, wide range of possible options, discussed at length in Chapter V: Companions.

Monstrous Animal Companion (B): Dr326 p. 32. Requires Savage Empathy (Dr326 p. 33, a bad feat with a specific wild empathy buff), and expands your list of possible animal companions to include a bunch of other creatures. Unlike normal animal companions you need to actually find one of these and befriend it (talk to your DM about arranging that), but the list is pretty varied, including pseudodragons at effective druid level 4, and some good options for mounts.

Natural Bond (S): CAdv p. 111. Ups your effective druid level for animal companions by +3, capped by your Hit Dice. Really good, and makes rangers at up to 6th level have an equivalent companion to a druid. Ask your DM if they’ll let you apply this to urban companion familiar level as well; RAW you can’t but it seems fair to do so, in my opinion.

Planar Familiar (A): PlH p. 41. Requires 5 ranks in Knowledge (the planes). A more limited version of Improved Familiar, but has some good options including lantern archons, imps, and quasits.

Shadowform Familiar (A): CoR p. 22. Requires you to be a krinth (obscure race from Champions of Ruin), and gives your familiar the incorporeal subtype. This is amazing, letting it move through walls when scouting, ignore armor in combat, and so on and so forth.

Share Soulmeld (C): MoI p. 41. Requires soulmelds. This is a nice option for buffing your pet, but it only works within 5 feet (like share spells) and many soulmelds aren’t that useful for animal companions and familiars. There’s definitely builds to be had via stuff like a totemist dip and Extra Familiar, then sharing manticore belt or the like, though.

Spider Companion (D): DotU p. 42. Requires Vermin Trainer (a feat that lets you use Handle Animal on vermin, DotU p. 43) and being a drow (or half-drow). This lets you get some monstrous spider variants as animal companions, though druids can already get the baseline ones regardless so this is just… terrible, unless you’re going for one of the specific unique types in Drow of the Underdark.

Token Familiar (B): Dr280 p. 62. Lets your familiar turn into and back from a small object (like a figurine of wondrous power) on command. Useful logistically or for stealth characters. According to the section it’s printed in, at the DM’s option they can also let you take this for animal companions.

Totem Companion (D): ECS p. 61. Requires wild empathy and Beast Totem (ECS p. 51, a bad feat with a specific wild empathy buff), but lets you get one of a specific magical beasts as your animal companion. Sadly, the list is pretty mediocre, especially compared to Monstrous Animal Companion above.

Undead Familiar (A): Dr280 p. 62. Lets you call an undead version of any familiar you could get, just changing its type to undead. A good pile of immunities for your buddy! According to the section it’s printed in, at the DM’s option they can also let you take this for animal companions. Note that you can get this effect for your familiar via some WBL and hoop-jumping though; see the familiars chapter for more details.

Wedded to the Light (B): Dr358 p. 87. This feat requires a good alignment and a familiar, and is really funny if nothing else. It gives you scaling benefits based on character level, themed after the positive energy plane. At 1st level you can make your familiar glow as a torch; at 5th level you can heal your familiar 1d6+level 1/day; at 9th level you can turn your familiar into a blob of positive energy that gives everyone within 20 feet fast healing 1 for 1 minute before it vanishes for 24 hours, and most importantly, at 13th level, if you die your familiar can go to your corpse within 1 round of your death and bring you back to life with no level loss, leaving you at –1 HP. Normally this kills the familiar (and thus penalizes your experience), but since urban companions don’t have a drawback for their death, and can be resummoned again a day later, you can use this as a 1/day free true resurrection for yourself.

Wild Cohort (C): Random Encounters. Gives you a pseudo animal companion, scaling at a worse rate than most animal companions (but honestly about on par with the vanilla ranger’s one). This doesn’t interact with abilities that buff your animal companion, but it does at least give you an extra pet if you already had one. For rangers looking to get a pet but traded away the class feature, this is a solid pickup.

Uncategorized Feats

I felt these feats were worth mentioning but didn’t have a specific category for them.

Ancestral Relic (A): BoED p. 39. Requires good alignment and being 3rd level, and lets you make a single masterwork item that’s narratively important to your character into a magic item. You can from then on enhance it without item creation feats by sacrificing items and wealth to it, combining its value and the value of the items (full value, not 50% as if selling to a vendor) for a new magic item. This is a great garbage disposal for unused loot, and also lets you custom-build an item as you level up. It’s especially nice for having the feel of a character with a single, signature item that stays with you and grows with you as you level up. Note that the bonded item rules from the Dungeon Master's Guide II can give you something similar (but different in notable logistical ways) without a feat.

Blessing of the Godless (B): EoE p. 23. This ceremony feat requires you be evil and have 6 ranks in Knowledge (religion). Its main benefit is that you can spend a vial of unholy water to give you and up to five other allies a pool of ‘combat healing’ of your level times the number of participants, which anyone can draw healing from as an immediate action (up to their own level per action). As party support feats go it’s pretty solid, especially since it can be refreshed at any time given another vial and six minutes of downtime.

Extra Divine Power (B): Dr343 p. 91. This requires a class feature with daily uses that is granted by a class with divine spells, and gives that class feature +2 daily uses. Works with wild shape, aspect of the dragon, and other daily-limited ACFs.

Great Diplomat (S): Dr318 p. 38, Rokugan ancestor feat. This gives you +2 on Diplomacy checks and, more importantly, starting at 6th level gives you a cohort as if you’d taken Leadership (with +2 to your Leadership score). I think of this feat as “Leadership lite” and in many games, you should probably avoid it due to the sheer power of getting a class leveled cohort for the cost of a feat. However, it’s also a way you can get access to different types of useful special cohorts for use as mounts, assistants, and the like. I’ve used it in the past to give my character a wyrmling dragon she was raising. Talk to your DM about if cohort-giving feats are right for your campaign. Great Diplomat lets you access one without the logistical nightmare and potential power of managing followers.

Leadership (S): SRD. The strongest feat in the game. As with Great Diplomat above, it lets you get, functionally, a second character, but it also gives you an army of low to mid-level followers to manage. This is a legitimately broken-strong feat and not something that should be taken in 99% of campaigns, and I’m only including it in here to rate it S but also to say “do not use this, for the health of your game.”

Mercantile Background (C): PGtF p. 41, Faerûn regional feat. This lets you sell items at 75% of their base price instead of 50%, and start with +300gp. In some games this can make a real difference; in others it won’t. If you really have a specific need for an item to enjoy the game at 1st level it’s solid for that, and in games with a lot of loot you sell it can up your WBL a bit.

Hidden Talent (B): XPH p. 67. This gives you a 1st-level psionic power off any list and 2 power points to manifest it. It opens up access to psionic feats and some prestige classes, and can be an interesting utility option at low levels. Note that it’s called out as a variant version of the Wild Talent feat for “high-psionics campaigns,” but there’s no imbalance caused by using it in normal ones in my experience.

Shape Soulmeld (B): MoI p. 40. Requires Con 13 and gives you a single soulmeld plus the ability to shape it. This is a broad feat, much broader than the scope of this section; for a full-on guide to just the feat itself, I recommend Bakkan’s “The World in One Feat: A Shape Soulmeld Handbook”.

Spelltouched Feats: SRD. There’s a bunch of these, and they give you a unique magical effect or spell-like ability. None of them are particularly build-defining, but most of them are at the very least interesting. I recommend taking a look at them if you ever have a spare slot and no idea what to spend it on. You just might find something you want!

True Believer (B): CDiv p. 86. Requires a patron deity and an alignment within one step of that deity’s. This lets you use relics of your patron deity. Not all relics are worthwhile, but some of them are very strong for certain builds. I talk more about relics in Chapter VII: Gearing Your Ranger. It also lets you add a +2 insight bonus on a save 1/day, but the real benefit is accessing a relic.

Racial Feats

Most of the time you’re not going to be worrying too much about racial feats; they’re not actually that common, and in many cases don’t make or break a build. However, there’s definitely ones worth thinking about. I’ve split the section for racial feats into subsections based on the races themselves, for ease of reference. Goofily, actually finding the racial feats for this guide was a chore, because the vast majority of feats that mention a race in their prerequisites are actually Forgotten Realms feats mentioning “race (location),” which isn’t a racial prerequisite but a regional one (as discussed in the start of the feats section).

Racial Feats

Core Races: Dragonmarks

These are a collection of feats from Eberron that give you sets of spell-like abilities and unlock some spinoff feats for them. There’s a bunch of options, and going into all of them is beyond the scope of this handbook, since none of them are actually relevant for your ranger except as a “well it’s nice I guess” pickup. I recommend looking at Sinfire Titan’s “A Player’s Guide to Dragonmarks” thread from Minmax if you want to know more about dragonmarks.

Aasimar/Tieflings

Unlike other planetouched, aasimar and tieflings have a tiny amount of specific feat support:

Celestial Bloodline/Fiendish Bloodline (C): RoF p. 162-163. Requires each base save to be +1, as well as being an aasimar or tiefling, respectively (or their lesser versions). Celestial Bloodline gives you protection from evil 3/day and bless 1/day as SLAs, and Fiendish Bloodline gives you protection from good 3/day and bane 1/day as SLAs. Either one is a not-terrible pickup for emergency protection from mind control effects, but more importantly, qualifies you for the Outsider Wings feat.

Outsider Wings (S): Requires Celestial or Fiendish Bloodline, each base save to be +2, as well as being an aasimar or tiefling, respectively (or their lesser versions). This feat gives you wings that let you fly at a speed equal to your land speed with average maneuverability. Unlike many player-side flight options, you can fly with medium and heavy encumbrance.

Changelings

As a part-human race, if you play with the variant proposed on page 150 of Races of Destiny, changelings also have access to human racial feats.

Quick Change (B): RoE p. 110. This changes your minor change shape’s action cost from full-round action to move action.

Racial Emulation (C): RoE p. 110. This lets you emulate humanoid subtypes when using minor change shape. Its value really depends on what your DM will let you get away with. If your DM lets you take ACFs with this, it’s B-rated.

Dragonblooded Races

In contrast to dragonmarks, dragonblood is very relevant to the ranger handbook. Introduced in Races of the Dragon and expanded in Dragon Magic, there’s a small number of options that can be worth taking for rangers.

Draconic Aura (B): DM p. 16. Requires character level 3rd, and gives you a draconic aura that applies to you and allies within 30 feet. If you have the dragonblood subtype its bonus scales as you level (+1 base, +2 at 7th, +3 at 14th, +4 at 20th). The most notable ones are the energy resistance auras, giving your party some solid defense against incidental elemental damage, the DC buffing auras if you have someone in the party who favors one element, and, if your DM allows you to take dragon shaman draconic auras from the Player’s Handbook II with this feat, the fast healing aura (which caps at half one’s max HP, but is still nice for incidental healing).

Draconic Heritage (D): CArc p. 77. Requires sorcerer level 1st or Dragontouched, and gives you a scaling bonus (equal to number of draconic feats) on a single skill and on saves against sleep/paralysis/energy effects of your dragon heritage’s type. This feat sucks on its own, especially since if you’re not dipping sorcerer it has an extra tax, but it allows access to Draconic Claw.

Draconic Claw (D): CArc p. 77. Requires Draconic Heritage, and gives you two claw attacks that deal 1d6 each. On its own, this is three feats (or two and a level) to get two claws, which isn’t all that good, but it also gives you the ability to make a single claw attack as a swift action in any round where you cast a standard action spell. When combined with Snap Kick (see the TWF section), you can cast a spell with a range of touch, deliver it with an unarmed strike (and Snap Kick off that), then follow up with a swift action claw and another Snap Kick. If you want to play a nonstandard gish type of character, especially with Sword of the Arcane Order, this is feat-hungry but A-rated in spite of that.

Dragon Tail (B): RotD p. 98. This can only be taken at 1st level and requires the dragonblood subtype. It gives you a tail slap attack. One feat for one natural weapon (or two feats if you had to take Dragontouched) isn’t normally that good unless you’ve already exhausted your similar options, but tail slap is something that’s hard to otherwise get, so it’s solid.

Dragontouched (C): DM p. 18. This requires Cha 11, and gives you the dragonblood subtype as well as +1 hp, +1 on Listen/Search/Spot, +1 on saves against paralysis and sleep, and the ability to take draconic feats as if you were a sorcerer.

Dragon Wings (B): RotD p. 100. This can only be taken at 1st level and requires the dragonblood subtype. It gives you two wings, a +10 bonus on Jump checks, and the ability to use the wings to glide at a rate of 30 feet.

Improved Dragon Wings (B): RotD p. 100. Requires 6 HD and Dragon Wings, and now you can actually fly with them (though until 12th level you’re limited in the number of rounds you can fly without being fatigued, and can’t fly while fatigued. Combine with Tireless to bypass that, or just combine rounds gliding and rounds flying each day).

Drow

Drow actually have a lot of racial feats scattered around the books, but most of them are bad. I’ve only mentioned the following two here. Note that most of the time you can also take elf racial feats, since drow are elves.

Drow Skirmisher (A): SoX p. 134. Requires being a drow. This gives you proficiency in three xen’drik drow weapons, most notably the scorpion chain and Xen’drik boomerang. It also gives you +1 damage with those weapons in rounds where you move 10 feet, so if you’re taking Exotic Weapon Proficiency for a spiked chain as a drow or half-drow you have no reason not to take this instead.

Spider Companion (D): DotU p. 42. Requires Vermin Trainer (a feat that lets you use Handle Animal on vermin, DotU p. 43) and being a drow (or half-drow). This lets you get a Tiny, Small, Medium, Large (at effective druid level 4th), or Huge (at effective druid level 10th) monstrous spider as an animal companion. It’s okay. If you like spiders it’s not the worst pick, but it’s mostly just okayish.

Dwarves

Dwarves don’t get a lot of racial feats. Of the few they get, these two are the most useful for rangers.

Ancestral Knowledge (B): RoS p. 136. Requires being a dwarf with Wis 15. This lets you make Knowledge checks untrained, and more importantly lets you substitute your Wis for Int when making Knowledge checks, freeing up a bit of stat dependencies on Knowledge Devotion characters.

Stable Footing (B): RoE p. 112. Requires being a dwarf or warforged, gives you a +4 bonus against being bull rushed or tripped, and most importantly removes the movement penalty for moving through difficult terrain (letting you charge through it freely).

Elves & Half-Elves

As a part-human race, if you play with the variant proposed on page 150 of Races of Destiny, half-elves also have access to human racial feats.

Aerenal Beastmaster (F): RoE p. 105. This requires you be an elf from the Aerenal region of eberron, and lets you take a baboon as your animal companion, with enhanced scaling (1/2 ranger level + 3, rather than 1/2 ranger level). Unlike Natural Bond, this can outscale your own level in theory, but baboons are just terrible.

Aereni Focus (C): PGtE p. 20. Requires being an elf, and can only be taken at 1st level. This is Skill Focus (including for prerequisites), except it also makes the chosen skill a class skill as well. If you’re looking to enter a prestige class with an out-of-class skill requirement, this can be better than Flexible Mind for elves.

Drow Legacy (B): DotU p. 220. Can only be taken at 1st level, and in Faerûn is treated as a regional feat, but one without a region (so it doesn’t lock you out of Uthgardt barbarian ranger stuff). Anyway it requires being a half-elf with drow ancestry (not necessarily a half-drow), and gives you a bunch of things. Firstly, +2 on Will saves against spells and SLAs, secondly darkvision 60ft and light sensitivity, thirdly you can speak Undercommon and a drow dialect of Elven, fourthly you get Exotic Weapon Proficiency (hand crossbow) as a bonus feat, and fifthly if your Int is 13 or higher you get dancing lights, darkness, and faerie fire each as spell-like abilities 1/day.

Elf Dilettante (C): RotW p. 150. This gives you +1 on untrained skill checks and lets you make checks as if you were trained for ‘trained-only’ skills.

Right Of Counsel (B): ECS p. 59. This is an Eberron-specific elf feat with Eberron-specific lore; 1/month it lets you go to the City of the Dead where all the deathless elves live and get a powerful SLA, narrative question asked, or commune spell.

Gnomes

Gnomes get a bunch of not-mentioned-here feats that modify their spell-like abilities in minor ways, as well as the following.

Extra Silence (B): RoS p. 139. Requires being a whisper gnome, and lets you use your silence ability 3 + Cha mod times per day instead of 1/day.

Trivial Knowledge (B): RoS p. 145. Requires being a gnome with Int 13. Whenever you roll a Knowledge check or bardic knowledge, you get to roll twice and take the higher result. This averages out to being roughly a +4-5 effective bonus, so it’s really nice for Knowledge Devotion characters.

Goblins

This is all you get.

Darguun Mauler (A): RoE p. 108. Requires you be a goblinoid, and gives you proficiency in the dire flail and spiked chain. It also gives you +1 on damage rolls with those weapons if you didn’t move for a full round before attacking.

Halflings

Halflings have a bunch of mediocre dinosaur-related feats from Eberron if you want to go looking for them, but the important feat for halflings is this one:

Yondalla’s Sense (A): RotW p. 152. This requires you be a halfling and adds your Wis mod as a bonus on initiative checks, on top of your Dex. It’s already a solid pickup on many characters but if you’re going for a heavy investment in Wisdom, this is S-rated.

Humans

If you play with the variant proposed on page 150 of Races of Destiny, part-human races also have access to human racial feats.

Able Learner (B): RoD p. 150. This lets you take cross-class skills at 1:1 ranks per skill point, though it doesn’t up the cap. Still, it makes your skill points go a lot further when dipping into Knowledges off your list and other such skills. It does require you be a human or doppelganger, but Races of Destiny recommends a variant on page 150 that expands human-based prerequisites to be accessible by part-human races like half-elves, half-orcs, and planetouched.

Jotunbrud (B): RoF p. 166. This is a Faerûn regional feat keyed to “the north” (so you can actually take this as an Uthgardt barbarian regional character), but also itself has a human racial prerequisite on top of that. In any case, it makes you count as Large for opposed rolls, and for being affected by monster special attacks. Sadly, unlike powerful build it doesn’t also up your weapon size, but if you’re trying to push trip or grapple checks higher this can do that.

Kobolds

Kobolds get the much-vaunted Dragonwrought feat, and all its rules arguments. Even if you avoid the TO silliness around epic feats, Dragonwrought kobolds are just good.

Dragonwrought (S): RotD p. 100. Requires being a 1st level kobold and gives you the dragon type. You get immunity to sleep and paralysis, darkvision 60 feet and low-light vision, and +2 on a skill related to your heritage. In addition, per page 39 of Races of the Dragon, you do not take aging penalties (but do gain aging bonuses), so you can start as a 120-year-old kobold and get +3 each to Int, Wis, and Cha from the getgo. You also get access to stuff as if you were dragonblood, and you can delay the Dragon Wings feat to 3rd level instead of having to take it at 1st. Wild stuff.

Krinth

Shadowform Familiar (A): CoR p. 22. Requires you to be a krinth (obscure race from Champions of Ruin), and gives your familiar the incorporeal subtype. This is amazing, letting it move through walls when scouting, ignore armor in combat, and so on and so forth.

Orcs & Half-Orcs

As a part-human race, if you play with the variant proposed on page 150 of Races of Destiny, half-orcs also have access to human racial feats.

Headlong Rush (S): RoF p. 164. Requires BAB +4 and being an orc or half-orc. This lets you do a charge where you provoke an attack of opportunity from everyone that can reach your path, but your attacks in the charge do double damage. Double! Absolutely ridiculously good. Honestly your DM could rule it to only double the damage of the first attack that hits and it’d still be a good pickup.

Shifters

Shifters get a lot of racial feats, many of them actually worth taking (as they enable their racial traits’ natural weapons stuff). If you’re playing a shifter, I recommend reading NeoSeraphi’s Shifter Handbook. Note that for every two shifter feats you take, you get an extra daily use of your shifting. The following are the ones I’d recommend for rangers. Because rangers have different needs out of their feats, I’ve generally rated these differently from the listings in NeoSeraphi’s guide.

Dreamsight Elite (C): RoE p. 113. Requires dreamsight shifting, and lets you take a full-round action while shifting to get see invisibility for the rest of the duration of your shift. It’s not amazing, but it’s notable as a non-item, non-spell option if your DM likes throwing invisible enemies at you.

Extra Shifter Trait (S): ECS p. 53. Requires two other shifter feats, and gives you the benefits of another shifter trait (except for its ability score boost).

Fierce Mind (A): Dr355 p. 76. Lets you expend a daily use of shifting to negate a fear effect, even after you fail a save against it. You could take Fearless and get immunity to fear, but this is a shifter feat and thus you may benefit more from this.

Gorebrute Elite (B): RoE p. 114. Requires gorebrute shifting, and makes it so when you hit with a horn attack while charging, you can make an opposed Strength check to knock them prone. This isn’t a trip and doesn’t directly synergize with Improved Trip like Gore Toss (mentioned in the natural weapons feats section) does, but it also has no BAB requirement.

Healing Factor (C): ECS p. 55. Requires Con 13, and heals you for your character level when your shifting ends. It’s okay, and a good way to up your shifter feat count.

Improved Natural Attack (F): SRD. Requires BAB +4. This feat is often recommended for natural attackers, but on ranger, upping one natural weapon’s damage by one effective size increase is just not a lot. Honestly it’s not a lot for most characters. On average you’re gaining 1-2 expected damage, and you could use your feats much better elsewhere. However, per page 55 of the Eberron Campaign Setting, if you apply it to a shifter natural weapon it counts as a shifter feat, so if you have nothing better to take it’ll at least benefit your shifter feat count.

Longtooth Elite (B): RoE p. 114. Requires longtooth shifting, and makes your bite attack also deal 1 Con damage per hit. This is better than it seems; a great many monster and npc stat blocks have even-numbered Con scores, and if they do you just did [their Hit Dice] as bonus damage on your first hit in the combat.

Ragewild Fighting (S): RoE p. 118. Requires Power Attack, BAB +6, and being a shifter. This one is a racial feat but not a shifter feat. This gives you three tactical maneuvers, two of which are good. The first one is that whenever you fail a Will save against a non-harmless spell, you get to make a melee attack against anything in reach as an immediate action before the spell takes effect. The second is that if you hit something of your size or smaller with a melee attack in one round, then Power Attack at –5 or more in the following round, your melee attacks prompt a Fort save or daze.

Razorclaw Elite (C): RoE p. 114. Requires razorclaw shifting, and lets you attack with both claws in a charge. It’s objectively worse than pounce, but if you can’t efficiently access pounce in another way, it’s an alright pickup (especially at low levels, before retraining it once you have access to pounce in some other way later).

Reactive Shifting (B): RoE p. 115. Requires Improved Initiative, and lets you activate shifting as an immediate action (even when flat-footed, if the reminder text is to be believed).

Shifter Defense (D): ECS p. 60. Requires two other shifter feats and gives you DR 2/silver while shifting. It’s okay; the DR isn’t much to write home about, but it can add up nicely at low levels when fighting a lot of things with small damage bonuses on low-dice attacks.

Greater Shifter Defense (D): ECS p. 54. Requires Shifter defense and three other shifter feats, and ups your DR to 4/silver. Same deal here, really. Not great for the cost, but nice to have if you want to fill your shifter feat quota for daily uses.

Shifter Multiattack (A): ECS p. 60. Requires BAB +6 plus longtooth or razorclaw shifting, and it’s just Multiattack that counts as a shifter feat. It even applies on non-shifter natural weapons!

Shifter Stamina (C): RoE p. 115. Requires the Endurance feat and one of beasthide, truedive, or wildhunt shifting. This makes you immune to nonlethal damage while shifting, and delays the onset of fatigue and exhaustion until the end of shifting. If you have regeneration (such as with Troll-Blooded), this is S-rated, making you completely immune to damage that doesn’t bypass your regeneration for a few rounds per combat. You even get Endurance through ranger! I don’t recommend doing this combo though, for the health of your game.

Swiftwing Elite (B): RoE p. 116. Requires swiftwing shifting, and ups your maneuverability to Good and speed by +10ft while shifting.

Wildhunt Elite (B): RoE p. 116. Requires wildhunt shifting, and gives you blindsense 30ft while shifting.

Warforged

Warforged have fewer feats than shifters do, but the ones they can take are often quite good. Note that, while the various Body feats have an armor check penalty-like thing, they do not actually impose an ACP, but a penalty on specific skills. This means that a ranger who traded away combat style can freely take Adamantine Body and run around with a +8 armor bonus and some minor DR without worrying too much, even though they don’t have proficiency in heavy armor. RAW you even keep Body feats in wild shape if you went in that direction. Wanna be an adamantine-plated dinosaur? Go wild, the rules support it!

Adamantine Body (D): ECS p. 50. Can only be taken at 1st level, and modifies your composite plating to have a +8 armor bonus and +1 max Dex bonus to AC. You take a –5 penalty on skills that ACP applies to, have a 35% arcane spell failure, have a 20ft land speed, are treated as wearing heavy armor, and finally get DR 2/adamantine. It’s the best defensive armor option warforged have, and for a Strength-based ranger who ACF’d away combat style, it’s A-rated.

Improved Fortification (A): ECS p. 55. Requires BAB +6 and being a warforged. You become immune to critical hits and sneak attacks, but stop being able to be healed by conjuration (healing) spells.

Jaws of Death (B): RoE p. 119. Requires being a warforged, and gives you a bite attack dealing 1d6 damage.

Mithral Body (C): ECS p. 57. Can only be taken at 1st level, and modifies your composite plating to have a +5 armor bonus and +5 max Dex bonus to AC. You take a –2 penalty on skills that ACP applies to, and have a 15% arcane spell failure. This is the pick if you want to have a higher base armor bonus as a warforged ranger who kept their combat style, though honestly, “+3 AC” is questionable as a feat slot.

Second Slam (C): RoE p. 120. Requires BAB +6 and being a warforged, and gives you an iterative attack on your slam attack when full attacking, at a –5 penalty.

Shocking Fist (A): PGtE p. 151. Requires BAB +3 and being a warforged. Once per round as you make a slam attack, you can take damage (capped by your BAB) to add 1d4 points of electricity damage per point of damage taken to the damage of the slam if it hits.

Stable Footing (B): RoE p. 112. Requires being a dwarf or warforged, gives you a +4 bonus against being bull rushed or tripped, and most importantly removes the movement penalty for moving through difficult terrain (letting you charge through it freely).

Vril

As a goblin subrace so obscure they forgot to even put it in the book (you’ve gotta go to the Drow of the Underdark web enhancement to find them), you’d think these wouldn’t have good racial feats. You’d be wrong, however. Vril get a feat chain that upgrades their shriek into a powerful AoE crowd control effect.

Dazing Shriek (A): DotU p. 123. Requires being a vril and BAB +3. This makes your shriek (a 15-foot burst or 30-foot cone) also apply a Fort save or 1-round daze. It’s still only 1/day, but turning a sonic AoE into a CC effect is strong. S-rated if you took Sudden Shriek (below).

Great Shriek (A): DotU p. 123. Requires Dazing Shriek and BAB +9. Of course, the main benefit of taking Dazing Shriek is accessing the followup feat. This one ups the daze on a failed save to 1d4 rounds (putting it into “save-or-lose” territory) and adds a 1 minute deafen as well.

Improved Skinshift (C): DotU p. 123. Requires being a vril of 5th level or higher, and ups the DR gained from your skinshift ability to 10.

Sudden Shriek (A): DotU p. 123. Requires being a vril and BAB +2, and makes your shriek a swift action to use. This means you have no loss in attacks for unleashing the powerful area daze effect, even if it’s still only 1/day.

Other

There’re a couple notable feats that don’t specify a particular race..

Intensify Darkness (B): DotU p. 50. Requires having darkness as a spell-like ability (lesser drow, half-drow with Drow Legacy, and lesser tieflings qualify). This feat gives you an extra daily use of your darkness SLA, and lets you choose to cast that ability as a full-round action to create a deeper darkness effect. This works as darkness but it lasts for 1 day/CL and has a bigger radius! In a funny interaction, by RAW you can take this if you’re a warlock or dragonfire adept with the darkness invocation, netting you at-will deeper darkness.

(Fun fact: I’ve been playing D&D 3.x since the year 2000, and it was not until making this handbook that I realized that deeper darkness doesn’t actually make darkness any deeper than the darkness spell. This whole time I assumed it blocked sight! I just never read or internalized it, I suppose. What a (heh) blind spot.)

Magic in the Blood (C): PGtF p. 40, Faerûn regional feat. This lets you use any racial spell-like ability that works 1/day three times per day instead.

Cheesing Prerequisites

The practice of using feats and other options to cheese your way into places you otherwise couldn’t build is and has always been controversial, but I personally think it’s one of the most beautifully broken (in a good way, for once) places in 3.5. Some of these work unambiguously without any DM adjudication, but others do not. Still, if you’re looking to do something like early entrying a prestige class, I do recommend being open about it with your DM and group rather than trying to pull a fast one on them. Heck, they might have ideas of their own on how best to implement the cheese!

Cheesing Prerequisites

This section has no ratings. If you’re using one of these options to qualify for a class or option, it’d obviously be required and thus an S-rated option. And if you’re not, well, then there’s very little (if any) reason to ever take any of these (except Touchstone/Planar Touchstone, which are mentioned elsewhere).

Alternative Source Spell: Dr325 p. 61. Requires the ability to cast both arcane and divine spells, and lets you cast a spell (using the source class’s slots) at –1 CL and the other type of spell. Actually accessing this requires multiclassing, but if you’re not a human, this is probably your best bet. Note that just because you can meet a “cast nth-level spells” requirement for a type of spells make your spellcasting class an “arcane spellcasting class” or “divine spellcasting class,” as those things are completely undefined in any useful sense. It’s entirely up to your DM, and any ruling will be a houserule. This feat will unambiguously get you access to a casting PrC of the wrong type, but whether or not it lets you progress via that class has no rules basis in either direction. Still, there are occasional places it can be relevant, such as noncasting prestige classes that require 1st-level arcane spells.

God Touched: Dr305 p. 43. Requires having a patron deity and 1/day lets you add +1 on a die roll. This is explicitly incompatible with Thrall to Demon, if you’re looking at taking Abyss-Bound Soul.

Divine Channeler: Dr305 p. 42. Requires God Touched, and gives you the ability to turn or rebuke undead (based on your god’s alignment). This will get you access to prestige classes intended for cleric entry, without having to spend a level dipping cleric.

Minor Divine Spellcaster: Dr305 p. 43. Requires God Touched, Divine Channeler, and Cha 13. This gives you four 0th-level cleric spells known and the ability to spontaneously cast them as spells (CL = half your level, 3 slots per day). Ranger already has divine spells, but this could be useful if dipping through ranger and needing to enter a divine casting PrC. More of an extreme edge case though.

Ordered Chaos: FC1 p. 86. Requires a nonchaotic alignment and base Will save +4. This lets you count as both your actual alignment and chaotic for all purposes.

Primary Contact: City p. 61. Requires Favored (City p. 61) and gives you 1 bonus skill rank in a skill associated with your organization, explicitly breaking the normal cap if it’s already maxed. This feat’s benefit is extremely niche; when you take a new level… your skill rank cap increases, and you go to add another rank, but hey, the skill you picked is already maxed! Primary Contact is useful for exactly one level of early entry, and it has to be taken at the level needed to qualify you for a prestige class. This means in practice it won’t be useful much, but ranger has a unique opportunity: the Endurance bonus feat at 3rd level, when combined with frostblood half-orc or orc, can be swapped for Primary Contact. If you take any class 1/ranger 3, grabbing Primary Contact as your swapped feat at character level 4th, you could conceivably cheat your way into a prestige class at 5th level instead of 6th level, if it only has a single “skill with 8 ranks” prerequisite. Note that there is an alternative reading of Primary Contact that argues that it applies after your skill ranks, and always makes you have +1 skill rank above the cap; if your group goes with that (I personally think it’s a shaky interpretation but it’s one many people argue for) then this is much more applicable for early entry.

Magical Training: PGtF p. 41, Faerûn regional feat. Requires Int 10. This gives you three 0th-level spell slots per day as sorcerer or wizard (your choice), as well as two 0th-level spells known (if you picked sorcerer) or a spellbook with three such spells (if you picked wizard) and an arcane caster level of 1. This can get you access to “ability to cast arcane spells” requirements, and it also allows you access to the Precocious Apprentice feat even though you’re a ranger.

Precocious Apprentice: CArc p. 181. Requires arcane caster level 1 and a 15 in your spellcasting stat. This gives you a single 2nd-level spell known and a slot to cast it in, letting you meet arcane prerequisites that way.

Sanctum Spell: CArc p. 82. Requires one metamagic feat and lets you designate a sanctum. Within that sanctum, you can use this feat to heighten your spells by 1 spell level, and outside of it, a spell such modified counts as –1 spell level. This can be combined with Magical Training to meet 1st-level spell prerequisites, or Precocious Apprentice to cast a 3rd-level spell.

Southern Magician: RoF p. 168. Requires being human and having the ability to cast 2nd-level spells. This one lets you, 1/day per two spellcaster levels, cast an arcane spell as divine or vice-versa. Like Alternative Source Spell above, this will let you meet requirements and prerequisites, but does not RAW give you the ability to progress your duct-taped off-type spellcasting via a prestige class.

Spontaneous Healer: CDiv p. 84. Requires 4 ranks in Knowledge (religion) and the ability to cast cure spells, and lets you cast such spells spontaneously like a cleric. Rangers get cure light wounds as a 2nd-level spell, and this is an occasional gate to cleric-intended divine prestige classes.

Spontaneous Summoner: CDiv p. 84. Requires 4 ranks in Knowledge (nature), a partially-neutral alignment, and the ability to cast summon nature’s ally spells. It lets you cast such spells spontaneously like a druid. Rangers get summon nature’s ally I–IV, and this is an occasional gate to druid-intended divine prestige classes.

Touchstone/Planar Touchstone: Sand p. 53 and PlH p. 41, respectively. As mentioned below, these feats allow you to get the ability from a touchstone site. The most notable use of this for cheesing prerequisites is accessing the Paragnostic Assembly prestige classes, though there are a number of uses for having arcane and divine spell-like abilities, specific spell SLAs, or the ever-useful “any domain power” off Catalogues of Enlightenment.

Touchstones & Planar Touchstones

I was originally going to put these in the Uncategorized Feats section, but I can't nest the collapsible tags on a website without it looking ugly (unlike with spoiler tags on a forum). Thus, you get it here. Inside the spoiler is a complete table of all touchstone sites with ratings.

Touchstone & Touchstone Sites

Touchstone/Planar Touchstone: Sand p. 53 and PlH p. 41, respectively These feats are weird. In lieu of listing their prerequisites, I’ll link this rpg.stackexchange answer outlining how those prerequisites work. There are a bunch of touchstone sites scattered around; there’s a table below with tl;drs on all the ones I could find. The base ability of a touchstone is given upon taking the feat, while the higher-order ability requires you to actually go to the place. None of the touchstone sites’ benefits are going to make or break your character in most cases, but as a feat it’s a very versatile option (even if you can’t reach the target site) that can broaden what effects your character has access to. The best picks for touchstones are Catalogues of Enlightenment, Juiblex's Grasp, Oxyrhynchus, Peak of Continuation, and White Feather Bridge.

Touchstone Site Rating EL Location Base Ability Higher-Order Ability Source
Arthenmyr’s Wrath F 6 Hades Acid resistance 5 [4 uses] 1/day rusting grasp SLA (CL 10th) PlH p. 158
Ashardalon's Tongue F 13 Gehenna +1 on unarmed melee attacks (includes natural weapons? unclear) [4 uses] 1/day make your unarmed melee attacks flaming for 1 round/HD PlH p. 182
Astral Sojourner D 8 Astral Plane Treat astral destinations as more familiar [2 uses] 1/day summon githyanki pirate ship PlH p. 165
Bastion of Souls D 9 Positive Energy Plane Get +1 essentia [1 use] Bind an extra soulmeld to one of your chakras for 1 day MoI p. 208
Blazing Forge F 7 Ysgard +2 on Craft with metals, halve masterwork costs [6 uses] 1/day make whole SLA (requires DC 20 blacksmithing check) PlH p. 161
Bleak Tower F 13 "A nameless demiplane" +1 on Fort saves [5 uses] 1/day inflict serious wounds SLA (CL 10th) PlH, web
Blinding Tower F 7 Plane of Shadow Darkvision 60ft, or +30ft existing darkvision [6 uses] 1/day cure moderate wounds ray (CL = HD) PlH p. 162
Blue Dragons' Graveyard F 17 Material Plane (Wastes) Electricity resistance 5 [4 uses] Breathe a line of lightning (1d8 damage/2 HD, Ref Con based) Sand p. 64
Breaching Obelisk B 11 A demiplane +3 on Knowledge (the planes) [2 uses] 1/day 1-round temporal acceleration, penalizes all your rolls by –4 for 2 rounds after PlH p. 174
Burning Rift C 5 Elemental Plane of Fire +4 on saves vs fire effects [5 uses] 1/day fireball SLA (CL = HD) PlH p. 155
Catalogues of Enlightenment S 8 Mechanus Gain a domain granted power of your choice [3 uses] 1/day cast a spell from your domain (uses a spell slot normally) PlH p. 166
Cavern of the Self D 10 Pandaemonium +1 on Bluff [4 uses] 1/day charm monster SLA (CL 10th) PlH p. 171
City of the Dead F 7 Material Plane (Wastes) +1 on Cha-based checks; +1 on CL checks with Cha-based spells [4 uses] 1/week mass charm monster on creatures that share alignment Sand p. 56
Crypt of Badr Al-Mosak C 7 Material Plane (Wastes) When you make a save against necromancy spells or special attacks of undead, roll a DC 15 Concentration check to get +4 on the save (no action) [2 uses] Undeath to death SLA (CL = HD) Sand p. 56
Cusp of the Tryst F 14 148th layer of the Abyss Electricity resistance 5 [5 uses] 1/day unique lightning bolt SLA (1d6 damage/2 HD) PlH, web
Deeping Pool F 11 Beastlands +2 on Handle Animal, +2 on Survival to forage [3 uses] 3/day get scent, low-light vision, climb speed, or +2 natural armor PlH, web
Densahls Challenge F 13 Ysgard +1 on melee damage [3 uses] 1/day add +HD to melee damage on one hit PlH p. 183
Destiny Point F 6 Celestia +1 on Diplomacy [5 uses] 1/day give allies +1 morale bonuse on attacks/damage PlH p. 159
Dusty Conclave D 12 Material Plane (Wastes) Increase natural armor by +1 [2 uses] Flesh to stone SLA (CL = HD) Sand p. 63
Echolost B 9 Elemental Plane of Earth +2 on all saves while underground [5 uses] 1/day gain burrow speed for 1 minute/HD, can bring one creature with you PlH p. 169
Empyrea Mere B 4 Celestia +3 hit points [4 uses] 1/day cleanse nearly any condition from a target or heal them 90 hp PlH p. 155
Eternal Breath of Seneferu C 8 Material Plane (Wastes) Gain benefits against wind; get +4 on Fort and Will saves when within strong winds [8 uses] Gust of wind SLA, except it's 70 mph (CL = HD) Sand p. 58
Eye of Gu'n'ragh D 11 Astral Plane +1 on Will saves [3 uses] 1/day mind fog SLA (CL 13th) PlH p. 174
Fields of Autumn B 12 Celestia +1 on ranged attacks [3 uses] 1/day get +5 on all ranged attacks for 1 round/HD PlH p. 178
Fountain of Screams F 7 245th layer of the Abyss Can spit weak globs of acid [6 uses] 1/day get acid resistance 10 PlH p. 162
Great Orrery B 12 Mechanus +2 on Knowledge (the planes) [3 uses] 1/day plane shift SLA (CL 10th, more accurate than normal) PlH p. 178
Healing Waters of Abu-Ima B 5 Material Plane (Wastes) [clerics only] 1/day one of cure serious wounds or remove diease SLA (CL = cleric level) [2 uses] 1/week raise dead SLA Sand p. 55
Heart of the Sea F 5 Elemental Plane of Water Reroll failed saves vs drowning [5 uses] 1/day self-only water breathing (CL 20) PlH p. 156
Ice Catacombs C 7 Elemental Plane of Water Cold resistance 5 [3 uses] 1/day make a 10ft burst of cold (1d6 damage/HD, no save) PlH p. 163
Juiblex's Grasp A 11 222nd layer of the Abyss +1 on Fort saves [4 uses] 1/day freedom of movement SLA (10 minutes/HD, self-only) PlH p. 175
Library of Ignorance C 6 Carceri +2 on one Knowledge skill [4 uses] 1/day legend lore SLA (CL 10th) PlH p. 159
Life Molds of Neumannus F 12 Mechanus +2 on saves vs disease, paralysis, poison, stunning [2 uses] 1/day penalize your Dex to get DR 5/adamantine and some energy resistances along with no longer needing to breathe PlH p. 179
Lip of Purity F 11 Arcadia +2 AC vs chaotic creatures [3 uses] 1/day +2 on attacks vs evil creatures and +2d6 damage vs chaotic creatures for 10 minutes PlH p. 175
Mausoleum of Icy Fear F 11 113th layer of the Abyss +4 on saves vs cold effects [8 uses] 1/day death knell-like effect PlH p. 176
Metacube F 9 Sigil +2 on Knowledge (architecture & engineering) [2 uses] 1/day give object extra hp = your HD PlH p. 169
Mimshan’s Curtain C 6 Outlands +2 on Heal [5 uses] 1/day one of cure serious wounds, magic circle against evil, remove blindness/deafness, remove curse, or remove disease SLAs (CL 10th, self-only) PlH p. 161
Monastery of Zerth’Ad’lun C 7 Limbo +1 AC vs melee, +2 vs full attacks [3 uses] 1/day ready an action with no trigger stated PlH p. 163
Mount Sangaree C 6 Elemental Plane of Air +4 on saves vs cold effects [5 uses] 1/day make 20ft burst of cold (1d6 damage/HD, max 10d6, Ref save) PlH p. 161
Mundellir Lake D 4 Ysgard +2 on Swim, +10ft to existing swim speed [5 uses] 1/day breathe water and walk on liquids for 1 hour/level PlH p. 155
Omore's Folly F 5 Hades +1 on Will saves [5 uses] 1/day add base Will save to someone's save against domination PlH p. 157
Oxyrhynchus A 10 A demiplane Choose a weapon; when attacking flat-footed targets get an extra attack at –5 [4 uses] 1/day make your weapon deal +1d6 damage for 1 minute PlH p. 172
Peak of Continuation A 14 Bytopia Reduce all taken damage by 1 (stacks with DR and so on) [1 use] Contingent resurrection if you die PlH p. 184
Pilgrim's Rest C 10 Material/Ethereal Plane (both) +1 AC on the Material Plane [2 uses] 1/day ethereal jaunt SLA (1 round/HD) PlH p. 173
Pillar of Skulls F 12 Nine Hells of Baator +2 AC vs tanar'ri [4 uses] 1/day dismissal SLA vs tanar'ri only PlH p. 180
Pyramid of Amun-Re D 6 Material Plane (Wastes) 1/day make a DC 15 Concentration check to get temp hp = HD for 1 hour [6 uses] The temp hp last for 24 hours Sand p. 56
Red Pit F 11 Carceri +1 on Escape Artist [5 uses] 1/day +5 on Escape Artist, Hide, Move Silently, Listen, and grapple for 1 minute/HD PlH p. 177
Restyn's Last Stand D 13 Acheron +1 on melee attacks [2 uses] 1/day automatically confirm a threatened crit PlH p. 183
Salt Statuary F 7 Material Plane (Wastes) Improved Heat Endurance bonus feat [12 uses] Parching touch SLA (CL = HD) Sand p. 58
Sargasso of Entropy F 14 Negative Energy Plane +1 on Fort saves [2 uses] 1/day make a touch that deals 10d6 damage (Fort DC 15 half), still expends on miss PlH p. 185
Sentinel Grove C 9 Arborea +1 on rolls vs forced movement [2 uses] 1/day heroes' feast SLA (CL = HD) PlH, web
Shrine at Kahar D 3 Material Plane (Wastes) [clerics only] 1/day one of aid, calm emotions, cure moderate wounds, lesser restoration or remove paralysis SLAs (CL = cleric level) [12 uses] create food & water SLA (CL = HD + 3) Sand p. 54
Shrine of Acererak C 11 Pandaemonium Mindless undead ignore you unless attacked [5 uses] 1/day give undead an order and it will be followed PlH p. 177
Silent Temple F 8 The Abyss +2 on Move Silently, +5 on Hide in woodland [4 uses] 1/day polymorph into a viper of your size PlH p. 167
Skysea B 9 Material Plane (Wastes) +6 on saves vs heat and fire effects [6 uses] Dessicate SLA (CL = HD) Sand p. 60
Spire of Thorns F 9 Arborea +2 on saves vs poison [5 uses] 1/day neutralize poison SLA (CL 15th) PlH p. 170
Stormvault B 8 Arcadia +1 to DC of weather-based effects [2 uses] 1/day control weather SLA themed after specific king PlH p. 167
Sunken Barge D 10 Material Plane (Wastes) Water walk for 10 minutes/day, also works on sand hazards [2 uses] 1/week summon Colossal barge into water Sand p. 61
Sunken City of Pazar F 4 Material Plane (Wastes) 1/day get powerful build for 1 minute [4 uses] Keep powerful build for 8 hours Sand p. 55
Temple of Radiance F 12 Elysium +1 on saves vs evil creatures/effects [5 uses] 1/day searing light SLA (CL 10th) PlH p. 181
Temple of Three F 10 Material Plane (Wastes) +6 on Handle Animal/wild empathy with snakes [6 uses] Summon monster VI SLA (CL = HD, can only summon fiendish giant constrictor snakes) Sand p. 62
The Were Glade D 7 Beastlands +2 on Handle Animal and social skills with animals, magical beasts, shapechangers [2 uses] 1/day become a werewolf; permanently get shapechanger subtype PlH p. 164
Unseen Path F 5 Pandaemonium +1 on Listen [6 uses] 1/day gain darkvision PlH p. 157
Vale of Dead Trees D 9 Material Plane (Wastes) DR 2/slashing [4 uses] Turn a tree into a treant temporarily Sand p. 60
Valley of Thunder F 10 Beastlands +1 AC [4 uses] 1/day get DR 5/magic PlH p. 173
Veil F 5 Plane of Shadow +1 on Hide [5 uses] 1/day get shadowdancer-style Hide in Plain Sight PlH p. 158
Well of Al-Sharaz C 8 Material Plane (Wastes) 1/day augury SLA (CL = HD) [12 uses] Divination SLA (CL = HD) Sand p. 59
White Feather Bridge A 14 Elysium 1/day add +1 on a d20 roll [2 uses] 1/day planar ally SLA (no listed CL) PlH p. 186
Widow's Walk F 8 Demonweb Pits +2 on Climb, +10ft to existing climb speed [6 uses] 1/day use web or spider climb SLA (CL = HD) PlH p. 168
Womb of Kikanuti F 10 Material Plane (Wastes) Temp hp each day equal to Wis mod [2 uses] Gain fast healing 2 for 24 hours. Sand p. 62
Yondalla's Teeth F 9 Limbo +1 on Spot [5 uses] 1/day gain +4 AC as a move action PlH p. 170

Skill Tricks

Introduced in Complete Scoundrel, skill tricks are basically mini-feats. Whenever you gain a level, you can spend 2 of the skill points you get to get a skill trick you qualify for. Their rules are fairly straightforward; you can’t learn more than one skill trick per level-up, you can’t have more skill tricks than half your level (rounded up), and you can only use each skill trick 1/encounter (or 1/minute out of combat). Some options break these rules, but in general that’s how they work.

There aren’t many skill tricks out there; as far as I know they were introduced in Complete Scoundrel and never expanded on outside of an article at the end of Dragon Magazine #357. Still, many of them are pretty neat, and ranger’s relative wealth of skill points for a martial lets them get more easily than others. The skill tricks I recommend considering as a ranger are in the following spoiler

Skill Tricks

Back On Your Feet (A): CSco p. 85. Requires 12 ranks in Tumble, and lets you stand up as an immediate action without provoking attacks of opportunity when knocked prone. Good for countering a not-uncommon debuff.

Clarity of Vision (A): CSco p. 85. Requires 12 ranks in Spot, and lets you pinpoint invisible creatures for 1 round as a swift action with a trivial Spot check. As a super cheap backup option against invisible stuff, there’s no reason not to take it if you have the ranks for it.

Collector of Stories (S): CSco p. 85. Requires 5 ranks in any Knowledge, and gives you a +5 competence bonus on a check to identify a creature. Good on its own since finding enemy stats is good, but especially good if you’re using Knowledge Devotion.

Listen to This (B): CSco p. 87. Requires 5 ranks in Listen, and lets you perfectly replicate a sound you hear up to 1 hour after hearing it (examples given are a conversation you don’t know the language of, relaying perfectly to an ally who can translate).

Nimble Charge (B): CSco p. 87. Requires 5 ranks in Balance, and lets you charge across a difficult surface without needing a Balance check.

Nimble Stand (B): CSco p. 88. Requires 8 ranks in Tumble, and lets you stand up without provoking attacks of opportunity.

Swift Concentration (B): CSco p. 90. Requires 12 ranks in Concentration, and lets you concentrate on a spell or effect as a swift action.

Twisted Charge (S): CSco p. 90. Requires 5 ranks each in Balance and Tumble, and lets you make a turn of up to 90 degrees while charging! If you’re melee you should 100% take this as soon as possible; in complex battlefields you won’t always have good charge angles.


Multiclassing & Dips

I’ve always liked to joke that D&D 3.5 is a point-buy system cleverly disguised as a class-and-level one. Even in games where favored classes and multiclassing penalties are enforced, so many characters are better off taking levels in supplemental classes (especially martials). Still, I tend to assume that the multiclass penalty rules are being ignored. If your group uses them, firstly why? And secondly, you do you I guess; we can move forward in this chapter assuming you’ve strategically picked a race with a relevant favored class and it doesn’t change the ratings of the base class dips or multiclasses much (if at all).

Since this is a guide for ranger and not a guide for every single base class and its ACFs (as tempting as that’d be), I’m going to be mentioning various options with less description and thoroughness than I did in Chapter II. I recommend looking at these resources if you want more info on what alternative and variant options exist for the other base classes:

Dipping Other Classes

There are, to my knowledge, at least 70 base classes scattered around 3.5. We’re not going to talk about all of them, because most of them make terrible dips for a ranger (for example, you have very little reason to ever dip something like savant, shugenja, or sohei).

Still, there’s enough variety in classes that you can do some wildly different builds based on what you multiclass and dip, especially if going into prestige classes afterwards. For the purposes of this handbook, my prime concern is “what classes make you better at Being A Ranger.”

Rangers have strong breakpoints at 1st, 2nd, 5th, 6th, and 10th levels; if you’re taking ranger past 10th level you’re probably either intentionally doing a simplified build (and that’s valid, more power to you) or have a very specific weird build. For everyone else, I tend to assume that you’ll be multiclassing out at some point, even if just for prestige classes (which are mentioned after the multiclassing section).

So, let’s get to it. Let’s talk about class dips!

Dipping Other Base Classes

Core Classes

The ones in the Player’s Handbook.

Barbarian (S or B): SRD. Historically, barbarian has been the dip class for martials, due to its access to rage (and variants such as whirling frenzy) and the ever-useful spiritual lion totem ACF to get pounce. If you’re getting pounce from another method (be it ACF chaining, the lion’s charge 2nd-level ranger spell, or some other way) then barbarian dips are B-rated. Still good for many build needs, but not as good. Here are the most notable ACFs for barbarian dips:

  • City Brawler: Dr349 p. 92. Barbarian 1. Loses martial weapon proficiency as well as medium armor and shields. Gains Improved Unarmed Strike and Two-Weapon Fighting as bonus feats; can only use TWF while unarmed. It also reduces your nonproficiency penalty for improved weapons, if that matters.
  • Favored Enemy: SRD. Barbarian 1. Loses rage and its upgrades, but gets favored enemy (as ranger) and archery combat style (as ranger). Opens up access to more ranger ACF chaining, as well as extra favored enemies (but no advancements by RAW). If your group houserules base class favored enemy progression to stack, this lets you get a combat style and pounce off Barb 2 without worrying about losing progression.
  • Spiritual Totem: CC p. 46. Barbarian 1. Loses fast movement and gives improved grab, pounce, or an extra bonus when flanking.
  • Whirling Frenzy: SRD. Barbarian 1. Loses rage, gets a version of rage that gives you an extra attack.
  • Wolf Totem: SRD. Barbarian 2. Loses uncanny dodge, gets Improved Trip (ignoring prerequisites).

Cleric (S or A): SRD. Cleric is a very, very good dip. So good that there’s a handbook about dipping it! With 3/4ths BAB, two good saves, access to a good spell list worth of wands, turn undead to fuel divine feats, a bunch of ACF options, and domains (a massive list of extra abilities to choose from), cleric 1 is one of the best dips a ranger can take. If used to get your hands on the Travel Devotion feat as an alternative to pounce, I’d even call it S-rated.

So what can cleric get you? First things first, your first cleric level gives you two domains, which can be turned into bonus domain feats such as Travel Devotion and Knowledge Devotion per the rules on page 52 of Complete Champion. If you take the cloistered cleric ACF, you even get the knowledge domain for free (an easy swap for Knowledge Devotion). Here’s an as-far-as-I-know complete and comprehensive list of domains you can take.

As for rangers specifically, the best ACFs for a cleric dip tend to be one or more of the following:

  • Cloistered Cleric: SRD. This variant gets 6 + Int mod skills, 1/2 BAB, and the knowledge domain for free, netting you easy access to Knowledge Devotion (or all Knowledge skills as class skills) without losing anything meaningful.
  • Domain Focus: Dr347 p. 91. You give up one of your domains to double the numeric effects or daily uses of another domain power.
  • Scribe: Dr353 p. 89. Loses turn undead and gains Scribe Scroll as a bonus feat, plus a 25% exp cost reduction when making scrolls. Scrolls are basically always useful, and while turn undead generally is as well (primarily to turn into domain feat fodder), this can sometimes be a better pick for you, especially if you like consumables.
  • Spontaneous Domain Casting: PHB2 p. 37. Loses the ability to spontaneously cast cure spells for the ability to spontaneously cast spells from one of your domains. You’re only going to be casting 1sts, so this lets you make the 1sts you do cast a bit better.
  • Theologian: Dr353 p. 89. Loses turn undead for a +2 bonus on Knowledge (religion) checks and, whenever you’re wearing your holy symbol, you get a +2 bonus on all spells and spell-like abilities cast by outsiders and a +2 bonus on saves against divine spells. While, again, turn undead is incredible as fuel for domain feats, this is a solid passive option if your build isn’t using them at all.
  • Warrior Priest: Dr353 p. 89. Loses turn undead and gains the ability to, 1/day, cast any spell you’ve prepared that targets your weapon, armor, or shield as a quickened spell. This isn’t limited to cleric spells, and rangers have a number of spells that specifically target an arrow or weapon so you can buff it. Heck, even just casting true strike with this can be useful in a pinch.

As for the good domains to pick up, these are my general recommendations, their domain powers, and their first-level spells. I haven’t rated these individually, because the exact needs of your build will vary.

  • Bestial: BoVD p. 80. Gain the scent ability, magic fang.
  • Cavern: SC p. 271. Gain stonecunning, opening up access to some dwarf-related options, detect secret doors.
  • Chastity: Dr355 p. 25. 1/day can dispel a spell effect on you as if by dispel magic (CL = HD). This is a su ability which means it can be activated as a mental action. Shield of faith.
  • Competition: SC p. 272. +1 on all opposed checks, remove fear.
  • Darkness: SC p. 272. Blind-Fight bonus feat, obscuring mist.
  • Demonic: FC1 p. 88. +1 profane bonus on unarmed strike and natural weapon attacks, demonflesh.
  • Destiny: RoD p. 163. 1/day you can allow another creature to reroll an attack, save, or check as an immediate action, omen of peril.
  • Dream: SC p. 273. Immunity to fear effects, sleep.
  • Elf: SC p. 273. Point Blank Shot bonus feat, true strike.
  • Emotion: Dr340 p. 54. +4 on saves against mind-affecting spells/SLAs, detect emotions.
  • Fate: SC p. 274. Uncanny dodge ability, true strike.
  • Fury: FC1 p. 89. 1/day choose a target as a free action; you get a +2 profane bonus on attacks and damage against them. Lasts forever, until you choose a new target. True strike.
  • Hunger: SC p. 275. Gain a bite attack for 1d6 damage, ghoul light.
  • Luck: SRD. 1/day reroll one die after you see the roll but before seeing the result, entropic shield.
  • Magic: SRD. Use wands/scrolls/staves as a 1st-level wizard, Nystul’s magic aura.
  • Patience: Dr355 p. 28. 1/day as an immediate action, delay a spell affecting you by up to 10 rounds (even after failing the save), sanctuary.
  • Planning: SC p. 278. Extend Spell bonus feat, deathwatch.
  • Pride: SC p. 278. Reroll 1’s on saves, hypnotism.
  • Revered Ancestor: FoE p. 149. Exotic Weapon Proficiency (Valenar double scimitar) bonus feat, magic weapon. Useful only if you’re entering the double scimitar-specific PrC.
  • Rune: SC p. 279. Scribe Scroll bonus feat, erase.
  • Time: SC p. 281. Improved Initiative bonus feat, true strike.
  • War: SRD. Weapon Focus bonus feat with deity’s favored weapon, magic weapon.
  • Windstorm: SC p. 282. Reduce effects of weather and wind, walk without issue on ice, obscuring mist.
  • Zeal: Dr355 p. 30. 1/day take 20 on a skill check without increasing time taken (only works on repeatable skills), bless.

Fighter (B): SRD. The archetypical martial character dip. The first two levels of fighter net you full base attack bonus and a bonus feat each! If you’re feat-starved you can take this class and not lose BAB, though if you aren’t specifically rushing for a particular prestige class’s BAB requirement, then feat rogue, monk, or psychic warrior are better (see below).

Fighter also has a handful of unique ACFs, including the awesome dungeoncrasher (requires more than just a dip, see the following section for discussion on that), as well as the following useful ones for rangers. Unlike with cleric and barbarian, I've rated these separately due to them significantly changing the class's benefits.

  • Dungeon Crasher (B): Du p. 10. This ACF replaces your 2nd and 6th level bonus feats, is compatible with the variant classes, and is generally just very solid. It gives a couple incidental bonuses: +2 on saves and to AC against traps, plus +5 on Str checks to break obstacles. More importantly, at 2nd level it allows you to bull rush enemies into walls for 4d6 + 2× your Str bonus in damage. On its own, this is a very solid option especially at lower levels (combine control and damage instead of making a single attack), but if you get your hands on things that apply a bull rush as a rider on one of your attacks… well, it adds up. Very fast. For throwing characters, you can take Rout feat (Dr304 p. 85) to add a bull rush to all of your ranged thrown attacks. If you’re melee and Large size, you can take Knockback (RoS p. 142) to do the same for melee attacks. If you’ve got an efficient way to spam bull rushes, this is S-rated. Even otherwise, it is still a useful option worth considering. It’s also possible to take this to 6 levels instead of 2, where it upgrades the bull rush wall damage to 8d6 + 3× your Str bonus.
  • Exoticist (A): Dr310 p. 35. Variant class. Has Tumble as a class skill, loses proficiency in martial weapons in exchange for proficiency in four exotic weapons, and has a limited bonus feat list (it’s basically just the core fighter feats and it’s unclear on if it allows expanded fighter feats from splatbooks; nonetheless on most rangers you’ll almost certainly be able to find at least one build-necessary feat to get from the fighter bonus feats). If going for an exotic weapon this is just better than normal fighter due to the free proficiency on top of your 1st and 2nd level bonus feats.
  • Hit-and-Run Tactics (A): DotU p. 58. Loses heavy armor and tower shield proficiency (even from other classes), but gains +2 on initiative checks and the ability to add your Dex bonus (if any) on weapon damage whenever you hit a flat-footed target within 30 feet.
  • Horseman (B): Dr310 p. 36. Variant class. Has a limited bonus feat list (like exoticist, irrelevant), and can give up a bonus feat for the ability to make multiple turns during a mounted charge by making Ride checks (each turn 90 degrees, number up to Dex bonus). This can combine well with a Ride-By Attack/Spirited Charge build to set up your next turn’s charges more cleanly.
  • Janissary (B): Dr334 p. 88. Variant class. Trades Handle Animal, Intimidate, and Swim for Speak Language and two Knowledge skills as class skills.
  • Pugilist (B): Dr310 p. 37. Variant class. Loses martial weapon proficiency but gains Endurance and Improved Unarmed Strike as bonus feats at 1st level on top of their normal bonus feats, has an in-theory-limited-but-not-actually-in-practice bonus feat list, and can get one of a couple weird abilities instead of a bonus feat. One notable one is an incredibly poorly-worded ability that says you “develop only nonlethal damage.” What does this actually do? Well on page 8 of Dragon Magazine #313 they issued a correction to it that says it means they get fast healing 1 against nonlethal damage, so it's not all that good. If you’re a frostblood half-orc or orc this is S-rated because you’re now getting IUS and two bonus feats (one fighter, one open-ended) from the level.
  • Sneak Attack (B): SRD. Loses all bonus feats, gains sneak attack (as rogue). If you want sneak attack for a prerequisite and need the level to be full BAB, you can dip fighter 1 instead of rogue 1 for it.
  • Targeteer (A): Dr310 p. 39. Variant class. Loses proficiency in melee martial weapons (keeps ranged) in exchange for two exotic ranged weapon proficiencies of choice. They have an irrelevantly-limited bonus feat list and the ability to take a couple special abilities instead of bonus feats. The most commonly-mentioned one is “Vital Aim,” which adds their Dex instead of Str on damage rolls with ranged weapons that add Str on damage (i.e. bows or thrown), but the other two, “Arrow Swarm” (requires Rapid Shot, lets you apply a –5 penalty on all attacks for a round to make an extra two ranged attacks during a full attack, on top of whatever else you get) and “Sniper” (lets you give up any attacks during a full attack to increase threat range; easily becomes broken with enough natural weapons, but otherwise not worth taking) are worth mentioning. Note that RAW, Vital Aim doesn’t let you bypass the minimum required Strength to wield an appropriate composite bow, imposing a –2 penalty on attack rolls if going full-Dex… yeah, I’ve literally never heard of anyone playing it that way, but I felt it was worth noting anyway.

Monk (A): SRD. The other archetypical martial dip. Monk 2 nets you a bunch of feats (Improved Unarmed Strike and then one each at 1st and 2nd level), as well as some potential ACF access. The default feats are Improved Grapple or Stunning Fist at 1st and Combat Reflexes or Deflect Arrows at 2nd, but there’s a bunch of ACF options that change the bonus feats you can get. Most monk bonus feats get their prerequisites ignored, as well.

  • Alternate Fighting Styles: These are ACFs that stack on top of monk and replace their bonus feats at 1st, 2nd, and 6th level and give you a +2 bonus on a single skill. They also give benefits if you reach 6th level, but let’s be real you’re not taking six levels of monk. Unless noted below, the alternate styles come from the SRD, findable here. I’ve listed every variant style monks can take, because you never know what you’ll need when building for bonus feats. The most notable examples are Overwhelming Attack and Wushu for giving you Power Attack without prerequisites.
Style 1st Level Feat 2nd Level Feat Skill Boost Source
Buddhist Monk Iron Will Combat Expertise Sense Motive Dr358 p. 84
Cobra Strike Dodge Mobility Escape Artist SRD
Denying Stance Improved Grapple Combat Reflexes Tumble SRD
Franciscan Friar Self-Sufficient Vow of Chastity† Heal Dr358 p. 84
Hand and Foot Stunning Fist Deflect Arrows Balance SRD
Invisible Eye Combat Reflexes Lightning Reflexes Listen SRD
Knight Hospitaler Weapon Focus Combat Expertise Spot Dr358 p. 85
Kyokushinkai Karate Endurance Toughness Survival Dr334 p. 89
Metered Style Defensive Metered Foot* Offensive Metered Foot* Concentration Dr337 p. 97
Overwhelming Attack Power Attack Improved Bull Rush Intimidate SRD
Passive Way Combat Expertise Improved Trip Bluff SRD
Shinto Monk Animal Affinity Vow of Purity† Knowledge (nature) Dr358 p. 85
Sleeping Tiger Weapon Finesse Improved Initiative Hide SRD
Sacred Path of Heironeous‡ Endurance Negotiator Diplomacy Dr346 p. 90
Sacred Path of Hextor‡ Endurance Persuasive Intimidate Dr346 p. 90
Sacred Path of Moradin‡ Improved Sunder Cleave Balance Dr346 p. 90
Sacred Path of St. Cuthbert‡ Track Alertness Survival Dr346 p. 91
Sacred Path of Wee Jas‡ Improved Initiative Skill Focus (Use Magic Device) Use Magic Device Dr346 p. 91
Sacred Path of Yondalla‡ Improved Initiative Weapon Finesse Jump Dr346 p. 91
Undying Way Toughness Endurance Concentration SRD
Way of the Shackled Beast** Fear No Binds* Beast Strike* Jump Dr355 p. 76
Wing Chun Kuen Combat Reflexes Cleave Listen Dr334 p. 89
Wushu Improved Initiative Power Attack Tumble Dr334 p. 89

* Feats introduced alongside the style.
** Shifters only.
† Exalted feat; the Franciscan friar and Shinto monk styles require a good alignment.
‡ Requires worshiping the listed deity.

  • Decisive Strike: PHB2 p. 51. Loses flurry of blows for the ability to make one attack as a full-round action that deals double damage, then double the damage of every other attack you make until the start of your next turn. The primary use case of this is for boosting lockdown tripper builds.
  • Feign Death: EoE p. 21. Loses evasion for the ability to feign your death. This ability is way, way better than it sounds like it would be. As an immediate action, you can go limp and pretend to be dead, giving you immunity to mind-affecting effects, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, and death effects. You can’t see while feigning death, but are otherwise able to hear/smell/etc your surroundings. Returning to normal is a standard action. This is really quite strong as a reactive ability; trading a future standard action to completely no-sell most save-or-dies, save-or-loses, and a number of other debilitating effects is a pretty efficient option!
  • Halfling Monk Substitution Level 1: RotW p. 158. This substitution level requires being a halfling, has 6+Int mod skills at its levels, and swaps flurry of blows for skirmish +1d6! This is a great entry into daggerspell shaper specifically, but it’s also not bad in general if you’re not planning on using flurry.
  • Hunter Monk: Dr310 p. 45. Variant class. Loses the 1st-level bonus feat and slow fall to get favored enemy (as ranger). Unlike most favored enemy stuff, this explicitly tells us how it works: it stacks with ranger levels to determine progression. This means you could take monk 2, gain IUS and a second feat (at 2), evasion or an ACF, and the AC bonus, while continuing to ranger 5 and not lose favored enemy progression.
  • Illuminated Monk: Dr340 p. 47. Substitution levels at 1st and 2nd level; these give you the option of taking Skill Focus at 1st and Investigator or Negotiator at 2nd. You can still take variant styles though.
  • Invisible Fist: EoE p. 21. Loses evasion for the ability to turn invisible for 1 round as an immediate action, with a 3-round cooldown. Normally this would be my recommended swap for evasion, but in writing this guide I discovered that the feign death ACF is way, way better than I expected, so. There’s competition.
  • Martial Monk: Dr310 p. 45. Variant class. Loses 1 skill point per level and Knowledge skills, gains Intimidate as a class skill and their monk bonus feats become fighter bonus feats. There is an argument that RAW this lets you take any fighter bonus feats at 1st and 2nd levels, ignoring prerequisites completely like usual for monk feats, but personally I don’t like that and don’t recommend it.
  • Raging Monk: Dr310 p. 45. Variant class. Loses flurry of blows and some higher-level features for rage and most of its improvements (as a barbarian). Note that since they don’t get tireless rage, they cannot use most barbarian-based ACF chains if you’re playing with ACF chaining. They can, however, take whirling frenzy, which is just a better flurry of blows for most rangers.

Paladin (B): SRD. In normal builds, the only reason to dip paladin is if you have a very specific prestige class intention or if you want divine grace and are Serenity (DrCom p. 106) to swap the Cha bonus on saves to be your Wis bonus instead. This is solid, but not for every character. Still, on rangers, this is actually even better (particularly at higher levels after hitting your breakpoints), because paladin gets multiple ways to expand your favored enemy list.

  • Favored Enemy: SRD. Loses lay on hands, turn undead, and remove disease to gain favored enemy as a ranger (with slightly limited type choices). Whether playing it RAW to get a +2 enemy or houseruling it to stack for progression, this synergizes well with your ranger-ness.
  • Harmonious Knight Substitution Level 1: CoV web enhancement. This substitution level has Perform as a class skill, and in Forgotten Realms requires you to worship Milil. It gets everything that paladin normally gets at 1st level, except that instead of detect evil it gets inspire courage (singing only) 1/day.
  • Holy Judge Substitution Level 1: CoV p. 44. This substitution level has Knowledge (the planes) as a class skill, and in Forgotten Realms requires you to worship Tyr. It swaps smite evil for favored enemy (devils) +2. Note that this is devils specifically (which includes both baatezu and a small number of unique creatures), not all evil outsiders.
  • Hunter of Fiends: Dr349 p. 93. Loses smite evil and Knowledge (nobility and royalty) to gain Survival and Knowledge (the planes) as class skills, as well as a special instance of favored enemy (outsiders [evil]). Unlike usual, this one equals half your paladin level (minimum +1), and doesn’t scale or advance. Still, it turns on Favored Power Attack and similar abilities, so it’s more than good enough, especially if you’re taking the other favored enemy ACF above on your dip.

Rogue (B): SRD. With even more skill points than the ranger and many more class skills, trapfinding (if you need to keep Track), and sneak attack, rogue’s a solid dip for accessing a number of good feats and classes, especially Craven. It can also play “fake fighter” via the bonus feats ACF, and has some other solid things to grab:

  • Feign Death: EoE p. 21. Loses evasion for the ability to feign your death. As mentioned above, this is incredible.
  • Fighter Bonus Feats: SRD. Loses sneak attack for fighter bonus feats, on the usual progression (1st/2nd/4th/6th/etc).
  • Golden Hands of Vergadain Substitution Level 2: CoV web enhancement. Requires you be a dwarf, adds Survival as a class skill for the level, keeps evasion, and gives you favored enemy (one organization that opposes dwarves) +2. Get a permanent –1 to your base Reflex save. Most of the time you’re only dipping rogue 1, but if you’re a dwarf dipping for fighter bonus feats, this is a free nice perk.
  • Poison Use: DotU p. 58. Loses trapfinding for poison use.

Sorcerer (C): SRD. The only reason to dip sorcerer as a ranger is access to the Draconic Heritage feat and its followup Draconic Claw. If you want arcane spells for a requirement or a familiar, you should just take wizard. However, if you’re dipping sorcerer 1 for something, take Stalwart Sorcerer (CMag p. 36) which gives you +2 hit points and Weapon Focus (a martial weapon) for free, as well as Battle Sorcerer, which improves your BAB for the level from 0.5 to 0.75, and your hit die to 1d8, very slight improvements.

Wizard (B): SRD. Wizard, on the other hand, has a couple of great ACFs! Normally they get Scribe Scroll and a familiar, but here’s what you might trade for:

  • Fighter Bonus Feat: SRD. This swaps your Scribe Scroll and 5th/10th/15th/20th level bonus feats for a fighter bonus feat.
  • Imbued Staff: Dr338 p. 58. This is technically available to sorcerers as well, but you probably should just take wizard unless you absolutely need the extra hit points and would be spending the wizard’s fighter bonus feat on Weapon Focus. This lets you give up your familiar (not the class feature entirely; it’s effectively a variant familiar) to get a special magic staff that scales with your arcane spellcaster level. The thing is? The scaling is basically irrelevant; you can still upgrade it as a weapon normally (at a +20% surcharge), and it unlocks a particularly unique option, the Imbued Strength feat (Dr338 p. 60). This feat requires CL 3 and an imbued staff, and it lets you use your Wisdom instead of Strength for damage when making melee attacks with the staff! For users of Intuitive Attack, this 1-level dip will get you full Wis-SAD melee attacks, for a relatively easy cost compared to the benefit.
  • Immediate Magic: PHB2 p. 68. I hear if you say the words “abrupt jaunt” you can spook your average forum poster. Is it true? Well it sure spooks me! This loses your familiar for an immediate action SLA that you can use Int mod times per day. The one that matters on the list is the aforementioned abrupt jaunt, which lets you teleport 10 feet. Talk to your DM about how this actually works when used against an attack. Does it negate the attack? Does it eat the enemy’s action? What about ranged attacks? It’s a weird rules tangle and you should figure out beforehand what you’re getting out of it. Note that abrupt jaunt requires being a Conjuration specialist.

Dipping wizard also makes using Sword of the Arcane Order way easier to manage.

Martial Adepts

As you probably know, Tome of Battle: Book of Nine Swords introduced the three martial initiator classes. If you don’t know about ToB, I genuinely recommend giving it a read since it’s a cool book full of interesting options. The initiators have some weird multiclassing rules. Your initiator level (determining max maneuver level known) is equal to half your HD + the level of your initiating class; this means that if you take your first martial adept level at character level 5th, your IL is (4 ÷ 2) + 1 = 3, letting you access 2nd-level maneuvers. Similar breakpoints exist at character level 9th (access to 3rd-level maneuvers), 13th (access to 4th-level maneuvers), and 17th (access to 5th-level maneuvers). Some maneuvers have prerequisites, but being able to take your full allotment of maneuvers as higher-level ones means delaying your first martial adept level can be very strong.

In contrast to maneuvers, stances state that “you begin play with knowledge of one 1st-level stance,” which many people take to override the IL rules when dipping initiators. With that interpretation, you always get a 1st-level stance at your first level in the class, regardless of your initiator level. I don’t think this is a particularly solid interpretation, as “begin play” isn’t the same as “at 1st level.” Personally I tend to prefer to just let initiators take higher level stances on a dip, but regardless of how your group rules it, the classes’ ratings don’t change. Even with that possible restriction, crusaders and swordsages get an extra stance at 2nd level. Plus, you can take the Martial Stance feat to gain a stance of the right level if needed, so even in the conservative reading you’re probably fine and it’s worth looking into an initiator dip.

If you’re curious about what maneuvers are good to pick up with a dip, check the listings for Martial Study and Stance in the feats section. Your needs don’t really differ between feating into maneuvers or dipping for them.

Crusader (A): ToB p. 8. Crusader gives you maneuvers from Devoted Spirit, Stone Dragon, and White Raven, a spread that includes strong defensive, tanking, support, and anti-DR options. They also get the ability to delay 5 damage they take each round to the next round, and a +1 bonus on attack and damage rolls while having any delayed damage. Their maneuvers use a pseudo-random setup that guarantees you’ll always have good stuff to use without having to spend actions on recovery. Plus, they have a d12 hit die and full BAB. Good stuff.

Swordsage (A): ToB p. 15. Swordsage gives you maneuvers from Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw, a spread that includes good mobility options, strong personal buffs and damage boosting, and some okayish crowd control effects. The most useful options for a dip in this class tend to be on Shadow Hand, due to their 1st- and 3rd-level stances being incredible and their utility options being unique (teleports! Invisibility! Good stuff). They also get +1 on initiative checks and Weapon Focus with the weapons of one of their disciplines. At 2nd level, they add their Wis to AC while wearing light armor, a nice extra benefit. Swordsages, unlike the other two martial adepts, have 3/4ths BAB, and its recovery method sucks. In practice, consider swordsage maneuvers to be 1/encounter.

There are two suggested adaptations for the swordsage class. While these are not full-fledged and fleshed-out ACFs, I’d still like to mention them. The first is commonly called “unarmed swordsage” and which suggests giving them the monk’s unarmed strike progression (including Improved Unarmed Strike), but removing their light armor proficiency and presumably also adjusting the AC bonus to work while unarmored instead of in light armor. The second is generally called “arcane swordsage” and proposes letting them learn wizard spells as supernatural abilities that recharge each encounter. Unarmed swordsage is fine, but arcane swordsage is a terrible idea for many reasons (not the least of which being that it’s broken as hell, but also because it’s not at all fleshed out beyond a “hey this could be neat” suggestion to DMs), and so it should be avoided.

Warblade (A): ToB p. 20. Warblade gives you maneuvers from Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven, a spread that includes good defensive options, damage options, and support options. In practice you’re probably going to want stuff from Diamond Mind or White Raven on a dip, due to them getting the most useful boosts and counters. Warblade has less interesting class features than the others; you get to add your Int mod on your Reflex saves, you get to change Weapon Focus-style feats to affect a different weapon, and you get uncanny dodge at 2nd level. They also get fewer maneuvers known, and don’t get a second stance at 2nd level for some reason. Nonetheless, warblade’s recovery method (“take a swift action any time you do a non-maneuver attack in a round, and you recover your maneuvers”) makes them just as good a dip as the other two.

Psionics Classes

Psionics, like spellcasting, doesn’t dip well in a vacuum. With the exception of ardent (which has weird rules), dipping a psionic manifester is like dipping a caster—you’re going to be getting 1st-level powers, not a lot of fuel for them, and whatever the class features are. Still, that is not to say that dipping manifesters isn’t possibly useful. Just that they don’t bring a lot to the table from their subsystem.

Ardent (A): CPsi p. 5. Uniquely among manifesters, the ardent has special rules where the maximum level of power they can learn and manifest is based on manifester level, not class level. This means if you take ardent and at the same level take Practiced Manifester, you can in theory pick up some higher-level powers as powers known, though your power points (even with the small bonus pp boost from the Practiced Manifester feat) will not be able to sustain them well at all. Ardents also get two mantles at 1st level and a third at 2nd level, which are like cleric domains but generally worse. Nonetheless, they can be useful. The solid mantles are as follows, and are all found on pages 66–71 of Complete Psionics.

  • Conflict: Weapon Focus bonus feat.
  • Deception: Can expend psionic focus as an immediate action to get 50% miss chance against attacks until your next turn.
  • Destruction: Improved Sunder bonus feat while psionically focused.
  • Elements: Variable effect, most notably can gain a swim speed equal to your land speed.
  • Guardian: Can expend focus as an immediate action to take an attack for an adjacent ally.
  • Light and Darkness: Gain darkvision 60ft or low-light vision.
  • Time: +2 on init checks and 1/day you can expend psionic focus as an immediate action to delay a damaging attack or effect against you by 1 round.

Note that with the DM’s permission, you can customize your mantles’ powers fairly freely using the ACF in this The Mind’s Eye article (Expanded Classes pt. 4).

Psion (D): SRD. Psion is not a good dip for nearly every build. With 0.5 BAB, d4 hit die, and powers that don’t have a cheesy way to expand in a multiclass, there’s not much going for it beyond the bonus feat at 1st level and maybe some potential cheese with psionic minor creation to make poisons. However, it has a unique and hard to get ability, the changeling’s minor change shape, as an ACF at 1st level (losing its bonus feat). You can find this in the Mind’s Eye: Expanded Classes pt. 2.

Psychic Warrior (B): SRD. Psychic warrior is like fighter but instead of full BAB it gets some psionic powers and 3/4ths BAB. This is honestly a better deal than fighter in some cases, especially if you want psionics for some requirement, or want access to the expansion power to increase your size. It has bonus feats at 1st and 2nd level, which can be psionic feats or fighter bonus feats.

Psychic Rogue (B): Web. The psychic rogue dips just like rogue, except that you trade 2 skill points per level for one psionic power and zero base power points (you get bonus pp based on your Int mod though). Still gets sneak attack +1d6 and trapfinding at 1st, and still gets evasion at 2nd. If you’re dipping for sneak attack this is just as good as normal rogue if not better due to opening psionic feat access, but it cannot use the rogue’s ACFs or other options.

Other Splatbook Classes

There’s no particular sorting here, it’s just “the rest of the ones I could consider recommending.”

Binder (C): ToM p. 9. Binder is… weird, to say the least. Honestly, weird enough that I can’t really give it justice in a short form, but the tl;dr is that they can bind vestiges (well, one vestige, in a dip context) each day to get their abilities. The abilities tend to either be at-will, passive, or once every 5 rounds. Here’s a handbook on binder if you wanna read about it in-depth. Notably, there’s the Improved Binding feat, which gives you +2 to your binder level for determining what level of vestige you can bind (even past your Hit Dice). So with that in mind, a feat and a level gets you one 2nd-level vestige bound. What can we do with this? Less than you’d think, since a lot of it gives binder stuff that ranger already does better. The three vestiges I found that are at least somewhat interesting enough to multiclass and feat for are these:

  • Dahlver-Nar: ToM p. 28. Gives you immunity to Wis damage/drain and confusion/insanity/madness effects, half your Con bonus as natural armor, and the ability to split half the damage you take with a a creature within 10 feet (takes a standard action to activate and turns off if they get further away; Will negates).
  • Malphas: ToM p. 39. Malphas gives you the ability to summon and control a dove or raven that you can see through it, including having it search for traps. He also gives you the ability to turn invisible for 1 round as a full-round action (rip), poison use, and sudden strike +1d6, which can get you into some prestige classes.
  • Naberius: ToM p. 41. Naberius gives some Diplomacy boosts, an at-will disguise self ability, and the ability to heal ability damage at a rate of 1/round and ability drain at a rate of 1/hour. If you’re doing any kind of self-inflicted ability damage this is great! If you’re not, it’s nice to have in your pocket for dealing with poison. Nice if you’re stacking symbionts or using sanctified spells, I guess? Ranger doesn’t have much that natively synergizes with this.

Dragonfire Adept (B): DM p. 24. Dragonfire adept is a class that gets at-will spell-like abilities called invocations, as well as an at-will breath weapon. For a dip their breath weapon is useless for damage, but you could take Entangling Exhalation (RotD p. 101) to turn it into a reliable debuff, and their single invocation can be useful on some builds. Plus, they get Dragontouched as a bonus feat, opening up some useful feats potentially. The invocations that might be worth dipping for are:

  • Darkness: DM p. 79. It’s darkness (PHB p. 216). Entertainingly, by RAW you can combine this with the Intensify Darkness feat (DotU p. 56) to turn it into deeper darkness by casting it as a full-round action. If you can’t find a funny use for at-will 120-foot-diameter bubbles of shadowy light that each last 24 hours per CL you’re not trying hard enough. You can also take the Blend Into Shadows feat (DotU p. 47) to effectively get shadowdancer-style hide in plain sight.
  • Draconic Knowledge: DM p. 80. Gives you +6 on all Knowledge checks and Spellcraft checks, and counts you as trained in those skills. Genuinely a worthy consideration for Knowledge Devotion builds.
  • Magic Insight: DM p. 81. Detect magic and identify at-will, if determining the effects of items is a common concern in your group’s games and your party has no other options.
  • See the Unseen: DM p. 81. Darkvision 60ft and a constant see invisibility, useful if your DM likes invisible enemies.

Incarnate (B): MoI p. 20. Requires an alignment that’s one of the directions plus neutral. Incarnate is worse than totemist for most builds, but if you want to flirt with incarnum stuff and don’t use natural weapons, it’s a solid but not amazing pickup. Incarnate 1 gives you two soulmelds, incarnate 2 gives you a third soulmeld and the crown chakra bind. You get one point of essentia per level. What can we do with this? Mostly, it’s weird utility stuff. The melds I recommend taking a glance at are the following. Note that you can change your melds every day and know every soulmeld, so if you have an idea of what you’re facing or doing on a given adventure you can tailor the effects to it.

  • Adamant Pauldrons: MoI p. 54. Gives you 25% fortification.
  • Airstep Sandals: MoI p. 55. Lets you fly 10 feet (+10 feet per essentia invested) 1/round as a move action.
  • Bluesteel Bracers: MoI p. 62. +2 on init checks and a bonus on weapon damage equal to essentia invested.
  • Cerulean Sandals: MoI p. 63. Lets you walk on water.
  • Crystal Helm: MoI p. 63. +2 on saves against charms and compulsion, but more importantly the crown chakra bind gives all your melee attacks the ability to hit incorporeal enemies.
  • Fellmist Robe: MoI p. 66. Constant 10% concealment vs ranged, +5% per essentia invested.
  • Flame Cincture: MoI p. 67. Fire resistance 10, +5 per essentia invested.
  • Impulse Boots: MoI p. 71. Gain uncanny dodge.
  • Incarnate Avatar: MoI p. 71. Depending on which non-neutral alignment you have, gives you benefits when essentia is invested. Chaos is +1 on ranged attacks per essentia, evil is +2 on melee damage per essentia, good is +1 to AC per essentia, and law is +1 on melee attacks per essentia. Sadly, the good-aligned option sucks so this is only particularly relevant for non-exalted rangers.
  • Pauldrons of Health: MoI p. 81. Immunity to disease, sickened, and nauseated. It’s really hard to get immunity to nausea, so if you’re planning on fighting something that spams it this is strong.
  • Planar Chasuble: MoI p. 83. You count as a native of any plane with an alignment trait matching your non-neutral alignment component, and get energy resistance 10 based on your alignment component, +5 per essentia invested. Chaos gives electricity, evil acid, good cold, and law fire.
  • Planar Ward: MoI p. 83. Constant immunity to mental control effects, as protection from evil.
  • Soulspark Familiar: MoI p. 86. Honestly this little buddy deserves a guide of its own. It’s a weak floaty energy ball that has a touch attack. It’s alright-but-not-great on its own, but if you have familiars or an animal companion, you can take Share Soulmeld feat to have multiple, at which point their viability scales greatly. The crown chakra bind buffs it.
  • Strongheart Vest: MoI p. 89. Reduces ability damage dealt to you by 1 + the number of essentia invested

Totemist (A): MoI p. 29. Totemist is one of the most effective ways to get natural weapons in the game, on a pure level:weapons basis. There’s a good handbook for it by danzibr that I recommend reading if you’re dipping totemist, but the long and short of it is that if you’re dipping totemist, it’s probably worth dipping two levels of totemist, and in doing so you’ll get three soulmelds including one totem chakra bind. You can change your melds every day but the spreads I would recommend for getting natural weapons on a ranger are a totem meld from MoI, the chaos roc span (Dr 350 p. 87, gives two wing buffet reach weapon attacks for being shaped), and a third soulmeld of your choice for utility or further damage. I like threefold mask of the chimera for flanking immunity on the totem meld. This should net you a minimum of 3 natural weapons and give you a strong foundation for an omnimauler build. If taking only a single level of totemist your best bet is to go for one of the draconic soulmelds and chaos roc span for rare natural weapons.

Paragon Classes

Paragon classes are 3-level classes that generally require being of a specific race. Most of them are from Unearthed Arcana (and reproduced on the SRD), but there’s a few scattered around elsewhere. With the exception of half-elves and half-orcs, you can only take levels in a single paragon class, and most of them are pretty mediocre. Still, a few of them bring unique things to the table. Make no mistake, you should probably avoid picking any of these. However, in some specific situations I’ve found myself taking levels in a paragon class if it’s the only way to make a build work.

Aberrant Paragon (D): Dr332 p. 45. Unlike other paragon classes, this can be taken by any race (but you can’t take it at 1st level). To start taking levels in the class you can’t be lawful or good, and have to worship the Dragon Below. You can stop doing that after, in theory, but it’s a notable potential restriction. Anyway, its 1st and 3rd levels progress the subsystem features of alienist, cleric, favored soul, or sorcerer (spellcasting +1 level), barbarian (rage progression and uses per day +1 level), psychic warrior or wilder (manifesting +1 level), soulknife (mind blade enhancement progression +1 level), and warlock (blast and invocations +1 level). At 1st level you get darkvision 60ft, at 2nd level you get either +2 Str and –2 Cha, or +2 Cha and –2 Str, and at third level you become an aberration and get +2 Con. This isn’t good on its own, but it’s a rare non-racial way to open access to fangshields ranger and the Rapidstrike feats for natural weapon users, which is why I’ve mentioned it at all.

Half-Elf Paragon (D): SRD. The first level of half-elf paragon is 3/4ths BAB and gives you any feat you qualify for as a bonus feat. In specific edge case situations (and if you’re for some reason a half-elf) this can help in some builds.

Human Paragon (D): SRD. Human paragon is like half-elf paragon except it takes two levels to pay off and doesn’t need you to be a half-elf. Firstly, it has ten skills of your choice as class skills, and one of those skills is always a class skill even for other classes. Secondly, it gets a bonus feat at 2nd level, along with +1 spellcasting progression for any class you have. I’d stop there, but if you do decide to take 3rd level, it’s another +1 spellcasting progression, plus a +2 bonus to any one ability score. Solid if you need a specific bonus feat and can’t get it anywhere else, but two levels is hefty.

Really Obscure Splatbook Classes

If, before reading this chapter, you expected me to list any of these three, let me know and I’ll put your name or username here because you deserve credit for it.

Amazon (B): D2 p. 4. So, uh, Diablo II: Diablerie is a weird and poorly-written book, but as far as obscure options go it does have some interesting stuff to poach. Plus, the book explicitly says that its classes can be used in normal D&D campaigns, so we have the developer intent, as useless as that is! Most of the amazon is poorly-written enough to be either broken (nonfunctional) or broken (game-warping), or sometimes just “this makes no sense and there’s no clear way to run it without DM interpretation.” That doesn’t make it impossible to dip though. The amazon is a full BAB class with good Fort saves, proficiency with all weapons and armor (exoticist fighter, eat your heart out), and the ability to get “magic abilities” from different groups as they level up (the first three levels give one each of the Group 1 abilities, which is what I’ll be discussing here).

The primary reason one would take a level of amazon is one or both of two abilities:

  • Inner Sight: You get +2 on Spot checks against creatures in darkened areas, +2 on attack rolls against such creatures when within 30 feet of them, and cannot be flanked or sneak attacked by anyone you can see in darkness. Finally, you don’t take penalties for “darkness that would be negated by low-light vision” (so, shadowy illumination). This is an interesting defensive ability if you have access to darkness-generating magic. Even just a darkness spell on a sling stone in your pocket can be drawn and then dropped as a free action to generate a bubble of flank and sneak attack immunity. Talk to your DM about if this negates the concealment from darkness as well, since normal shadowy illumination doesn’t “penalize” your attacks in a technical sense.
  • Magic Arrow: This one is questionably written. I’m going to reproduce the full text here because it’s, well. Just look at it:
    Magic Arrow: You can take a full-round action to create and fire magic arrows. These arrows always hit, and have a +1 enhancement bonus on damage. You can turn one nonmagical arrow into a magic arrow for each ranged attack your level allows. The magic arrows disappear after they hit.
    As far as I can tell from context clues, this is an effect that lets you make one attack per attack you’d be allowed by your BAB (i.e. one at +1 BAB, two at +6, three at +11, and four at +16), and they automatically hit and deal damage normally. You can’t apply anything that would affect attack rolls like the benefit from Hank’s energy bow (since there’s no attack roll), but it would apply your favored enemy bonuses and similar options like Dead Eye or targeteer fighter.

Unlike inner sight, magic arrow is limited; when you use it you have to make a DC 16 Charisma check or you lose access to it for the rest of the day. However, as an incredibly reliable, moderate damage option, it’s pretty unique.

Khanduran Barbarian (A): D2 p. 9. Like the amazon, this one is equally weird and janky. Also like the amazon, the writers intended for it to be able to be played alongside other classes, though per a sidebar you can’t multiclass it and normal barbarian, as that is “just silly—don’t do it.” The Diablo barbarian is proficient in all weapons, armor, and shields, and gets a similar magic ability scaling to the amazon. However, there’s only one ability worth dipping this class for, called bash:

Bash: You can strike a foe in such a way as to knock it away. When you choose to use this ability, roll a normal attack at a –2 penalty. If the attack is successful, deal your normal damage and make an opposed Strength check, with your opponent adding a +4 bonus for each size category above Medium-size or a –4 penalty for each size category below Medium-size.

If you roll higher, the foe is knocked backward 5 feet (if not possible, the foe is stunned for one round unless immune). If the foe beats you, then the bash fails.

There’s a lot to unpack here. Firstly, this works with both melee and ranged attacks. Secondly, it works on any normal attack, including the ones in full attacks. Thirdly, this is not a bull rush and does not synergize with bull rushing options; it’s a raw opposed Strength check. Fourthly, unlike bull rush, while the target gets bonuses and penalties based on size, you do not. If you’re a gnome you are just as good as pushing someone with this as a human or an ogre.

In conclusion? It’s a weird but incredibly neat and strong ability, giving you an admittedly hard-to-boost (and positioning-reliant) no-save stun rider for your weapon attacks. It’s particularly good against casting NPC enemies, and particularly bad against monsters (of which many are immune, but also the fact that it’s a raw opposed Strength check and big monsters get a bonus you can’t get slants it against you). Nonetheless, it’s a great tool in many rangers’ arsenals, especially if already building for pushing people around (all the better to get them closer to walls, and hey, it’s hella synergy with dungeoncrasher). In some games, it might even be too strong; games where you’re almost always fighting humanoids for example… all I can really say about that is to talk to your DM before taking this.

Totem Druid (C): Dr335 p. 87. Totem druid is a variant druid class that has some weird rules. Basically, they pick one of apes, bears, eagles, horses, sharks, snakes, tigers, or wolves, and get bonuses to animal companion level but can only pick that type of creature as an animal companion. What does this mean for 1st level tiger totem druids? Snake druids? Who the hell knows. What’s important about the class is that they get wild shape at 1st level instead of 5th level (albeit with only access to their totem animal’s forms), netting you much earlier access to prestige classes like master of many forms. Honestly? This is less amazing than it sounds; you don’t have Small and Medium forms by default if you take this path (limiting your forms more than a bit until MoMF gives you bigger and smaller sizes). Plus, if you’re doing a limited-form wild shape qualification into MoMF, you could just take Initiate of Horus-Re after ranger 4 (though that delays the prestige class more).

Dipping Ranger

If dipping ranger as another class, you can get most of their best tricks in a few levels, though without having as many options for applying them or scaling. Favored enemy (arcanists) or (evil creatures) is a great pickup for turning on Favored Power Attack. Combat styles can get you a bonus feat at 2nd level. If ACF chaining is in play, you can use it as an alternative to barbarian 1 for accessing pounce. And it’s got a great chassis. The limit does not quite reach the sky here, but it’s a good class to dip if you need or want what it gives.

More Than A Dip

There are two notable base class options for ranger that are worth considering taking further than just a 1–2 level dip: artificer and scout. At that point you’re playing less “a ranger” and more “a specific hybrid build using ranger,” but their specific synergies can make it well worth the levels.

Full Multiclasses

Artificer (S): I’m not going to go over this too much, primarily because I have a whole guide on the non-crafting side of the artificer class here, but also just because artificer is both busted and highly centralizing. Taking 5 or 8 levels of artificer can give you a ton of versatility and power from persistent buffs, flexible anyspell shenanigans, and, yanno, all the item crafting. But it’s going to cannibalize the rest of your build and you’re not really a ranger multiclassing something else at that point, you’re an artificer dipping into ranger. Also, honestly, many groups and campaigns shouldn’t have an artificer; it’s the strongest class in the game by far. Likewise, many players shouldn’t touch the class, because it’s the most complex class in the game by far. Make of that what you will. Anyway, on to the more interesting heavy-multiclass option…

Swift Hunter Scout (B): CAdv p. 10 (scout), CSco p. 81 (Swift Hunter). Complete Scoundrel introduced a feat that lets you stack ranger and scout for both skirmish damage/AC progression and favored enemy progression. Plus, it even lets you deal skirmish damage to favored enemies who would otherwise be immune.

This seems good on paper, and honestly it is good, but the opportunity cost is high. Swift Hunter takes three scout levels to take (or you can go to scout 4 and take it as the bonus feat at that level). This gets us the following: Skirmish (full progression here), trapfinding (saves us an ACF), uncanny dodge (nice), trackless step (meh), +1 on Fort saves and init checks (it’s nice to have), +10ft to your land speed, and three levels of a 3/4ths BAB class with one good save and 8 + Int mod skills.

This doesn’t lose us any favored enemy progression, and it does get us full skirmish progression if we keep taking ranger levels. But is it worth it? That’s up in the air. Skirmish triggers if you’ve moved 10 feet from your starting position before attacking (it was errata’d so you can’t step back and forth to trigger it, annoyingly), meaning that if you’re going to use it, you need a way to move and attack. Travel Devotion works, as does pounce, and ranger can get access to both natively but it’s stronger to dip for them. In exchange, you deal +1d6 precision damage, and a further +1d6 per four levels after (5th, 9th, 13th, 17th), capping at +5d6 damage by extremely high levels. It’s genuinely good damage if you consider it to have a cost of a single feat, but not necessarily at the cost of three levels and a feat.

Swift Hunter doesn’t keep scaling if you take prestige classes. It doesn’t scale with other dips. It doesn’t work well if you’re forced to stay in melee and not move much, and even with a pounce-based character it’s probably only happening once or twice per combat. When you consider that you could take one rogue level (or a swordsage level!) and take Craven to get a similarly-scaling damage boost that’s easier to consistently trigger if you coordinate with your allies, I find Swift Hunter a little wanting.

Is it worth taking? Maybe. Is it the best option? No. Is it neat? Hell yeah! I’ve always wanted to make a Swift Hunter build ‘work,’ but have never managed to do so when comparing the opportunity costs. Still, if you like scout, if you like skirmish, or if you just like the gamefeel of getting damage buffs for zooming around, it’s not going to be a bad build. It just probably isn’t optimal. That's weird middleground that many classes and builds in 3.5 find themselves in, and that’s… that’s okay, I think. After all, you’re about 80,000 words into a ranger handbook. We’re all about the weird middlegrounds here.

Prestige Classes

Like classes, prestige classes are the major building blocks with which you assemble 3.5 characters. The big differences between base classes and prestige classes are (1) you need requirements to enter prestige classes and (2) you don’t have to worry about multiclassing penalties/favored classes when entering them. That’s all.

I’ve split this into a couple sections. The first one includes ratings of probably every prestige class that specifically interfaces with ranger or is aimed at ranger, even if they’re bad (I’m pretty certain but I cannot say for sure that it’s fully comprehensive; it’s a big game). The second one is ratings for PrCs that are either notable, useful, or neat (subjective I know), and isn’t concerned with talking about like… bad prestige classes. Finally, the third is about weird obscure niche stuff that I think is neat but is probably not worth doing. I just wanted to talk about these things, okay.

Oh, and there's a short section talking about prestige ranger. There isn’t much there because it’s kinda counter to the purpose of a 3.5 base ranger class guide but for the sake of comprehensiveness, I gotta do that.

(As an aside, this list of all prestige classes that progress spellcasting by Troacctid is an amazing resource when coming up with builds for any class.)

Ranger-Specific Prestige Classes

If taking a ranger-aimed prestige class, make sure you’re familiar with the rules on how favored enemies advance, as well as any houserules your group is using on that front. Check the section at the end of Chapter I for more elaborate discussion of that. For the purposes of this handbook’s ratings, I am assuming that we use the RAW version of favored enemy advancements. Most prestige classes that give favored enemies with a specified type don’t also give you extra boosts beyond the specific ones listed.

Ranger-Specific Prestige Classes

Abolisher (B): LoM p. 182. Requires a nonchaotic alignment, a non-aberration type, the Track feat, the wild empathy class feature, 4 ranks in Knowledge (dungeoneering), and 9 ranks in Knowledge (nature). All told, abolisher is an interesting and not-at-all-bad prestige class. It gives you faster-scaling favored enemy (aberrations), a limited wild shape, animal companion and spellcasting progression, and some anti-aberration abilities. If you’re in a campaign focused on fighting aberrations, this is A-rated, and if you're doing an animal companion build, it's S-rated. Otherwise, taking more than one level of it (for wild shape and FE aberrations +2) isn’t worth doing on most rangers.

Darkwater Knight (F): Dr314 p. 44. Requires worshiping a nature deity, 6 ranks each in Knowledge (nature), Swim, and Survival, the Skill Focus (swim) and Water Focus (in the same article) feats, speaking Aquan, and the ability to cast three spells with the Water descriptor, one of which must be at least 2nd-level. That’s a mouthful! This PrC gives you favored enemy (aquatic creatures) at 1st level, and that’s about all it’s good for. Due to the bad prerequisites, I don’t recommend taking this, even in aquatic campaigns.

Deadgrim (D): MoE p. 58. Requires BAB +5, a nonevil alignment, 4 ranks in Knowledge (religion), turn undead or favored enemy (undead), and having fought an undead of your level or higher. This is a 5-level prestige class that gives you two advancements for favored enemy (undead) and only FE (undead), has full BAB, and gives you a few undead-like save bonuses and immunities as you level. It progresses casting at 4/5 of its levels, but in the end it’s not bringing that much. If you’re in an undead-centric campaign it’s C-rated but even then you’re probably better off just taking elf ranger at that point and progressing it through normal levels, especially since this class also brings some undead-type downsides like being able to be turned.

Duraak'ash (D): Dra p. 107. Requires Least+Lesser Dragonmark for the mark of finding (and thus being a human or half-orc), BAB +4, and Track or Urban Tracking. Lesser Dragonmark can be taken at a minimum of 6th level, which sadly delays it past where the requirements would imply. If you’re the right race then the prerequisites are functionally just “two mediocre feats,” which is better than a lot of PrCs I suppose. The class is a lot like continuing ranger, but worse. It gets favored enemy advancements, it gets some small bonuses, and so on. Instead of spell progression it gets enhanced usage of the mark of finding. Sadly the mark of finding is just not that good, so I don’t recommend this.

Eldeen Ranger (D): ECS p. 74. Requires BAB +5, 6 ranks in Knowledge (nature), 8 ranks in Survival, Track, favored enemy, and an alignment prerequisite based on your pick of ranger sect. It’s a full BAB, 5-level PrC that gives a standard ranger favored enemy advancement at 4th, plus some underwhelming benefits based on your choice of sect. Nothing really stands out here.

Fiend Slayer (D): Dr287 p. 84. This is like, a weird and better version of acolyte of the skin? Was surprised. Anyway it requires a nonevil, nongood alignment, +4 BAB, 5 ranks in Knowledge (arcana), 2 ranks in Knowledge (the planes), favored enemy (outside [evil] or a specific fiend type), and the ability to cast protection from evil. It’s a full-BAB class that gets up to 4th level arcane spells on its own progression, some increases to natural armor, the ability to smite evil outsiders, the ability to see in magical darkness, some other stuff not worth talking about, and one cool ability that adds their Wis mod on all saves against effects from evil outsiders? It explicitly doubles Wis on Will saves, that’s neat. And it gets a clone of favored enemy (evil outsiders) that isn’t updated to 3.5 since this is a 3.0 PrC; following the update it’d be a fast-scaling favored enemy class ala gnome giant-slayer, capping at +8. Honestly, this is a little better than most specific enemy classes, but it’s a weird one. It gets proficiency in all armor, but casts arcane spells? It requires casting protection from evil, but has its own spell progression. It’s got Cha-scaling spells and debuffs but Wis-scaling defenses… honestly, it’s janky enough that I have to give it a D-rating even in campaigns centered on facing evil outsiders. Just take Great Worm tribe ranger and save the headache.

Foe Hunter (C): MotW p. 56. Requires BAB +7, Track, Weapon Focus (any), and at least one favored enemy (as well as being able to speak a language that enemy speaks). It’s a very focused class, letting you pick one of your favored enemies and get increased benefits against them. There’s a +1d6 to +5d6 scaling damage bonus 1/round, and their capstone is a tailored-to-enemy-type death attack (as assassin), but the real benefit of the class is that it gets a lot of spell resistance and damage reduction against the specified favored enemy (and nothing else, which is nice for not bungling your own party’s buffs). Like, it scales up to DR 11/—. Now, DR isn’t normally that good on players, but eleven is way past the event horizon of “this is actually useful, especially against full attacking enemies.” Its spell resistance is 15 + class level, and it stacks on top of other SR you have instead of overlapping! If you pick something broad like favored enemy (evil creatures) this could in theory be a not-bad pickup. I wouldn’t really recommend it, that’s why it’s rated C, but if you want DR and SR? Pretty cool.

Forest Reeve (F): CC p. 82. Requires BAB +5, 2 ranks in Knowledge (nature), 4 ranks each in Listen and Spot, 6 ranks in Survival, and Endurance+Track (which you get anyway). This prestige class sucks. While it’s full BAB, its core benefit is the ability to give your weapon a poorly-scaling enhancement bonus, plus some land speed boosts. It doesn’t even progress favored enemy.

Gnome Giant-Slayer (F): CWar p. 46. Requires being a gnome, some easy skill requirements, and then Dodge, Mobility, and Spring Attack. In exchange it gets favored enemy (giant) that scales up to +8 across 10 levels of the PrC, plus various defensive and utility benefits when fighting significantly larger enemies. It’s… not great, honestly. Hefty feat requirements and a race requirement in exchange for a faster-scaling favored enemy against a type that’s less than ubiquitous is not worth it. Even in a campaign where you’re primarily fighting giants this is still probably not worth it, since you lose a lot to get in.

Goliath Liberator (F): RoS p. 112. This one has the same issues. Requires BAB +7, 5 ranks each in Hide and Move Silently, the Track feat, and being a goliath. In exchange you get favored enemy (giants) up to +4 across its 5 levels, and some mediocre anti-giant abilities. Why are there multiple anti-giant racial PrCs in the game?

Harper Paragon (A or F): PGtF p. 181. Along with Stalker of Kharash, this is one of the two prestige classes that give a variant version of favored enemy that targets all evil creatures. Distinct from the favored enemy (evil creatures) granted by the Uthgardt barbarian regional ACF, favored enemy (evil) from this PrC starts at +1, and stacks with other favored enemies. You can advance it normally with more ranger levels after taking the class, and if you’re not taking the Great Worm tribe’s variant, this is A-rated. If you already had FE (evil creatures) it’s F-rated.

Anyway, harper paragon requires 8 ranks in Diplomacy, 5 ranks in Perform, 4 ranks in Sense Motive, 2 ranks in Survival, two bad feats (Sacred Vow and Vow of Obedience, from the Book of Exalted Deeds), and favored enemy in one of a couple specific ‘generic evil mook’ options. Its chassis is alright; it gives 10/10 casting which is nice, but only has 3/4ths BAB. You get some paladin-like things, a knockoff bardic knowledge, a normal favored enemy advancement (extra enemy and increase to another FE) at 5th and 10th level, and an exalted animal companion at 4th level. For most rangers, you’re going to want to just dip 2 levels of this (for where FE (evil) comes online), but it’s honestly not that bad as a class to just… take to 10? You get an exalted companion, some bonuses, favored enemy advancements at 5th and 10th level (so the same progression as usual; you can even use this to bump up your FE evil), and keep progressing your spellcasting. This is a way to nab an animal companion alongside solitary hunting, even. In a lot of ways it’s better than base ranger. The only downsides are the feats needed to enter, the tricky skill prerequisites, and the opportunity cost relative to just taking the regional variant for FE (evil creatures).

Hordebreaker (C): SM p. 111. Requires BAB +5, 5 ranks in Knowledge (local), 4 ranks in Spot, and the Power Attack, Cleave, and Great Cleave feats. Off to a solid start, easy prereq. Then, it’s full BAB and only a 5-level class. This gets a specific variant of favored enemy called “horde enemy” that calls out working as the PHB ranger’s version (so updating it to the 3.5 rules is trivial, intent-wise). It’s fast-scaling and gets its own internal advancements, ending at +6/+4/+2 against three picks from the admittedly-small list of bugbears, gnolls, goblins, hobgoblins, kobolds, and orcs. The rest of the class features are effectively getting the Hold the Line and Diehard feats, and a 1/day stance that gives you +2 Str/+4 Con/+2 on saves/+4 to AC as long as you don’t move. You won’t progress your own favored enemies, but since it, unlike most specified-enemy PrCs, comes with bonus favored enemies and advancements internally, it’s not actually a bad pick if you expect these enemies to matter. In a campaign like Red Hand of Doom where you’re fighting primarily the ‘horde’ races, or if your DM just really likes using them, I’d honestly say this is B-rated (if it’s just the mooks) or maybe even A-rated (if the boss fights are those races too). Neat, if niche class with solid features.

Illithid Slayer and Slayer (B): XPH p. 146 and SRD. The illithid slayer and its brand identity-stripped counterpart, the slayer, are common picks for full manifesting gish builds due to their 9/10 manifesting progression and full BAB. As an extension of ranger though, the usefulness varies. The PrC requires BAB +4, Track 4, 4 ranks in Knowledge (dungeoneering), and a power point reserve, so you can enter it extremely trivially as a ranger. What it gives is… honestly, simultaneously very good but also very niche? You get a fast-scaling enemy (caps at +8) against either illithids and their ilk, or “a type of psionic creature” for the SRD version, you get anti-mental-attack defenses, and you get some strong anti-divination defenses (even foiling wish and counterparts, wow). In a campaign centered around illithids or an equivalent psionic enemy, this is A-rated or perhaps even S-rated if you want to go all-in on a manifesting multiclass. Otherwise, the main benefit is the mental defenses and the manifesting, which is still quite good for psionic gishes nonetheless.

Impure Prince (B): MoE p. 73. Requires 4 ranks each in Gather Information and Search, 8 ranks in Knowledge (dungeoneering), favored enemy (aberrations), and the Symbiont Mastery feat. Daelkyr half-bloods get that feat for free! This is a six-level PrC with 4/6 casting progression, and it gives you two favored enemy (aberrations) advancements (no bonus favored enemies), fortification scaling up to 50%, Wis-based Fort saves, and most uniquely, the ability to summon up symbionts. This is by far the most reliable way to get certain symbionts outside of daelkyr half-blood, and can be a good core for a build relying on them. In a campaign primarily about fighting aberrations, I’d give this one an A rating.

Knight of the High Forest (D): Power Groups. Requires BAB +5, elven blood, 4 ranks in Diplomacy, 8 ranks in Survival, the Alertness and Improved Initiative feats, and some flavor requirements. What you get is a full BAB, 10/10 spellcasting prestige class (only progresses ranger spells, though it will do so even if you haven't hit ranger 4 yet) that has some minor benefits around elven weapons, a couple underwhelming bonus feats, and a bad version of the paladin special mount. It could be worse, but it's honestly just very mediocre.

Night’s Watch Ranger (F): Dr307 p. 84. Requires BAB +4, 4 ranks in Knowledge (local), 6 ranks in Ride, the Endurance feat, and taking the Oath of the Night’s Watch (from A Song of Ice and Fire/Game of Thrones). This Westeros-themed prestige class is… well, it’s a ranger PrC so I’ve included it for comprehensiveness, but it’s bad. It gets full BAB across its 5 levels, the Great Fortitude feat at 2nd level, and the Leadership feat at 5th level (which shouldn’t be used anyway), but otherwise its class features are mostly nonexistent. You get woodland stride, swift tracker, and a bonus against cold weather. Wow! Amazing! It’s no wonder the Wall is so understaffed amirite?

Revenant Blade (D): PGtE p. 142. Requires BAB +5, being an elf, 5 ranks each in Hide and Move Silently, 2 ranks in Knowledge (history), Bladebearer of Valenar (a double scimitar EWP variant), Two-Weapon Fighting, and Weapon Focus (double scimitar). This one’s a weird class. Its claim to fame is that at 5th level of this 5-level class, you get to simultaneously treat a Valenar double scimitar as a two-handed weapon and a one-handed/light double weapon for both sides, adding 1.5 times your Str mod on damage and boosting Power Attack to double your penalty (or triple for Favored). It also adds its level to your ranger caster level (but doesn’t progress ranger casting otherwise) and animal companion progression (which you probably don’t have), and gives you a scaling number of bonus feats (which can be changed each day, and have a support item called a zaelshin tu that gives you an extra one), but the list is mediocre and can’t be used to qualify for other things. Plus, there’s RAW arguments about whether or not the capstone ability for the double scimitar is even necessary! It’s a weird class. If you want to focus on the double scimitar it’s not the worst, but… why? Five levels in something else will get you more damage and combat power than this one.

Scar Enforcer (F): RoD p. 130. Requires BAB +3, being a half-elf (oof), 8 ranks in Bluff, 4 ranks each in Hide and Move Silently, and a nongood alignment. On top of the fact that this prestige class requires being a nongood half-elf, it’s also just kinda mediocre as a whole. It gives you a slow sneak attack progression, 5/10 spellcasting, a bad smite ability, at 1st level you get favored enemy (elves and humans) +2. There’s no reason to ever take this past 1st level in practice, and even then accessing it at all is rough.

Shadow Scout (D): OA p. 44, Dr318 p. 35 (errata). Requires BAB +4, 9 ranks each in Hide and Move Silently, 5 ranks in Spot, the Run and Track feats, and a nonevil alignment. It gives you a fast-scaling favored enemy (+8 in 10 levels) of your choice, and evasion. That’s the only meaningful thing. It’s full BAB at least, I guess?

Stalker of Kharash (B or F): BoED p. 75. Along with Harper Paragon, this is one of the two prestige classes that give a variant version of favored enemy that targets all evil creatures. Distinct from the favored enemy (evil creatures) granted by the Uthgardt barbarian regional ACF, favored enemy (evil) from this PrC starts at +1, and stacks with other favored enemies. You can advance it normally with more ranger levels after taking the class, and if you’re not taking the Great Worm tribe’s variant, this is B-rated. If you already had FE (evil creatures) it’s F-rated. This PrC is honestly worse in nearly every way compared to Harper Paragon, except for its BAB and dippability.

Anyway, it requires 8 ranks each in Hide and Move Silently, a neutral good alignment, and three feats: Alertness, Favored of the Companions, and Track. All of these feats are bad! At least you get Track for free anyway. Like its Faerûnian counterpart, this gives favored enemy (evil) at 2nd level. Unlike its counterpart, that’s pretty much the only meaningful class feature it gets. It’s full BAB, has 10/10 progression of ranger casting, and gets the ability to smell evil creatures as if by the scent ability. At later levels it gets a smite evil class feature. There’s no further favored enemy advancements, and no exalted companion. This is a solid 2-level dip (easier skills than Harper Paragon) for some rangers, but otherwise? Just kinda worse than the other FE (evil) prestige class.

Swanmay (B): BoED p. 76. Requires a good alignment, a female gender, the Sacred Vow and Vow of Purity feats, 8 ranks each in Knowledge (nature) and Survival, the ability to speak Sylvan, the ability to cast speak with animals, the wild empathy class feature, and to be inducted by another swanmay. Whew, that’s a lot. Rangers can qualify at 5th level, and it’s a pretty interesting class. You get full BAB, 9/10 casting progression, spell resistance 12 + class level, a full favored enemy advancement at 2nd level, and some utility SLAs. You also get wild shape, but only into a swan, which is given stats in the class’s entry. Did you know that by RAW, all swans in D&D 3.5 have DR 5/cold iron? This is a solid class that won’t make your build worse by taking it (and in fact gives some genuinely unique things), but it’s also an incredible 2-level dip. Being able to bump your main favored enemy up to +6 by character level 7th is strong, and getting your hands on wild shape to enter something like master of many forms or warshaper is also quite good. It takes two bad feats, but the benefits are notable. At worst you’ve advanced favored enemy and gotten access to a noncombat fly speed.

Totemic Demonslayer (B): Dr354 p. 64. Requires a nonevil alignment, BAB+4, 8 ranks in Knowledge (nature), 2 ranks each in Knowledge (the planes) and Survival, and a setting-specific ritual from Savage Tide. The class is… well it’s honestly a lot like you multiclassed into a weird hybrid of ranger and paladin. It’s got full BAB, it’s got its own 1st to 4th level spellcasting (and list), it’s got favored enemy (locked to evil outsiders, no side-advancements, and scales to +6), and it’s got a detect demons SLA. The more unique stuff it gets are special tattoos, taken from a list, as well as eventually immunity to Enchantment spells. At 1st, 3rd, and 5th levels you get a lesser tattoo, and at 7th, 9th, and 10th levels a greater one. Each tattoo can be activated 1/day as a swift action, and the effects tend to be a short-duration self buff. You can pick tattoos multiple times to get extra uses, which is nice for some of the more build-enabling ones.

Highlights for the lesser tattoos include:

  • Ape: Get a 2d6 + 2× Str mod rend ability for 3 rounds; triggers any time you hit an enemy twice in the same round.
  • Badger: Get rage as a 1st level barbarian.
  • Deinonychus: Get pounce for 3 rounds.

And for the greater tattoos, you’re probably looking at taking one or more of these:

  • Tyrannosaurus: For 3 rounds, get a bite natural weapon that deals 3d6 + 3× Str mod damage, but can only be used as a secondary weapon.
  • Whirlwind: For 1 minute, get a 60ft fly speed with perfect maneuverability, and each critical threat you make against evil outsiders automatically confirms.

All told, it’s fairly specific but also brings some genuinely strong options for melee rangers. Evil outsiders are common high-level enemies so this is never outright bad, but it really shines in a campaign focused on facing them, where it’s probably worth calling A-rated.

Companion Prestige Classes

If you’re a ranger and want your animal companion to be good, that necessitates, at some point, stopping being a ranger (due to the half-level scaling). There’s a number of PrCs that stack their whole level onto your animal companion progression though, and some of them are actually pretty good. We talk more about animal companions in Chapter V, but when planning your build path, keep the following PrCs in mind. Thanks to Natural Bond, ranger on its own can go up to 6th level without losing effective druid level, or ranger 5/non-progressing level 1. After that, you’ll want to find a prestige class that fully progresses your animal companion if you want it to keep up.

Ratings within this section assume you actually want to mess around with pets and companions; if you aren’t looking to do that these would basically all be F-rated.

Companion Prestige Classes

Abolisher (S): LoM p. 182. Requires a nonchaotic alignment, a non-aberration type, the Track feat, the wild empathy class feature, 4 ranks in Knowledge (dungeoneering), and 9 ranks in Knowledge (nature). All told, abolisher is an interesting and not-at-all-bad prestige class. It gives you faster-scaling favored enemy (aberrations), a limited wild shape, animal companion and spellcasting progression, and some anti-aberration abilities.

Beast Heart Adept (B): Dun p. 48. This is more of an “honorable mention” sort of thing, as it does not advance your animal companion but instead gives you a unique monster companion. Still, it requires 8 ranks in Handle Animal and 4 ranks each in Knowledge (arcana) and (dungeoneering), as well as the Animal Affinity feat. You get a scaling buddy from a list that includes various iconic monsters like the otyugh, useful mounts like the giant eagle, giant owl, and pegasus, and some others. This isn’t going to be a buffed-druid-pet-style combat monster, but it does keep up solidly, especially as these tend to be intelligent monsters that can strategize with you. You even get extra companions at 5th and 10th level, albeit with worse scaling! And bonuses when fighting alongside your companions. I actually quite like this class; it’s a unique spin on a pet class and while it’s not the strongest option, it won’t let you down. Since it doesn’t need you to give up solitary hunting or another animal companion ACF, it’s one of the easiest ones to merge with stronger combat builds as well.

Beastmaster (S, A, C, or F): CAdv p. 26. Requires 8 ranks in Handle Animal, 4 ranks in Survival, and Skill Focus (Handle Animal). Beastmaster is similar to beast heart adept in that it’s a 10-level, full BAB PrC that gets multiple companions and some utility stuff to go with them. However, the main draw of beastmaster is its dippability; the first level of beastmaster counts as a full druid level for your animal companion and adds +3 on top of your effective druid level. Ranger 5/Beastmaster 1 would have an effective druid level of 2.5 + 1 + 3 = 6th level, or if your group rules that you can take Natural Bond and apply the beastmaster’s +3 afterwards, 2.5 + 1 + 3 = 6, then +3 = 9th level. If your group rules the latter scenario, this dip is A-rated for boosted progression; if they rule the former it’s F-rated because it doesn’t actually do anything Natural Bond wouldn’t, while costing a feat and a level instead of a feat. If you’re just taking the class to 10 for bonus animal companions and full scaling, it’s C-rated regardless. You can do better, but it’s not going to make your character actively worse to take it.

One alternative option (the strongest and most feat-hungry version) is to use beastmaster as a dip that progresses animal companion and urban companion familiar, take Natural Bond to make up for the lack of inherent ranger animal companion, and then take another prestige class that progresses animal companion. Your effective druid level for beastmaster will end up around your character level, your effective master level for your urban companion familiar will also end up around your character level, and then you’ll just need to figure out where to go afterwards. This approach to beastmaster is S-rated and probably the best way rangers can become a powerful pet class, even if it takes more feats and will take a lot more player effort to manage multiple minions.

Halfling Outrider (B): CWar p. 38. Requires BAB +5, being a halfling, 3 ranks each in Listen and Spot, and 6 ranks in Ride, plus the Mounted Combat and Mounted Archery feats. The latter feat aside, these are trivial for a ranger. Then, the class is full BAB and stacks its full level to your effective druid level and effective paladin level if you’ve got a special mount or animal companion. If you’re going for a build that has both (such as with bone knight) and is using the Devoted Tracker feat to stack their benefits onto one creature, this is A-rated for that alone (though you can use the Holy Mount feat to get a similar but slightly lesser benefit if you want). The other benefits of the class are mostly quality-of-life stuff for riding a mount. You can charge through terrain, jump off the mount easily, get evasion for both you and your mount, and at 8th level, full attack while the mount moves (explicitly not combinable with charging). Otherwise it’s pretty empty beyond the scaling.

Harmonium Peacekeeper (A): Dr315 p. 47. Requires BAB +6, 5 ranks each in Knowledge (religion) and Ride, Mounted Combat, and a lawful alignment. This is a full-bab, 5-level class that gives you a paladin special mount as a 5th-level paladin at 1st level (and advances it as you go), a smite chaos ability, the ability to plane shift to a safe place on Arcadia when you dismiss your mount (with allies!), the ability to plane shift off Arcadia using the same ability to nonevil planes of your choice, and a 1/day geas/quest SLA? Geas/quest is no-save mind control and getting it as an SLA, even with a “quest cannot involve violence” restriction from the class, is strong. Anyway, if you’re looking to play a halfling outrider-based supermount build or even just buffing your animal companion with Devoted Tracker, harmonium peacekeeper is a great choice. You still need smite evil to take Devoted Tracker, but ranger 5/paladin 1 (likely with some favored enemy ACFs)/harmonium peacekeeper 1 would get you a paladin special mount at effective 6th level, and you can take Devoted Tracker at level 9 to start stacking it. Whether you’re dipping the class or not, this is a genuinely good, unique prestige class for someone wanting to maximize their special mount/animal companion hybrid. Note: it’s worth asking your DM to houserule this PrC’s smite chaos ability to meet Devoted Tracker’s prerequisite; it’s fine even if it doesn’t, but it seems reasonable in context.

Lion of Talisid (A): BoED p. 65. Requires BAB +4, a neutral good alignment, 9 ranks each in Knowledge (nature) and Survival, the Favored of the Companions feat (terrible), an animal companion, and the ability to cast summon nature’s ally II (which rangers get at 8th level). In exchange, you get a 10-level, 3/4ths BAB class that progresses 10/10 spellcasting and 10/10 levels for your pet, gives you pounce (saving you castings of lion’s charge if you don’t already have it that late), gives you wild shape, and gives you a limited use of self-only haste. This is an incredible suite of features, but comes with the drawback of delayed entry. Still, especially if you’re looking for something to fill out the later levels of a build, it’s pretty amazing.

Ranger Knight of Furyondy (A): Dr317 p. 68. Requires BAB +5, 4 ranks in Handle Animal, 2 ranks each in Hide and Move Silently, 8 ranks in ride, the Track, Two-Weapon Fighting, Mounted Combat and Trample feats, and a good alignment. This class is a lot like harmonium peacekeeper, except that it can be entered a level earlier and isn’t quite as unique in its class features, plus slightly steeper entry costs. Like harmonium peacekeeper, this gives you a special mount as a 6th level paladin upon entry. Unlike that one, it’s basically like you kept leveling ranger, functionally trading your spell progression for that mount. At 2nd level, 6th, and 10th levels you get a favored enemy advancement (explicitly, if you have five levels of ranger prior, counting as a full advancement and getting you a bonus favored enemy +2 as usual), you get some bonus feats, you get stealth benefits for your mount, and it really wants you to use the Trample feat (but you probably won’t). If you’re looking to do a Devoted Tracker build, this doesn’t get you smite evil so you’ll still need to dip paladin or get it some other way, but like… it’s good? It’s honestly a good pick for any mounted ranger, even one that isn’t looking to synergize with animal companions. You get three favored enemy advancements across 10 levels, three bonus feats off a small but not-terrible list, 6+Int skills, and full BAB. It’s not as unique as harmonium peacekeeper and it doesn’t give you magical stuff, but it’s actually a way better class than I expected going into this, as I’d only ever seen people mention it in the context of ubermount builds.

Vadalis Beastkeeper (B): Dra p. 130. Requires BAB +4, 3 ranks each in Handle Animal, Knowledge (arcana), and Knowledge (nature), 4 ranks in Ride, the Mounted Combat feat, and an animal companion or special mount. It also requires being a member of House Vadalis in Eberron, which implies being human or half-human (not that big a deal), but since it doesn’t require the dragonmark itself or specify being a scion of the house, there’s not actually a racial restriction (the books are pretty emphatic that all the houses hire people of every race). Anyway it’s got the same base chassis as ranger; full BAB, 6+Int skills, two good saves, and counts its full level for animal companion progression. It also gives you ranger-like spellcasting (its own spell list, sadly, not the ranger’s), some bonus feats, and the magebred template on your animal companion (and yourself, at 10th level). This is arguably better than continuing to take ranger on its own if you want to progress animal companion, but honestly doesn’t bring a lot to the table. Its spellcasting is worse than just staying a ranger, and its “magebred summoning” perk is mediocre with its scaling. It does get summon nature’s ally II at 4th level in the PrC though, which sets up for a smooth entry into lion of Talisid at the same level ranger would otherwise.

Wavekeeper (B): Storm p. 76. Requires BAB +4, 5 ranks in Swim, 8 ranks in Survival, the ability to cast 1st-level divine spells, an animal companion with the aquatic subtype or a swim speed (you can in theory use a feat or item on your companion to get this for landbound companions), and a neutral alignment. What you get is a 3/4ths BAB class that gives you a swim speed, progresses casting at a 9/10 rate, gives you a domain off a small list, progresses your animal companion for 9/10 levels, lets you breathe underwater, and eventually lets you turn into a water elemental (counting as wild shape) and a capstone to summon an elder water elemental. It’s a solid choice if you’re looking to progress your animal companion past ranger 5-6, and is A-rated in campaigns that take place in or around water.

Wild Plains Outrider (A): CAdv p. 92. Requires 9 ranks in Ride, an animal companion you can ride or a special mount, and the Mounted Combat and Track feats. Trivial for a ranger. This is a 3-level, full BAB prestige class that adds its level to either your mount or companion’s progression, buffs the speeds of your mount, and lets you make a full attack while moving as long as your mount “takes only a single move.” In addition, you get to have your mount use your skill ranks for Hide and Move Silently if… trying to sneak up on someone while riding a horse, which is kinda fun. Anyway the main reasons to take this are the scaling and the full attack while moving perk. It being only a 3-level PrC to get the latter is just icing.

Other Prestige Classes

The ranger is just a really good chassis. With a bunch of solid ACFs and base abilities, solitary hunting + wide-coverage favored enemies getting you +4 (or +6 with ACF chaining/double FE progression) on attack rolls, access to wands or an extra bonus feat, and more skill points than most, you can take it as an entry into nearly any “build-centralizing” prestige class like chameleon and be very happy with your choice. Whether or not you’re really making a ranger build at that point is a philosophical question I’m not worrying about… what matters is it’s just a great foundation to build a character on.

Other Prestige Classes

Ashworm Dragoon (B): Sand p. 66. Requires BAB +5, 8 ranks in Ride, 4 ranks in Handle Animal, and the Mounted Combat and Ride-By Attack feats. This is a full-BAB class entirely focused on riding and buffing up an ashworm, a cool poisonous desert monster from Sandstorm. Where it lacks in objective utility it makes up with quality of life for mounted characters. Not only does it give you a solid, scaling mount with multiple movement speeds (land, burrow, climb), it also gives you bonus feats, including Spirited Charge and Trample (which is, for once, actually useful; you can get the ability to knock someone prone so hard it takes their entire turn to stand up, not just a move action). You get a bonus on Ride checks with your ashworm equal to class level, which is great with the ability it gives you to use Mounted Combat an unlimited number of times per round to protect it. At 7th level in the class you even get the ability to full attack while moving, though it can’t be combined with a charge. Its capstone lets you burrow in earth and dirt outside the desert alongside the ashworm, bringing some interesting tactical considerations, as well.

All told, for a mounted ranger that isn’t worrying about animal companion stuff, ashworm dragoon brings basically everything you could want out of a PrC dedicated to “make being a mounted martial less clunky,” and that’s worth something. The drawbacks over other mounted options are that it doesn’t bring any utility and that the ashworm, while solid, isn’t amazing. The class lets it keep up but it’s just gonna be a mount, rather than a combat monster on its own. As a note, if you’ve got the special mount ability you can trade your mount’s poisonous sting away to stack your special mount bonuses (including the pokeball) onto the ashworm. This makes it a fair bit better (higher Intelligence at the very least lets it get and use better feats), but since the class doesn’t itself progress special mount it’s not changing the rating much overall.

Bloodclaw Master (C): ToB p. 96. Requires 9 ranks in Jump, three Tiger Claw maneuvers, and either Multiattack or Two-Weapon Fighting. This is a 3/4ths BAB class with a focus on fighting with two Tiger Claw weapons. Since you’re a ranger, you’re pigeonholed into TWFing unarmed strikes here (for access to Power Attack), but hey, that means you can attack with your claws too! The class gives shifting 3/day, as a razorclaw shifter (in Eberron, it actually has special rules for stacking with shifters, making it A-rated for them), gives you expanded Tiger Claw maneuvers, and removes the penalty on TWFing with light Tiger Claw weapons. It’s a worthwhile class if you like Tiger Claw, but it comes up a little lacking due to its weak chassis and heavily limited weapon choices.

Bloodstorm Blade (B): ToB p. 100. Requires 8 ranks in Balance, the Point Blank Shot feat, and one Iron Heart maneuver and stance known. This is a weird one; it doesn’t progress maneuvers in spite of requiring them, instead going all-in on enabling thrown weapon full attacks. At 1st level you get Throw Anything as a bonus feat and all your weapons get the returning ability; at 2nd level you get the ability to burn a swift action to treat all your thrown attacks in a round as melee in all ways (effectively, this lets you skip out on Power Throw and use Power Attack and such with it). At 3rd/6th/9th you get a fighter bonus feat, and at 4th level, which is where you’ll probably stop, you get “lightning ricochet,” which makes it so whenever you make a thrown weapon attack it immediately returns, letting you full attack and TWF with ease. Many throwing builds will want to find a way to slot four levels of bloodstorm blade in for that alone, but it’s not strictly necessary, depending on how you approach throwing. The rest of the PrC is fairly mediocre; it’s more for someone who entered as an maneuver user instead of a full attacker, and even then it’s not very good at it.

Chameleon (A): RoD p. 111. My hot skillmonkey take is that you shouldn’t enter chameleon as a skillmonkey, and especially not as a factotum. The best entry in the game? By far ranger; ranger gives you a strong foundation for martial combat via favored enemy/solitary hunting/wide-applying enemy choices, Favored Power Attack, and possible wild shape, and that lets you actually play chameleon as a flexible character instead of just “I do skills and have one spec I stick to.” Anyway chameleon requires you be human, doppelganger, or changeling, but per a sidebar in Races of Destiny you can also enter with half-orcs and half-elves with the variant human-blooded race rules (DM willing). It also requires the Able Learner feat, 8 ranks each in Bluff and Disguise, and 4 ranks each in Spellcraft and Sense Motive. The skill requirements are rough since these are cross-class skills, but there are options for making it work:

  • Sense Motive can be gotten via the skilled city-dweller ACF.
  • For humans, you can be a silverbrow human (Dragon Magic) to get Disguise as a class skill, and use the Scorpion clan human option from Oriental Adventures to get Bluff as a class skill.
  • For nonhumans, take the Flexible Mind feat (Dr326 p. 80) to get Bluff and Disguise, and just eat the cross-class ranks in Spellcraft.

By far, the best entry into chameleon is frostblood half-orc (Dragon Magic). On top of being excellent for ranger, their ability to turn the Endurance feat if you later get it into another feat is phenomenal. Ranger gets Endurance at 3rd level, free feat! Get the Shadahkar’s swift wind item (Dr324 p. 75) and you have an item that gives you Endurance when you put it on, letting you turn it into a second floating feat, one that can be changed within the day. As a chameleon you get divine spells off any list, which nets you access to the unfailing endurance 4th-level cleric spell (DotF p. 91) which—you guessed it—gives the Endurance feat as a bonus feat (for 1 day per CL at that). And then learn heroics (SpC p. 113) and get a floating fighter bonus feat.

Chameleon as a class struggles to actually pull off the “change up everything about your combat style” fantasy due to how 3.5 wants you to specialize, but with ranger’s weapon-agnostic attack and damage boosts and access to four avenues of floating feats, you can actually do that! Playing a lockdown build today? Combat Reflexes/Improved Trip/Knock-Down/Stand Still. Feeling like an archer? Point Blank Shot/Rapid Shot/Precise Shot/Woodland Archer. The sky is the limit here; your only real mitigating factors are ability scores, and for that you have options to make it work anyway (be Wis-based with Zen Archery and Intuitive Attack? Str-based with throwing weapons? Weapon Finesse for Dex? Pick your poison really). Chameleon is a fantastic class for rangers to enter in general, but if you want to play the fantasy of a flexible skillful martial who can do any specialty in combat given some prep time? Frostblood half-orc is S-rated for it.

Daggerspell Shaper (A): CAdv p. 36. Requires 8 ranks in Concentration, the Two-Weapon Fighting and Weapon Focus (dagger) feats, sneak attack or skirmish +1d6, a nonevil alignment, and the ability to wild shape. It’s a 9/10 casting, 3/4ths BAB class that gives you some benefits while using daggers (most notably, applying their enhancements to your claws/slams in wild shape), 3d6 sneak attack over its ten levels, and wild shape. The thing is, and I never actually realized this until writing this guide, daggerspell shaper doesn’t progress wild shape, it has wild shape. At 1st level in the class it gets wild shape for Small and Medium animals, and progresses it into Large and Tiny animals. It gets extra daily uses, and has some specific rules for how it stacks with the effective levels of other wild shaping classes (instead of just, yanno, progressing wild shape). What does this mean? You don’t need wild shape ranger or druid wild shape to enter. There’s a number of specific-animal wild shape variants that can qualify for the class and just… not actually matter beyond that, because the class itself gives you wild shape with its own progression! You can enter this after swanmay, landforged walker, a totem druid dip, even just taking the Initiate of Horus-Re feat! The smoothest entry into the PrC is probably ranger 5 (not wild shape ranger)/a precision damage class or the halfling monk substitution level 1/daggerspell shaper 10, taking Initiate of Horus-Re at 6th level to get your final requirement. And like… wow! That’s actually really good! Decently-scaling wild shape, the ability to make your natural weapons inherit weapon special abilities from your daggers, and 9/10 casting for ranger’s spells? Access to Craven and other sneak attack feats?

The opportunity cost for a 10-level PrC as a wild shape character is high (you could be taking wild shape ranger and entering master of many forms, as a non-spellcaster shapeshifter option), but it does a lot in exchange. One thing it doesn’t do though is make proper use of its Weapon Focus (dagger) or Two-Weapon Fighting by default, as it’s primarily focused on natural weapons instead of actually using daggers. However, if you take Improved Unarmed Strike you can still benefit from TWFing in animal form, and well, you’re getting better results than daggers anyway due to access to Favored Power Attack on natural weapons and unarmed strikes. It’s also possible that Beast Strike might have interesting synergies here, if your DM is willing to squint a little.

Divine Crusader (S): CDiv p. 33. Requires BAB +7, an alignment matching your patron deity, 2 ranks in Knowledge (religion), and Weapon Focus in your deity’s favored weapon. The prerequisites are absolutely trivial, and the benefits are quite good, albeit limited! Divine crusader gives you a single domain from your deity, and casts Cha-based prepared spells from that domain. They get all the way up to 9th-level spells, making this a solid pick even with worse domain options. If your god has some really good domains with useful, versatile spells the rating is very high, and likewise if you use this as a dip, before entering a divine casting-progressing PrC, it’s super good. On its own, I’d call it B-rated as a general chassis. While getting these spells is very strong, it’s a 3/4ths BAB class with low spells per day that doesn’t have any other meaningful class features… it’s not helping you do your ranger things, it’s just making you a janky caster at that point. However, since it has its own progression, you can combine it with other prestige classes.

One particularly amazing build possibility for divine crusader is combining it with daggerspell shaper, mentioned above. Ranger 5/precision class 1/daggerspell shaper 2 gets you to BAB +7, and then you can take a single level of divine crusader of Horus-Re before returning to daggerspell shaper, continuing to get the much better class features from that class while using its spellcasting buffs on divine crusader. You can skip Horus-Re (his domains are solid but not amazing) and use wild shape ranger as an entry instead if you like, which lets you nab a god of your choosing for a better domain selection.

For picking your domain, you can use this complete (as far as I know) domain list to figure out what domain you want and what gods offer it. Some notable highlights include artifice, celerity, charm, competition, craft, demonic, domination, dragon below, envy, fate, luck, magic, oracle, patience, planning, portal, pride (Horus-Re gives this one, daggerspell shapers), shadow, time, travel, trickery, undeath, and weather.

Dipping into divine crusader isn’t mandatory for rangers that are taking other PrCs that progress casting, but while ranger spellcasting is pretty good and has a lot of great self-buffs, getting access to even a single domain’s worth of 1st- through 9th-level spells is just. It’s not going to fit into every build, and not necessarily going to be what you want to play (in which case… don’t play it), but you should definitely consider it. It’s also a good idea to look into ways to expand your spell list if you do.

Dragonstalker (D): Drac p. 128. Requires BAB +5, the Draconic language, 6 ranks each in Hide, Move Silently, and Search, 4 ranks each in Gather Information and Knowledge (arcana), and the Track and Blind-Fight feats. This class isn’t something I’d normally mention, but if you’re in a campaign about fighting dragons, the sheer weight of numbers it gives makes it B-rated. It’s a full-BAB class that gives 10d6 sneak attack damage over its levels. The catch? It can only sneak attack dragons. The rest of the class is bonuses for hiding and finding dragons, including ignoring their special senses, but really the reason it’s good is that ridiculously-fast sneak attack scaling combined with full BAB.

Exotic Weapon Master (B): CWar p. 30. Requires BAB +6, 3 ranks in Craft (weaponsmithing), proficiency or familiarity with an exotic weapon, and Weapon Focus with an exotic weapon. This is a 3-level class that at each level gives full BAB and a single ability that you can apply to exotic weapons you have Weapon Focus with. The useful abilities are Close-Quarters Ranged Combat (you stop provoking AoOs with a ranged weapon), Exotic Reach (lets you AoO people with cover, something gettable with a feat but still very useful), and Flurry of Strikes (spiked chain and double weapons only; you get an extra attack when full attacking in exchange for –2 on all attacks in the round). You’re mostly only going to be taking this on ranged weapon users and lockdown trippers, but for them it makes a good 1-2 level dip.

Flame Steward (A): Dr283 p. 85. Rating assumes you're using it without its errata. D-rated otherwise (see the second paragraph for more details). Requires 8 ranks in Heal, 5 ranks each in Knowledge (arcana) and (religion), the Endurance and Power Attack feats, and a nonevil alignment. This obscure, neat 10-level class from the in-house WotC era of Dragon Magazine is genuinely super cool. At odd-numbered levels, it gets a +1 inherent bonus to Strength and +3 hit points. It has Wis-based divine casting (1st- through 5th-level spells across its tenure, tiny tiny list). At most of the even-numbered levels it gets spell-like abilities. 2nd level gives it at-will* burning hands that doesn’t friendly fire allies; 6th level gives it at-will* flame strike that doesn’t friendly fire allies, 8th level gives it a 1/day choice of atonement, heal, and remove curse, and 10th level gives it 1/day firestorm that deals half divine damage and doesn’t friendly fire allies. This is just rad. If you want to be a primary Strength-based martial who can off-blast and off-heal, this is the pick!

*Since the burning hands and flame strike SLAs specifically don’t list a use limit, RAW they are at-will. While initially I was inclined to think this was intentional (since the other two SLAs call out a use limit), it turns out that Monte Cook just forgot to add in his intended limits. Per page 12 of Dragon Magazine #285, hidden away in a Scale Mail answer to an unrelated question, WotC informs us that the "Flamewarden" prestige class (yes, they typo'd the name here) was intended to be able to use burning hands 3/day and flame strike 1/day. I initially gave this prestige class an A rating based on the RAW interpretation above, and I stand by that rating for the unmodified prestige class. However, if you do use this errata, then it drops down to a D rating; it's still kinda neat but nowhere near worth the levels for most characters.

Note: regardless of use limits, the class does not state the caster level for its spell-like abilities, so RAW, the general rule on that applies (“if no caster level is specified, the caster level is equal to the creature’s Hit Dice”).

Heir of Siberys (A): ECS p. 80. Requires 15 ranks in any two skills, being a dragonmarked race (dwarf, elf, gnome, half-elf, half-orc, halfling, or human), and the Heroic Spirit feat (ECS p. 55). Heroic Spirit interfaces with Eberron’s optional action points subsystem, but it’s got a line giving rules for what happens when someone without action points takes it, so this is easier than most such content to slot into normal games.

Anyway, it’s a 3-level, 3/4ths-BAB class that gives you at 1st level some extra action points and a bonus feat related to them, at 2nd level a Siberys dragonmark granting a high-level SLA 1/day (CL 15), and at 3rd level an extra use of that SLA. In addition, at 2nd and 3rd level it progresses spellcasting or gives you a bonus of your choice at those levels.

The dragonmark SLA options are as follows:

  • Detection: Moment of prescience, half-elves only.
  • Finding: Discern location, half-orcs or humans only.
  • Handling: Awaken or summon nature’s ally VI (choose one; no exp needed for awaken), humans only.
  • Healing: Mass heal, halflings only.
  • Hospitality: Refuge, halflings only.
  • Making: True creation (costs exp to use as normal for the spell, instead of ignoring it), humans only
  • Passage: Greater teleport, humans only.
  • Scribing: Symbol of death, gnomes only.
  • Sentinel: Mind blank, humans only.
  • Shadow: Greater prying eyes or greater scrying (choose one), elves only.
  • Storm: Storm of vengeance, half-elves only.
  • Warding: Prismatic wall, dwarves only.

As you can see, the strength of the SLAs varies, but like… two or three levels at the end of your career for two flexible bonus feats and a potentially very strong spell effect is just good stuff. Definitely consider it if you’re one of the core races or their variants, especially in high level games where you may have a 5-level hole at the tail end of your build.

Infused (C): Dr321 p. 16. Requires BAB +4, a +2 base Will save, and a nonevil alignment. Full disclosure: I love this stupid prestige class and it pained me to give it this rating. I’ve had a soft spot for it since getting Dragon Magazine #321 in mid-2004 and I still do now. It’s not like… good, but it’s by far one of the more entertainingly unique implementations of “you get celestial powers” in 3.5… namely, it does it by fusing you with a celestial directly, and slowly hybridizing you with them. There’s two variants, the infused warrior (d12 Hit Die, good Fort save, full BAB) and the infused spellcaster (d8 Hit Die, good Will save, 3/4ths BAB, 5/10 casting, progressing of any type). We’re mostly concerned with the infused warrior. Anyway, at every level but 1st, 3rd, 5th, and 8th you get a benefit based on what type of celestial is fused to your soul. You also get some small ribbon abilities like bonuses on Cha-based skills with good creatures and a constant tongues effect.

Most of these benefits aren’t actually that good, but some of them do stand out, especially on a martial PrC. There’s a path for each of the celestials in the Monster Manual, but the solid options for infused and their notable features are the following:

  • Planetar: 1/day dispel magic and remove disease SLAs (4th), a fly speed (6th), 1/day blade barrier and remove fear SLAs (7th), immunity to cold (9th), and 1/day greater restoration and polymorph SLAs (10th).
  • Solar: 1/day dimensional anchor and invisibility SLAs (4th), a fly speed (6th), 1/day cure serious wounds and holy sword SLAs (7th), DR 5/epic or evil (9th), and the ability to make slaying arrows 1/day (10th).
  • Lantern Archon: Improved Initiative (2nd) and a 1/day teleport SLA (4th) that is notably not self-only. Stop after 4th level.
  • Trumpet Archon: A scaling free magic greatsword (mediocre but if nothing else it’s free), a fly speed (6th), a 100-foot radius AoE paralyze ability 3/day (7th, Cha-based Fort save), +2 Con (9th), and a 2/day summon monster IX SLA (10th).

Jaunter (C): EDP p. 172. Requires 4 ranks in Knowledge (the planes), the Dodge, Mobility, and Spring Attack feats (and thus BAB +4), and having been to at least two other planes. This is a weird little class hidden away in an adventure module book. Four levels, 3/4ths BAB, and teleportation effects. They get the ability to swap allies and swap enemies around, they get teleport as an SLA, they get plane shift as an SLA, they get freedom of movement for themselves, and can dimension door a set amount of distance each day, split across teleports. This isn’t really a build-central or super powerful effect, but if you’re doing a planar campaign or even just want to have powerful travel magic, ranger is one of the better entries into it (if only because ranger 5 gives you such a strong core for martial builds). Potentially A-rated in planar campaigns if you don’t have access to a full caster to enable transit and want to take one for the team.

Knight of the Middle Circle (B): DotF p. 65. Requires BAB +6, 7 ranks in Handle Animal, 4 ranks each in Bluff and Gather Information, and a nonchaotic, good alignment.. This is thoroughly a dip class. At 1st level you get Blind-Fight as a bonus feat and the ability to designate a single opponent each combat to get a +2 insight bonus on attacks and to AC against. It’s full BAB, so you’re basically just dipping one level for a free feat and +2 against the boss. It’s solid! It’s not necessary, but it’s a nice pickup if you really want more attack bonus and have a level to spare.

Landforged Walker (B): SoX p. 123. Requires 8 ranks in Survival, 4 ranks in Knowledge (nature), 2 ranks in Knowledge (geography), the Skill Focus (Knowledge [nature]) or Ironwood Body feat (RoE p. 119), and being a warforged. It’s a solid enough 4/5 divine spellcasting, 3/4ths BAB class that boosts your saves against mind-affecting effects, boosts your fortification to 50% at 5th level, gives you resistance to cold and electricity, and lets you harvest healing herbs from yourself. Its capstone at 5th level is wild shape 3/day except it only lets you turn into plants, and you can be any size from Small to Huge. This is actually really strong, since it specifies the HD cap scaling with character level, and lets you enter other wild shaping PrCs. Still, the rest of the class isn’t much to write home about, so it’s more of a “if you like the idea of emphasizing the ‘living tree’ side of being a warforged” option more than a “optimal pick” option.

Master of Many Forms (S): CAdv p. 58. Requires the Alertness and Endurance feats and the ability to wild shape. There is far, far too much in this class to really go over it properly, but the long and short of it is that while it’s in theory weaker than a full caster specializing in shapeshifting spells, it’s far and away the best wild shape class in the game. Over its 10 levels you get access to sizes Diminutive through Gargantuan and nearly all the types in the game, a bonus daily use for each level in the class, and the extraordinary special qualities of the forms you take. It’s really damn good! Like, really good. If you’re playing wild shape ranger you should almost certainly enter this unless you don’t want to deal with the bookkeeping required to play it. If you don’t want to deal with said bookkeeping though, I recommend daggerspell shaper and/or primeval instead. If you’re playing a master of many forms, I recommend taking a look at the Updated Master of Many Forms Bible by Rakoa.

Master of Shrouds (B): LM p. 46. Requires a nongood alignment, 5 ranks each in Concentration, Knowledge (religion), and Spellcraft, the Augment Summoning and Spell Focus (Conjuration) feats, protection from good as a divine spell, the ability to rebuke undead, and a base Will save of +5. You’re probably wondering why this is even here… it’s fairly obviously a cleric prestige class. However, if you want to play a necromantic martial character, starting as ranger then dipping some levels of cleric and another Will-boosting class can get you a genuinely interesting setup. Is this ‘cheating’ to call it a good PrC for ranger? A biiiiiit. But ranger will be doing a lot of heavy lifting on such a build. Master of shrouds is a 10-level, 9/10 casting, 3/4ths BAB class that gets you a scaling summon undead SLA. to call up shadows (2nd level), wraiths (4th level), spectres (6th level), greater shadows (8th level), and dread wraiths (10th level). As far as summoners go, calling up incorporeal, spawn-creating undead is really cool, and it progresses rebuke undead so you can command the spawn they make.

When entering it, your best bet for a simple entry is probably ranger 1/cleric 1/wizard 1 if using fractional saves, or ranger 2/cleric 1/wizard 1 otherwise. A specialist conjurer variant you can get Augment Summoning as a bonus feat. With cleric you get rebuking, Travel Devotion, and your pick of domain (probably take Cloistered Cleric to get Knowledge Devotion too). On ranger, if you can manage it, try to get multiple favored enemies, either with ACF chaining or perhaps the half-orc ranger ACF, to make applying Favored Power Attack easier. You don’t care much about your other ranger features, since the main goal is supporting your summons with powerful melee Power Attacks. You’ll then progress cleric with master of shrouds, grab ranger-boosting magic items, and use the strong core provided by a ranger dip to support your summons with strong melee damage. Sadly, you can’t go full Wis-SAD since Intuitive Attack is an exalted feat, but you could possibly dip shiba protector at higher levels and take the imbued staff wizard ACF to get something fairly close.

Is this a weird and off-the-beaten-path option for rangers? Yeah, absolutely. But it’s an obscure and niche PrC that very few people use and I wanted to highlight it here. Let me have this.

Master Thrower (S or B): CWar p. 58. And now back to your regularly-scheduled ranger-centric programming. Master thrower requires BAB +5, 4 ranks in Sleight of Hand, and the Point Blank Shot, Precise Shot, and Weapon Focus (any thrown weapon) feats. It itself is full-BAB and gives you Quick Draw at 1st level (retrain out of it at this level if you already had it) as well as evasion, Snatch Arrows, Improved Critical, and three “thrown weapon tricks,” one at each odd-numbered level. The best one is by far “palm throw,” which lets you throw two “little thrown weapons” (examples include darts, shuriken, and daggers; if you can convince your DM that Xen’drik boomerangs count too you’re in for an amazing time) with a single attack, at the cost of your Str bonus to damage. The next-best one is “weak spot,” which lets you make your thrown weapon attacks as touch attacks against anything your size or bigger, again at the cost of losing your Str bonus on damage rolls. Weak spot can only be taken at 5th level in the class, and so it’s not necessarily going to end up on every build, but for throwers that use qualifying weapons, dipping one level for palm throw is S-rated. Outright doubling your attacks per round is absolutely amazing, letting you double-dip on favored enemy bonuses, Power Throw damage, bull rushes with Rout, and even save-or-debuffs and ricochets with Boomerang Daze and Boomerang Ricochet. Sure, you’re gonna need to use weaker weapons due to the cost of having so many shots, but like… you’re making enough attacks that who cares? A master thrower dip on someone throwing boomerangs or shuriken will let you easily shred enemies with the right setup.

Moonsea Skysentinel (B): Requires BAB +5, 8 ranks each in Handle Animal and Ride, the Mounted Combat feat, and membership in the Knights of the North (a Forgotten Realms organization). You get a dire hawk companion as a mount with maximum hit points and bonus Hit Dice, you get an immediate action spell turning SLA a couple times per day (applies to you and your hawk), and you get a scaling bonus on saves against spells and SLAs as well. It’s also full BAB. This is a weird, unique class that has a genuinely pretty strong anti-magic defense ability (immediate spell turning is quite good), and unlike most companion mounts… the hawk is not an animal companion, explicitly cannot be an animal companion, and doesn’t run on animal companion rules. You know what that means? You can get someone to awaken it for more HD, better mental stats, and better tactics.

Occult Slayer (C): CWar p. 66. Requires BAB +5, 4 ranks in Knowledge (arcana), 3 ranks in Spellcraft, and the Improved Initiative and Weapon Focus feats. It’s a 5-level full-BAB class that gets a scaling bonus on saves against spells and SLAs, +1d6 damage against spellcasters and creatures with SLAs, double damage if AoOing a spellcaster casting a spell, a free action off-turn spell turning effect (1/day at 2nd level, 2/day at 4th level), toggleable immunity to mind-affecting effects at 5th level, and a constant nondetection. It’s billed as an anti-mage class, but honestly it’s not that good at it. Five levels gives you Ex mind blank which is great, but I think for most rangers that in itself may not be worth it. The biggest benefit of the class beyond that is “vicious strike,” the damage doubler when AoOing in response to spells. On lockdown builds, dipping two levels of this can be A-rated if you’re in a campaign with a lot of spellcasters.

Orc Blademaster (D): Dr299 p. 106. While writing this guide I found this weird, extremely unique class from an early Dragon Magazine. I considered not even listing it, but it’s one of the only ways to make Whirlwind Attack useful and that’s always been a white whale of mine. Anyway it requires BAB +6, 5 ranks in Knowledge (religion), being an orc or half-orc, proficiency in the bastard sword, and some awful feat prereqs: Dodge, Mobility, Spring Attack, and Combat Expertise (ouch). In exchange, they get some minor boosts for bastard swords (including a +1 flat threat range reduction), 1/day invisibility and mirror image SLAs, and, at 5th level in the PrC, they get Whirlwind Attack as a bonus feat and the ability to use it twice in a row whenever they use it. You can 5-foot step between them if you want, and have to make a super trivial Fort save or become fatigued (and unable to do the double whirlwind again), but like… that’s really cool and extremely unique? Sure, it’s not great but with a big enough reach, two-handed Power Attacking, tagging everything in the fight twice each turn is definitely a worthwhile combat action, especially if you’ve got lockdown stuff on top of it.

If you do take orc blademaster, make sure to take Improved Whirlwind Attack (Dr343 p. 93). That feat requires Dex 13, Int 13, BAB +4 and the Combat Expertise, Dodge, Mobility, Spring Attack, and Whirlwind Attack feats, but it makes it so that when you make a Whirlwind Attack you tack the rest of your iteratives onto the end of it (not as area attacks, just against one target, as if the first one in your full attack was the Whirlwind Attack and then you finished the full attack).

Order of the Bow Initiate (3.0 Version) (B): S&F p. 32. This prestige class was updated to 3.5 in Complete Warrior and was gutted horribly in the process. Don’t take that one, it’s terrible. The 3.0 version is honestly very interesting, though its prerequisites are extremely painful. Requires BAB +5, 2 ranks in Knowledge (religion), and the Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (a bow), and Weapon Specialization (a bow) feats. Accessing this efficiently is tricky—no one really wants to take four fighter levels for Weapon Specialization, but not impossible.

The most efficient way is to take a level of the templar prestige class (DotF p. 72), which itself requires BAB +5, 8 ranks in Knowledge (religion), Endurance, and Weapon Focus (deity’s favored weapon). That’ll get you Weapon Specialization in the relevant weapon and the mettle ability, which is never bad to have. Also gets you some mediocre 1st-level spells and access to wands/scrolls/etc of some good non-ranger spells (notable examples include divine power, magic vestment, and greater magic weapon).

The rating for this prestige class assumes that you’re both able to use the 3.0 version and that you’re using the templar entry; effectively extending the PrC by one level (earliest entry at 7th).

Anyway, the 3.0 version of order of the bow initiate gives you ranged-only sneak attack (in contrast to the bad “ranged precision” version from 3.5, this at least lets you take Craven) scaling from +1d6 to +5d6, the ability to make ranged attacks in melee without provoking, and most notably, at 6th level in the class, you get the ability to make a free attack with your bow 1/round when an ally could make an attack of opportunity. This doesn’t take the AoO or anything, and doesn’t count as one of your AoOs; it just lets you tag them off-turn. Plus, if you take Zen Archery, at 7th level in the PrC it lets you add both your Wis mod and your Dex mod on attack rolls.

Is this an amazing, groundbreaking class? No. But does it create some interesting build possibilities? Yeah. There’s viable silliness with stuff like Shiba protector to make your attack rolls add Dex and 2× your Wis mod, netting you massive attack bonuses. You can team up with a Mage Slayer PC to shoot enemy casters and force extra Concentration checks. With a splitting bow you hit multiple times on the free attack you make, even. It’s not the strongest class, and maybe not the best one, but it’s one of the most unique options I’ve seen for archers, and that’s something.

Prestige Paladin (B): SRD. Prestige paladin is a funny class. It’s a variant that, if you obey its rules properly, erases all non-prestige paladins from the campaign world! It’s a mediocre 15-level full-BAB class. It’s an amazing 2-level dip. Any divine spellcaster can enter it to add all paladin spells to their spell list. It’s clearly intended for clerics. We don’t give a damn about that.

Prestige paladin requires a lawful good alignment (obviously), BAB +4, 4 ranks in Ride, 2 ranks each in Knowledge (religion) and Knowledge (nobility and royalty), the Mounted Combat feat, the ability to cast protection from evil as a divine spell, and the ability to turn undead.

Turning undead can be gotten through two feats from Dragon Magazine #305, God Touched and Divine Channeler. Mounted Combat is easy; you can even get it off a ranger combat style. Protection from evil can be added to the ranger spell list via the Edgewalker Sentinel feat from Secrets of Sarlona or through Sword of the Arcane Order. We’re three feat taxes deep and now entering prestige paladin at 5th level, two levels earlier than a cleric could. Isn’t that grand?

Is it amazing? No. Is it entertaining? Yeah. Does it kick all kinds of butt, combining the ranger and paladin lists’ self-buff access on a martial? Yeah. Is it worth it? You tell me, honestly.

The first level of prestige paladin gives smite evil 1/day, at-will detect evil, turn undead scaling, and +1 level of your divine spellcasting class’s casting. The second level gives you divine grace, lay on hands, and a special mount. You’re in the clear to take Devoted Tracker to stack this with an animal companion, Serenity to switch the divine grace to Wis-based boosts. You can take halfling outrider after PrPal 2 to continue progressing both your special mount and animal companion together if you want (especially good with the Holy Mount feat), or go into another casting PrC that progresses properly (maybe daggerspell shaper? Take Initiate of Horus-Re for access, he’s the right alignment for a paladin to follow). Ask your DM if the Battle Blessing feat (CC p. 55) works for the paladin spells you’ve added to the ranger list.

You’re never going to be better than a cleric-entry prestige paladin, but is that really a problem? Few things ever will be. What this scenario does is give you access to a bunch more paladin spells and a special mount as you level, at the cost of three bad feats and two levels. Is it worth it? Maybe. I like the idea of it, at the very least. Just don’t take it past 2nd level.

Primeval (B): Frost p. 65. Requires BAB +8, 5 ranks each in Handle Animal, Knowledge (nature), and Survival, and the Endurance, Self-Sufficient, and Toughness feats. Painful feat requirements aside, this is a pretty cool prestige class. Their big gimmick is that they get a “primeval form,” which is like wild shape but it’s only for one form. That form can be of any “prehistoric animal” (defined as dire animals and dinosaurs, as well as ‘ask your DM for more’) of up to 8 HD and no more than one size bigger than you. The kicker? Unlike wild shape, primeval gets lycanthrope-style ability score adjustments rather than replacing their ability scores. This means that a primeval with a dire lion form gets +14 Str and +4 Dex while in primeval form. That’s really good! The rest of the class features consist of scaling further boosts to physical stats and is worth taking if you want it, but the big power spike is at 1st level.

Plus, if you already have wild shape, it explicitly lets you take that form using your existing wild shape uses. On any natural attacker build this can be a very strong dip, but on wild shaper users that aren’t going wide with versatility (such as a daggerspell shaper), it’s S-rated. Even with the rough feat costs (Toughness and Self-Sufficient; you already get Endurance after all) it’s well worth finding a place for it after you reach BAB +8 on those builds, netting you a powerful primary combat form that benefits from all your existing stats.

Ruby Knight Vindicator (A): ToB p. 122. Requires 8 ranks in Knowledge (religion), 4 ranks each in Hide and Intimidate, at least one Devoted Spirit maneuver and stance, the ability to turn or rebuke undead, and worshiping Wee Jas. What do you get for this? It’s a full-BAB maneuvers–divine spellcasting theurge. You’ll continue progressing maneuvers (accessing Devoted Spirit, Shadow Hand, Stone Dragon, and White Raven), continue progressing casting (either your own ranger casting or if you dipped cleric for turning, that), and on top of that, lets you turn uh, turn attempts, into various combat benefits. At 2nd level you can use a swift action and burn a turn/rebuke attempt to recover a maneuver. At 7th level, you can burn a turn/rebuke attempt to gain a swift action, something absolutely incredible for pretty much everyone, and at 9th level you can spend a turn/rebuke attempt as a free action to get +4 on an attack roll with a strike and deal +1d10 damage. Mostly, the perks here are that you’re playing an initiator with spells, rather than focusing on the usual ranger full attack stuff. Still, it’s a strong choice for those who want to use ranger as a foundation for maneuver-centric builds.

Shapeshifter (A): OA p. 45 and Dr318 p. 36 (errata). Requires BAB +3, 10 ranks in Concentration, and the ability to use alternate form (wild shape qualifies after the PHB errata way back when) or have the ability to use alter self, polymorph, or shapechange. And, wouldn’t you know it, there’s actually a feat that you can use to enter this: the Momentary Alteration spelltouched feat, found on the SRD. Hengeyokai, also from Oriental Adventures, will also qualify. Anyway, it’s a 5/10 casting, 3/4ths-BAB class that starts out by giving you 3/day wild shape as a druid and going from there. This is a lot like master of many forms, but rather than expanding your wild shapes as much, it instead works like a super-fast druid wild shape progression. You eventually get forms of size Tiny through Huge, you get the druid’s “a thousand faces” ability, and you get plant and elemental forms too. If you want to have a more focused wild shape and still progress some spellcasting, this is a good middleground between daggerspell shaper and master of many forms.

Shiba Protector (S): OA p. 222. This one was not errata’d in Dr318, but thankfully the core rulebook update booklet taught us how to update it anyway. Requires BAB +5, 4 ranks in Knowledge (religion), and the Alertness, Combat Expertise, and Iron Will feats. Within Rokugan it requires you be a human with Phoenix clan affiliation, but per the start of the Prestige Classes chapter on page 33, you’re directed to just… ignore that requirement outside of that setting. So that’s nice.

Anyway, this is a somewhat iconic build option in 3.5 due to its very unique ability to, at 1st level, add your Wis bonus on all attack and damage rolls (on top of other modifiers; hell, even on top of existing Wis bonuses if you have Zen Archery or Intuitive Attack).

Alertness can be gotten through having a familiar or just taken normally. Combat Expertise you’ll need to take manually. Iron Will can be gotten through the Otyugh Hole magic location for 3,000gp. It’s a very trivial class to enter, and the power you get from it on the right build is phenomenal. For a Wis-SAD combatant, this is S-rated. For everyone else, it’s D-rated. You won’t get that much benefit out of it unless your primary stat is Wisdom, and the feat costs are too rough to justify building for it.

Soul Eater (S or B): BoVD p. 66. Requires BAB +5, 2 ranks in Knowledge (arcana), the Alertness and Weapon Focus (a natural weapon) feats, an evil alignment, and being a living non-humanoid creature. This one is controversial in my experience due to different possible interpretations of its core class feature, energy drain. The ability says “beginning at 1st level, the touch of a soul eater bestows one negative level on its target.” A question I’ve seen retread again and again on forums over the years is what action is this?

One reading argues that it says “the touch of a soul eater bestows,” so it’s a non-action. It’d apply any time you touch another creature, be it allies or enemies, and with natural attacks or otherwise. With that interpretation, you’re now inflicting a negative level as a rider on every natural attack you make (or two at 7th level in the class), and that’s way, way too strong. This version of the class is easily S-rated but to the point where it shouldn’t be played; rather than “just super super good” it’s broken in half.

The other reading argues that it’s a supernatural ability that has no listed action cost, and thus per the general rules on supernatural abilities which state “a supernatural ability is a standard action unless noted otherwise,” it’s a standard action you must intentionally invoke, making a touch attack as its own ability to drain a target. For this, I’d call it B-rated. Interesting and useful but not an “every ranger” proposition.

Honestly? I personally favor the latter interpretation, but your DM and group may vary. The thing is, the class is simultaneously really broken and really clunky and impractical in the first interpretation. You’re going to kill any commoner who taps you on the shoulder, you’re going to drain your allies if you try to buff them with a spell. Need to make a handshake? Whoops! The second interpretation, while objectively weaker in combat, actually gets to use the other class features the soul eater gets.

See, soul eater is a full-BAB class that gets a new perk on top of its energy drain at every level. It’s actually a genuinely solid class to take to 10, whether you’re natural attacking or otherwise. While you aren’t going to be using the energy drain in combat much (its main benefits are the 24-hour-duration passive perks and the active stuff to inflict on debuffed or otherwise contained foes), you get some good stuff.

At 2nd, 4th, and 8th levels you get a +4 enhancement bonus to Str/Con/Dex for 24 hours, respectively, whenever you use energy drain. This frees up gear costs by letting you devour the life force of mooks or rodents or whatever, and is kinda a cool aesthetic while not allowing bag-of-rats cheese. At 3rd level you get a 1/day force ray when you drain someone. At 4th level you get a +2 enhancement bonus on all saves, ability checks, and skill checks for 24 hours after draining something. 6th level gives you the ability to shapechange (as the spell) into someone when you drain them fully, 9th level gives you the ability to create and control wight spawn, and 10th level doubles your daily uses of all SLAs and supernatural abilities you have! While that last bit isn’t actually that useful for rangers (nice for Travel Devotion I suppose, though), it’s so cool! A functional-enough class built around the delightfully evil “drain life from them directly” aesthetic that’s rare to see in this game, and ranger is a great entry for setting you up with some skills and utility before going all-in on the life-consuming monster vibe.

Also, if you’re a fan of the wuxia and xianxia genres like I am, this can easily replicate the common genre trope of characters who can drain energy through their martial arts to become stronger and weaken their foes. You don’t even need to dip monk or take IUS for it, since the touch attack is its own thing that then buffs you with your weapons.

It’s just a neat, novel class that imo deserves more than just a dip.

Stonelord (C): CWar p. 81. Requires BAB +5, 6 ranks in Craft (stoneworking), the Endurance feat, speaking Terran, and being a dwarf. This is a full-BAB class that gets, at each level, some kind of SLA or supernatural ability (with Con-based save DCs). Highlights include hold monster and slow SLAs, enhancement bonuses to physical stats, stone shape, meld into stone, and stone tell SLAs, the ability to summon an earth elemental, and at 9th level, a 1/day earthquake SLA. It’s a neat class that won’t hamper your combat ability, and gives you access to some otherwise caster-only effects.

Tainted (B): Dr302 p. 32. A fiendish counterpart to the Dr321 infused, this requires a nonevil alignment, BAB +2, and a base Will save of +1. You can enter this earlier than infused by two levels, even getting in at 3rd level if you take ranger 1/a full-BAB, good-Will class 1. Is it optimal? Maybe not; it’s probably worth delaying entry to get better base class features. But it’s an option!

Note that the class will very quickly shift your alignment to evil with its little corruption minigame. This doesn’t turn you into an NPC or anything it just… well, it shifts your alignment to evil. It has a few features that encourage you to microdose on evil acts as well. Kinda the best implementation of this sort of alignment-shifting option I’ve seen, honestly?

Anyway, like the infused it’s got two versions, the full-BAB one and the 3/4ths BAB, half-casting one. Unlike the infused, it has so many options. 21 different types of fiends are represented, and more than a few are actually pretty interesting. The highlights I’ve picked to recommend are the following:

  • Marilith: Two-Weapon Fighting bonus feat (2nd), 1/day animate dead and inflict serious wounds SLAs (4th), a third arm (upgrades your TWF to Multiweapon Fighting) (6th), 1/day self-only greater teleport SLA (7th), a snake tail natural weapon and constrict 4d6 (9th), and a 5/day bestow curse SLA (10th).
  • Balor: 2/day see invisibility SLA (2nd), 1/day greater dispel magic SLA (4th), 1/day firestorm SLA (7th), and a 90ft fly speed with good maneuverability (9th).
  • Kyton: Exotic Weapon Proficiency (spiked chain) bonus feat (2nd), +10ft reach to all chain-based weapons (4th), enemies-only gaze attack that applies –1 on attack rolls (Will DC 15 negates) (7th), +9 natural armor (9th), and an extra attack at full bonus whenever you full attack with a spiked chain (10th).
  • Hellcat: Cat ears that give +4 on Listen checks (2nd), pounce during the first round of combat (4th), two rake attacks for grapple and pounce (7th), perpetual invisibility in anything but darkness, like a hellcat (9th), and the scent ability (10th).
  • Canaloth: Blind-Fight bonus feat (2nd), blindsight 10ft (4th), tongue natural weapon with improved grab (6th), +5 natural armor and +20ft speed when not holding anything in your hands (9th), and now your tongue attack paralyzes enemies (Fort DC 15 negates) (10th).
  • Nycaloth: 2/day invisibility SLA (2nd), two extra arms (6th), 1/day self-only greater teleport SLA (7th), and two claw attacks that have a wounding blood-loss ability (10th). This is a 3.0 class, so you might consider asking your DM to update it from 3.0 wounding (mediocre blood loss DoT) to 3.5 wounding (Con damage on every hit).
  • A bunch of the others get some kind of 1/day self-only greater teleport or fly speeds, but their other abilities aren’t really worth the levels so I haven’t mentioned them.

You also get telepathy at 8th level, netting access to the Mindsight feat, which is nice. Also, for whatever reason there’s special rules for being a paladin with this class, letting you invert lay on hands to deal damage instead of healing. However, that will eventually make you fall, and there’s no clause for letting you keep paladin abilities if you do.

Thrall of Juiblex (B): BoVD p. 70. Requires a base Fort save of +6 (easily gotten with multiclassing), 5 ranks in Escape Artist, an evil alignment, the Thrall to Demon and Willing Deformity feats, a history including shape-changing at least once, and taking part in a cult ritual involving sacrificing someone to Juiblex. Thrall classes are a very hard sell in most campaigns, and nearly all of them are kinda mediocre and not worth considering on top of that. Juiblex’s thralls are different; they get legit cool stuff. Plus, it’s got an incredible chassis: full BAB and all good saves.

The class’s most unique effects are that at 4th level you get alter self at-will, and at 8th level you get self-only polymorph at-will. Its capstone gives you immunity to crits, sneak attacks, poison, paralysis, and stunning, and it’s got some summoning abilities. Some of the summoning abilities specify a use limit; at 5th level they get to summon any demon of 5 HD or fewer 1/day (upgrades to 10 HD or fewer at 9th level). Others, which summon oozes, don’t specify a use limit, so you’ll need to ask your DM if that’s 1/day like demon summoning, at-will like the polymorphing, or a secret third thing.

It’s not going to be a class for everyone, especially given the roleplay elements, but getting yourself at-will polymorph by potentially character level 11 is kinda cool, especially since the class itself is full BAB.

If you’re looking to play a thrall of Juiblex in a campaign that isn’t horribly evil, I wrote a homebrew organization of paladins and workers that follow the demon prince of slime and gunk, based on a combination of his AD&D, 3.5, and 4e lore:

The Keepers of the Sacred Sleep
A group of civil servants, paladins, and other do-gooders that worship a facet of Juiblex interpreting him as a god of rest and hunger. Not, for once, as a "horror hunger devours all" concept, but as Things That All Living Beings Need. Something of a sewers and garbage disposal equivalent of a hearth deity. Everything grows out of the muck, everything will return to it, and in the meantime it's our duty as living beings to live, full and free, and to help others live.

They're very pragmatic about the nature of their (demon) lord and his primary servants and rivals, and tend to emphasize the fact that unique among demon lords, Juiblex... doesn't do anything. Doesn't want to do anything. The only demon lord with no agenda and no plans for the mortal realm, content to eat and rest, alone and unbothered. He hates being bothered, even. He doesn't care about his cult.

As an institution, they champion a lot of social and utility services (believing that it's their duty to help enable others to live well). Street cleaning, sewage handling, burials and body disposal, and, yes, even Righteous Combat Against Evil, because they believe that all living creatures, even the mindless oozes, have an inherent dignity that others shouldn't trample on. They also fight for 3-day weekends and champion workers' rights.

A great deal of their philosophy is predicated on the knowledge (passed down and confirmed and so on) that the eternal afterlife of a soul consigned to Juiblex is.... well, you go to the Abyss and, since you're not part of the more active abyssal hierarchy and might-makes-right agenda, and since you're blessed by Juiblex specifically, you mutate into a sapient ooze (retaining personhood) that just gets to Exist, Eat, And Rest. Their eternal reward of a tired and busy life is rest as an active thing. Not a mere 'fade away into the long sleep,' but a conscious, cognizant choice to rest and laze. Sleep and wake. Unbothered. Forever.

The trouble is… since this organization is, broadly, Neutral Good, it's actually somewhat hard to get consigned to the abyss if you're a follower. They solve this by using their own members (or others petitioning for that type of afterlife) as willing sacrifices when they feel they've lived too long, or when they're too injured to save. By sacrificing a ranking member/thrall/etc to Juiblex in the "dunk them into an ooze" method described in Thrall of Juiblex, they send their soul to their lord's realm, while also allowing younger members to meet the requirements for channeling the demon lord of ooze's power (and take levels of the Thrall of Juiblex class). Circle of life, circle of death, and so old and tired members are sent to their Rest, while younger members step up to continue their good work.

Many followers of Good find this cult deeply offputting, but many others, especially followers of more pragmatic gods, and adventuring do-gooders who've Seen Some Shit, know that the jobs they do (often unwanted and unrespected jobs like sewage treatment, corpse disposal, plus, yanno, they help enable workers' unions and human rights stuff) are important, even if they're unusual in aesthetic. They sometimes summon and bind demons, but that’s risky so the cult mostly prefers to work with oozes and similar creatures. Many of them also work in pharmaceutical fields, using their knowledge of alchemy and biohazards to create medicine and save lives.

Even the most Crusadey-Good city can recognize the utility brought by members of the Sacred Sleep when looking at long-term benefits, even if they don't agree with their choice of 'deity'.

The irony in an altruistic organization venerating a demon prince who’s described as hating life (in spite of often creating it) is not lost on the Keepers. It’s a pastime of the more scholarly members to semi-seriously argue and debate about the topic; the philosophy of "how can you follow a lord that Hates Life but also want to protect and nurture it" is a complicated topic, and the tone they take with it can at times be offputting to other divinely-powered characters across the alignment spectrum. It mostly boils down to judging primarily by actions, not purely intentions, and viewing utility as more important than cosmic alignment, plus an understanding that entities of different kens will have different views on stuff like this. It doesn't really matter that Juiblex ostensibly hates life and eats any non-ooze thing that crosses his path, when his layer's also granting them a particularly (to them at least) pleasant afterlife and set of powers that aid their ability to help others.

The Keepers of the Sacred Sleep truly despise 'traditional' chaos-murder-rampage thralls of Juiblex (the default flavor of which is people who want to destroy things for the sake of destruction and/or want to burn down the world, independent of an organized cult, since Juiblex doesn't have an organized cult or hierarchical structure like many demon lords do). If they find such an individual or group they will ruthlessly root them out, first trying to convince them to abandon that path of destruction, but if necessary fighting to the death to stop them. These types of thralls are viewed as a shame on themselves and their organization. Uncomfortably dirty laundry that they wish to convert or erase at all costs. If pressed on the topic, most ranking members of the Keepers will admit that these elements exist in places, but will express that they are completely unlike the Sacred Sleep’s doctrine.

Ur-Priest (S): CDiv p. 70. The true full caster counterpart to divine crusader. Requires 8 each ranks in Knowledge (religion) and Spellcraft, 6 ranks in Bluff, 5 ranks each in Knowledge (arcana) and (the planes), base Fort and Will saves +3 each, the Iron Will and Spell Focus (evil) feats, and an evil alignment.

I’ve put this here not because I recommend playing it, but because it’s worth mentioning that rangers are a strong entry into this class. Ranger gets you a good deal of competence to make a core for a gishy build, and the skill requirements can be managed with feats or race selection.

Ur-priest is basically just “hey what if we had cleric-esque casting but compressed into 10 levels instead of 20.” It’s strong to the point of silliness; it doesn’t get domains and doesn’t get quite as many spells per day at the high end, but, well. Ranger 5/ur-priest 10 gets 9th-level spells at character level 14 while bringing the strong foundation of ranger 5. Why play a cleric when you can play an ur-priest!

It’s really good… but I don’t recommend playing this for the same reason I don’t recommend playing mystic ranger. Even among full spellcasting stuff, it’s just like… wow, that’s strong, stronger than your average full caster at most levels! Actually genuinely terrifying.

Warforged Juggernaut (B): ECS p. 83. Requires BAB +5, being a warforged, and the Adamantine Body, Improved Bull Rush, and Power Attack feats. Easy prerequisites get you entry into a 3/4ths-BAB class, which grows armor spikes out of your composite plating (sure okay) and slowly gives you construct traits, including all their fantastic immunities (mind-affecting, death effects, ability damage, crits, etc). On top of the good defensive pickups you get to add your class level on the opposed check to bull rush, get extra attack bonus while charging, and at 3rd level deal damage equal to your armor spikes + your Str mod whenever you succeed at a bull rush.

That last one is particularly funny with ranged throwing characters that use the Rout feat to bull rush. It works! More damage is always nice! It’s also really funny to consider how that might actually work, visually. Do you fire the spikes at them? Are your thrown weapons spiked? Who knows, but what matters is you’re stacking damage on a damageless rider effect that applies to every attack. This is A-rated if you’re a Strength-based thrower; the only drawback at that point is the race choice (which in itself isn’t really a drawback; warforged are amazing).

War Mind (A): SRD. Requires a BAB +3, 8 ranks in Knowledge (psionics), 2 ranks in Knowledge (history), and at least 1 power point. This is a full-BAB class that gets fast-scaling psychic warrior manifesting, up to 5th-level powers by the end of the class. If you want to be a psionic martial it’s a solid pick just for that, but it also has some kinda neat features. Chain of personal superiority is 3/day +2 to Str and Con for a whole fight at 1st level (+4 at 7th level), activated as a free action. Cain of defensive posture is a similar ability that gives a small boost to AC. You get some mediocre DR. You get the absolutely incredible ability to, if you haven’t moved more than 10 feet in a turn, make melee attacks against two targets at once (each attack doubling by splashing onto another enemy adjacent to the target). Its capstone is even kinda cool, a 1/day +10d6 damage boost on a single attack. All told, war mind is better than I remembered going into this guide; I initially panned to rate it B but like, wow. That’s just an incredibly good set of features for a melee ranger.

Warshaper (A): CWar p. 89. Requires BAB +4 and the ability to change shape in one of a wide list of ways (shapechanger subtype, change shape supernatural ability, a polymorph spell or SLA, or “wild shape or similar class feature,” which includes bear warrior, a class that emphatically doesn’t get wild shape). Alternate form is explicitly not enough though, which is funny after the wild shape errata that made it run off alternate form’s rules and not polymorph’s.

Anyway, this class is most famous for maybe giving you access to hundreds of natural weapons at once. I personally don’t follow that interpretation because the rules text implies (but doesn’t state) that you only get one natural weapon from the morphic weapons ability at a given time, and change the weapon as a move action rather than growing arbitrary numbers of them by stacking the ability. If your group allows you to get that many weapons off it, this class is S-rated but also toeing the theoretical optimization line and probably shouldn’t be used anyway.

For the purpose of the class’s A rating, assume you get one natural weapon of your choice with the morphic weapons ability. The class is still good even then! At 1st level you get immunity to crits and sneak attacks while shapeshifted in addition to that. 2nd level gives you +4 Str and Con while shapeshifted. 3rd is +5ft natural reach. 4th is fast healing 2. Then, at 5th, you get a unique, build-defining ability for characters with limited-use shapeshifting; fastmorph/multiform downgrades the action cost to shapeshift if you have at-will shapeshifting, or lets you change form any number of times to valid shapes within the duration of a limited-use ability like polymorph and wild shape, without needing to spend uses. This is fantastic and increases your versatility massively.

If you’re playing a warshaper, talk to your DM about morphic weapons. I recommend assuming it doesn’t give you infinite weapons shaped, but it’s still worth nailing down houserules and interpretations limiting or specifying stuff such as the following:

  • Does it let you get any printed natural weapon or does it let you get the ‘standard’ ones listed in the Monster Manual glossary? Can you get weird stuff like the clockwork horrors’ ranged dart attacks? An anaxim’s 2d6/19-20 spinning blades or 2d6/120ft range increment spike launchers? Either way the class’s rating doesn’t change, but the more liberal interpretation is, in my opinion, way more interesting.
  • Does it let you get paired natural weapons? Do you get one or two claws? The RAW implies it’s one (1) claw or slam or talon or whatnot, but it seems fair to me to allow you to get pairs of claws or similar stuff.
  • Does it grow you a limb for the weapon, or for stuff that normally takes an arm are you putting it on that arm and thus not able to use it for holding things?

And so on. It’s a fairly vague ability, so I recommend heading off the vagueness at the pass.

Weretouched Master (S): ECS p. 85. (Rating assumes you’re already a shifter.) Requires BAB +4, 8 ranks Survival, 5 ranks in Knowledge (nature), being a shifter, and having at least one shifter feat. It’s a 5-level, 3/4ths-BAB class that gives you lycanthrope-like benefits while shifting, two bonus shifter feats, frightful presence while shifting, and… uh. At 5th level in the class you get the ability to take an alternate form like a lycanthrope instead of shifting. This includes hybrid forms, and it also gives you significant ability boosts. The best options for the class’s choice of animals are bear and tiger, which I’ll focus on for this entry.

At 1st level, both bear and tiger weretouched masters get +2 Str when shifting and get two claws as natural weapons (1d4 damage + 1 per 4 HD). If you’re already a razorclaw shifter, it ups the claw damage size. At 3rd level, bear weretouched masters get improved grab while shifting, and tiger weretouched masters get pounce while shifting. Finally, at 5th level, the alternate form you get gives you, for bear, +16 Str, +2 Dex, and +8 Con. For tiger, it’s +12 Str, +4 Dex, and +6 Con.

None of the forms of this class are balanced against each other. It’s genuinely hilarious to me. Gee, rat weretouched master over here with +6 Dex +2 Con and then bear and tiger laughing their way to the bank… Note that by RAW, your alternate form is a different ability than shifting, and your shifter feats wouldn’t apply. Contradicting that, the stat block for the example NPC in the book itself shows the character’s shifter feats applying in animal and hybrid forms. The way it’s written and the context of the ability makes me think it should work just fine. If your DM rules you can’t use shifter feats in those forms… well, it sucks, but the class is still amazing. Still, it’s a bit silly to rule that way in my opinion.

Windrider (A): MotW p. 77. Requires BAB +5, 8 ranks each in Handle Animal and Ride, 6 ranks in Mounted Combat, and uh, having a mount. Not a special mount—you just need a mount to enter the class, because its features rely on having a mount (any mount). The class is full BAB, gets up to 4th-level Wis-based divine spells off its own (mediocre, but not completely useless) list, and buffs its mount. Uniquely among mounted PrCs, they can choose any creature as their mount. Any creature they’ve previously ridden, and that isn’t a “bonded companion” (familiar, special mount, animal companion) to another person. You can even choose your own such companions.

Your chosen mount gets bonus feats, bonus Hit Dice, bonus natural armor and Strength. You get bonuses for riding them and also get some of your own bonus feats. The list of bonus feats is fairly limited for both mounts and riders, but there’s some good stuff like Power Attack, Improved Initiative, Combat Reflexes, and various movement and natural weapon-centric feats.

As obscure prestige classes go, this is one of the more unique ones I’ve seen, if only for the ridiculous open-endedness of the benefit. Heck, you could even apply this to another PC in theory, giving them bonus HD. You shouldn’t do that for game balance reasons (and also I’m not sure how that works for XP/ECL rules), but the rules would allow it.

Prestige Ranger

Prestige ranger is a variant ranger introduced in Unearthed Arcana similar to prestige paladin. It’s got super rough requirements (Endurance, Track, and either Two-Weapon Fighting or Rapid Shot), can’t use many (if not most) of ranger’s ACFs, and, uh, if you use it in a game then by the rules for it, it deletes normal rangers from the game.

Don’t bother with this. It has no actual benefits the way prestige paladin does. Paladin is a terrible class and PrPal lets its neat stuff be more accessible. Ranger is a good class and prestige ranger doesn’t actually get uh, most of the neat stuff. There’s not much else to say about it. It’s a 15-level class with half-casting progression that gets some of the base ranger’s class features and none of the legitimately amazing stuff without weird hoops. Even full casters are probably better off just dipping normal ranger if they want favored enemy style things, since the first level of prestige ranger, unlike prestige paladin, doesn’t progress spellcasting.


Three screenshots of fiddles from D&D book art, with a red 'rejected' stamp over them.

Chapter IV:
Prelude to Fiddliness
(or "Simplicity" in the navbar)


The following three chapters focus on companion creatures, spellcasting, and magic items. Due to the scope of these topics, the chapters are very, very long. I’ve added this chapter here as a guide for the guide, so to speak. There’s a lot covered in the second half of this handbook, and if you don’t want to go through it all yourself, this is where you’ll find summaries.


Chapter V: Companions (Abridged)

This one is simple. Don’t take an animal companion or familiar if you don’t want to deal with the added mental stack of having an animal companion or familiar. No companion build is mandatory to make ranger work (and frankly, many of them are more trouble than they’re worth, in an objective sense). If you want to play a beastmaster style character, ranger is quite good at it. However, if you don’t want to, you can skip the entire chapter, you do not need to know a thing presented within.

Chapter VI: Spellcasting (Abridged)

Unlike companions, you do actually want to use your spellcasting. Optimal ranger play around spellcasting involves a lot of consumables, but that’s a lot more effort and fiddly tracking than most players probably want to deal with. So, with that in mind, let’s talk about ways to engage with ranger spells without that.

As I mention in that chapter, ranger spellcasting is an exercise in feast and famine, due to their strong list but low spells per day and very slow progression. In your case, you’re mostly going to be on the famine side. That doesn’t make it bad, though! The ranger spell list still provides you with useful options.

First, if you want to not deal with spellcasting at all, you can always trade your spellcasting for bonus feats (generally just the one, and then PrCing out of the class into a noncasting PrC) using the champion of the wild ACF (CC p. 50).

That’s not actually the best choice, but it’s a solid enough one that lets you choose to not engage with this at all and skip forwards.

If you want to still use spells (which is a good idea, even if ignoring consumable options), here are the basics to remember:

  • Your spell list has really good combat self-buffs for various fighting styles.
  • Your caster level is only half your ranger level, but most of your good spells (and basically all of the ones I mention here) don’t care about that.
  • Your Wisdom is mostly irrelevant; you need Wis 11 by 4th level, 12 by 8th level, 13 by 11th level, and 14 by 14th level. You can easily get this by dropping a 12 into Wisdom at the start and getting a +2 item later. You are not going to worry about save DCs.
  • Wisdom 12 gives you a single 1st-level bonus spell, and Wisdom 14 gives you a single 2nd-level bonus spell. You don’t get any spells per day for the first two levels where you unlock spells, so this can be important in lower level games if you want your spells to come online earlier.
  • Even if you’re not doing too hard into spells, the Sword of the Arcane Order feat is nonetheless quite strong for you due to a handful of extremely powerful wizard spells (most notably wraithstrike).

Note that, even if you’re not using consumables, minor schemas from Magic of Eberron are 1/day spell completion items that cost very little for low-level spells, and can functionally be “bonus spell slots” to make up for ranger’s lacking progression.

The spells worth keeping in mind if you’re barely casting as a ranger are the following. For a full list of ranger spells (and more thorough ratings), see Chapter VI.

1st-Level Spells

Ranger Spells

You unlock these at 4th level, but only get slots at 6th level.

Calm Animals (A): SRD. This spell is so much better than I remembered before writing this guide. It takes 2d4+CL Hit Dice worth of animals in close range and makes them “docile and harmless.” The kicker: while the spell says it prompts a Will save, any animals who are (1) not dire animals or (2) not trained for fighting do not get a save. A pack of wolves, a dinosaur, a big shark, whatever? No save, just stop the fight. A great silver bullet option for many low-level encounters and some higher-level ones.

Entangle (S): SRD. The druidic color spray. This spell has a lot of things going on. It’s got a 1 minute/level duration, so even at CL 1 it has enough duration for a whole fight. It’s got a 40-foot radius, which is enough to cover uh, nearly any fight area most campaigns will throw at you. It entangles enemies who fail a Reflex save, but even those who succeed have their speeds halved. Plus, it reattempts the attack every round, so even those who succeed have to make a save again. It’s absolutely wild. The only downside of it is that it’s ambiguous about where you can cast it. RAW, it doesn’t seem to have a restriction on that—it just says it makes an area of plants that entangle things. However, I spent a good 15 years thinking it required pre-existing plants to be used before I ran into that interpretation, and I suspect many groups have different takes on what’s a viable usage of this spell. Talk to your DM before using this just to nail down expectations. Even if it’s limited and can only be used where plants already exist, it’s absurdly good when it can be used. Plus, there’s the impeding stones spell, mentioned below, which lets you cover your bases for stony terrain and most dungeon environments.

Hide from Animals (A): SRD. This is a genuinely incredible silver bullet spell at all levels. Targeting one creature per CL and lasting 10 minutes per CL, it makes the targets completely imperceptible (not just invisible—you can’t be sensed at all) to all creatures of the animal type. It ends for everyone if anyone touches an animal or attacks, but being able to utterly negate animal-based encounters is so good on a 1st-level spell.

Impeding Stones (S): City p. 66. You ever wish grease had the area of entangle? That’s this spell in a nutshell. Impending stones is a truly ridiculous spell that affects a 40-foot-radius spread worth of stone, earth, or rocky terrain (including stuff like bricks, cobblestone roads, and so on), causing any creature in the area to have to make a Reflex save every turn or fall prone. Even if they pass the save, they still can only move at half speed, and everyone in the area affected by the spell takes a –2 penalty on attack rolls and must Concentrate to cast spells. On further rounds after the first, the spell allows creatures in the area to make their choice of Reflex saves or Balance checks to avoid being knocked down… is that enough to trigger the rules for causing balancing creatures to become flat-footed? Ask your DM, it’s arguable that even if they choose to take the save instead of the check it would count. Even without the strong interpretation though, the spell is amazing.

Resist Energy (A): SRD. Most casters get this spell at 2nd level, so you get a nice discount. It gives energy resistance 10 (or 20 at CL 7 and 30 at CL 11) for 10 minutes/level, against an energy type of your choice. It’s simple but effective when you expect to be facing specific energy types.

Rhino's Rush (S): SC p. 176. The smite evil at home. This swift action spell doubles the damage of the first attack you make while charging this turn. It’s simple and strong, and scales well with your favored enemy and Favored Power Attack bonuses.

Wizard Spells

Benign Transposition (A): SC p. 27. This is genuinely one of the best tactical teleports in the game, only held back by its standard action casting time. It’s got medium range and lets you swap the positions of two willing creatures of up to Large size (including yourself, if you want to use it to get to somewhere).

Enlarge Person (A): SRD. A simple, straightforward buff that’s excellent for Strength-based melees (including probably you). Gives +2 Str, –2 Dex, and ups size by one category, which penalizes attacks and AC by 1 but gives upped damage and reach. It’s worth it, in most cases, and easy to apply before combat (lasts 1 minute/level).

Grease (S): SRD. Good old grease. It makes a 10-foot square of greasy ground, causing anything in the area to need a Reflex save or they fall, but more importantly, halves the speed of creatures going through the area and makes them need to Balance (or they can’t move or fall). Balancing makes creatures flat-footed unless they have 5 or more ranks in the skill, and most standard enemies don’t have Balance ranks. An excellent spell all the way to 20, though at really high levels you’ll probably want to use a lesser metamagic rod of Quicken Spell to be more efficient with your actions.

Identify (S): SRD. If no one else in your party has this, you should get it, 100%. It lets you identify what loot does during downtime. As a divine caster, you even skip the arcane material component.

Power Word Pain (B): RotD p. 116. In spite of being notoriously broken due to what is probably (but iirc not proven to be) a typo in its level, for rangers, power word pain is mostly just “pretty good.” It dings a target with a 1d6-per-round damage over time effect, no save, for a long duration. Thing is, unlike at 1st level when a wizard gets this, you’re at minimum 6th level and the enemies can take the hit. It’s very strong for hit-and-run attacks though, and I’d say if you’re abusing that, it’s A-rated.

Scholar's Touch (A): RoD p. 167. This spell lets you read one book per round, for one round per CL. Absolutely incredible when you consider it on a narrative level. The uses for this are as endless as there are books, especially since it doesn’t limit the size of the book. War and Peace takes the same amount of time to read as Go Dog Go with this spell.

Silent Image (A): SRD. A spell only limited by your imagination and the DM’s willingness to let you pull silly nonsense, this makes a silent illusion of your choice, with a pretty big possible size.

Stun Ray (S): Dragon Annual #5 p. 23. This spell makes a ray that inflicts a 1-round stun on hit (regardless of their save), and also stuns them for an extra 1d4 rounds unless they make a Fort save. It doesn’t work on everything and later on you’ll probably be better off just fighting normally, but it remains incredible all the way to 20 because of the ability to at minimum trade turns 1 for 1 with dangerous foes.


2nd-Level Spells

Ranger Spells

You unlock these at 8th level, but only get slots at 10th level.

Cure Light Wounds (D): SRD. Heals a target 1d8+CL (max +5) damage. You should never be preparing and casting this as a 2nd-level spell. The main reason it’s good to have on your list is letting you use CLW wands to counter hp loss attrition between encounters.

Haste, Swift (S): SC p. 110. The earlier versions of this spell weren’t that great, but the Spell Compendium buffed its duration. It’s a swift action to give yourself haste's benefits for 1d4 rounds. On average you’ll get this for the most relevant rounds in a fight, and if you don’t have a party member granting you haste otherwise, the benefits are big. One of the only 2nd-level ranger spells I’d consider prioritizing getting a wand of.

Lion's Charge (S): SC p. 113. It’s pounce, it’s amazing. This is a swift action spell that gives you pounce for 1 round, letting you charge into combat and full attack. Equally good to cast on—or share with—an animal companion or familiar with share spells.

Primal Instinct (S): DM p. 71. Gives you +5 on initiative checks and Survival checks, plus uncanny dodge if you have another primal spell running. It lasts 24 hours. Two minor schemas, one of primal hunter and one of primal instinct, give you both effects on reusable 1/day items for a combined cost of 2,800gp. You should get this, 100%.

Snare (A): SRD. You know, I had always overlooked this spell, but it’s actually kinda insane? It takes 3 rounds to cast and needs some kind of vine or rope on hand, but it makes an infinite-duration (until triggered) magic trap that no save disables or entangles anything that trips it. No size limits, no anything? If you have a tree nearby when you cast it, it will snare the target and lift them up by their legs. Otherwise, it entangles them. It’s a magic trap, so enemies need trapfinding to be able to even see it, and it takes a full-round action to escape. What the heck, this is so good?

Wind Wall (S): SRD. One of the best defensive spells in the game, and the ranger gets it as a 2nd! Nice for getting divine scrolls more cheaply. It makes a wall of wind that does wind things, but more importantly blocks any arrows and crossbow bolts (the most common ranged weapons) completely. It also blocks gaseous breath weapons, and applies a 30% miss chance on other ranged weapons that aren’t massive (arguably this should also apply to weaponlike spells, check with your DM though).

Wizard Spells

Alter Self (S): SRD. A remarkably-strong and equally remarkably-complicated shapeshifting spell that lets you turn into a creature of HD up to your CL (max 5 HD) that shares a type with you. This is even better if you’re an uncommon type like outsider, dragon, or aberration, but it’s fantastic on its own regardless. This thread on Minmax has a great list of useful forms.

Bladesong (S): Spellbook. This spell is similar to bladeweave, but it’s a standard action to cast and targets a single bladed weapon. While it’s active, 1/round you can make a free action attack with the weapon, and on a successful hit the creature hit is dazed for 1 round (no save) instead of taking damage. An incredible debuff option, letting you consistently chain-daze foes given the chance.

Chain of Eyes (A): SC p. 45. I love this wacky, weird spell. It lasts 1 hour/level, and lets you see through a targeted creature’s eyes as a free action during that duration. Plus, whenever the target touches someone else, you can have the spell hop to that person instead (Will negates; a successful save ends the spell). Most of the time I recommend using this on allies to help with coordinating or scouting. Clever use of the spell can massively change how campaigns play out.

Fly, Swift (A): SC p. 96. It gives you a 60-foot fly speed as a swift action. If you need to reposition over terrain, cross a gap, or even just escape an enemy, this is an amazing tool for that until you get a proper fly speed.

Heroics (S): SC p. 113. Simple but powerful, this spell grants a creature a fighter bonus feat they qualify for for 10 minutes/level.

Mirror Image (S): SRD. I always forget how messy this spell is. It’s got two and a half paragraphs of rules text for how you move your phantasmal images and how they work, but in practice, all you want out of the spell is the sentence “enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment.” Functionally, this spell gives you better-than-miss-chance miss chance, that also happens to work alongside miss chance. It makes 1d4 mirror images (plus one per 3 CLs) and each time you get hit it randomly selects which of these is getting hit. Just keep all of them in your square and skip the AD&D-isms in the spell description.

Ray of Stupidity (S): SC p. 167. It’s a ray that deals 1d4+1 Intelligence damage (no save). Against animals and other creatures with low enough Int scores, it’s a no-save-just-lose.

Sadism (S): BoVD p. 103. Casting this spell is an evil act, which means you can’t do it as an exalted ranger. However, if you’re not, then you have no downsides for this spell. It scales particularly well into lategame, too. The effect is that, for 1 round/level, for every 10 damage you deal in a given round (total), you get a +1 luck bonus on attacks, saves, and skills during the next round. This will tend to have a snowball effect, as your full attacks hit more reliably and thus do more damage, and thus give you an even higher bonus. A phenomenal spell.

Wraithstrike (S): SC p. 243. Perhaps the best dedicated combat spell in the game (not counting polymorph). It’s a swift action and makes all your melee attacks resolve as touch attacks this turn, letting you max out Favored Power Attack and full attack something for truly massive damage. This spell alone makes Sword of the Arcane Order worth it.


3rd-Level Spells

Ranger Spells

You unlock these at 11th level, but only get slots at 13th level.

Arrowsplit (S): CoR p. 28. Ever wish you had more attacks in a full attack? Already got haste? Champions of Ruin has you covered! This swift action spell makes an arrow or bolt fired in this round split into 1d4+1 attacks midflight, all against the same target and all being treated as the same attack. Talk to your DM about if using it on an arrow fired from splitting bow results in 1d4+2 shots or 2 × (1d4+1) shots. In either case this spell is amazing for any archer.

Blade Storm (B): SC p. 30. It’s a melee equivalent to arrow storm but with much more potential damage. The spell is a swift to cast and a full-round action to use, and lets you make one melee attack for each weapon you’re wielding against every opponent in your reach. If you’re a two-weapon fighter, this is A-rated. If you’re using natural weapons, it’s S-rated, since it basically becomes “full attack everything around you.”

Plant Growth (S): SRD. You ever want to cast solid fog but shoot the enemies inside it freely? That’s this. Plant growth only works in areas that already have plants, but it makes a truly massive 100ft radius circle (or a wider semicircle or cone) worth of area become basically impossible to cross on land. Speed drops to 5 feet (no save) in the area, or 10 feet for Large creatures. You can even make shapeable paths, areas, or whatnot inside the zone not affected, letting your party move safely as you make an instant, super-fortified area. It doesn’t work on flying creatures, but in a party with good ranged attacks, it basically neutralizes any and all ground enemies when fighting outdoors. It can also be used to boost farm production for the next year. An amazing spell. Good for scrolls, too, since it’s got an instantaneous duration and no save.

Wizard Spells

Anticipate Teleportation (S): SC p. 13. One of the best anti-mage, anti-fiend spells in the game. This makes an emanation around the target creature for 24 hours, during which any teleportation that would take a creature into that area is not only delayed by 1 round, but also notifies the subject of how many creatures are arriving, what size they are, and the exact location. If an enemy is using tactical teleports they basically time hop themselves. If an enemy is scry-and-die tactics, you get forewarning. It’s amazing. Don’t leave home without it at high levels.

Avoid Planar Effects (C): SC p. 19. This spell protects the whole party from planar effects like extreme temperatures, lack of air, alignment effects, and so on for a limited duration. At high levels you’ll probably be flirting with extraplanar adventures, and this is a good spell to have in your arsenal for emergencies if so.

Golden Dragonmail (B): CoV p. 55. This spell gives you a suit of +1 mithral full plate for 1 hour/level, that you are automatically proficient in and is sized for you. If you can use it without losing class features (such as if you traded away combat style), this is S-rated, giving you one of the best basic armors in the game for relatively low cost. It’s especially good for sharing with companion creatures (who aren’t normally proficient in armor, and would get it from this) or using while wild shaped (who needs wild armor when you can just conjure up full plate). Even without putting this in your spellbook, a minor schema of golden dragonmail is 6,000gp for 5 hours per day of this, much cheaper than the 11,500gp cost of a +1 mithral full plate on its own.

Heart of Water (S): CMag p. 107. Gives you a swim speed and the ability to breathe water for 1 hour/level, but more importantly can be discharged as an immediate action to gain a freedom of movement effect in emergencies for 1 round/level. One of the best defensive spells in the game entirely for action economy reasons compared to the longer-lasting full version.

Shivering Touch (S): Frost p. 104. Deals 3d6 Dexterity damage with a touch. The memetically-strong anti-dragon spell. Talk to your DM before using this, because a good roll can no-save-just-lose a lot of dangerous enemies and also because the spell has a completely nonsensical duration on it.

Sleet Storm (S): SRD. What if we combined fog cloud with grease as a single action, letting you turn an area in combat extremely hostile to anything existing within it? That’s this spell, it makes a 40-foot-radius storm of sleet that forces everyone in the area to balance and blocking all sight even against adjacent creatures. This is even better with buffs like snowsight and snowshoes, since you get to then ignore the effect and mess people up freely.

Whispering Sand (S): Sand p. 128. You know how sending is weird and often joked about because of its 25-word limit on messages? This doesn’t have that. It’s also lower-level than sending. This connects one creature per CL in verbal communication with no distance limit on the same plane, letting you talk like you’re in a voice call. The only restriction is each creature you’re trying to add to the call has to have 1 pound of sand, dust, or ash on them or nearby (even just being outside in a sandy area counts). Learn this spell. Get a minor schema of it, a wand of it, something, and start giving your allies jars of sand as gifts. This absolutely revolutionizes the ability to communicate long-distances, and I’m surprised I don’t see it mentioned more often. As long as you know the target’s name (or otherwise know them; the requirement given is “know them,” “have met them,” or “know the name of them”), you can call them. It’s great. Full marks.


4th-Level Spells

Ranger Spells

You unlock these at 14th level, but only get slots at 16th level.

Commune With Nature (A): SRD. Like most information-gathering divinations, this one is highly DM-dependent, but if it works as one might expect then it’s a great tool for unraveling mysteries and seeking answers by asking nature itself about what’s going on.

Freedom of Movement (S): SRD. One of the best defensive spells in the game, lasting 10 minutes per level and giving you complete immunity to anything that would hinder your movement or ability to attack, including conditions like paralysis, difficult terrain, terrain-generating spells, and grappling. It’s remarkably broad and powerful, and every high-level adventurer should have a way of having this running.

Slipsand (A): Sand p. 121. This spell turns a cube of natural sand per level into slipsand (Sand p. 25), which is a ridiculously brutal natural hazard. It works like a magic trap that can be detected with a somewhat low Survival check (DC equal to your 4th-level spell save DC), but the sand itself doesn’t seem to have a save. If something steps on it (and charging creatures get no check to detect it), they immediately fall to the bottom and are now subject to holding their breath until they run out of time and drown. You can’t swim or fly out of slipsand; I’m honestly unclear how one is meant to survive it outside of tactical teleportation abilities or being pulled out with a rope. In the right scenario this can be a brutal trap to lay before a fight. It can also be cast underneath structures built on sandy foundations to cause them to collapse.

Wizard Spells

Celerity (S): PHB2 p. 105. Though this is one of the most memetically-broken spells in the game in optimization circles, on a ranger it’s… probably “just” very, very good. It lets you take a standard action off-turn as an immediate action, but dazes you for a round after. It’s great when you need it. If you have pounce, you can even turn this into a full attack by partial charging! Talk to your DM before taking this. It’s probably fine at a lot of tables, but still… it’s very incredibly strong. And probably don’t combine it with immunity to daze, since at that point it’s just way too good in my opinion.

Dancing Chains (S…?): BoVD p. 90. I have no idea how this spell is meant to work. As written, it animates 1 chain (of any length) per level, lets you move them around within range (at an unstated speed), lengthen them up to 15 feet, and attack with them as spiked chains (simultaneously). RAW, I think it actually gives you 1 attack per CL each round as a standard action, as if by spiked chains, but also as if by ranged attacks? I’m not sure if you get your usual bonuses on these attacks, but you should, since they’re weapon attacks. Maybe. Honestly, maybe don’t use the spell. Still, if played as-written it’s probably incredibly strong, similar to a telekinesis spell’s violent thrust but every round.

Greater Invisibility (A): SRD. Makes a target invisible for 1 round/level, even while attacking. It’s a standard and simple buff that’s super good against many enemies, and S-rated if you’re using it on someone dealing precision damage.

Mirror Image, Greater (S): PHB2 p. 120. This is everything good about mirror image, except you can cast it as an immediate action and it regenerates one image per turn. One of the best defensive spells in the game, especially since it stacks well with miss chances too.

Ray Deflection (A): SC p. 166. Gives you total immunity to ranged touch attacks (including rays, stuff thrown by master throwers, beholder eye beams, whatever) for 1 minute/level. Rays are often extremely dangerous, and a hard “nope” against them is amazing.

Solid Fog (S): SRD. This spell can hard-stop basically any encounter. Creatures within a 20-foot-radius area can’t see through the fog, and also have their speeds reduced down to 5 feet. If an enemy inside can’t teleport out and doesn’t have something like freedom of movement, you’ve basically neutralized them, no-save. If you have ways to see inside it (like blindsight or similar abilities), you can even kill them at range. An amazing spell that never stops being good.

Wall of Ice (A): SRD. It makes a wall or dome of ice that can trap creatures, protect something, or divide a fight. I’ve found that the dome effect is particularly useful, because if the creature isn’t adjacent to the wall itself (i.e. if you have a big enough wall), they don’t get a save to avoid it. Just… stick an enemy in the time-out box and deal with their allies. Useful as hell.


Chapter VII: Gearing Your Ranger (Abridged)

This game has too many goddamn items. So many. Too many. I would know, I went through every printed book for them when making this guide! And even in the curated-and-rated shortlist format, it’s way more than is in any way reasonable.

Thus, I’ve made a section to make picking magic items easier.

In this part of the guide I present five separate level 2–20 progressions for gear. You can just take it and go if building a character of a given level, or use it as a baseline to start with, or just use it as an example of things that might be good. These setups are designed to be not too optimized (mostly because you get into very specific and fiddly builds if you do), to use minimal limited-use items (emphasizing stuff that’s too good to pass up, multiple-use emergency defenses, or that has an extremely long durations over niche 1/day “encounter answer” items), and to, generally, be a reasonably powerful loadout for any given character of that specialization. In addition, these do not assume you’re allowed to combine items; while those rules are fairly clear in the Magic Item Compendium, many groups don’t allow them. If you’re able to combine items then it’s worth doing so, as it can expand the usefulness of a given slot (particularly with magic rings, amulets, and belts).

Basically, the goal here is that if you’re creating a character at the listed level, you can just take the items listed and be secure that your character will do well. This won’t map perfectly to gearing yourself as you level up in a campaign (because treasure drops and player wealth don’t consistently match “at character creation” numbers), but if you use this section as a guide for what items you want to be looking at, it should do the job well enough.

For the sake of space, I am not going to give descriptions of the items, only the names and prices. Every item listed in one of these loadout progressions can be found with a rating and source citation in Chapter VII: Gearing Your Ranger. Open the spoilers and hit ctrl+F to find them.

At each level, new items are bolded and colored blue to make it easier to parse what’s new at that level.

As a final note before getting into it: these loadouts assume that you’ve swapped Track for trapfinding abilities in order to fill the “party rogue” niche. Very little changes if you didn’t, just get rid of the relevant nonmagical items. You don’t get Open Lock, but you can probably just assume you’re breaking most locks with a Power Attack. Not as clean, but does the job until you can afford a skeleton key.

Loadout 1: Two-Handed Melee (Str)

This setup emphasizes combat utility and defenses, bringing multiple magic weapon upgrades that negate enemy gimmicks such as miss chance and buff spells, and prioritizing upgrading “necessary defenses” before boosting damage. At high levels, it also has access to cheap, powerful Strength boosts by getting a double arm replacement, something not viable for two-weapon builds.

Level 2 (900gp)
  • Weapon: Masterwork alchemical silver weapon (480gp + base weapon cost)
  • Armor: Chain shirt (100gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Other Items: Masterwork thieves’ tools (100gp)
  • Remaining Money: 45gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 3 (2,700gp)
  • Weapon: Masterwork alchemical silver weapon (480gp + base weapon cost)
  • Armor: Chain shirt (100gp), masterwork dastana (175gp)
  • Common Bonuses: Resistance +1 (saves, 1,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 425gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 4 (5,400gp)
  • Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: Resistance +1 (saves, 1,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 125gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 5 (9,000gp)
  • Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt (3,400gp), masterwork dastana (175gp)
  • Common Bonuses: Resistance +1 (saves, 1,000gp)
  • Waist: Healing belt (750gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 675gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 6 (13,000gp)
  • Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt (3,400gp), masterwork dastana (175gp)
  • Common Bonuses: Resistance +1 (saves, 1,000gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp)
  • Remaining Money: 175gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 7 (19,000gp)
  • Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt (3,400gp), masterwork dastana (175gp)
  • Common Bonuses: Resistance +1 (saves, 1,000gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp)
  • Remaining Money: 175gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 8 (27,000gp)
  • Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt (3,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Str, 4,000gp), resistance +1 (saves, 1,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp)
  • Remaining Money: 675gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 9 (36,000gp)
  • Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Str, 4,000gp), resistance +1 (saves, 1,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp)
  • Remaining Money: 675gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 10 (49,000gp)
  • Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Str, 4,000gp), resistance +1 (saves, 1,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of speed (12,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp)
  • Remaining Money: 1,675gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 11 (66,000gp)
  • Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Str, 4,000gp), resistance +1 (saves, 1,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Healing belt (750gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of speed (12,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp)
  • Remaining Money: 2,075gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 12 (88,000gp)
  • Weapon: +1 revealing suppression alchemical silver weapon (32,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Str, 4,000gp), resistance +1 (saves, 1,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Healing belt (750gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of speed (12,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp)
  • Remaining Money: 75gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 13 (110,000gp)
  • Weapon: +1 revealing suppression alchemical silver weapon (32,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Str, Wis; 8,000gp), resistance +1 (saves, 1,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Healing belt (750gp) Girdle of hate (16,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of speed (12,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp)
  • Remaining Money: 2,825gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 14 (150,000gp)
  • Weapon: +1 revealing suppression alchemical silver weapon (32,480gp + base weapon cost)
  • Armor: +1 soulfire mithralmist shirt of mindarmor (30,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +4 (Str, 16,000gp), enhancement +2 (Wis, 4,000gp), resistance +1 (saves, 1,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 4 enemy spirit pouches (for swapping as needed, 8,400gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of speed (12,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp)
  • Remaining Money: 2,625gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 15 (200,000gp)
  • Weapon: +1 revealing suppression alchemical silver weapon (32,480gp + base weapon cost)
  • Armor: +1 soulfire mithralmist shirt of mindarmor (30,400gp), +1 dastana of freedom (36,175gp)
  • Common Bonuses: Enhancement +4 (Str, 16,000gp), enhancement +2 (Wis, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Circlet of rapid casting (15,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 4 enemy spirit pouches (for swapping as needed, 8,400gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of speed (12,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp)
  • Remaining Money: 1,625gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 16 (260,000gp)
  • Weapon: +1 revealing suppression alchemical silver weapon (32,480gp + base weapon cost) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +1 soulfire mithralmist shirt of mindarmor (30,400gp) w/ lesser crystal of adaptation (1,500gp), +1 dastana of freedom (36,175gp) w/ lesser crystal of mind cloaking (4,000gp)
  • Common Bonuses: Enhancement +4 (Str, 16,000gp), enhancement +2 (Wis, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Circlet of rapid casting (15,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 4 enemy spirit pouches (for swapping as needed, 8,400gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of speed (12,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp), enervating arm graft (40,000gp)
  • Remaining Money: 4,525 gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 17 (340,000gp)
  • Weapon: +1 revealing suppression spireshard alchemical silver weapon (98,480gp + base weapon cost) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +1 soulfire mithralmist shirt of mindarmor (30,400gp) w/ lesser crystal of adaptation (1,500gp), +1 dastana of freedom (36,175gp) w/ lesser crystal of mind cloaking (4,000gp)
  • Common Bonuses: Enhancement +4 (Str, 16,000gp), enhancement +2 (Wis, 4,000gp), resistance +4 (saves, 16,000gp)
  • Head: Circlet of rapid casting (15,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 4 enemy spirit pouches (for swapping as needed, 8,400gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of speed (12,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp), enervating arm graft (40,000gp)
  • Remaining Money: 3,525 gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 18 (440,000gp)
  • Weapon: +1 revealing suppression spireshard alchemical silver weapon (98,480gp + base weapon cost) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +1 soulfire mithralmist shirt of mindarmor (30,400gp) w/ lesser crystal of adaptation (1,500gp), +1 dastana of freedom (36,175gp) w/ lesser crystal of mind cloaking (4,000gp)
  • Common Bonuses: Enhancement +6 (Str, 36,000gp), enhancement +2 (Wis, 4,000gp), resistance +4 (saves, 16,000gp)
  • Head: Circlet of rapid casting (15,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 4 enemy spirit pouches (for swapping as needed, 8,400gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gauntlets of ghost fighting (4,000gp)
  • Feet: Boots of the mountain king (1,500gp) Boots of speed (12,000gp)
  • Ring 1: Ring of speed (12,000gp) Ring of the white wyrm (64,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp), enervating arm graft (40,000gp), arm of Nyr (12,800gp)
  • Remaining Money: 4,225 gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 19 (580,000gp)
  • Weapon: +1 revealing suppression spireshard intercepting vicious spell-storing vanishing alchemical silver weapon (208,480gp + base weapon cost) w/ greater crystal of acid assault (6,000gp)
  • Armor: +1 soulfire mithralmist shirt of mindarmor (30,400gp) w/ lesser crystal of adaptation (1,500gp), +1 dastana of freedom (36,175gp) w/ lesser crystal of mind cloaking (4,000gp)
  • Common Bonuses: Enhancement +6 (Str, 36,000gp), enhancement +2 (Wis, 4,000gp), resistance +4 (saves, 16,000gp)
  • Head: Circlet of rapid casting (15,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 4 enemy spirit pouches (for swapping as needed, 8,400gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gauntlets of ghost fighting (4,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of the white wyrm (64,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp), enervating arm graft (40,000gp), arm of nyr (12,800gp), tooth of Leraje (21,600gp)
  • Remaining Money: 9,625 gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 20 (760,000gp)
  • Weapon: +1 revealing suppression spireshard intercepting vicious spell-storing vanishing alchemical silver weapon (208,480gp + base weapon cost) w/ greater crystal of acid assault (6,000gp)
  • Armor: +1 magnetic bane blind soulfire mithralmist shirt of mindarmor and energy immunity (101,400gp) w/ lesser crystal of adaptation (1,500gp), +1 dastana of freedom and energy immunity (64,175gp) w/ lesser crystal of mind cloaking (4,000gp)
  • Common Bonuses: Enhancement +6 (Str, Dex, Con, 108,000gp), enhancement +2 (Wis, 4,000gp), resistance +5 (saves, 25,000gp)
  • Head: Circlet of rapid casting (15,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 4 enemy spirit pouches (for swapping as needed, 8,400gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gauntlets of ghost fighting (4,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of the white wyrm (64,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), skeleton key (4,500gp), enervating arm graft (40,000gp), arm of nyr (12,800gp), tooth of Leraje (21,600gp)
  • Remaining Money: 9,625 gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings

Loadout 2: TWF (Str, Two-Hander + Unarmed)

This is very similar to Loadout 1 above, except that it trades some of the speed at which it acquires defensive capabilities for additional raw damage via unarmed strikes. Unlike many TWF builds, we aren’t interested in upgrading our off-hand weapon to match the primary hand here—the loadout’s damage predominantly comes from the incredible scaling on Favored Power Attack when used with a two-handed weapon main hand and unarmed strike off-hand. Fundamentally this represents a sort of “middle ground” between a full THF setup and a full TWF setup; it’s more resource-hungry than the former in both feats and wealth, but not nearly as much as the latter.

Level 2 (900gp)
  • Weapon: Masterwork alchemical silver weapon (480gp + base weapon cost)
  • Armor: Chain shirt w/ armor spikes (150gp), dastana (25gp)
  • Common Bonuses: N/A
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp)
  • Remaining Money: 45gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 3 (2,700gp)
  • Weapon: Masterwork alchemical silver weapon (480gp + base weapon cost)
  • Armor: Chain shirt (100gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Arms: Bracers of striking (1,310gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 115gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 4 (5,400gp)
  • Weapon: Masterwork alchemical silver weapon (480gp + base weapon cost)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: Resistance +1 (saves, 1,000gp)
  • Waist: Healing belt (750gp)
  • Arms: Bracers of striking (1,310gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 65gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 5 (9,000gp)
  • Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Armor: +1 mithral chain shirt (2,100gp), masterwork dastana (175gp)
  • Common Bonuses: Resistance +1 (saves, 1,000gp)
  • Waist: Healing belt (750gp)
  • Arms: Bracers of striking (1,310gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 665gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 6 (13,000gp)
  • Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt (3,400gp), masterwork dastana (175gp)
  • Common Bonuses: Resistance +1 (saves, 1,000gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Arms: Bracers of striking (1,310gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 1,265gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 7 (19,000gp)
  • Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt (3,400gp), masterwork dastana (175gp)
  • Common Bonuses: Resistance +1 (saves, 1,000gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Arms: Bracers of striking (1,310gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp)
  • Remaining Money: 1,265gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 8 (27,000gp)
  • Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt (3,400gp), masterwork dastana (175gp)
  • Common Bonuses: Resistance +1 (saves, 1,000gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Arms: Bracers of striking (1,310gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp)
  • Remaining Money: 1,265gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 9 (36,000gp)
  • Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt (3,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Str, 4,000gp), resistance +1 (saves, 1,000gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Arms: Bracers of striking (1,310gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp)
  • Remaining Money: 265gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 10 (49,000gp)
  • Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), +1 death ward dastana (4,175gp)
  • Common Bonuses: Enhancement +2 (Str, 4,000gp), resistance +1 (saves, 1,000gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Waist: Healing belt (750gp)
  • Arms: +1 bracers of striking (5,310gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp)
  • Remaining Money: 165gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 11 (66,000gp)
  • Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), +1 death ward dastana (4,175gp)
  • Common Bonuses: Enhancement +2 (Str, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Healing belt (750gp)
  • Arms: +1 bracers of striking (5,310gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp)
  • Remaining Money: 1,165gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 12 (88,000gp)
  • Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), +1 death ward dastana (4,175gp)
  • Common Bonuses: Enhancement +2 (Str, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Healing belt (750gp) Girdle of hate (16,000gp)
  • Arms: +1 bracers of striking (5,310gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp), minor schema of primal instinct (2,400gp)
  • Remaining Money: 2,015gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 13 (110,000gp)
  • Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), +1 death ward dastana (4,175gp)
  • Common Bonuses: Enhancement +2 (Str, Wis; 8,000gp), resistance +1 (saves, 1,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 3 enemy spirit pouches (for swapping as needed, 6,300gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: +1 bracers of striking (5,310gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of speed (12,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp), minor schema of primal instinct (2,400gp)
  • Remaining Money: 15gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 14 (150,000gp)
  • Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost) w/ standard of heroism (40,000gp)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), +1 death ward dastana (4,175gp)
  • Common Bonuses: Enhancement +2 (Str, Wis; 8,000gp), resistance +1 (saves, 1,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 3 enemy spirit pouches (for swapping as needed, 6,300gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: +1 bracers of striking (5,310gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of speed (12,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp), minor schema of primal instinct (2,400gp)
  • Remaining Money: 2,115gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 15 (200,000gp)
  • Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost) w/ standard of heroism (40,000gp), lesser crystal of acid assault (3,000gp)
  • Armor: +1 mithralmist shirt of mindarmor of freedom (41,400gp) w/ lesser crystal of mind cloaking (4,000gp), +1 death ward dastana (4,175gp)
  • Common Bonuses: Enhancement +2 (Str, Wis; 8,000gp), resistance +1 (saves, 1,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 3 enemy spirit pouches (for swapping as needed, 6,300gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: +1 bracers of striking (5,310gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of speed (12,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp), minor schema of primal instinct (2,400gp)
  • Remaining Money: 9815gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 16 (260,000gp)
  • Weapon: +1 revealing spireshard alchemical silver weapon (50,480gp + base weapon cost) w/ standard of heroism (40,000gp), lesser crystal of acid assault (3,000gp)
  • Armor: +1 mithralmist shirt of mindarmor of freedom (41,400gp) w/ lesser crystal of mind cloaking (4,000gp), +1 death ward dastana (4,175gp)
  • Common Bonuses: Enhancement +4 (Str, 16,000gp), enhancement +2 (Wis, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 3 enemy spirit pouches (for swapping as needed, 6,300gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: +1 bracers of striking (5,310gp) w/ lesser crystal of acid assault (3,000gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of speed (12,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp), minor schema of primal instinct (2,400gp)
  • Remaining Money: 3,915gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 17 (340,000gp)
  • Weapon: +1 revealing spireshard alchemical silver weapon (50,480gp + base weapon cost) w/ standard of heroism (40,000gp), lesser crystal of acid assault (3,000gp)
  • Armor: +1 mithralmist shirt of mindarmor of freedom (41,400gp) w/ lesser crystal of mind cloaking (4,000gp), +1 death ward dastana (4,175gp)
  • Common Bonuses: Enhancement +6 (Str, 36,000gp), enhancement +2 (Wis, 4,000gp), resistance +4 (saves, 16,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 6 enemy spirit pouches (for swapping as needed, 12,600gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: +1 suppression bracers of striking (37,310gp) w/ lesser crystal of acid assault (3,000gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of speed (12,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp), minor schema of primal instinct (2,400gp), skin of power damping (10,000gp)
  • Remaining Money: 615gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 18 (440,000gp)
  • Weapon: +1 revealing spireshard vicious alchemical silver weapon (72,480gp + base weapon cost) w/ standard of heroism (40,000gp), lesser crystal of acid assault (3,000gp)
  • Armor: +1 mithralmist shirt of mindarmor of freedom (41,400gp) w/ lesser crystal of mind cloaking (4,000gp), +1 death ward dastana (4,175gp) w/ lesser crystal of adaptation (1,500gp)
  • Common Bonuses: Enhancement +6 (Str, 36,000gp), enhancement +2 (Wis, 4,000gp), resistance +5 (saves, 25,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 6 enemy spirit pouches (for swapping as needed, 12,600gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: +1 suppression bracers of striking (37,310gp) w/ lesser crystal of acid assault (3,000gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp) Boots of speed (12,000gp)
  • Ring 1: Ring of speed (12,000gp) Ring of the white wyrm (64,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp), minor schema of primal instinct (2,400gp), skin of power damping (10,000gp)
  • Remaining Money: 5,615gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 19 (580,000gp)
  • Weapon: +1 revealing spireshard vicious alchemical silver weapon (72,480gp + base weapon cost) w/ standard of heroism (40,000gp), lesser crystal of acid assault (3,000gp)
  • Armor: +1 mithralmist shirt of mindarmor of freedom (41,400gp) w/ lesser crystal of mind cloaking (4,000gp), +1 death ward dastana of energy immunity (16,175gp) w/ lesser crystal of adaptation (1,500gp)
  • Common Bonuses: Enhancement +6 (Str, 36,000gp), enhancement +4 (Con, 16,000gp), enhancement +2 (Wis, 4,000gp), resistance +5 (saves, 25,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 6 enemy spirit pouches (for swapping as needed, 12,600gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: +1 suppression bracers of striking (37,310gp) w/ lesser crystal of acid assault (3,000gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of the white wyrm (64,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp), minor schema of primal instinct (2,400gp), skin of power damping (10,000gp), manual of gainful exercise +4 (110,000gp)
  • Remaining Money: 7,615gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 20 (760,000gp)
  • Weapon: +1 revealing holy spireshard intercepting vicious spell-storing vanishing alchemical silver weapon (208,480gp + base weapon cost) w/ standard of heroism (40,000gp), lesser crystal of acid assault (3,000gp)
  • Armor: +1 mithralmist shirt of mindarmor of freedom (41,400gp) w/ lesser crystal of mind cloaking (4,000gp), +1 soulfire dastana of energy immunity (49,175gp) w/ lesser crystal of adaptation (1,500gp)
  • Common Bonuses: Enhancement +6 (Str, 36,000gp), enhancement +4 (Dex, Con, 32,000gp), enhancement +2 (Wis, 4,000gp), resistance +5 (saves, 25,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Raptor’s mask (3,500gp)
  • Neck: 6 enemy spirit pouches (for swapping as needed, 12,600gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: +1 suppression bracers of striking (37,310gp) w/ lesser crystal of acid assault (3,000gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of the white wyrm (64,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), skeleton key (4,500gp), minor schema of primal instinct (2,400gp), skin of power damping (10,000gp), manual of gainful exercise +4 (110,000gp)
  • Remaining Money: 2,615gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings

Loadout 3: TWF (Str, Sword & Board)

Unlike Loadout 2, the goal with this build is to maximize offensive output via fighting with two weapons. For this, we’re going to be using a heavy shield in our off-hand, and emphasizing upgrading both our weapons concurrently when possible at the middle levels (even at the cost of potential utility and defenses). This loadout assumes you’re getting Two-Weapon Fighting from your combat style and not worrying too much about Dexterity. As this setup’s items significantly reward charging, you should try to get pounce (either via lion’s charge castings or a barbarian dip) over using other move-and-full-attack options.

Level 2 (900gp)
  • Main Hand Weapon: Masterwork alchemical silver weapon (480gp + base weapon cost)
  • Off-Hand Weapon: Heavy steel spiked shield (30gp)
  • Armor: Chain shirt (100gp), dastana (25gp)
  • Common Bonuses: N/A
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp)
  • Remaining Money: 65gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 3 (2,700gp)
  • Main Hand Weapon: Masterwork alchemical silver weapon (480gp + base weapon cost)
  • Off-Hand Weapon: Masterwork heavy steel shield with masterwork alchemical silver spikes (170gp + 490gp)
  • Armor: Chain shirt (100gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 915gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 4 (5,400gp)
  • Main Hand Weapon: Masterwork alchemical silver weapon (480gp + base weapon cost)
  • Off-Hand Weapon: +1 heavy steel shield with masterwork alchemical silver spikes (1,170gp + 490gp)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Waist: Healing belt (750gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 715gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 5 (9,000gp)
  • Main Hand Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Off-Hand Weapon: +1 heavy steel shield with +1 alchemical silver spikes (1,170gp + 2,490gp)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Waist: Healing belt (750gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 315gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 6 (13,000gp)
  • Main Hand Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Off-Hand Weapon: +1 heavy steel shield with +1 alchemical silver spikes (1,170gp + 2,490gp)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 2,215gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 7 (19,000gp)
  • Main Hand Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Off-Hand Weapon: +2 unicorn shield (specific heavy shield item) with +1 alchemical silver spikes (9,170gp + 2,490gp)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 215gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 8 (27,000gp)
  • Main Hand Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Off-Hand Weapon: +2 unicorn shield (specific heavy shield item) with +1 alchemical silver spikes (9,170gp + 2,490gp)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 215gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 9 (36,000gp)
  • Main Hand Weapon: +1 alchemical silver weapon (2,480gp + base weapon cost)
  • Off-Hand Weapon: +2 unicorn shield (specific heavy shield item) with +1 alchemical silver spikes (9,170gp + 2,490gp)
  • Armor: +1 mithralmist shirt (3,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Str, 4,000gp), resistance +1 (saves, 1,000gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), adamantine hacksaw (600gp)
  • Remaining Money: 1,315gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 10 (49,000gp)
  • Main Hand Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost)
  • Off-Hand Weapon: +2 bashing unicorn shield (specific heavy shield item) with +1 alchemical silver spikes (14,170gp + 2,490gp)
  • Armor: +1 death ward mithralmist shirt (6,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Str, 4,000gp), resistance +1 (saves, 1,000gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), adamantine hacksaw (600gp)
  • Remaining Money: 315gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 11 (66,000gp)
  • Main Hand Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost)
  • Off-Hand Weapon: +2 bashing unicorn shield (specific heavy shield item) with +1 alchemical silver spikes (14,170gp + 2,490gp)
  • Armor: +1 death ward mithralmist shirt (6,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Str, 4,000gp), resistance +1 (saves, 1,000gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp) Girdle of hate (16,000gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), adamantine hacksaw (600gp)
  • Remaining Money: 2,065gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 12 (88,000gp)
  • Main Hand Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +2 bashing unicorn shield (specific heavy shield item) with +1 hunting alchemical silver spikes (14,170gp + 8,490gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +1 death ward mithralmist shirt (6,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Str, 4,000gp), resistance +1 (saves, 1,000gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), adamantine hacksaw (600gp)
  • Remaining Money: 65gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 13 (110,000gp)
  • Main Hand Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +2 bashing unicorn shield (specific heavy shield item) with +1 hunting alchemical silver spikes (14,170gp + 8,490gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +1 death ward mithralmist shirt (6,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Str, Wis; 8,000gp), resistance +1 (saves, 1,000gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), adamantine hacksaw (600gp)
  • Remaining Money: 1,365gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 14 (150,000gp)
  • Main Hand Weapon: +1 revealing alchemical silver weapon (8,480gp + base weapon cost) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +2 bashing unicorn shield (specific heavy shield item) with +1 hunting alchemical silver spikes (14,170gp + 8,490gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +1 death ward mithralmist shirt (6,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +4 (Str, 16,000gp), enhancement +2 (Wis, 4,000gp), resistance +1 (saves, 1,000gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Mantle of rage (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of anticipation (6,000gp)
  • Ring 2: Yragerne Signet (15,200gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), adamantine hacksaw (600gp)
  • Remaining Money: 2,165gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 15 (200,000gp)
  • Main Hand Weapon: +1 revealing suppression alchemical silver weapon (32,480gp + base weapon cost) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +2 bashing unicorn shield (specific heavy shield item) with +1 hunting alchemical silver spikes (14,170gp + 8,490gp) w/ lesser crystal of acid assault (3,000gp) & heraldic crest of bolstering (16,000gp)
  • Armor: +1 death ward mithralmist shirt (6,400gp), +1 vengeful sentira dastana (5,175gp)
  • Common Bonuses: Enhancement +4 (Str, 16,000gp), enhancement +2 (Wis, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Mantle of rage (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of anticipation (6,000gp)
  • Ring 2: Yragerne Signet (15,200gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), adamantine hacksaw (600gp)
  • Remaining Money: 565gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 16 (260,000gp)
  • Main Hand Weapon: +1 revealing suppression alchemical silver weapon (32,480gp + base weapon cost) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +2 bashing unicorn shield (specific heavy shield item) with +1 hunting alchemical silver spikes (14,170gp + 8,490gp) w/ lesser crystal of acid assault (3,000gp) & heraldic crest of bolstering (16,000gp)
  • Armor: +1 soulfire mithralmist shirt (27,400gp) w/ lesser crystal of mind cloaking (4,000gp), +1 vengeful sentira dastana of energy immunity (17,175gp)
  • Common Bonuses: Enhancement +6 (Str, 36,000gp), enhancement +2 (Wis, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 3 enemy spirit pouches (for swapping as needed, 6,300gp)
  • Shoulders: Mantle of rage (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of anticipation (6,000gp)
  • Ring 2: Yragerne Signet (15,200gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), adamantine hacksaw (600gp)
  • Remaining Money: 1,465gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 17 (340,000gp)
  • Main Hand Weapon: +1 revealing suppression alchemical silver weapon (32,480gp + base weapon cost) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +2 bashing unicorn shield (specific heavy shield item) with +1 hunting spireshard alchemical silver spikes (14,170gp + 50,490gp) w/ lesser crystal of acid assault (3,000gp) & heraldic crest of bolstering (16,000gp)
  • Armor: +1 soulfire mithralmist shirt (27,400gp) w/ lesser crystal of mind cloaking (4,000gp), +1 vengeful sentira dastana of energy immunity (17,175gp)
  • Common Bonuses: Enhancement +6 (Str, 36,000gp), enhancement +2 (Wis, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 4 enemy spirit pouches (for swapping as needed, 8,400gp)
  • Shoulders: Mantle of rage (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of anticipation (6,000gp)
  • Ring 2: Yragerne Signet (15,200gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), adamantine hacksaw (600gp), 2 arms of Nyr (25,600gp; these don’t stack with each other but you need two, one for each arm, ideally)
  • Remaining Money: 11,765gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 18 (440,000gp)
  • Main Hand Weapon: +1 revealing suppression alchemical silver weapon (32,480gp + base weapon cost) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +2 bashing unicorn shield (specific heavy shield item) with +1 hunting spireshard alchemical silver spikes (14,170gp + 50,490gp) w/ lesser crystal of acid assault (3,000gp) & heraldic crest of bolstering (16,000gp)
  • Armor: +1 soulfire mithralmist shirt (27,400gp) w/ lesser crystal of mind cloaking (4,000gp), +1 vengeful sentira dastana of energy immunity (17,175gp)
  • Common Bonuses: Enhancement +6 (Str, 36,000gp), enhancement +2 (Wis, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 4 enemy spirit pouches (for swapping as needed, 8,400gp)
  • Shoulders: Mantle of rage (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of anticipation (6,000gp)
  • Ring 2: Yragerne Signet (15,200gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), adamantine hacksaw (600gp), 2 arms of Nyr (25,600gp), manual of gainful exercise +4 (110,000gp)
  • Remaining Money: 1,765gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 19 (580,000gp)
  • Main Hand Weapon: +1 revealing suppression alchemical silver weapon (32,480gp + base weapon cost) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +2 bashing unicorn shield (specific heavy shield item) with +1 hunting spireshard alchemical silver spikes (14,170gp + 50,490gp) w/ lesser crystal of acid assault (3,000gp) & heraldic crest of bolstering (16,000gp)
  • Armor: +1 soulfire mithralmist shirt (27,400gp) w/ lesser crystal of mind cloaking (4,000gp), +1 vengeful sentira dastana of energy immunity (17,175gp)
  • Common Bonuses: Enhancement +6 (Str, 36,000gp), enhancement +2 (Wis, 4,000gp), resistance +5 (saves, 25,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 4 enemy spirit pouches (for swapping as needed, 8,400gp)
  • Shoulders: Mantle of rage (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of anticipation (6,000gp)
  • Ring 2: Yragerne Signet (15,200gp) Ring of mental fortitude (110,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search); 320gp, adamantine hacksaw (600gp), 2 arms of Nyr (25,600gp), manual of gainful exercise +4 (110,000gp), minor schema of primal instinct (2,400gp)
  • Remaining Money: 5,365gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 20 (760,000gp)
  • Main Hand Weapon: +1 revealing suppression intercepting hunting merciful alchemical silver weapon (98,480gp + base weapon cost) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +2 bashing unicorn shield (specific heavy shield item) with +1 hunting spireshard intercepting spell-storing alchemical silver spikes (14,170gp + 98,490gp) w/ greater crystal of acid assault (6,000gp) & heraldic crest of bolstering (16,000gp)
  • Armor: +1 soulfire mithralmist shirt (27,400gp) w/ lesser crystal of mind cloaking (4,000gp), +1 vengeful sentira dastana of energy immunity (17,175gp)
  • Common Bonuses: Enhancement +6 (Str, 36,000gp), enhancement +2 (Wis, 4,000gp), resistance +5 (saves, 25,000gp)
  • Head: Dryad’s helm (4,000gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 4 enemy spirit pouches (for swapping as needed, 8,400gp)
  • Shoulders: Mantle of rage (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of anticipation (6,000gp)
  • Ring 2: Ring of mental fortitude (110,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), adamantine hacksaw (600gp), 2 arms of Nyr (25,600gp), manual of gainful exercise +4 (110,000gp), minor schema of primal instinct (2,400gp), skin of movement (40,000gp), tooth of Leraje (21,600gp; use on shield)
  • Remaining Money: 6,765gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings

Loadout 4: TWF (Dex, Two Unarmed Strikes)

Full Dexterity TWF builds are very limited for rangers. Shadow Blade is important for that kind of thing, but you can’t access it without a Shadow Hand weapon, and the only such weapon that can be both Finessed and Power Attacked with is the unarmed strike. Thus, if you’re looking to do a Dex-based two-weapon build, you must default to unarmed strikes. As far as upgrading weapons goes, this loadout uses magic gauntlets. In theory, you could do better with a necklace of natural weapons (which would RAW apply to both off-hand and main hand attacks, since you’re using unarmed strikes for both), but since the neck slot is reserved for enemy spirit pouches and I’m unsure if most DMs would allow you to get “two weapons” for the price of one, I’ve decided to play it safe here. Finally, the build assumes you don’t want to spend a feat on Improved Unarmed Strike; it uses a ring of might acquired at 5th level for that purpose. Before that, you’ll be TWFing with mundane weapons (likely rapiers or short swords, depending on if you’ve taken Shadow Blade yet).

Level 2 (900gp)
  • Main Hand Weapon: Rapier (20gp)
  • Off-Hand Weapon: Short sword (10gp)
  • Armor: Chain shirt (100gp), dastana (25gp)
  • Common Bonuses: N/A
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 225gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 3 (2,700gp)
  • Main Hand Weapon: Rapier (20gp)
  • Off-Hand Weapon: Short sword (10gp)
  • Armor: Chain shirt (100gp), dastana (25gp)
  • Common Bonuses: N/A
  • Waist: Healing belt (750gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 1,175gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 4 (5,400gp)
  • Main Hand Weapon: Rapier (20gp)
  • Off-Hand Weapon: Short sword (10gp)
  • Armor: Chain shirt (100gp), dastana (25gp)
  • Common Bonuses: N/A
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 1,875gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 5 (9,000gp)
  • Main Hand Weapon: Masterwork alchemical silver gauntlet (482gp)
  • Off-Hand Weapon: Masterwork alchemical silver gauntlet (482gp)
  • Armor: Chain shirt (100gp), dastana (25gp)
  • Common Bonuses: N/A
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Ring 1: Ring of might (4,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 541gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 6 (13,000gp)
  • Main Hand Weapon: +1 alchemical silver gauntlet (2,482gp)
  • Off-Hand Weapon: +1 alchemical silver gauntlet (2,482gp)
  • Armor: Chain shirt (100gp), dastana (25gp)
  • Common Bonuses: N/A
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Ring 1: Ring of might (4,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 541gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 7 (19,000gp)
  • Main Hand Weapon: +1 alchemical silver gauntlet (2,482gp)
  • Off-Hand Weapon: +1 alchemical silver gauntlet (2,482gp)
  • Armor: Chain shirt (100gp), dastana (25gp)
  • Common Bonuses: Enhancement +2 (Dex, 4,000gp), resistance +1 (saves, 1,000gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Ring 1: Ring of might (4,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 1,541gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 8 (27,000gp)
  • Main Hand Weapon: +1 alchemical silver gauntlet (2,482gp)
  • Off-Hand Weapon: +1 alchemical silver gauntlet (2,482gp)
  • Armor: Chain shirt (100gp), dastana (25gp)
  • Common Bonuses: Enhancement +2 (Dex, 4,000gp), resistance +1 (saves, 1,000gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Ring 1: Ring of might (4,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 1,541gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 9 (36,000gp)
  • Main Hand Weapon: +1 revealing alchemical silver gauntlet (8,482gp)
  • Off-Hand Weapon: +1 alchemical silver gauntlet (2,482gp)
  • Armor: Chain shirt (100gp), dastana (25gp)
  • Common Bonuses: Enhancement +2 (Dex, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Shadowy diadem (4,400gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Ring 1: Ring of might (4,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 141gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 10 (49,000gp)
  • Main Hand Weapon: +1 discipline (Shadow Hand) alchemical silver gauntlet (8,482gp)
  • Off-Hand Weapon: +1 revealing alchemical silver gauntlet (8,482gp, switched to off-hand)
  • Armor: Chain shirt (100gp), dastana (25gp)
  • Common Bonuses: Enhancement +2 (Dex, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Shadowy diadem (4,400gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of might (4,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 441gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 11 (66,000gp)
  • Main Hand Weapon: +1 discipline (Shadow Hand) alchemical silver gauntlet (8,482gp)
  • Off-Hand Weapon: +1 revealing alchemical silver gauntlet (8,482gp)
  • Armor: Chain shirt (100gp), dastana (25gp)
  • Common Bonuses: Enhancement +2 (Dex, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Shadowy diadem (4,400gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp) Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of might (4,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 2,191gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 12 (88,000gp)
  • Main Hand Weapon: +1 discipline (Shadow Hand) alchemical silver gauntlet (8,482gp)
  • Off-Hand Weapon: +1 revealing alchemical silver gauntlet (8,482gp)
  • Armor: +3 mithral celestial armor (23,400gp)
  • Common Bonuses: Enhancement +2 (Dex, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Shadowy diadem (4,400gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of might (4,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 791gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 13 (110,000gp)
  • Main Hand Weapon: +1 revealing discipline (Shadow Hand) alchemical silver gauntlet (18,482gp)
  • Off-Hand Weapon: +1 discipline (Shadow Hand) alchemical silver gauntlet (8,482gp, switched to off-hand)
  • Armor: +3 mithral celestial armor (23,400gp)
  • Common Bonuses: Enhancement +2 (Dex, Wis; 8,000gp), resistance +1 (saves, 1,000gp)
  • Head: Shadowy diadem (4,400gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of might (4,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 691gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 14 (150,000gp)
  • Main Hand Weapon: +1 fierce discipline (Shadow Hand) alchemical silver gauntlet (32,482gp)
  • Off-Hand Weapon: +1 revealing discipline (Shadow Hand) alchemical silver gauntlet (18,482gp, switched to off-hand)
  • Armor: +3 mithral celestial armor (23,400gp)
  • Common Bonuses: Enhancement +2 (Dex, Wis; 8,000gp), resistance +1 (saves, 1,000gp)
  • Head: Shadowy diadem (4,400gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Banner of the storm’s eye (15,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp)
  • Ring 1: Ring of might (4,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 1,691gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 15 (200,000gp)
  • Main Hand Weapon: +1 fierce discipline (Shadow Hand) alchemical silver gauntlet (32,482gp) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +1 revealing discipline (Shadow Hand) alchemical silver gauntlet (18,482gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +3 mithral celestial armor (23,400gp)
  • Common Bonuses: Enhancement +6 (Dex, 36,000gp), enhancement +2 (Wis; 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Shadowy diadem (4,400gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Banner of the storm’s eye (15,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of the mountain king (1,500gp) Boots of speed (12,000gp)
  • Ring 1: Ring of might (4,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 1,691gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 16 (260,000gp)
  • Main Hand Weapon: +1 fierce discipline (Shadow Hand) alchemical silver gauntlet (32,482gp) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +1 revealing discipline (Shadow Hand) alchemical silver gauntlet (18,482gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +3 gleaming mithral celestial armor (50,400gp)
  • Common Bonuses: Enhancement +6 (Dex, 36,000gp), enhancement +2 (Wis; 4,000gp), resistance +2 (saves, 4,000gp)
  • Head: Shadowy diadem (4,400gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Banner of the storm’s eye (15,000gp)
  • Torso: Fiery tunic (5,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of might (4,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), 2 arms of Nyr (25,600gp; these don’t stack with each other but you need two, one for each arm, ideally)
  • Remaining Money: 1,091gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 17 (340,000gp)
  • Main Hand Weapon: +1 fierce spireshard discipline (Shadow Hand) alchemical silver gauntlet (98,482gp) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +1 revealing discipline (Shadow Hand) alchemical silver gauntlet (18,482gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +3 gleaming mithral celestial armor (50,400gp)
  • Common Bonuses: Enhancement +6 (Dex, 36,000gp), enhancement +2 (Wis; 4,000gp), resistance +2 (saves, 4,000gp)
  • Head: Shadowy diadem (4,400gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Banner of the storm’s eye (15,000gp)
  • Torso: Fiery tunic (5,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of might (4,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), 2 arms of Nyr (25,600gp), skin of power damping (10,000gp)
  • Remaining Money: 5,091gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 18 (440,000gp)
  • Main Hand Weapon: +1 fierce vanishing spireshard discipline (Shadow Hand) alchemical silver gauntlet (106,482gp) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +1 fierce vanishing revealing discipline (Shadow Hand) alchemical silver gauntlet (58,482gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +3 gleaming mithral celestial armor of mindarmor and mirror image (73,400gp) w/ greater crystal of mind cloaking (10,000gp), +1 death ward barricade buckler of energy immunity (19,165gp)
  • Common Bonuses: Enhancement +6 (Dex, 36,000gp), enhancement +2 (Wis; 4,000gp), resistance +2 (saves, 4,000gp)
  • Head: Shadowy diadem (4,400gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Banner of the storm’s eye (15,000gp)
  • Torso: Fiery tunic (5,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of might (4,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), 2 arms of Nyr (25,600gp), skin of power damping (10,000gp)
  • Remaining Money: 4,926gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 19 (580,000gp)
  • Main Hand Weapon: +1 fierce vanishing spireshard discipline (Shadow Hand) alchemical silver gauntlet (106,482gp) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +1 fierce vanishing revealing discipline (Shadow Hand) alchemical silver gauntlet (58,482gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +3 gleaming mithral celestial armor of mindarmor and mirror image (73,400gp) w/ greater crystal of mind cloaking (10,000gp), +1 death ward barricade buckler of energy immunity (19,165gp)
  • Common Bonuses: Enhancement +6 (Dex, 36,000gp), enhancement +2 (Wis; 4,000gp), resistance +3 (saves, 9,000gp)
  • Head: Shadowy diadem (4,400gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Banner of the storm’s eye (15,000gp)
  • Torso: Fiery tunic (5,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of might (4,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), 2 arms of Nyr (25,600gp), skin of power damping (10,000gp), manual of quickness of action +5 (137,500gp), minor schema of primal instinct (2,400gp)
  • Remaining Money: 26gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 20 (760,000gp)
  • Main Hand Weapon: +1 fierce vanishing intercepting spireshard discipline (Shadow Hand) alchemical silver gauntlet (136,482gp) w/ lesser crystal of acid assault (3,000gp)
  • Off-Hand Weapon: +1 fierce vanishing revealing intercepting suppression discipline (Shadow Hand) alchemical silver gauntlet (136,482gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +3 gleaming death ward mithral celestial armor of mindarmor and mirror image (86,400gp) w/ greater crystal of mind cloaking (10,000gp), +1 death ward barricade buckler of energy immunity (19,165gp)
  • Common Bonuses: Enhancement +6 (Dex, 36,000gp), enhancement +2 (Wis; 4,000gp), resistance +5 (saves, 25,000gp)
  • Head: Shadowy diadem (4,400gp)
  • Face: Third eye freedom (2,600gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Banner of the storm’s eye (15,000gp)
  • Torso: Fiery tunic (5,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Bracers of blood rage (2,600gp)
  • Hands: Gloves of the balanced hand (8,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of might (4,000gp)
  • Ring 2: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), 2 arms of Nyr (25,600gp), skin of power damping (10,000gp), manual of quickness of action +5 (137,500gp), minor schema of primal instinct (2,400gp), standard of heroism (40,000gp, you just hold its pole while punching things)
  • Remaining Money: 3,026gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings

Loadout 5: Longbow Archer

Optimal archery play involves a lot of consumables (magic ammunition, mainly), but for the purposes of this loadout, we aren’t bothering with anything but mundane arrows for the sake of convenience. This loadout also doesn’t use raptor arrows due to the necessity of rulings on full attacks with them. It will probably be a little more difficult to make this “just work” to the level of the melee builds (if only because archery is kinda a mess in 3.5 as far as optimization floor and ceiling goes), but it should still do the job in most campaigns, I imagine. This loadout assumes you started with a +2 Strength modifier. That is probably not the case for many archers, but it seemed like a reasonable starting point for the purposes of low-level costs. It also considers certain defenses and flight to be less of a priority (not not a priority, just less of one) than the melee builds, pushing their acquisition off in the favor of ranged combat boosts.

Level 2 (900gp)
  • Weapon: Composite longbow [+2] (300gp), spiked gauntlet (5gp)
  • Armor: Chain shirt (100gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp)
  • Remaining Money: 120gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 3 (2,700gp)
  • Weapon: Masterwork elvencraft composite longbow [+2] (900gp)
  • Armor: Masterwork chain shirt (150gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 955gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 4 (5,400gp)
  • Weapon: +1 elvencraft composite longbow [+2] (2,900gp)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 705gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 5 (9,000gp)
  • Weapon: +1 elvencraft composite longbow [+2] (2,900gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Waist: Healing belt (750gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp)
  • Remaining Money: 555gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 6 (13,000gp)
  • Weapon: +1 elvencraft composite longbow [+2] (2,900gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp)
  • Remaining Money: 55gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 7 (19,000gp)
  • Weapon: +1 elvencraft composite longbow [+2] (2,900gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: N/A
  • Face: Goggles of foefinding (2,500gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Feet: 2 anklets of translocation (2,800gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp)
  • Remaining Money: 755gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 8 (27,000gp)
  • Weapon: +1 elvencraft composite longbow [+2] (2,900gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Dex, 4,000gp), resistance +1 (saves, 1,000gp)
  • Face: Goggles of foefinding (2,500gp)
  • Neck: Enemy spirit pouch (2,100gp)
  • Waist: Healing belt (750gp)
  • Arms: Armbands of reduction (2,000gp)
  • Feet: 2 anklets of translocation (2,800gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp)
  • Remaining Money: 1,755gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 9 (36,000gp)
  • Weapon: +1 elvencraft composite longbow [+2] (2,900gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Dex, 4,000gp), resistance +1 (saves, 1,000gp)
  • Face: Goggles of foefinding (2,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Waist: Healing belt (750gp)
  • Arms: Armbands of reduction (2,000gp)
  • Feet: 2 anklets of translocation (2,800gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp)
  • Remaining Money: 8,655gp; saving money for next level
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 10 (49,000gp)
  • Weapon: +2 elvencraft Hank’s energy bow (22,900gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: Mithral chain shirt (1,100gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Dex, 4,000gp), resistance +1 (saves, 1,000gp)
  • Face: Goggles of foefinding (2,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Waist: Healing belt (750gp)
  • Arms: Armbands of reduction (2,000gp)
  • Feet: 2 anklets of translocation (2,800gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp)
  • Remaining Money: 1,655gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 11 (66,000gp)
  • Weapon: +2 elvencraft Hank’s energy bow (22,900gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Dex, 4,000gp), resistance +1 (saves, 1,000gp)
  • Face: Goggles of foefinding (2,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Waist: Healing belt (750gp)
  • Arms: Armbands of reduction (2,000gp)
  • Feet: 2 anklets of translocation (2,800gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), arm of Nyr (12,800gp)
  • Remaining Money: 555gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 12 (88,000gp)
  • Weapon: +2 elvencraft Hank’s energy bow (22,900gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), masterwork dastana (175gp)
  • Common Bonuses: Enhancement +2 (Dex, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Scout’s headband (3,400gp)
  • Face: Goggles of foefinding (2,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Waist: Healing belt (750gp) Girdle of hate (16,000gp)
  • Arms: Armbands of reduction (2,000gp)
  • Feet: 2 anklets of translocation (2,800gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), arm of Nyr (12,800gp)
  • Remaining Money: 3,905gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 13 (110,000gp)
  • Weapon: +2 elvencraft Hank’s energy bow (22,900gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), +1 death ward dastana (4,175gp)
  • Common Bonuses: Enhancement +2 (Dex, Wis; 8,000gp), resistance +1 (saves, 1,000gp)
  • Head: Scout’s headband (3,400gp)
  • Face: Goggles of foefinding (2,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Armbands of reduction (2,000gp)
  • Feet: 2 anklets of translocation (2,800gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), arm of Nyr (12,800gp), quiver of energy (electricity, 15,000gp)
  • Remaining Money: 2,905gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 14 (150,000gp)
  • Weapon: +2 splitting elvencraft Hank’s energy bow (64,900gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +1 mithralmist shirt of mindarmor (6,400gp), +1 death ward dastana (4,175gp)
  • Common Bonuses: Enhancement +2 (Dex, Wis; 8,000gp), resistance +1 (saves, 1,000gp)
  • Head: Scout’s headband (3,400gp)
  • Face: Goggles of foefinding (2,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Armbands of reduction (2,000gp)
  • Feet: 2 anklets of translocation (2,800gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), arm of Nyr (12,800gp), quiver of energy (electricity, 15,000gp)
  • Remaining Money: 905gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 15 (200,000gp)
  • Weapon: +2 splitting elvencraft Hank’s energy bow (64,900gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +1 mithralmist shirt of mindarmor and freedom (41,400gp), +1 death ward dastana (4,175gp)
  • Common Bonuses: Enhancement +4 (Dex, 16,000gp), enhancement +2 (Wis, 4,000gp), resistance +1 (saves, 1,000gp)
  • Head: Scout’s headband (3,400gp)
  • Face: Goggles of foefinding (2,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Armbands of reduction (2,000gp)
  • Feet: 2 anklets of translocation (2,800gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), arm of Nyr (12,800gp), quiver of energy (electricity, 15,000gp)
  • Remaining Money: 3,905gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 16 (260,000gp)
  • Weapon: +2 splitting seeking elvencraft Hank’s energy bow (86,900gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +1 mithralmist shirt of mindarmor and freedom (41,400gp), +1 death ward dastana (4,175gp)
  • Common Bonuses: Enhancement +6 (Dex, 36,000gp), enhancement +2 (Wis, 4,000gp), resistance +4 (saves, 16,000gp)
  • Head: Scout’s headband (3,400gp)
  • Face: Goggles of foefinding (2,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Armbands of reduction (2,000gp)
  • Feet: 2 anklets of translocation (2,800gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), arm of Nyr (12,800gp), quiver of energy (electricity, 15,000gp)
  • Remaining Money: 905gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings
Level 17 (340,000gp)
  • Weapon: +2 splitting seeking elvencraft Hank’s energy bow (86,900gp) w/ lesser crystal of acid assault (3,000gp)
  • Armor: +1 mithralmist shirt of mindarmor and freedom (41,400gp), +1 soulfire dastana (25,175gp)
  • Common Bonuses: Enhancement +6 (Dex, 36,000gp), enhancement +2 (Wis, 4,000gp), resistance +4 (saves, 16,000gp)
  • Head: Scout’s headband (3,400gp)
  • Face: Goggles of foefinding (2,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Armbands of reduction (2,000gp)
  • Feet: 2 anklets of translocation (2,800gp) Boots of speed (12,000gp)
  • Ring 1: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), arm of Nyr (12,800gp), quiver of energy (electricity, 15,000gp)
  • Remaining Money: 32,705gp; saving money for next level
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 18 (440,000gp)
  • Weapon: +2 splitting seeking spireshard elvencraft Hank’s energy bow (176,900gp) w/ lesser crystal of acid assault (3,000gp) and attached standard of heroism (40,000gp, qualifies via elvencraft)
  • Armor: +1 mithralmist shirt of mindarmor and freedom (41,400gp), +1 soulfire dastana (25,175gp)
  • Common Bonuses: Enhancement +6 (Dex, 36,000gp), enhancement +2 (Wis, 4,000gp), resistance +4 (saves, 16,000gp)
  • Head: Scout’s headband (3,400gp)
  • Face: Goggles of foefinding (2,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Armbands of reduction (2,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), arm of Nyr (12,800gp), quiver of energy (electricity, 15,000gp)
  • Remaining Money: 2,705gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 19 (580,000gp)
  • Weapon: +2 splitting seeking spireshard elvencraft Hank’s energy bow (176,900gp) w/ lesser crystal of acid assault (3,000gp) and attached standard of heroism (40,000gp, qualifies via elvencraft)
  • Armor: +1 mithralmist shirt of mindarmor and freedom (41,400gp), +1 soulfire dastana (25,175gp)
  • Common Bonuses: Enhancement +6 (Dex, 36,000gp), enhancement +2 (Wis, 4,000gp), resistance +5 (saves, 25,000gp)
  • Head: Scout’s headband (3,400gp)
  • Face: Goggles of foefinding (2,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Armbands of reduction (2,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of anticipation (6,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), arm of Nyr (12,800gp), quiver of energy (electricity, 15,000gp), manual of quickness of action +4 (110,000gp), tooth of Leraje (21,600gp)
  • Remaining Money: 2,105gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 1 ring
Level 20 (760,000gp)
  • Weapon: +2 splitting seeking hunting spireshard elvencraft Hank’s energy bow (214,900gp) w/ greater crystal of acid assault (6,000gp) and attached standard of heroism (40,000gp, qualifies via elvencraft)
  • Armor: +1 mithralmist shirt of mindarmor and freedom (41,400gp), +1 soulfire dastana (25,175gp)
  • Common Bonuses: Enhancement +6 (Str, Dex, 72,000gp), enhancement +2 (Wis, 4,000gp), resistance +5 (saves, 25,000gp)
  • Head: Scout’s headband (3,400gp)
  • Face: Goggles of foefinding (2,500gp)
  • Neck: 2 enemy spirit pouches (for swapping as needed, 4,200gp)
  • Shoulders: Transposer cloak (6,000gp)
  • Torso: Winged vest (12,000gp)
  • Waist: Girdle of hate (16,000gp)
  • Arms: Armbands of reduction (2,000gp)
  • Feet: Boots of speed (12,000gp)
  • Ring 1: Ring of anticipation (6,000gp)
  • Ring 2: Ring of the white wyrm (64,000gp)
  • Other Items: Masterwork thieves’ tools (100gp), masterwork tool of Search and Spot (fancy glasses; 100gp), 2 charms of perfection (Disable Device, Search; 320gp), minor schema of primal instinct (2,400gp), arm of Nyr (12,800gp), 3 quivers of energy (fire, acid, electricity, 45,000gp), manual of quickness of action +4 (110,000gp), tooth of Leraje (21,600gp), skin of power damping (10,000gp)
  • Remaining Money: 1,105gp
  • Open Slots: Head, face, neck, shoulders, torso, waist, arms, hands, feet, 2 rings

An edited screenshot of a Tumblr post that has comical misspellings, as if typed in a rush. The post reads 'average person summons 3 spiders a year' factoid actually just statistical error. average person summons 0 spiders per year. Spiders Sovelis, who ranges in forest & urban companions over 10,000 each day, is an outlier and should not have been counted.

Chapter V: Companions


Oh, how I wish this was a simple topic.

I really, really do.

But man, companion creatures have some weird and obtuse rules; Handle Animal on its own is a huge rules tangle, and that’s before getting into the stuff for animal companions, familiars, and special mounts.

Before I get into it properly, I want to emphasize that companion creatures are often fiddly, a lot of work to build and run, and most of the time not strictly worth the effort. You can trade your animal companion for the very strong solitary hunting ACF if you don’t want to bother with them, and that’s a very valid choice. Skip this chapter if you’re not worried about companion creatures.

Here’s some relevant resources if you want to do the reading yourself:

Rules of the Game articles are generally not, in spite of the name, rules. They’re explanations and elaborations on rules, and while they’re sometimes wrong on how the rules work, they’re rare examples of citable developer intent (because… they’re articles written by the devs about how they think their rules work/should work), which can be useful as a signpost for houseruling weird edge cases. And, if the sheer number of links above didn’t clue you in, boy do the rules for handling animals, having companions, and riding mounts have some weird edge cases.

So! Let’s talk about companion creatures.


Companion Creatures Overview

The following three spoilers outline how the rules for each of the three types of companion creatures work.

On Animal Companions

An animal companion is a specific animal that a druid, ranger, or other character has befriended. They don’t start out fully trained; you need to use the Handle Animal skill to give them more tricks. In my experience, most DMs will let you “pre-train” an animal companion with tricks if you’re starting with one, since… well, you had it before the campaign started. Ask them how they want to handle that. With that in mind…

What Are Tricks?

Most animal companions have an Intelligence score of 1 or 2; this means they can’t understand complex tactics and actions by default, and need to be roleplayed by the DM as, yanno, animals. Particularly cool animals, but still animals. Tricks are your way of ordering an animal companion around. Getting them to attack specific targets or back off of combat, having them do complicated actions, and so on, require a trick.

Per the Handle Animal skill, “handling” an animal (that is, telling it to do one of its tricks) is a move action normally, or a free action if it’s your animal companion. It’s a DC 10; truly trivial. You can also “push” the animal, a much higher DC (25), in order to get it to do a trick it doesn’t know. This means that if you have a pet that isn’t your animal companion, ordering it around can be kinda annoying. For mounts this isn’t a problem since the Ride skill has its own rules for directing mounts, but if you’re just buying guard dogs or the like, it’s a notable cost.

An animal can learn three tricks if it’s Int 1, or six if it’s Int 2. Animal companions also get bonus tricks that don’t count against that maximum. The most relevant core tricks for teaching your animal companion are the following. Unless otherwise noted, each of these costs 1 trick slot.

  • Attack: Tell it to attack your enemies. Costs 1 trick slot normally, but costs 2 trick slots if you want to be able to easily order the animal to attack more varied creatures like undead and aberrations.
  • Defend: Needed if you want the animal to defend another other character; animals you’ve trained defend you without a trick.
  • Down: Tell it to stop attacking and move away from combat. Important for if the animal is in danger, but defending you or other family (i.e. the party). Likewise important if the animal gets ticked off by something and you need it to play nice.
  • Guard: The animal stays in place and guards an area.
  • Track: The animal tracks by scent. Requires the animal have the scent ability. You know how rangers get Track for free? Most creatures with scent are better than you at it by default. How messed up is that?

This post by Darrin on Giantitp has a full list of tricks spread across various splatbooks.

Some particularly notable non-core tricks are the following:

  • Alert: A&EG p. 75. Guards an area and makes noise when an intruder happens, rather than fighting.
  • Bestow Venom: DotU p. 46. Though it specifies “vermin” in the text, there’s no logical reason this wouldn’t work on other things except arguable very specific RAW (and even then, Handle Animal is weird about letting it be used on more than animals already so, shrug). This lets you milk venom from your companion and make a DC 15 Craft (poisonmaking) check to turn it into a usable dose at no cost. This is really good, especially with higher-HD companions! Make sure not to poison yourself when using the results though.
  • Disable: A&EG p. 75. Attacks until a target is incapacitated, then stops, making sure to leave them alive to the best of its ability.
  • New Skill: Dr323 p. 101. This adds a skill to the animal’s class skills list, which it can then invest ranks in next time it gets bonus HD. Skills teachable are Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, or Swim for a DC 25 training check, or Bluff, Escape Artist, Intimidate, Search, Survival, or Tumble for a DC 30 one. Giving your fleshraker tumble is really nice, I gotta say.
  • Stalk: MotW p. 19. The animal follows a target sneakily and attacks them when they’re resting or alone.

As you can see, they made a weird little animal training minigame for this. I honestly tend to just run it and play it in my games by just letting the player control their animal companion without worrying about this, because it’s annoying and honestly adds very little to the game.

So, now that that’s out of the way, what do animal companions get in exchange for dealing with these rules>

Animal Companion Progression

Rules text here. A ranger’s animal companion has a halved effective druid level for this progression, though you can boost it with the Natural Bond feat and prestige classes. I will be using the acronym “EDL” to refer to effective druid level for the rest of this section.

In addition to the abilities mentioned below, animal companions get bonus Hit Dice (which count as normal HD for everything except advancing size; they get more skills and feats, BAB, saves, and so on), bonus natural armor, bonuses to Str and Dex, and bonus tricks as you level up.

Link (S): This is what lets you handle the animal as a free action and makes having a pet function conveniently; without it you’re burning actions every combat to direct it.

Share Spells (S): Share spells has a couple specific effects, adjudicated separately:

  • You can cast personal-range spells on your animal companion as touch-range buffs.
  • You can cast spells on your animal companion even if it can’t normally affect animals, like enlarge person.
  • Whenever you cast a spell on yourself and your animal companion is within 5 feet of you, you can have it also apply to the companion for as long as it stays within 5 feet of you. If it moves away, it loses the effect (even if it comes back). This is separate from the ability to cast personal-range spells on the pet; this is what happens when you cast them on yourself.

Evasion (A): At EDL 3, your animal companion gets evasion. Since they’re often fairly squishy at this level, this is a nice perk for dodging area effects.

Devotion (D): At EDL 6, your animal companion gets +4 on Will saves against enchantment spells. Nice to avoid it getting mind-controlled away from you, but it’s not that relevant.

Multiattack (A): At EDL 9, your animal companion gets Multiattack as a bonus feat. The thing is, if it had enough natural weapons to get the feat, you almost certainly already made sure it had it, so this does little so… shrug. For animal companions that had less than three natural weapons, this is nicer; it gets an iterative attack at –5 for its best natural weapon.

Improved Evasion (B): At EDL 15, your animal companion gets improved evasion, and is now very hard to kill with area effects. Nice, but the level needed for it is pretty high.

Getting Better Animal Companions

The reason I’ve given the above abilities ratings at all is because of the rules for expanded lists of animal companions. Starting at EDL 4, you’re allowed to dismiss your animal companion and get a higher-CR one from a whitelist. If you do that, though, it applies a –3 penalty to your EDL for the animal companion’s abilities. Higher-level thresholds and lists likewise exist and similarly-penalize your EDL down to 1 at the level you get them. This means that in some cases you’re going to be effectively trading the abilities above for a stronger, deadlier pet. Not every higher-level animal is worth taking though, and for many builds you’re better off keeping a level 1 (or more often, level 4) companion and then progressing druid level beyond that normally.

Note that unlike familiars and special mounts, an animal companion can freely die or be dismissed and you can just call up a new one with a day of prayer.

I have a full list of available animal companions and ratings for them in another section below.

What About Feats? Skills?

Animal companions explicitly getting new feats when they get bonus HD has been a subject of some controversy in online discussions for as long as I can remember. Lord knows I recall some rabid flamewars about it on the old Gleemax boards. The questions of “what feats can an animal companion take” and “is the player allowed to choose those feats” are important for figuring out if you even want to have an animal companion, and… there’s frustratingly little guidance on it, in the books themselves. That is to say, there’s as far as I can tell zero guidance. Even the Rules of the Game articles for animals didn’t touch on the topic beyond saying “yes they get feats.”

So, when playing an animal companion owner, you definitely need to talk to your DM about this just to make sure you’re on the same page. I personally tend to be of the mind that you should be able to pick the feats your animal companion has, but a lot of DMs don’t like that! Using the psychic reformation power on an animal companion to “retrain” it is also a weird rules hole. There’s an exp cost, shared by the manifester and the target. Do animal companions get exp? As far as I know, they don’t; they’re not cohorts or PCs so they just have 0 exp and can’t pay that cost. A psionic item of psychic reformation with the exp cost prepaid would work here, but at that point it’s jumping through multiple layers of hoops that could really just be solved by talking to your DM and going “hey can I just pick my animal companion’s feats?” Plus, if the DM doesn’t like that idea, those hoops are going to cause friction anyway.

In summary, there’s no guidance on what types of feats and skills an animal companion has access to, and how they get picked. Talk to your DM about how your group is going to handle it. Then, once y’all figure it out, go down to the spoiler later in this chapter and take a look at the feats I’ve recommended (or recommended avoiding) for companion creatures.

The Warbeast Template

On page 219 of the Monster Manual II there’s a special template called “warbeast.” This template is unique among templates in how easy it is to apply—you just need training for two months and a Handle Animal check to add it. The DC is 20 + the animal’s HD for a wild animal, 25 + the animal’s HD for a beast (a depreciated 3.0 creature type that included dire animals and dinosaurs; they didn’t change this rule in the 3.5 update to warbeast so make of it what you will), and 20 for a domesticated animal (which includes some but very few animal companions. The most useful one is probably the riding dog).

(For a fun time, read the actual definition of domestication and ruin the word “feral” as a descriptor forever!)

Warbeast gives the animal +1 Hit Die, +10ft to its land speed, +3 Str, +3 Con, +2 Wis, a +1 racial bonus on Spot and Listen checks, proficiency in light, medium, and heavy armor, and the ability to grant you +2 on Ride checks with it.

RAW, this can be applied to your animal companion. Should it be able to be? Honestly, that’s just group-dependent, but I don’t think it breaks things in most cases. Talk to your DM about if they’ll allow it. Ranger animal companions are worse than druid ones anyway.


On Familiars

Boy, familiars. Where animal companions have janky rules for controlling and building them, familiars get janky rules for determining their game statistics.

Here’re the base rules for familiars, and here’re the rules for urban companions (the familiars rangers can get). Let’s go over them.

Summoning Cost: Summoning a familiar costs 100gp and takes 24 hours.

Type: Familiars that were animals beforehand become magical beasts, but their Hit Dice size doesn’t change (which is irrelevant, see below).

Hit Dice: Familiars retain their original Hit Dice for the purposes of building (mostly relevant for feats and skill ranks), but use your Hit Dice for the purposes of effects (assuming your HD are higher than theirs). A sleep or color spray spell cares about this effective HD, not their original one. When determining the save DCs of their abilities, they’d use your HD and not their own. If a familiar has an ability that specifies it scales by Hit Dice, it likewise uses yours, and so on and so forth. This means that familiars don’t get more feats but do still benefit from higher HD if they’ve got stuff that cares about Hit Dice.

Hit Points: Familiars’ maximum hp are equal to half your maximum hit points. Urban companions’ maximum hp are equal to 3/4ths your maximum hit points. This overrides their normal hit points unless it's higher.

Base Attack Bonus: Familiars use your base attack bonus, not their own, when determining how their attacks work.

Saving Throws: Familiars use the higher of your base saves and their base saves. Best of both worlds!

Skills: For each skill, familiars use the higher of your ranks or their ranks. Their own ability scores still apply, though. This means that for some Improved Familiar options you can in theory have some pretty wide spreads of skills available to a familiar.

Death: When a familiar dies, you lose 200 exp per level in the familiar-granting class (Fort DC 15 halves the loss), and you can’t summon a new familiar for a year and a day. Urban companions, on the other hand, explicitly ignore this rule. Your urban companion familiar can die as much as it wants and you can summon a new one after 24 hours. Is that kinda morbid and messed-up? Yeah… I personally like to treat it as if the familiar dying banishes it to the shadow realm for a day, and then you can do the ritual again to call it back, rather than having an ever-growing number of dead pets.

Passive Benefit: Most basic familiars give you a benefit for having them, such as a bat giving you +3 on Listen checks. Variant familiars via ACFs or the Improved Familiar feat tend to not do this.

You might notice that none of these things except the death penalty actually care about the level in the class granting the familiar. Rangers benefit especially well from this; even a basic cat familiar can be a solid (but not amazing) combatant with the right gear, as it inherits your BAB and 3/4ths of your hp.

Familiar Abilities

The things that do care about your level in the class are the following. In addition to these things, familiars get bonus natural armor and a higher Int score as you level up, starting at Int 6. If you’re using urban companion though, you’re not going to get most of these due to the slow scaling of a ranger’s effective master level (half ranger level, few things scale it). Talk to your DM about if feats and prestige classes that boost effective druid level for animal companion also affect urban companions; RAW I think they don’t, but it’s a nice perk if they do.

There is an alternative direction you can take that either uses or abuses RAW (depending on how you handle it). The Theurgic Bond feat from Dragon Magazine #325 will stacks your levels in ranger with your levels in a class that gives an animal companion itself; the “RAW abuse” reading of this is that it replaces the normal scaling with combining the levels together, letting you dip into an animal companion class and then use all your ranger levels for familiar scaling. The more reasonable interpretation would be that you stack your effective master level and effective druid level together. This still doesn’t, innately, let you progress familiars with animal companion PrCs, but it does let you take a level of beastmaster (CAdv p. 26), get an animal companion whose effective druid level is class level +3, then take Theurgic Bond and stack that with your familiar’s progression. In this way, some of the best builds for pet owners actually get both an animal companion and an urban companion familiar, with the animal scaling more slowly as your second minion. This approach requires no houserules and no RAW abuse, so I recommend that as a possible option to use.

Alertness (C): A familiar gives you the Alertness feat whenever it’s in arm’s reach. The feat benefit on its own is bad, but having it for prerequisites is nice.

Improved Evasion (S): A familiar gets this by default, making them incredibly hard to hit with area attacks.

Empathic Link (A): Whenever you’re within 1 mile of the familiar, you get to communicate empathically with the familiar and vice-versa. Good for scouting, especially if you’ve got some kind of code set up to make up for the limitedness of the communication.

Share Spells (S): This works roughly like the animal companion version. Share spells has a couple specific effects, adjudicated separately:

  • You can cast personal-range spells on your familiar as long as it’s within 5 feet of you (not touch range, I guess).
  • You can cast spells on your familiar even if it can’t normally affect its type, like enlarge person.
  • Whenever you cast a spell on yourself and your familiar is within 5 feet of you, you can have it also apply to the familiar for as long as it stays within 5 feet of you. If it moves away, it loses the effect (even if it comes back). This is separate from the ability to cast personal-range spells on the familiar; this is what happens when you cast them on yourself.

Deliver Touch Spells (A): At 3rd level, you can now deliver touch spells through the familiar. The way this works is that if you cast a touch spell while your familiar is in contact with you, you can designate the familiar as the “toucher.” The familiar then is treated as holding the charge and can go off to deliver it with its own actions, either by moving and touching something (standard action touch) or delivering it as a passive rider on any natural weapon attack (no action other than the attack hitting).

Speak with Master (S): At 5th level, the familiar can now talk with you as if you had a common language. By default, one else can understand it; it’s a secret language unique to the two of you.

Speak with Animals of Its Kind (B): At 7th level, the familiar can now speak with other animals of its kind, like with a speak with animals spell. Urban companion familiars get this at 1st level, and instead give you this effect at 7th level. Wanna talk to animals? This can do that.

Spell Resistance (C): At 11th level, the familiar gets spell resistance equal to 5 + your master level against spells cast by people other than you.

Scry on Familiar (S): At 13th level, you get the ability to scry on your familiar 1/day. As with empathic link, this is great for scouting and long-ranged information gathering.

Improved Familiars

There are a bunch of feats that give you variant, better familiars, the most common to take being Improved Familiar. These let you take a new familiar based on your alignment and effective master level. Complete Warrior also introduced variant, more combat-focused familiars that have BAB requirements as well (which the ranger much more easily meets than wizards do, heh). Note that by RAW, you cannot swap your existing familiar without dismissing it, which for familiar users without urban companion you’re stuck waiting a year and a day… ask your DM for a houserule if doing that, jeez. Urban companion rangers are fine though, they get to resummon familiars after only a day. The list of variant familiars is huge and many of them are really good; you can find a full list and ratings in another spoiler below.

Swarm Familiars

Page 98 of Dragon Magazine #329 introduces the ability to take swarms as familiars. This is really cool and really good, because… well, swarms are good! They’re also kinda complicated; make sure to know the rules for swarms if using one.

Swarm familiars make the following changes to the familiar rules. Note that they still use your HD to determine level-dependent effects, so their save DCs and swarm damage should scale with your level.

No Alertness: You don’t get the Alertness bonus feat if you have a swarm familiar.

Immunity to Swarming: You can share the swarm’s space without worrying about taking damage, being nauseated, or otherwise being harmed by the familiar. You get this instead of a normal generic benefit ala the bat’s +3 on Listen checks.

Hive Mind: Swarm familiars count as one creature for the purposes of their Int score and sharing spells with them; you can explicitly share spells with them. If the swarm was a vermin beforehand, its hivemind’s Int score is 1, rather than the normal minimum of 6 for familiars.

Nonhealing: Swarm familiars can’t be healed with cure spells and so on; they’ll regain hp by resting as normally, and if you want to heal them actively then you need to cast a summon swarm spell on them, healing them 1d6 hp/CL. Only you can be the caster for this. Rangers don’t normally get summon swarm, so in practice you may end up dismissing and resummoning critically-wounded swarm familiars a lot unless you’re taking Sword of the Arcane Order (in which case getting a wand will do fine for healing).

Delivering Touch Spells: This isn’t called out in the swarm familiar rules themselves, but is more a result of the way the rules interact. You can still deliver touch spells with a swarm familiar; if it’s in contact with you, when you cast the spell it can be designated the toucher. Then, the swarm can go scurry over to a target and automatically touch them with their swarm natural attack (which triggers at the end of their movement without needing a roll to hit). It’s a pretty nice setup for many casters, though it’s less useful for rangers unless you’re using Sword of the Arcane Order to get wizard spells. If you are using wizard spells that way, then getting yourself a CL 5 wand of shocking grasp means you can just hand off 5d6 electric damage to your swarm’s next attack against a single creature with minimal effort, so that’s fun.

Extra Familiars

If you have a familiar already and qualify for Obtain Familiar (CArc p. 81, requires arcane CL 3rd), you can get a second familiar by taking it. You can also take the Extra Familiar feat (Dr280 p. 62), even multiple times, to get an extra familiar that functions exactly the same as your existing one, including being buffed by feats or having expanded options. This is really good, but in my experience playing with it, it hasn’t been too good, if that makes sense? Familiars are strong but kitting out multiple combat familiars takes a lot of gear, and the main benefit is getting extra carriers of utility options in practice. Taking Extra Familiar and Improved Familiar to get multiple swarm familiars is a fun trick, but the damage gained is probably less than just spending two feats on powerful combat options for yourself unless you’re really optimizing the hell out of your pets.

I’m a big fan of familiar-spam builds, and in my group it hasn’t been much of a problem. Still, it’s possible this may be problematic for your game and group (because of potential bookkeeping, time taken in combat, and power issues), so consider that before using it, and especially before taking it multiple times.


On Special Mounts

Special mounts are normally a paladin thing, but enough good-for-rangers prestige classes grant them that I think it’s worth going over their rules, too. I will be using the acronym “EPL” to refer to effective paladin level for the rest of this section.

Calling The Mount: Generally, you get the ability to summon and desummon your special mount 1/day as a full-round action. This is a calling effect that brings it to you at full hp and undamaged, wearing any gear you gave it, and ready to fight. The mount stays with you for 2 hours per EPL and then goes back to the upper planes. Dismissing the mount is a free action, so make sure you do that if it’s ever about to die, because…

Mount Death: If your mount dies, you lose the ability to summon it for a month or until you get a new level in the class that gave you the paladin mount, and you take a –1 penalty on attack and damage rolls until you can summon it again.

Type: Special mounts that were animals beforehand become magical beasts, but their Hit Dice size doesn’t change, nor do their saves and BAB.

Bonus Hit Dice: Like an animal companion, special mounts use their own Hit Dice and stats rather than sharing their master’s as a familiar does. They get bonus HD that give them the usual skills and feats, BAB, and so on, based on your EPL. In spite of being (if originally animal) magical beasts, paladin mounts still use d8s for their Hit Dice and don’t get the magical beast type’s better chassis.

Saving Throws: Special mounts use the higher of your base saves and their base saves for each saving throw.

Natural Armor Adjustment: Special mounts get bonus natural armor on top of their existing natural armor bonus, increasing with EPL.

Strength Adjustment: Special mounts get bonus Strength on top of their existing natural armor bonus, increasing with EPL.

Intelligence: Special mounts are smarter than animal companions; the minimum Int for a special mount is 6, letting them use complex tactics and skills and letting you not have to bother with Handle Animal to control them.

Improved Evasion (S): A special mount gets this by default, making them incredibly hard to hit with area attacks. This is even more important for special mounts than familiars, since you really don’t want your mount killed out from under you.

Empathic Link (B): Whenever you’re within 1 mile of the special mount, you get to communicate empathically with the mount and vice-versa. This is less useful for them than familiars because, uh. It’s a big beastie, not a sneaky small animal.

Share Spells (S): This works identically to the familiar’s version. Share spells has a couple specific effects, adjudicated separately:

  • You can cast personal-range spells on your special mount as long as it’s within 5 feet of you (not touch range, I guess).
  • You can cast spells on your special mount even if it can’t normally affect its type, like enlarge person.
  • Whenever you cast a spell on yourself and your special mount is within 5 feet of you, you can have it also apply to the special mount for as long as it stays within 5 feet of you. If it moves away, it loses the effect (even if it comes back). This is separate from the ability to cast personal-range spells on the special mount; this is what happens when you cast them on yourself.

Improved Speed (B): At EPL 7, your special mount gets a +10ft bonus to its land speed.

Command Creatures of its Kind (D): At EPL 11, your mount can now cast a command spell on normal versions of whatever creature it is. This is kinda useless by the time it comes online. I think the idea here was that it can mess with enemy mounted combatants by telling their horses to do something, but how often does that come up? It’s even worse with variant special mounts, since the stronger ones are gonna pass the (very low) save with more reliability.

Spell Resistance (D): At EPL 15, your mount gets spell resistance equal to 5 + your EPL. This just kinda sucks for the level it’s gained.

Getting Better Special Mounts

The default special mounts are a choice between a heavy warhorse, a warpony, a riding dog, and a Large shark. These options (aside from the riding dog) kinda suck, which means if you’re taking a special mount you want to use the rules for getting a different mount. These are found on page 204 of the Dungeon Master’s Guide, and did not make it into the SRD.

While the DM has final veto power on any proposed special mount, the rules specify that a special paladin mount can be any creature that meets the following conditions:

  • The mount has to be “able and willing to carry its rider in a typical fashion,” giving the examples that a camel is able and willing, a tiger is able but potentially not willing, and a giant might be willing but not truly able. The Ride skill says “if you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks,” which implies that if you have enough ranks in Ride you can in practice have any mount carry you in a typical fashion, but it’s up to your DM to decide. I’d stick to quadrupeds or similarly-shaped creatures to avoid edge case issues.
  • The mount has to be at least one size category bigger than you.
  • And finally, the mount has to have a Challenge Rating no more than 3 lower than your EPL (or 4 lower than your EPL if it can fly).

This is really flexible; it goes on to give examples and tables of potential variant special mounts, and rules for advancing them (you just treat the minimum level you could get the mount as ‘effectively’ 5th level for the paladin special mounts table). The in-book examples given are:

A paladin of 6th level or higher can use a celestial heavy warhorse, dire wolf, hippogriff, Large monstrous spider, Large shark, unicorn, celestial warpony, dire bat, dire badger, dire weasel, or monitor lizard as a mount.

At 7th level, the dire boar, dire wolverine, giant eagle, giant owl, pegasus, rhinoceros, and sea cat become available.

At 8th level, a paladin can use a dire lion or a griffon as a mount.

So… yeah. Paladin special mounts are pretty flexible. Open the Monster Manuals and find a cool creature that fits the restrictions, then ask your DM if they’ll let you use it. Go wild, I guess? Even the griffon suggested for 8th level is amazing, by the way.

What About Feats? Skills?

Like animal companions, the questions of “what feats can a special mount take” and “is the player allowed to choose those feats” are important for figuring out, and like animal companions, the books give no guidance on the topic beyond saying “yes they get feats.”

So, when playing a special mount user, you definitely need to talk to your DM about this just to make sure you’re on the same page. I personally tend to be of the mind that you should be able to pick the feats your animal companion has, but a lot of DMs don’t like that! Using the psychic reformation power on a special mount to “retrain” it is also a weird rules hole. There’s an exp cost, shared by the manifester and the target. Do special mounts get exp? As far as I know, they don’t; they’re not cohorts or PCs so they just have 0 exp and can’t pay that cost. A psionic item of psychic reformation with the exp cost prepaid would work here, but at that point it’s jumping through multiple layers of hoops that could really just be solved by talking to your DM and going “hey can I just pick my special mount’s feats?” Plus, if the DM doesn’t like that idea, those hoops are going to cause friction anyway.

In summary, there’s no guidance on what types of feats and skills an special mount has access to, and how they get picked. Talk to your DM about how your group is going to handle it. Then, once y’all figure it out, go down to the spoiler later in this chapter and take a look at the feats I’ve recommended (or recommended avoiding) for companion creatures.

Animal Companions for the Average Ranger

Most rangers aren’t going to be going all-in on animal companions, and that makes them pretty bad as a class feature. Scaling EDL at half ranger level means your pet won’t be able to keep up as a combat buddy past low levels (or mid levels, if you take Natural Bond). While having a pet is nice, if the goal is to just have a pet for flavor and cool points, you should probably just buy a dog or a bird or whatnot and use Handle Animal to train it without the class feature.

I highly recommend that if you’re not building fully for an animal companion, you trade it for an ACF. Either the solitary hunting ACF (if you’re looking for combat power and don’t want to deal with managing a pet) or the urban companion ACF (which gives you an intelligent pet that scales with you based on your total BAB and hp, rather than scaling on your ranger level).

Still, if you must take an animal companion without investing in making it good, my recommendation is to pick one that’s good for scouting or some other utility function, like a bird or a small creature with scent. Keeping it out of combat and using it primarily for utility is… fine, but in the end, you should still probably just get an urban companion as they can do the same things a low-level animal companion can but also are sapient and scale with you without effort.

Building A Better Man’s Best Friend

On the flip side, if you’re fully investing in them, animal companions can be really good. With the right gear and support from class features to scale your EDL, you’ll get a powerful combat buddy that supports you in combat and/or eviscerates your enemies for you. I talked about what prestige classes are good for boosting animal companion progression in the previous chapter, so I won’t go over them here. Instead, let’s look at what you can do to actually make the animal companion itself stronger, via feats, items, and the like.

Most of the things in this section also apply to familiars and special mounts, if looking to make them into secondary combat monsters or carriers of utility effects.

Feats For Companion Creatures

As discussed earlier, “what feats can an animal companion” take is very vague and DM-dependent. So, for the purposes of this section, I’m just going to assume that you’re looking primarily for feats that support you as a player and boost the companion’s combat abilities. Most of the feats in this section have different ratings than they do for player characters; this is because an animal companion has fewer build options and considerations to take. They don’t need to worry about prestige class requirements or handling noncombat scenarios. That’s what their master is for, after all!

Most companion creatures use natural weapons to fight, and will want feats that give more such weapons or boost them. General combat options that make your companions better at melee combat are also paramount; Power Attack, Travel Devotion, and other usual suspects are still great for companion creatures. In addition, stuff that supports other characters are good here as well. Getting a flank-boosting feat on your companion is basically the same as getting it on yourself, but without having to directly pay the cost! The worse the companion is at combat, the better supportive options are, so keep that in mind. It’s always worth talking to your DM about what feats you plan on taking on an animal companion, especially the nonsentient ones. Every table has a different opinion on “what feats are okay for animals to take,” and with the lack of official rules guidance, it’s worth making sure you’re on the same page. Is this a game where fleshrakers can take Shape Soulmeld? Good question! Ask your DM.

Note: This list includes both Rokugan ancestor feats and some regional feats. By RAW, companions have access to these the same way that PCs do, but talk to your DM about if they’re allowed.

Offensive Feats

Awaken Frightful Presence (B): Drac p. 67. Requires Cha 11 and the dragon type, and gives the companion creature a pretty good frightful presence ability that triggers on attacks, charges, and even just flying overhead. Against creatures with fewer racial HD than the companion it inflicts shaken, and for creatures with 4 or fewer HD it panics them. Will save negates for both, of course. This is S-rated on familiars with the dragon type, because they’re scaling that HD-based effect on your level. In addition, if the creature has frightful presence from another source, they combine and boost the area and DC of this one.

Barbed Stinger (B): SK p. 144. Requires a sting attack, which is tricky to get. Some creatures will have these by default though, and the feat gives them a version of Improved Grab that works on creatures of any size (S-rated if you want the companion to grapple).

Combat Reflexes (B): SRD. Lets the companion make extra attacks of opportunity each round equal to its Dex bonus, and also lets it make AoOs while flat-footed (most often, before it’s gone in the first round of combat). Many companion creatures have one big natural weapon, and since they don’t get iteratives, this can be a solid way of expanding their attacks per turn.

Dust Cloud (A): SS p. 33. Requires Dex 19, Int 19, Huge size, the Combat Reflexes feat, and wings or a tail. In spite of its truly hefty ability score requirements, this feat is wild. It lets the companion creature, as a standard action, make a gigantic dust cloud (radius 20ft times your HD) that completely obscures vision to everything inside (no save blind, lasts for 1 round after leaving the cloud), and on top of that disrupts spellcasting within it (Concentration DC 10 + 1/2 the creature’s HD + the creature’s Str mod). If your companion qualifies for this they should consider taking it due to the ridiculously large radius and no-save-debuffness of it.

Expert Tactician (B): CAdv p. 109. Requires Combat Reflexes, Dex 13, and BAB +2. Whenever the creature hits something with an AoO, it gives both itself and its allies a +2 bonus on all melee attack and damage rolls against the target for 1 round. A great supportive tool, especially in a party of melees.

Dreadful Wrath (B): PGtF p. 38, Faerûn regional feat. Gives the companion creature a watered-down version of frightful presence that triggers to prompt a save-or-shaken effect any time it charges, full attacks, or casts a spell. Unlike most frightful presence abilities this can’t do more than shaken, but it does affect enemies with more HD than the user so it evens out, I think.

Frightful Presence (C): Drac p. 105. Requires 9 ranks in Intimidate and Cha 15. This one also gives a slightly watered down frightful presence ability, which triggers on any attack and charging, but can only inflict shaken and only on enemies with fewer HD than the user.

Gore Toss (A): Dr313 p. 30. Requires BAB +4 and a gore attack. When the creature hits with its gore, it gets a trip attempt as a free action (and can’t be tripped in retaliation if it fails). Free trips are always good.

Great Teamwork (A): Dr318 p. 38, Rokugan ancestor feat. When adjacent to an enemy, the companion can count its position as if it were in another square next to both it and the foe for determining flanking. This is a great supportive feat for companion creatures, opening up easier flanking without costing the PCs in the party feats. Martial Stance (island of blades) is a superior option for supporting via flanking, but costs an extra feat to access.

Hyena Tribe Hunter (A): ShS p. 20, Faerûn regional feat. This gives the creature +2 on trip attempts and checks to resist tripping, but more importantly, lets it take the Improved Trip feat without meeting the prerequisites. Most companion creatures won’t be able to meet the Int requirement for Combat Expertise and Improved Trip, so this is a way to net them the benefit.

Improved Trip (S): SRD. Requires Int 13 and Combat Expertise (a terrible feat). This gives the companion creature +4 on trip attempts and a free normal attack whenever it successfully trips something. It’s particularly nice on wolves and riding dogs since they already get a free trip on every attack with their bites.

Knock-Down (S): S&F p. 7. Requires Improved Trip, Str 15, and BAB +2. This gives the creature a free trip attempt any time you hit an enemy for 10 or more damage. With Improved Trip, this means that each attack can conceivably become two attacks, one normally, then a free trip followed by a free attack for having tripped them.

Improved Natural Attack (F): SRD. Requires BAB +4. This feat is often recommended for natural attackers, but upping one natural weapon’s damage by one effective size increase is just not a lot. On average you’re gaining 1-2 expected damage unless the companion is Huge or Gargantuan, and you could use the feats much better elsewhere. If your companion creature is that big, it’s better due to the higher scaling at that size; I’d say C-rated.

Improved Unarmed Strike (A): SRD. Allows the creature to make unarmed strikes without provoking. Since most companion creatures use only natural weapons, this is a way to get them bonus attacks (and iteratives) on top of that. It's probably cheaper to get it with an item, though.

Snap Kick (A): ToB p. 32. Requires IUS and BAB +6, and lets the creature make an extra unarmed strike any time it takes an action that includes a melee weapon attack. Doing so penalizes all its attacks this round by –2. This includes full attacking, martial strikes, attacks of opportunity, using Flyby Attack, whatever.

Superior Unarmed Strike (B): ToB p. 33. Requires IUS and BAB +3, and increases the companion creature’s unarmed damage based on its HD. By 16 Hit Dice, it hits 2d6 for a Medium creature. When you consider that you can also buff it with the greater mighty wallop spell, this can represent a pretty big damage boost for a single feat if you’re at high levels can get the spell, or if the companion has a large enough size.

Large and In Charge (B): Drac p. 71. Requires Large size and a natural reach 10ft or higher, and lets the companion creature knock the target back back (via an opposed Str check that you get benefits on) whenever it successfully AoOs a moving enemy.

Mage Slayer (A): CArc p. 81. Requires BAB +3 and 2 ranks in Spellcraft. This gives the companion creature a +1 bonus on Will saves and makes it so spellcasters it threatens can’t cast defensively. In addition, taking the feat reduces its caster level for every spell and SLA by 4… which is probably irrelevant. Your companions generally don’t have to worry about the downside, and the fact that it makes the casters unable to cast defensively at all means everyone benefits from the companion taking the feat.

Mighty Roar (D): SS p. 37. Requires Large size and animal or magical beast typing. This feat gives the companion creature the ability to make an area roar 1/day that causes enemies (not allies) with fewer HD than it to become shaken (Will negates, Cha-based save). On its own, it’s not all that good, but…

Greater Mighty Roar (B): SS p. 35. Requires Large size, animal or magical beast typing, and the Mighty Roar feat. The upgraded version of the feat makes the attack prompt a save-or-panic for 2d6 rounds, which can end fights before they begin against lower-Will-save mooks.

Mourning Mutate (C): Dr359 p. 110. Mourning Mutate counts as Aberration Blood, but doesn’t require the humanoid type! This means a companion can take it. It also has an option that gives +2 damage with unarmed strikes if they’re using IUS too.

Inhuman Reach (A): LoM p. 180. This feat requires Mourning Mutate and gives you +5 feet to the companion's natural reach. This works especially well for Tiny and smaller companion creatures, since it nets them 5-foot reach and the ability to attack without entering the target’s square.

Deepspawn (A): LoM p. 179. Requiring Mourning Mutate and a second aberrant feat (in practice you’re going to want to take Inhuman Reach), this one gives +2 on grapple checks and two tentacle attacks that deal 1d4 damage each. Tentacles are pretty rare for natural weapons, and they sprout from your waist, leaving your hands free.

Extended Reach (A): SS p. 34. Not an aberrant feat; this one just requires the creature have a “nonrigid body or nonrigid attack such as a tentacle or pseudopod” and be Small or larger. It lets them threaten +5 feet with the relevant body parts (limbs, tentacles, whatnot).

Multiattack (A): SRD. Requires the companion creature to have three or more natural weapons, and reduces the penalty on secondary natural weapons from –5 to –2. An effective +3 on attack rolls is worth the feat, For animal companions in particular, they get this for free at effective druid level 9 as well.

Multigrab (S): SK p. 146. Requires improved grab and Str 17, and reduces the penalty for holding a creature with just one limb from –20 to –10. Many companion creatures get improved grab for their natural attacks, and this and its followup feat will help them grapple without the downsides.

Greater Multigrab (S): SK p. 146. Requires Multigrab, improved grab, Str 19, and Dex 15. This reduces the penalty for holding a creature with just one limb to nothing.

Power Attack (A): SRD. The bread and butter of most melee builds in 3.5. Requires Str 13, and allows the companion creature to trade attack bonus for damage (moreso with two-handed weapons, but doesn’t work with light weapons that aren’t natural weapons). However, for natural attacking companions, the payoff of damage is only equal to the penalty. Still, well-built companions can get some very high attack bonuses so it’s still good to pick.

Lady’s Gambit (A): Dr317 p. 82. Requires BAB +5, Power Attack, and Iron Will. This feat lets the companion creature sacrifice HP up to its HD and get +1 on attack and damage rolls per 2 HP lost. Higher-level companions have tons of hit points generally, so this is incredible.

Leap Attack (A): CAdv p. 110. Requires Power Attack and 8 ranks in Jump. This feat ups Power Attack damage by 100% (so 3× for one-handed/4x for two-handed with Favored Power Attack) if the companion creature makes a leap during a charge. If you’re taking Power Attack on your companion, this is cheap for the damage it gives, especially since you aren’t taking the Jump ranks at that point.

Rapidstrike (A): Drac p. 73. Requires Dex 9, BAB +10, a pair of natural weapons (claws, tentacles, etc), and being one of aberration, dragon, elemental, magical beast, or plant type. Anyway, it lets the companion pick one of its pairs of natural weapons and get an extra attack while full attacking, with a –5 penalty. Basically, it gets an iterative with its claw attack. The creature can take this multiple times if it has multiple pairs of weapons.

Improved Rapidstrike (C): Drac p. 70. Has the same prerequisites as Rapidstrike, except it needs BAB +15 and, well, Rapidstrike. This gives the companion full iteratives with its chosen natural weapon pair (i.e. if it has two claws and BAB +16, its attack routine with just the claws is +16/+16/+11/+6/+1). This gives a lot of attacks when you consider that it can get its normal iterative attacks from a manufactured weapon like unarmed strike, but note that like Greater Two-Weapon Fighting, the attack bonus at the tail end sucks. Like Rapidstrike, the companion can also take it multiple times if it has multiple pairs of weapons, getting the bonus attacks for each one when full attacking.

Shape Soulmeld (A): MoI p. 40. Requires Con 13 and gives a single soulmeld plus the ability to shape it. This is a broad feat, much broader than the scope of this section; for a full-on guide to just the feat itself, I recommend Bakkan’s “The World in One Feat: A Shape Soulmeld Handbook”. One particularly nice one for companion creatures is the chaos roc span soulmeld (Dr350 p. 87), which gives two wing buffet attacks that deal 1d4 nonlethal damage each and have 10-foot, non-inclusive reach (like a polearm, can’t attack adjacent). This is especially good for creatures you’re using as mounts if you have a lance, because a lot of Large (long) creatures won’t have the 10-foot reach to attack alongside you on a charge.

Snatch (C): SRD. Requires Huge size and (implicitly) a claw or bite attack, and gives a pseudo improved grab for that natural weapon. It states “as though it had the improved grab ability,” so it’s arguable that the companion can then take Multigrab and Greater Multigrab, mentioned above, to make it actually worth using.

Multisnatch (S): Drac p. 72. Requires Snatch and Str 17, and reduces the penalty for grappling with only the grasping body part down to –10. This is objectively a great feat for grapplers, but if the creature can take Multigrab instead it should, since there’s no Greater Multigrab equivalent for Multisnatch.

Rend (A): Drac p. 73. Requires Power Attack, Snatch, Str 13, two claw attacks, and Huge or bigger size. This makes it so that whenever the companion creature hits an enemy with two claw attacks (in the same round, presumably), it deals extra damage equal to twice the claw’s base damage plus 1.5 times its Str bonus. This is mutually exclusive with grabbing via Snatch, but the damage is quite high for one feat.

Spit Venom (Dragon Magazine) (A): Dr313 p. 91. Requires a bite attack with poison, and lets the companion creature make an alternate poison attack as a standard action. It has a range based on creature size, and rather than inflicting the normal poison’s effects it blinds the target for 2d6 hours on a failed Reflex save (DC same as the poison). This can be used on various familiars and animal companions to give them a versatile ranged option, as well as as a way to upgrade otherwise-mediocre poisons.

Spit Venom (Serpent Kingdoms) (C): SK p. 147. This one also requires a poisonous bite, but the range is 30 feet, it’s a ranged touch attack to hit, and it just applies the usual poison’s effects.

Deadly Spittle (A): SK p. 145. Requires Spit Venom or a similar attack, and allows the spit attack to take the form of a 15-foot cone. S-rated if you’re using the Dr313 version of Spit Venom.

Improved Spit (C): SK p. 146. Requires Precise Shot and either Spit Venom or a similar attack, and doubles the range of the spit.

Mobility Feats

Air Heritage (B): PlH p. 37. If the companion creature has a fly speed, it increases its fly speed by 30 feet.

Combat Acrobat (A): PHB2 p. 76. Requires 9 ranks each in Balance and Tumble, and gives the companion creature two abilities, both of which activate without an action cost. First, whenever it would be knocked prone, it can make a DC 20 Balance check to just… not do that. Second, whenever it moves in difficult terrain, it can make a DC 15 Balance check to treat up to 4 squares as normal terrain. The latter is especially good because it lets your companion charge through and even 5-foot step in difficult terrain. For companions used as mounts, this is S-rated if they can meet the prerequisites, since the mount getting tripped or otherwise knocked prone can mess up your day even harder than a normal debuff.

Flyby Attack (A): SRD. If the companion creature can fly, this lets it move and take a standard action of its choice during the movement. Many companion creatures only have one big attack, and so they don’t really have a downside for using this. For Improved Familiar options with spell-like abilities this can also make them more effective with them. It’s particularly good on mounts if you’re taking wild plains outrider or a similar class that gives you full attacks while mounted that are incompatible with charges—the companion can now take a single move with an attack during it, and you can maul the target on the way as well.

Great Flyby Attack (A): SS p. 35. Requires flyby attack and a fly speed. This lets the companion creature, as a full-round action, move in a straight line up to its fly speed and attack a number of creatures within its reach at any point in the movement equal to its Dex bonus. It makes only one attack roll and compares it to all the relevant targets, and targets chosen can’t make AoOs against the movement. If your companion has a single big attack this is great, and even if it doesn’t it’s potentially worth considering as a mobile “aoe” option.

Wing Expert (C): RotD p. 105. Requires Flyby Attack and a wing-based fly or glide speed. This is a tactical feat that gives two useful options; the first one is that if the companion charges an enemy, then on the next turn the target has to make a DC 20 Reflex save or your companion gets +2 on its melee attacks against them in the second turn (no action cost). The other one is that if the companion flew at least 30 feet in one round, then next round it can use a full-round action to make a gust of wind effect. Making the gust makes it fatigued, and the creature can’t do it if it’s exhausted. Still, while the feat isn’t giving powerful combat options it’s an interesting niche, especially since creatures of any size can take it. Got a pet bird? Now it can blow small things away.

Hover (B): SRD. Requires a fly speed, and lets the companion creature hover in midair if it doesn’t have perfect maneuverability.

Improved Flight (B): RotW p. 151. Improves the companion creature’s natural fly speed (if it has one) by one maneuverability category. A-rated if moving from good to perfect.

Snow Tiger Berserker (A): Una p. 45, Faerûn regional feat. Per the feats section of Unapproachable East, if a creature has racial Hit Dice they can take a regional feat with the feats gained from their Hit Dice even though it’s not technically “1st level.” Anyway this requires Dex 13, the ability to rage, and membership is the Snow Tiger berserker lodge if playing in the Forgotten Realms. It’ll let the companion creature full attack with light weapons when charging, giving it pounce for natural weapons. The only tricky part is accessing rage on a companion. Badger familiars really like this since they start with rage out of the gate, but most options won’t be able to take this, and will want Travel Devotion instead.

Travel Devotion (S): CC p. 62. This is a domain feat, which normally requires some thematic philosophical belief towards its theme. Ask your DM if you’re allowed to take it on a companion creature; for many familiars and special mounts it makes perfect sense but it’s a little weirder with animal companions. Anyway, 1/day as a swift action, lets the companion move its speed as a swift action for one minute. RAW, it needs to activate it as its own action, then it gets to start moving with it the round after, but a lot of people play it as letting one move the turn it activates it. Check with your DM how it works in your game. It’s still incredible for enabling mobile full attacks regardless. The companion creature can take the feat multiple times to get extra uses.

Other Feats

Ability Focus (A): SRD. Adds +2 to the save DC of a special attack. If your companion creature relies on one of these to contribute in combat (such as poison, a lantern archon’s aura of menace, or the like) then this is a good pick for them to have better odds with it.

Boost Spell-Like Ability (A): BoVD p. 47. For every spell-like ability the creature has, 3/day (per SLA) the creature can increase its save DC by +2. This is great for creatures with multiple offensive SLAs.

Virulent Poison (B): SS p. 40. Requires an extraordinary poison ability, and adds +2 to the save DC of the poison. This one stacks with Ability Focus, so you can crank the poison DC fairly high if the main offensive option of your companion is poison (or if you’re milking its venom for use on your own weapons).

Blessing of the Godless (A): EoE p. 23. This ceremony feat requires the companion creature to be evil and have 6 ranks in Knowledge (religion). Its main benefit is that you can then spend a vial of unholy water to give the companion and up to five other allies a pool of ‘combat healing’ of the companion’s HD times the number of participants, which anyone can draw healing from as an immediate action (up to their own level per action). As party support feats go it’s extremely good for sapient companion creatures to take, especially high-HD ones. Extremely thematic for fiendish familiars, too.

Constant Guardian (C): DotU p. 47. Lets the companion creature take –2 on its attack rolls to give +2 to an ally’s AC for as long as that ally remains within 10 feet. Can only be used 1/turn and lasts until next turn.

Dutiful Guardian (A): DotU p. 50. Requires Constant Guardian, and lets the companion creature swap places with the target of that feat as an immediate action when they’re attacked. This doesn’t negate the attack, but it does let the companion move an ally out of range of melee full attacks. Especially funny with swarm familiars, as they can potentially ferry the ally up to 40 feet away with this.

Darkstalker (S): LoM p. 179. This feat lets the companion creature use Hide to hide from creatures using blindsense, blindsight, scent, and tremorsense, which otherwise pierce stealth abilities without needing to roll. For any companion creature that wants to sneakily scout this is S-rated; otherwise it’s F-rated and not worth taking.

Dragontouched (C): DM p. 18. This requires Cha 11, and gives the companion creature the dragonblood subtype as well as +1 hp, +1 on Listen/Search/Spot, +1 on saves against paralysis and sleep, and the ability to take draconic feats as if it were a sorcerer.

Draconic Aura (A): DM p. 16. Requires character level 3rd (i.e. 3 HD), and gives the companion creature a draconic aura that applies to it and its allies within 30 feet. If it has the dragonblood subtype too, its bonus scales with its Hit Dice (+1 base, +2 at 7 HD, +3 at 14 HD, +4 at 20 HD). The most notable ones are the energy resistance auras, giving your party some solid defense against incidental elemental damage, the DC buffing auras if you have someone in the party who favors one element, and, if your DM allows you to take dragon shaman draconic auras from the Player’s Handbook II with this feat, the fast healing aura (which caps at half one’s max HP, but is still nice for incidental healing).

Fearless (A): PGtF p. 38, Faerûn regional feat. Can only be taken at 1st level, and makes the companion creature immune to fear. Simple, to-the-point, strong against a very common archetype of debuff.

Fey Heritage (C): CMag p. 43. Requires a nonlawful alignment and gives the companion creature a +3 on Will saves against enchantments. This isn’t terrible as a defensive boost since enchantment spells on your weak-willed combat companion can ruin your day, but taking it on its own isn’t the reason you want this.

Fey Legacy (S): CMag p. 43. Requires 9 HD, a nonlawful alignment, and Fey Heritage. This gives the companion creature confusion, dimension door, and summon nature’s ally V as SLAs, each usable 1/day at a CL equal to its Hit Dice. Your companion can now summon meatshields, can now debuff enemies, and can now tactically teleport the party into or out of position. Absolutely amazing.

Ghostly Grasp (S): LM p. 27. Requires the incorporeal subtype and Cha 15, which means some companion creatures will need a Cha-boosting item to take this. The feat lets the creature wear, wield, and otherwise use corporeal items as though it weren’t incorporeal. Note that per the updated version of the incorporeal subtype found in later 3.5 books like the Monster Manual III and Tome of Battle, items that an incorporeal creature picks up become themselves incorporeal, so a Ghostly Grasp user is incredible at espionage, able to move through walls, take things, and move back out with them.

Hidden Talent (B): XPH p. 67. This gives the companion creature a 1st-level psionic power off any list and 2 power points to manifest it. It opens up access to psionic feats, and can be an interesting utility option at low levels. Note that it’s called out as a variant version of the Wild Talent feat for “high-psionics campaigns,” but there’s no imbalance caused by using it in normal ones in my experience.

Martial Study/Martial Stance (A): ToB p. 31. These feats, respectively, give the companion creature a Tome of Battle maneuver known (usable 1/encounter) plus the discipline skill as a class skill, or a stance known (usable at-will). Martial Stance requires a maneuver known already, so you’ll either be giving the companion both feats or having them take Martial Stance after getting a 3,000gp minor crown of the white raven variant from the magic items section of Tome of Battle. Their initiator level for learning maneuvers is equal to half HD. Most maneuvers are less good for companion creatures since they tend to come with good full attacks already, but some stances can be fantastic. For swarm familiars in particular, Martial Stance (island of blades) is S-rated. The stance doesn’t require the swarm be able to threaten to activate it, merely that it’s got one of its four (landbound swarms) or eight (flying swarms) 5-foot cubes of space adjacent to the enemy you want flanked.

Metamagic Spell-Like Ability Feats: These feats let the companion creature pick one of their spell-like abilities and apply a chosen metamagic feat to it 3/day. Their power varies by SLA and it’s hard to rate as a result. The various options are the following:

  • Consecrate Spell-Like Ability: BoED p. 42. Adds the good descriptor, and converts half the SLA’s damage to raw divine power ala a flame strike spell.
  • Corrupt Spell-Like Ability: BoVD p. 48. Adds the evil descriptor, and converts half of the SLA’s damage to raw divine power ala a flame strike spell.
  • Empower Spell-Like Ability: SRD. Applies Empower Spell.
  • Heighten Spell-Like Ability: CArd p. 80. Ups effective spell level by +2, as if by Heighten Spell.
  • Maximize Spell-Like Ability: CArc p. 81. Applies Maximize Spell.
  • Purify Spell-Like Ability: BoED p. 45. Adds the good descriptor, and has it deal extra damage against evil outsiders and no damage to good creatures. Neutral creatures take half damage (or no damage on a successful save).
  • Quicken Spell-Like Ability: SRD. Applies Quicken Spell, but requires a very high CL for the ability.
  • Violate Spell-Like Ability: BoVD p. 50. Adds the evil descriptor, and converts half the SLA’s damage to vile damage, which cannot be healed normally. Unlike most metamagic SLA feats, this doesn’t pick a single SLA, instead being able to be applied to every SLA the creature has, 2/day each per SLA.

Mindsight (S): LoM p. 126. Requires the telepathy ability, and gives the companion creature the ability to pinpoint the position of every creature within its range that has Int 1 or higher. This bypasses Darkstalker since it’s not on that feat’s whitelist, and thus is the best detection ability in the game.

Mounted Combat (Unratable): SRD. Requires 1 rank of Ride. So normally this feat lets you, 1/round when your mount is hit by an attack, make a Ride check (DC = the attack roll) to negate the hit. Why would a companion creature take it? Consider the concept of a parrot sitting on a pirate’s shoulder, or a raven on a mage’s. Does that count as riding a mount? Mmmmaybe. The idea of having your familiar move with you in your space is something I’ve seen used a lot for sheer convenience. If your group wants to invoke the Ride rules for it, it can open up options for the companion itself, such as taking the Mounted Combat feat. Note that the familiar would be taking a –5 penalty on the Ride check for riding an unsuitable (bipedal) creature, and potentially a further –5 penalty for riding without a saddle unless you get yourself a specially-made exotic saddle for this. What might such a saddle look like? I imagine it’s probably a leather pad strapped to your shoulder, akin to a falconry glove but hands-free. The exact same considerations apply to the following feat, Saddleback:

Saddleback (Unratable): PGtF p. 43, Faerûn regional feat. This lets you take 10 on Ride checks, and 1/round when you or your mount makes a Reflex save, you can make a Ride check instead. If both you and your mount are hit by the same effect prompting the save, it applies to both saves. If you’re allowed to use it as listed above, then this is great as a defensive option for the companion, and guaranteeing take-10s for Ride makes Mounted Combat more consistent. This also has a Rokugan ancestor feat variant (Dr318 p. 38).

Pain Mastery (D): SS p. 37. Requires Toughness and Con 20. This feat is super weird; it gives the companion creature +2 Str for the rest of the encounter whenever it takes 50 or more damage (unclear on if that’s at once, or total). It stacks with itself, even if it takes 100, 150, etc in a single attack the creature gets +2 per 50 damage taken. High-level animal companions have so many hit points so in theory it can be a useful buff. I’m not entirely sure how best to optimize this, but it’s unique enough that I figure it warrants mentioning.

Protection Devotion (B): CC p. 61. This is a domain feat, which normally requires some thematic philosophical belief towards its theme. Ask your DM if you’re allowed to take it on a companion creature; for many familiars and special mounts it makes perfect sense but it’s a little weirder with animal companions. Anyway, it lets the companion creature make a protective aura for itself and allies 1/day as an immediate action, granting +2 to AC and a further +1 per 4 HD. On familiars this can be nice because it scales with your level and it’s not taking one of your feats or actions to activate. They can take this multiple times for extra uses, but probably shouldn’t.

Spellcaster Support (A): Dr318 p. 39, Rokugan ancestor feat. This allies the companion creature to use the aid another action on you or another spellcaster, making a Spellcraft check against DC 10 and adding +1 to your next spell’s caster level this round. Like other aid another abilities this should stack if multiple creatures have it, so if you’re building around Extra Familiar this can make for some fun boosts to buff spells in the party or in theory even combat spells.

Tireless (C): PGtF p. 46, Faerûn regional feat. This downgrades exhaustion to fatigue, and fatigue to nothing. This feat’s strength depends entirely on how often these things come up. This also has a Rokugan ancestor feat variant (Dr318 p. 40).

Touchstone/Planar Touchstone: Sand p. 53 and PlH p. 41, respectively These feats are weird. In lieu of listing their prerequisites, I’ll link this rpg.stackexchange answer outlining how those prerequisites work. There are a bunch of touchstone sites scattered around; there’s a table in Chapter 3 and reproduced in Appendix 2: Assorted Tables with tl;drs on all the ones I could find. The base ability of a touchstone is given upon taking the feat, while the higher-order ability requires you to actually go to the place. Some of these touchstones make for excellent picks to buff your companion creature, just like they’re good for normal characters.

Trickery Devotion (A): CC p. 63. This is a domain feat, which normally requires some thematic philosophical belief towards its theme. Ask your DM if you’re allowed to take it on a companion creature; for many familiars and special mounts it makes perfect sense but it’s a little weirder with animal companions. Anyway, it lets the companion, 1/day as a standard action, make an illusory double of themselves. This feat is weird and I recommend looking up the full text. Early on, it acts like an illusion and unseen servant, but at higher HD it has a bunch of other benefits that let it use skills, take combat actions, and so on (using a Str score equal to half the companion creature’s). Taking this on a dire elephant lets it summon up… a second dire elephant. Sure, it’s squishier and illusory, and only has Str 20, but it’s still gonna hit like a truck for the duration of that fight. This can be taken extra times for extra uses, too.

Troll Blooded (D): Dr319 p. 61, Greyhawk regional feat. Requires Toughness. This gives the companion creature regeneration 1 (overcome by fire and acid), but also makes them fatigued when exposed to sunlight. This is not, honestly, that good of a feat in a vacuum, but it’s an interesting way to get immunity to ‘normal’ death (you can’t be killed even if taken to high amounts of nonlethal damage, outside of fire and acid), and if taken on a swarm familiar, it can help get around their inability to be healed with healing spells. If you combine this with a way to get immunity to nonlethal damage, it’s functionally a total immunity to damage, and thus S-rated but also strong to the point of “you shouldn’t take this.”

Vow of Poverty (B): BoED p. 48. Requires Sacred Vow and is an exalted feat, plus the creature needs to be sapient enough to swear such a vow. It’s… it would be remiss of me to not mention this feat, but I caution against using it, for all the usual reasons you shouldn’t use Vow of Poverty. A companion creature taking this is objectively better-off than a player taking this, but even then on a companion-centric build you’re going to be better off giving them magic items rather than giving them this feat. Consider the shrink collar and various defensive items against mind-affecting effects, magic items to grant natural attacks, and so on. You lose more than you gain by handing this to a companion, unless you’re actively avoiding engaging with the magic items system (which… uh… fair, I have players in my group who find shopping for magic items exhausting, but it’s still notable that VoP is worse than magic items even on a companion).

Gearing Companion Creatures

Giving an animal companion or familiar equipment is a lot like equipping yourself as a natural weapon user, as described in the magic items chapter. That chapter also has a spoiler for items that are specifically useful for companions and companion users.

Choosing Companion Creatures

So, a bit of a history lesson on animal companions: in 3.0, you didn’t get the ability to call up a specific companion from a list, and they didn’t automatically scale with you. Instead, you had to find animals and use the animal friendship spell on them, which permanently made them into your companions. Masters of the Wild had rules and guidelines for how to find specific animals, how to upgrade existing ones, and shopping for stronger-than-usual companion options.

All of that went away in 3.5. The updated animal companion rules are astonishingly sparse. It takes 24 hours to call a new companion if you dismiss your current one, and you can get the creatures on the list regardless of where you are, with the exception of “aquatic environment” companions, which specify that the campaign must “[take] place wholly or partly in an aquatic environment.” Even that is remarkably abstracted and nonspecific. Hell, in the Eberron Campaign Setting the druid listing specifies that your animal companion options you can call as you level are based on where you’re from rather than where you are. You want to call up a leopard while you’re underwater? Go right ahead! It’s kinda absurd in the context of the wild shape rules, which require you to actually be familiar with the animals you’re turning into.

Urban companion familiars are similar. As written you do a ritual, pay 100gp, and poof, you have a familiar.

So, with that in mind, how does one choose a companion creature? We have no rules for it beyond “call one, and by RAW it comes with whatever the standard ability scores are.” This means that you don’t get to customize feats or skills without psychic reformation or maybe rebuild quest content from the Player’s Handbook II, and any variations simply do not exist. I personally find that somewhat unsatisfying, so in my games I houserule it so that a player can choose their companion’s feats from the start just to make things simpler and require less gameplay hoops to get to the fun of the game. Still, that won’t be for everyone, so let’s talk about what rules can be used for customizing and choosing your companion creatures.

Customizing Ability Scores

By default, familiars and animal companions come with the ability scores listed in their stat blocks, no more and no less. Masters of the Wild introduced an option on page 34 to seek out companion creatures with rolled stats, directing the DM to roll and give ambiguous information on if the creature is higher or lower than a normal one, to prevent players from just keeping looking until they get an animal companion with perfect IVs the ability scores they want. This variant was intended for 3.0’s rules, but there’s no reason why you couldn’t have rolled stats for your companion in 3.5.

There is also a variant on page 37 of the Dungeon Master’s Guide that allows players to choose and summon a specific instance of a given monster whenever you cast summon monster and summon nature’s ally. This variant has the player roll ability scores and hit points (if they want to), name their summons, and can even use calling spells like planar ally and planar binding to give the creatures magic items or gifts (which are replicated on the summoned version when they use the spells). While this isn’t directly relevant to the animal companion and familiar rules, I figured it’s notable as an example of a place where the game encouraged this style of customization in 3.5 rather than 3.0.

Customizing Feats & Skills

By RAW, an animal companion and familiar come with the feats and skills that are listed in their stat block, and those can’t be changed without some external option. As mentioned earlier in this chapter, the psychic reformation power is hard to directly use on animal companions and familiars because they don’t have experience points, so you need a power stone of it to actually retrain your companion’s feats and skills. In a context where you can’t get access to that and aren’t otherwise allowed to retrain your companion’s feats or seek out one with better feats, lower-leveled companions (specifically the ones at 4th level and 7th level) become much better at later levels, often eclipsing the higher-leveled ones, due to the ability to choose the feats they get from bonus Hit Dice. They aren’t going to outperform the best of the best most of the time, but that is a notable shift in assumption from how I’ve rated the companion options in this guide.

For the purposes of the ratings below, I have assumed that you can either acquire and use power stones of psychic reformation (as directed by the usual settlement-size-based item availability rules), or your DM has houseruled your companions to have chooseable feats.

The prices of a companion-applicable psychic reformation item are as follows:

A table of costs. It's 5,875gp at 20 HD. It's cheap.
HD Retrained GP Cost Required Settlement Size
1 1,125gp Large Town*
2 1,375gp Large Town*
3 1,625gp Large Town*
4 1,875gp Large Town*
5 2,125gp Large Town*
6 2,375gp Large Town*
7 2,625gp Large Town*
8 2,875gp Large Town*
9 3,125gp Small City**
10 3,375gp Small City**
11 3,625gp Small City**
12 3,875gp Small City**
13 4,125gp Small City**
14 4,375gp Small City**
15 4,625gp Small City**
16 4,875gp Small City**
17 5,125gp Small City**
18 5,375gp Small City**
19 5,625gp Small City**
20 5,875gp Small City**
21 6,125gp Small City**
22 6,375gp Small City**
23 6,625gp Small City**
24 6,875gp Small City**
38† 10,375gp Small City**

*Population 2,001 to 5,000.
**Population 5,001 to 12,000.
†The big jump here is because the only companion with more than 24 Hit Dice is the liopleurodon at EDL 24 and 38 HD.

As you can see, it’s not actually that much of a cost to retrain via RAW options, nor is it that much of an issue to acquire. Shrug.

Customizing Other Abilities

There are very few companion creatures with relevant abilities that could be customized, but they do exist. Some of the examples of theoretically-but-not-RAW-customizable creatures are the magebred ghost tiger and magebred brown bear from Five Nations (which come with hardcoded template options; they’re “specific creatures” rather than “templated other creatures” and that’s also why they bypass the general rule from the Eberron Campaign Setting that druids and rangers can never get magebred companions). Other examples are the cave dinosaurs from the Miniatures Handbook, which can have random mutations, some of which are very good and make them more worth using as companions. Any adjustments made to these are completely in the area of houserules, but I encourage you and your DM to work together to come up with a suitable setup for your game.

Recommended Animal Companions

I’ve compiled a full list of, as far as I’m aware, every animal companion option in 3.5 (though it’s possible that there are a couple really obscure options that I missed). You can find this list and the associated ratings in a spoiler after this section, and reproduced in Appendix 2: Assorted Tables. In addition, the following spoilers discuss the choices I’d go with if I were building a ranger who’s focusing on their animal companion (i.e. you’ve got Natural Bond, you’re taking a companion-progressing prestige class, and so on).

Since the main benefit of an animal companion is its usage in combat, picking a mechanically-bad one will hurt a lot. You’re investing a significant chunk of your build in making this creature keep up, so you should make sure that you’re picking one that won’t let you down. If you want a specific animal that isn’t really viable in level-appropriate combats even when buffed by the animal companion feature, I recommend just… buying one? Plenty of books give prices for buying animals. You can use Handle Animal to train it and just have a pet, without needing a class feature for it. In this light, I’m not going to be mentioning animal companion options that I would give ratings C or below here.

With few exceptions, if you’re concerned with raw power you should generally keep upgrading your animal companion to new animals as your EDL goes up. Higher-level animal companions lose benefits from the class feature, but are generally just… better. Bigger, tougher, stronger, more natural weapons, better special attacks, and so on. Even if the boosts from your EDL in theory let them keep up, a wolf with bonus Hit Dice is not comparable to a tyrannosaurus rex. Unless specifically noted, treat the ratings for lower-level companion options as having a degree of falloff.

As with earlier, I use the acronym “EDL” for “effective druid level” to save space. All ratings assume that you’ve got an EDL similar to your actual level, because if you don’t, you should be taking an urban companion familiar instead.

1st Level Animal Companions

Since you get these at character level 4, and can’t take Natural Bond until 6th level to upgrade, most starting options for animal companions… well, they suck. They can play the role of a secondary combatant, but don’t expect more than that, especially since unlike the similarly-placed urban companion familiars they have very few hit points. A badger urban companion scales well, has three natural weapons, and can strategize intelligently. A badger animal companion dies to a single hit. It’s awkward, is all.

Brixashulty (B): RotW p. 186. Only halflings can take this as a 1st level companion (others take it at 4th). It’s basically a wolf but a goat; 2 Hit Dice, medium size, scent, solid physical stats, and a free bull rush on any hit with their one natural weapon (a gore).

Chordevoc (S): RotW p. 188. Only halflings can take this as a 1st level companion (others take it at 4th). This bird is Tiny-sized and functionally useless in combat, but it’s got blindsense 60ft so it’s an excellent utility option to bridge the levels before you can upgrade.

Eagle (B): SRD. With three natural weapons, a fly speed, and a pretty good Spot bonus, eagles can play alright in combat (albeit not well) at lower levels and are useful enough for utility. If you’re a kobold you can even ride it as a mount!

Vulture (uses eagle stats) (B): Dr279 p. 54 (animal companion option). They didn’t have vultures in 3.0, which meant this race-limited option showed up early on as a way to get them. These use the eagle stats, making them way better than the vulture from Sandstorm.

Elk (A): Dr333 p. 87. Specifically called out as the cervus elaphus species, the elk is really darn good. They’ve got 3 Hit Dice so they’re more tanky than other 1st level companions, they’re Large size, and they have three natural weapons. If you’re looking for a mount this is a great starter option.

Hyena (B): Sand p. 48 (animal companion option) and SRD (stats). These are 2 Hit Dice, Medium-sized, get a free trip attack whenever they hit something with their single natural weapon, have a 50ft movement speed, and have higher Str than the wolf. They also have scent, which is useful for tracking or finding invisible enemies in a pinch. They’re equivalent in game stats to the riding dog, except they trade the Track bonus feat for +10ft movement speed.

Kank (A): Du110 p. 91. Hailing from Athas, these are ant-shaped herd animals with 3 HD, Large size, one natural attack (pincers), a 50ft land speed, and most importantly a paralytic venom on their pincers. If you’re looking for a strong mount, this is an equivalent to the elk at low levels and scales significantly better than it if you’re the type to want to stick with your original animal companion. If your DM allows you to use it on non-vermin, you should also take Craft (poisonmaking) and teach it the Bestow Venom trick (DotU p. 46) for easy and costless access to that venom for your weapons.

Monstrous Centipede (Large) (B): Web (animal companion option) and SRD (stats). While the vermin companions from the Random Encounters article don’t get skills and feats until EDL 6th, at lower levels a Large monstrous centipede is actually decently useful. It’s got a 40ft land speed and 40ft climb speed (fast for… well, for climb speeds in general), similar attack bonuses to the wolf, immunity to mind-affecting effects, and an alright enough Dex damage poison. You’re not going to break the game with this, but as a holdover before you hit 6th level and take Natural Bond or beastmaster, it’s a nice pickup, equivalent to the various canids.

Monstrous Scorpion (Medium) (A): Web (animal companion option) and SRD (stats). Similarly to the monstrous centipede, the Medium monstrous scorpion won’t get feats and skill ranks until later levels. However, it’s even better than the centipede; you’re trading down to Medium size and losing the climb speed, but a monstrous scorpion has three natural weapons, two of which have improved grab and constrict, as well as a Con damage poison which is much nicer than Dex damage. It even has tremorsense for finding invisible enemies. An excellent pick.

Monstrous Spider (Medium) (B): Web (animal companion option) and SRD (stats). Rounding out the trio of monstrous vermin is the Medium spider. It’s got a much slower climb speed than the centipede, and unlike the scorpion it only has one natural weapon, but it brings a web to the table. A web-spinning spider can only throw eight web attacks per day, but it’s got a pretty big range and can entangle enemies. It can also make webs to protect the party during rests in dungeons, and like the scorpion it has tremorsense.

Phynxkin (A but actually F): DM p. 14 (animal companion option) and DM p. 116 (stats). Poor phynxkins are, objectively, pretty strong. They’re 2 HD animals with a climb speed and a 40ft land speed, they’ve got three natural weapons, they’ve got equivalent attack bonuses to the riding dog, and they have pounce, something rare at 1st level. They even have the dragonblood subtype, nice for taking potential draconic feats. The thing is? Taking a phynxkin requires you give up every other companion option. The opportunity cost is so high as to be unreasonable, especially since a 1st level companion buffed by the EDL bonuses is just not equivalent to higher-level options. It’s honestly sad, and I wish they were better, since dragoncats are a cute concept. If you’re using the Player’s Handbook II retraining options they can work, though, since you can retrain away the phynxkin companion ACF at a later level.

Porpoise (B): SRD. Requires an aquatic campaign. It’s your canid equivalent for underwater games. No land speed, a blisteringly-fast 80ft swim speed, 2 HD, one natural weapon, and alright but not great stats… it’s fine. It’s a good water mount for Small PCs. It has blindsight underwater too, which is nice to have in general.

Riding Dog (B): SRD. The classic “best pick” core companion, the riding dog is slightly slower than the wolf and hyena (40ft land speed), but still gets the free trip on bite, still gets scent and the Track feat, and has Str 15 compared to the wolf’s Str 13. It’s not actually the strongest option at 1st level, but it’s iconic to the animal companion class feature for a reason. Man’s best friend won’t do you wrong here.

Serval (S): Sand p. 48 (animal companion option) and Sand p. 194 (stats). The phynxkin above is made even more sad by the serval option from Sandstorm. This precious baby kitty has good physical stats (Str 12, Dex 17), two claws, a bite, and two rake attacks, improved grab, scent, and pounce. It’s honestly amazing. A downgraded version of the 4th level leopard.

Shark (Medium) (B): SRD. Requires an aquatic campaign. In practice, the Medium shark is basically a slower porpoise that can stay underwater indefinitely. It has only a 60ft swim speed, but it has 3 HD and the keen scent ability on top of blindsense.

Squid (B): SRD. Requires an aquatic campaign. The squid is similar to the shark, but has two natural weapons instead of one, improved grab, an ink cloud, and a jet movement ability. In exchange it loses the sensory qualities. Power-wise, it could go either way between the porpoise, squid, and shark if you want an aquatic companion from the default list. Neither is amazing, but all are solid.

Swindlespitter (A): MM3 p. 41. Remember the scene from Jurassic Park where the cute little dinosaur poison spits the IT guy to death? That’s these guys! Sorta! The swindlespitter has remarkably good stats for its level (Str 9, Dex 21, Con 13), the Mobility and Weapon Finesse feats as bonus feats, darkvision, low-light vision, and scent, and a poison spray attack that makes a cone of blinding venom (Fort negates). They even have uncanny dodge, to cap it all off. I know fleshraker tends to overshadow most other Monster Manual III options, but the swindlespitter is kinda rad on its own. If your DM allows you to use it on non-vermin, you should also take Craft (poisonmaking) and teach it the Bestow Venom trick (DotU p. 46) for easy and costless access to a blinding contact poison for your weapons.

Taga'rivvin (B): Dr345 p. 87. As you’d expect for a Large-sized 3 HD underdark ape, these guys have a climb speed and opposable thumbs. However, unlike apes proper, they only have one natural weapon with which to use their high-for-this-level 21 Str, and that attack has a weak 1d4 damage die. Still, it’s a strong chassis and beatstick with 10ft reach, unlike most Large companions at this level.

Tressym (S): Sand p. 48 (animal companion option), FRCS p. 309 (stats), and the PGtF web enhancement (3.5 update). Tressym are remarkably unique as an animal companion option for this level. In fact, they’re not even animals as of 3.5; the Player’s Guide to Faerûn updated them to be magical beasts! The long and short of it is they’re housecats with a fly speed and Int 12. They have all the usual cat things like Tiny size, scent, and a commoner-slaying claw/claw/bite routine, but the big benefit of taking a tressym is that they’re functionally similar to a familiar, and having a highly-intelligent, flying scout at the levels before your full animal companion build comes online is great.

Valenar Riding Horse (B): ECS p. 37 (animal companion option) and ECS p. 289 (stats). The Valenar riding horse’s stats are simple: horse fast. They’ve got 3 HD, a massive Jump modifier, an 80ft land speed, and two natural attacks that aren’t primary unless you train it for war. It also has scent and solid physical stats (Str 14, Dex 15, Con 15). It’s not going to fight well as a combat companion but if you want a super zoomy mount this is the pick.

Wolf (B): SRD. Iconic for both visuals and the fact that it’s outclassed by a big dog, the wolf is still a solid choice. They have a 50ft land speed, one natural weapon, scent and the Track feat as a bonus feat, and get a free trip whenever they bite. Not game-defining, but nice to have.

Hyena (uses wolf stats) (B): Dr279 p. 64 (animal companion option). Requires being a half-orc. They didn’t have hyenas in 3.0, which meant this race-limited option showed up early on as a way to get them. These use the wolf stats, so they’re slightly weaker in combat than proper hyenas but get Track as a bonus feat.


4th Level Animal Companions

These hit you with a –3 to your EDL, giving up stat changes of +2 HD, +2 natural armor, +1 Str, and a bonus trick compared to the baseline of 1st level companions at this point. Thus, you’re comparing to a 4-5 HD animal with evasion.

Ape (B): SRD. Apes kinda straddle the line between B and C, honestly. However, they’re a solid option because of their climb speed (useful at low and mid levels), three natural weapons, Large size (and 10ft reach, unlike quadrupeds), and opposable thumbs. They have 4 HD, and also have scent for helping track.

Bison (B): SRD. Bison are in a similar boat to the ape. They’re not like, good, but they’re good enough that I struggle to call them a C because they have a noticeable niche as a durable mount (Large size, 5 HD, good Con) and their one natural attack hits pretty hard for monsters of this level… even if the lack of extra attacks or unique abilities means there’s a lot to be desired.

Black Chocobo (A): Dr323 p. 35. Final Fantasy XI was given a highlight in a Silicon Sorcery article back in late 2004, granting us the wonderful horsebirds we know and love. As much as I want to recommend the base chocobos, they are not actually good. However, the article specifies that the black variant of “riding birds” as they’re called have “the exact same stats as standard riding birds” except for their fly speed, which… well, honestly, it’s very debatable whether or not that includes “being able to be called as a 4th level animal companion.” However, given the chocobo’s otherwise mediocre showing, I think it’s a reasonable allowance for a DM. Black chocobos have a 90ft fly speed with good maneuverability, incredibly fast for companion creatures, as well as 4 HD, two natural weapons, a 60ft land speed, solid stats, and scent. They aren’t going to excel in a fight alongside you the way the high-rating combat companions will, but if you want a general-use mount, the black chocobo’s flight brings a lot to the table! As a note, you can also just buy a black chocobo for 2,000gp per the article, though finding one on the market is tricky. Final addendum: D&D chocobos canonically say “wark” instead of “kweh.”

Branta (B): Frost p. 44 (animal companion option) and Frost p. 113 (stats). Rather than an animal, the 3 HD branta is actually a magical beast, giving it full BAB. It’s also got the cold subtype (a blessing and a curse), darkvision, scent, good ability scores, and Large size, so it makes a good mount, though it’s less durable than the bison and less mobile than the black chocobo. In combat, the branta has three natural attacks, one of which has a weird… pseudo knockback? Their gore has improved grab, and if they succeed at the grab, they automatically make a bull rush as well. Failing the bull rush un-grabs them, though, as does succeeding, so it’s really not all that good and I don’t understand why they didn’t just make it one roll instead of two separate ones.

Cheetah (B): SRD. Weirdly, cheetahs are actually more like a mechanical upgrade to the 1st level canids than they are "big cats." With 3 HD, Medium size, three natural weapons (and a free trip on every hit with any of them), a 50ft movement speed, and scent, cheetahs are pretty good! However, unlike leopards (or fleshrakers) they don’t get pounce, so they probably aren’t the go-to for combat pets.

Dire Badger (B): SRD. Like the cheetah, these have 3 HD Medium animals with three natural weapons, scent, and solid physical stats. Unlike the cheetah, dire badgers have a rage ability that gives them better damage and hp, and a burrow speed rather than a fast land speed. If your DM lets you take regional feats on companions, give the badger Snow Tiger Berserker (Una p. 45) so it can pounce on charges.

Dire Bat (B): SRD. Dire bats are the flying mount you pick at this level if you can’t get black chocobo. They have 4 HD, a 40ft fly speed, good physical stats, one natural attack, Large size, and 40ft blindsense. They aren’t doing much in combat but they’re rideable, solidly durable, and fly, so they can do the job.

Dire Hawk (A): RotW p. 189. Requires being a raptoran. Dire hawks have 5 HD, Medium size, three natural weapons, and an 80ft fly speed. That’s all they have, but the chassis is quite good, letting them fight and scout well enough.

Fleshraker (S): MM3 p. 40. Probably the most famous animal in D&D optimization. The fleshraker has everything you could want in a non-mount animal companion except a fly speed. It’s got 4 HD, it’s got good ability scores, it’s Medium-sized so it can fit into dungeons without magic, it’s got six natural weapons (2 claws, 2 rakes, and a bite or tail), three of which inflict a Dex damage poison, it’s got pounce, it’s got a free trip, grapple, and pin (all three) whenever it pounces, it’s got a 50ft land speed, it even has scent! Note that it can’t tail stab someone it’s bitten in a given round, but it can still hit another enemy during its full attack.

This is one of the only companions that can consistently compare to higher-level options when buffed by the animal companion feature’s bonus HD, though without venomfire it will eventually fall off. Basically, if this is allowed and you’re not using your companion as a mount for a Medium character, you should take this. It’s strong enough that I see a lot of DMs ban it, though, and honestly? That’s reasonable. This monster is absurd. Probably fine in high-op games, but still absurd, and worth talking to your DM before taking. The leopard is the more balanced equivalent, if fleshrakers are banned.

Speaking of venomfire, let’s talk about venomfire. This is a 3rd-level druid spell and 4th-level ranger spell from Serpent Kingdoms that adds 1d6 acid damage per CL to every natural attack that would inflict poison. It is honestly, genuinely broken at nearly every level of the game. When an animal companion-focused ranger gets it (around level 16-17), at half-CL scaling… it’s probably fine. But for anyone else? Druids? Wands? Don’t use that, it’s far too powerful for its cost and liable to break your game.

Leopard (A): SRD. While overshadowed by the fleshraker for obvious reasons, this is probably the best non-fleshraker combat companion for 4th level. Leopards have 3 HD, a climb speed, five natural weapons (2 claws, bite, 2 rakes), pounce, scent, and improved grab. They’ve got identical physical stat modifiers to the fleshraker, as well. Basically, the difference between A-rank and S-rank for companions is the fact that the fleshraker has poison and tripping and insta-pinning and another natural weapon for no extra cost. Make no mistake though, leopards are strong. It’s just that the fleshraker is insane.

Puma (uses leopard stats) (A): Sand p. 48 (animal companion option). Pumas are an option for companions, using the leopard stats. Nice if you’re not from a jungle area.

Snow leopard (uses leopard stats) (A): Frost p. 44 (animal companion option). Likewise, Frostburn tells us that snow leopards can be gotten in cold environments as well.

Monstrous Centipede (Huge) (B): Web (animal companion rules) and SRD (stats). As the only Huge companion option at 4th level, the monstrous centipede has a special place. It has 6 Hit Dice but it doesn’t get skills or feats until EDL 6th (so, EDL 9th after the adjustment), but it’s got a fast climb speed, it’s got a reasonably-damaging bite attack (2d6+4), it’s got Dex damage poison, and uh, well. It’s Huge. You’re getting worse stats and fewer attacks than everything else but it’s massive for this level. It can be a wall of meat that blocks enemies. That counts for something.

Sailsnake (B): MM4 p. 124. The sailsnake is a Medium-sized flying snake with 3 HD, one natural weapon, a climb speed as well, two bonus feats (Improved Natural Attack and Weapon Finesse), solid stats, and most importantly, a blinding venom spray attack. It’s a 20ft cone that inflicts blinding poison and can be used every 6 rounds, so at the very least you have a reliable debuffer against mooks. Like other poisonous creatures, it’s particularly good if you can milk it for venom. As a small note, the Monster Manual IV neglected the usual boilerplate text that specifies that the sailsnake imposes a –3 EDL penalty. I’ve seen arguments that that would override the usual rules, since other animal companions specifically specify such a penalty. I don’t really agree that it should be played like that, but if you play it that way the rating… probably doesn’t change. It’s got +2 HD at that point but it’s about the same power level.

Shark (Large) (B): SRD. Requires an aquatic campaign. Shark is objectively somewhat mediocre for what it does, but it occupies a niche that nothing else at this level does. It’s of the only 7-HD monsters in the 4th level list, and also the only Large-sized aquatic mount that’s even slightly good. If you’re playing a water campaign and are Medium-sized, this is the mount you go for. It’s got a bite attack, alright physical stats, and both keen scent and underwater blindsense. It’s fine. It’ll do the job.

Valenar Warhorse (B): Web. Note that like riding horses and warhorses, this is not “a Valenar riding horse trained for war” but a different monster altogether. It’s basically an improved Valenar riding horse. Better stats, an extra Hit Die, primary attack hooves, and even faster base speed. Better than the bison as a mount, though roughly the same in combat overall.

Watchspider (B): CoS p. 140. Watchspiders are everything the Medium monstrous spider is at 1st level, with the benefit of having Int 2 stock (and thus being far easier to train and better as guards), magical beast typing, and a faster climb speed. Maybe. Check with your DM if the watchspider’s web works like a monstrous spider’s; the description of watchspiders implies they’re able to do more with it but the rules text is very bare-bones.


7th Level Animal Companions

These hit you with a –6 to your EDL, giving up stat changes of +4 HD, +4 natural armor, +2 Str, and 2 bonus tricks compared to the baseline of 1st level companions at this point. Thus, you’re comparing to a 6-7 HD animal with evasion.

Asperi (B): BoED p. 42 (animal companion option) and MM2 p. 25 (stats). Requires the Exalted Companion feat and a neutral good alignment. Though their combat stats leave something to be desired, asperi are a particularly unique option for a mount companion due to the combination of high Intelligence (they’re Int 13), a fly speed, magical beast typing, several defensive abilities, and telepathy. Telepathy alone makes them pretty solid due to their access to the Mindsight feat (LoM p. 126), but then on top of that they’ve got improved uncanny dodge (name updated in the 3.5 booklet), total immunity to wind effects, and the ability to boost their fly speed by the wind speed of the area. In the right conditions, asperi can move fast, and their access to Mindsight and inability to be surprised makes them good defensive guards and scouts.

Brown Bear (B): SRD. The humble, fluffy bear. These are one of the more iconic druid companions, and for good reason. Brown bears have 6 HD, Large size, three natural weapons (one of which hits like a greatsword), significant physical stats (Str 27, Con 19), improved grab, and scent. They are weaker than their magebred variant available at the same level, and suffer because of the lack of innate pounce, but you can share a lion’s charge spell in a couple levels on a companion build so it should work out even if it eats actions and spells per day.

Magebred Brown Bear (A): FN p. 74. One of the only two possible magebred animal companions, these are better than the baseline brown bear in every way and should be taken if available. The magebred brown bear is easier to train, has better physical stats (Str 29, Dex 15, Con 23), and is hardcoded with the Improved Natural Attack (claw) bonus feat and a natural armor improvement. Something to note is that the stat block for these is incorrect: their claws should be dealing 2d6 damage thanks to the aforementioned feat, rather than 1d8 (which the brown bear has already). A very strong pick, even if it doesn’t come with pounce.

Cockatrice (B): ECS p. 61 (animal companion option) and SRD (stats). Though they require two feats to get (Beast Totem and Totem Companion), the cockatrice has 5 Hit Dice, magical beast typing (and thus good BAB), a fly speed, and a save-or-die petrification attack. Anyone they bite has to make a Fort save or turn to stone; while it won’t be particularly consistent unless buffed with Ability Focus, +Con items or spells, or the like, it’s still one die roll away from ending many fights outright. Few creatures are immune to petrification compared to more common save-or-dies.

Crodlu (B): Dr319 p. 34 (animal companion option) and Du110 p. 87 (stats). Crodlu are Large-sized animals with good physical stats, four natural attacks, and pounce. That’s all they’ve got—but frankly, being able to maul things on a charge will do the job nicely in most cases.

Elasmosaurus (B): SRD. Requires an aquatic campaign. Continuing the trend of aquatic creatures being beefier than terrestrial ones, the 10-HD, Huge-sized elasmosaurus can be a real terror of the seas with its 26 Str, 22 Con, and 50ft swim speed. It actually also has a 20ft land speed, so it can conceivably come on land too. While it only has one natural weapon, it hits quite hard for this level and it’s possible to make them worthy combatants with the right feats.

Giant Crocodile (B): SRD. The giant crocodile is very similar to the elasmosaurus; it’s got a Huge size, both a land speed and a swim speed, and mighty physical stats (Str 27, Con 19), but it trades down to 7 HD in exchange for improved grab and being able to be taken in any campaign. Between their size and strength these things can be terrifying—outgrappling even the magebred brown bear at this level—and play a good “party tank” role as a result.

Griffon (S): Dr326 p. 32 (animal companion option) and SRD (stats). Requires the Savage Empathy and Monstrous Animal Companion feats, but if you can manage them, it’s well worth it. Griffons have an 80ft fly speed, five natural attacks (2 claws, bite, 2 rakes), magical beast typing (and thus good BAB), pounce, scent, good physical stats, Large size, and Int 5. Basically everything you could want out of a companion, be it the combat blenderness or utility, a griffon has right out of the gate. While there are alternative options for these things, few are available to beastmaster ranger builds at 7th level (or more realistically, 9th level), and these are just… a very good pick. They can even scale well due to having real magical beast Hit Dice instead of the fake kind from the celestial template. There is also a similar, but cheaper-to-access version of this monster, the pterrax (mentioned below). While it isn’t fluffy, full BAB, or intelligent the way a griffon is, it doesn’t require feats to get and so it’s probably the pick to go for if you’re not looking to keep scaling one companion. Still, the griffon is darn good and well worth considering on any ranger due to the raw weight of the numbers it provides.

Locust Swarm (B): Web (animal companion rules) and SRD (stats). Swarms are weird as hell. Animal companion swarms doubly so. Honestly, I recommend using a swarm familiar rather than taking this, but nonetheless it’s a pretty unique and potentially-effective option. Locust swarms have 6 HD, are immune to weapon damage, and are a flying swarm (so they have eight 5-foot cubes to shape). Unlike the other vermin familiars, they are not given skill ranks and feats at EDL 6. This means if you’re going to take a swarm companion, you will want to get it an Int score somehow. The most obvious way would be a planar alignment template like celestial, but it’s unclear on whether or not you can even cast the planar familiar spell on a swarm (does your share spells ability overrule the inability to use single-target spells on swarms? Ask your DM!). Likewise, Exalted Companion and the planar ranger variants specify animals, and there’s no provision in the vermin companion rules to allow that. At the end of the animal companions list, I’ve got a section talking about templates and ways to apply them to companions. If you can get an Int score onto your swarm companion, this is a B-rated option. Otherwise, I’d probably say it’s D-rated and that you should be looking at getting a swarm familiar instead.

Pterrax (S): Dr319 p. 34 (animal companion option) and Du110 p. 93 (stats). Where a griffon requires two feats to take (and gives notable benefits for that, mind), the pterrax comes as a stock option, and boy is it a good one. Firstly, these flying pteranodons have 6 Hit Dice, pounce, and a fast 80ft fly speed. They’re Large, so you can use them as a mount. Then on top of that they have four legs and five natural attacks (bite, two claws, two rakes), all of which can be used while swooping down in dinosaurian murderousness. On top of that, they have biofeedback and empathy psi-like abilities, each usable 1/day each. They aren’t quite as game-breaking as the fleshraker at 4th level, but I think they’re well-deserving of the S rating. Just a very powerful honorary bird.

Tiger (A): SRD. Yes. YES. The tiger is a good companion option. Large size, 6 HD, good physicals (Str 23, Dex 15, Con 17), pounce, improved grab, and five natural weapons (2 claws, bite, 2 rakes) all total up into a murderous, man-eating machine of violence. One thing to note though is that the default tiger’s stat block has Improved Natural Attack for both its claw and bite attack; its actual natural weapon damage dice are 1d6 for the claws and 1d8 for the bite. That doesn’t really matter much in the end though, since it’s still hitting five times on a charge.

Magebred Ghost Tiger (S): FN p. 75. Mediocre bonus feat aside, the magebred ghost tiger is incredible. As with its brown bear counterpart, this absolute monster is an upgrade in every way to the base tiger in spite of being available at the same level. It’s easier to train, has a higher movement speed, has Run as a bonus feat (oof), and has higher physical stats (Str 27, Dex 17, Con 19). If you’re able to take this over the standard tiger, you should, though it is not necessarily the best companion at 7th level, somehow. Between the pterrax, magebred ghost tiger, and griffon (even with the last one’s double feat tax), I’d be hard-pressed to pick a single one from them. All the S-rated companions at this level are standout options, and none of them are as liable to break your game the way the fleshraker is.

Unicorn (A): BoED p. 42 (animal companion option) and SRD. Requires the Exalted Companion feat and a neutral good alignment. The unicorn is a relatively unique companion, because it’s not something you take for combat power. Yes, it works well as a mount, yes it has three natural attacks, and yes, it has magical beast typing and great physicals (Str 20, Dex 17, Con 21), but the real benefit of the unicorn is the incredible utility it brings. Let’s go over the list:

  • Wis 21 and Cha 24, giving it solid perception and way better social skills than you’re likely to have even without pumping skill ranks. It also has Int 10, so it’s able to take better feats than animals and enact complex tactics.
  • A constant magic circle against evil aura around it, protecting you and your allies from summons and mental control.
  • A 3/day cure light wounds SLA plus cure moderate wounds and neutralize poison SLAs each 1/day.
  • Greater teleport (with allies!) 1/day within the boundaries of its home forest, if adventuring within it. If you’re the type to call up new companions in each adventuring area (that is something you can do, as if you’re N from pokemon), this can be potentially amazing.
  • Wild empathy, except with a +6 racial bonus on its check and a +7 Cha mod to your likely –1.
  • Did I mention that the unicorn’s horn overcomes DR/magic because it’s a +3 weapon? That’s probably going to start coming up at this level.

In spite of this, its natural attacks have low damage dice and no pounce or rider effects boosting them, and it only has 4 HD so you’re getting a meager two feats compared to the stronger companion options. Still, a unicorn makes a strong, tanky mount or even just a durable ally in a fight, and brings tons of utility to the table that no other companion does. Worth considering for that alone, even if you’re not a mounted combatant looking for an extremely fancy horse.


10th Level Animal Companions

These hit you with a –9 to your EDL, giving up stat changes of +6 HD, +6 natural armor, +3 Str, and 3 bonus tricks compared to the baseline of 1st level companions at this point. Thus, you’re comparing to an 8-9 HD animal with evasion and Multiattack as a bonus feat.

Allosaurus (A): PHB2 p. 41 (animal companion option) and MM2 p. 70. According to Wikipedia, “Allosaurus (/ˌæləˈsɔːrəs/)[2][3] is an extinct genus of large carnosaurian theropod dinosaur that lived 155 to 145 million years ago during the Late Jurassic period (Kimmeridgian to late Tithonian ages). The name "Allosaurus" means "different lizard", alluding to its unique (at the time of its discovery) concave vertebrae.” And boy, they weren’t kidding, this lizard can different! With Huge size, 10 HD, five natural attacks (2 claws, bite, 2 rakes), improved grab and swallow whole, a trample ability, good physical stats (Str 24, Dex 12, Con 17), and relatively high damage per attack, it can play the role of a party tank via grappling, a primary damage dealer with its pile of attacks, or both (again with its pile of natural attacks. You get free rakes in any turn you grapple, after all).

The only downside compared to the 7th level S-ranks is that the allosaurus doesn’t, itself, come with pounce on its own (in spite of the descriptive text implying it’s capable of doing so, it doesn’t actually have the ability). However, by EDL 10 you almost certainly have access to the lion’s charge spell or a wand of it, and you can thus send the terrifying big dinosaur at your foes like a rocket with a swift action. Huge size might have both a blessing and a curse at lower levels (due to struggling to fit into many dungeons and buildings)... but at this point it’s unambiguously an upside due to Huge and bigger monsters coming with higher ability scores and HD most of the time. 10th level wealth-by-level is 49,000gp, so you should easily be able to afford the 10,000gp shrink collar (A&EG p. 80) to solve any problems with size. It won’t be perfect for every build, but the allosaurus is incredible, and a worthwhile upgrade in many cases to the lower-level pouncechargers.

Basilisk (B): Dr326 p. 32 (animal companion option) and SRD (stats). Requires the Savage Empathy and Monstrous Animal Companion feats. Honestly, this is a super weird option. Basilisks don’t have good stats, don’t have multiple attacks, don’t have a ton of Hit Dice, and aren’t sapient out of the gate. However, they have a petrifying gaze attack! That’s really unique and kinda cool. The problem is, it’s also likely to murder your friends so I don’t really recommend it. But it’s notable enough I can’t in good conscience rate it C or lower.

Dire Tortoise (S): Sand p. 48 (animal companion option) and Sand p. 151 (stats). The dire tortoise is in a weird spot. Like the allosaurus above, it’s got Huge size and trample. It’s only got one attack, however, a bite attack that does 1d8 damage baseline (which seems weirdly low for something visually-patterned off a snapping turtle, but whatever). In spite of its strong ability scores (Str 26, Con 25) and ridiculous 14 HD, it doesn’t on paper bring much. Where it shines is the power of its unique special attack: lightning strike. In every combat—yes, every combat—the dire tortoise gets a surprise round. Your giant tortoise will always be able to get into melee immediately with a partial charge, mucking up enemy arrangements making sure enemies don’t get the drop on you. If you give it more natural weapons (via items, feats, sharing shifting, whatever) it gets even better, but even with the single attack, lightning strike is strong enough to make it one of the best companions in the game.

As an aside, there is a potentially-strong interaction I’ve been pondering between the dire tortoise and the planar familiar spell (see the templates listing at the end of this section) to give it the axiomatic creature template. When you do that, it gets a mental link to you that works like a hive mind, making it so that “if one is aware of a particular danger, [both] are. If one in the group is not flat-footed, none of them are.” Does this mean that you would get a surprise round alongside your dire tortoise in every combat? Probably not, I think? RAW it’s a genuinely weird question because the surprise round rules are weird to begin with. But there is an argument to be made that if it’s acting in a surprise round and you share the state of its (lack of) surprise, you ought to be able to do that too. This doesn’t change the rating, of course, it’s top-rated regardless. And even if you don’t get a surprise round, it will still make it so you are completely immune to being flat-footed, as the dire tortoise never is, so you should 100% worship a lawful neutral god if you’re using this beastie as your animal companion. Anyway, the dire tortoise has a ton of potential, especially in more elaborate builds, so consider it even if you were using a pouncecharger beforehand.

Smilodon (Saber-Toothed Tiger) (A): Frost p. 44 (animal companion option) and Frost p. 118 (stats). With 9 HD, Large size, similar stats to the tiger, and better damage dice on its bite (plus an x3 crit mod on the bite, which is basically irrelevant honestly), this is ever so slightly stronger than taking a 7th level tiger animal companion and upgrading it with your normal EDL buffs at 10th. It’s worse, however, than taking the magebred ghost tiger and doing the same thing. Still strong, kinda a middle-ground between magebred ghost tiger with EDL 4 and tiger with EDL 4.


13th Level Animal Companions

These hit you with a –12 to your EDL, giving up stat changes of +8 HD, +8 natural armor, +4 Str, and 4 bonus tricks compared to the baseline of 1st level companions at this point. Thus, you’re comparing to a 10-11 HD animal with evasion and Multiattack as a bonus feat. Honestly, there aren’t a lot of good options at this level. You’re better off keeping a 10th level companion for a while, in most cases.

Dire Bear (B): SRD. In spite of being an awesome monster bear, the dire bear isn’t actually as good as I would like it to be. It’s got Large size, 12 HD, improved grab, scent, three natural attacks, and good physical stats (Str 31, Con 19)... and that’s it? The allosaurus from 10th level is bigger, has more attacks, and equal HD at this point. It’s better than the magebred brown bear taken to 13th level, but worse at doing the job of a beefy, grappling natural attacker than the 10th level options.

Fhorge (A): PHB2 p. 41 (animal companion option) and FF p. 72 (stats). The fhorge is a 12 HD, Large-sized boar animal from the Outlands that has Str 29, Con 21, and only one natural attack (with a poor damage die, too, it’s a bite for 1d8). However, it has a rage ability like a badger, improved grab, and most notably, double damage when charging. Unlike other “powerful charge” effects, this doesn’t specify a specific weapon, it’s just blanket doubling for its charges. Give it pounce, get it more natural weapons, and go to town with it. If your DM lets your companion take regional feats, it can even take Snow Tiger Berserker since it has rage! This is S-rated for shifter rangers with share shifting specifically, just for that.

Giant Octopus (S): SRD. Requires an aquatic campaign. Have you ever wanted a pet with nine natural weapons, improved grab and constrict on 8 of them, and… well, that’s it, that’s what it does. In an aquatic campaign this is one of the best options you can take at any level. Underwhelming stats for this level aside (Str 20, Dex 15, Con 13), the giant octopus’s Large size, 20ft reach, and tons of natural weapons will more than do the job in underwater games, especially if you get it some items or feats that give rider effects on those attacks.

Monstrous Spider (Gargantuan) (B): Web (animal companion rules) and SRD (stats). Spider… BIG. This is the biggest option at this level, and it comes with Hit Dice to match. Gargantuan size, 16 HD, and good enough physicals to work with (Str 25, Dex 17, Con 14) gives this gigantic spider a functional chassis. The climb speed and web gives interesting (although somewhat less useful at this level) utility… the trouble is, you’re definitely not getting EDL 6 after the adjustment for a while, so you will need to get your hands on a planar alignment template to give this spider an Int score and thus feats. Still, if you want a big, big wall of meat, this is a good pick.


16th Level Animal Companions

These hit you with a –15 to your EDL, giving up stat changes of +10 HD, +10 natural armor, +4 Str, and 5 bonus tricks compared to the baseline of 1st level companions at this point. Thus, you’re comparing to a 12-13 HD animal with evasion and Multiattack as a bonus feat.

Dire Elephant (S): PHB2 p. 41 (animal companion option) and MM2 p. 75 (stats). Let’s talk about the elephant in the room. The dire elephant is, with the exception of the horrid elephant (its upgrade at 19th level), probably the strongest animal companion in the game. It’s got Gargantuan size, 20 Hit Dice, hilariously high physical stats (Str 40, Con 30), four natural weapons (albeit it can only use three at once), and a trample attack. Sure, it doesn’t come with pounce on its own, and it doesn’t have rakes. However, when you account for the fact that it’s got more feats than it probably knows what to do with and the fact that at this level you can 100% just get it a way to full attack and move in the same turn, it’s big, it’s strong, and it’s devastatingly damaging. You might be worrying about its size, but uh… you’re at least 16th level. Get a shrink collar and now you have a Small-sized dire elephant that still has those physical stats. Heck, putting a shrink collar on it nets your itty bitty dire elephant a +5 swing in size bonus to AC and attacks, going from –4 to +1. If you want raw power, probably take the dire elephant. It has some contenders for top spot (the dire polar bear and roc), but I think the bigger size and extra HD put it ahead.

Grizzly Mastodon (B): PHB2 p. 41 (animal companion option) and MM2 p. 123 (stats). It’s incredibly funny to me Player’s Handbook II has four giant elephants as 16th level companion options, two of which come from the same book! The grizzly mastodon has everything the dire elephant does, except it has Huge size, only 15 HD, and Str 35/Con 23. Just a downgraded dire elephant. Somehow, they CR’d the dire elephant at 10 to the grizzly mastodon’s 13, but that’s… uh. That’s clearly not right either. I dunno. It’s alright and does a similar job to the dire elephant but without being as good or better than its competitors.

Mastodon (B): MM3 p. 101. If grizzly mastodon isn’t your speed and dire elephant isn’t allowed, then there’s also… the normal mastodon! It’s got 15 HD, Huge size, Str 32/Con 23, and 15-foot reach on its gore attack compared to the grizzly’s 10-foot reach. It’s otherwise about the same as the grizzly version.

Woolly Mammoth (B): PHB2 p. 41 (animal companion option) and Frost p. 119 (stats). The weakest of the elephants in the room, this one has only 14 HD. It’s got Str 34, Con 25, and the same natural weapons and trample as the others, but unlike the rest the wooly mammoth has the ability to grab and toss anyone it hits with its gore attack. This isn’t generally something you want to do since it precludes a full attack with the other natural weapons, but being able to bull rush for free can be useful… sometimes? I guess? This is listed as a 13th level animal companion in Frostburn (was updated in the PHB2 to 16th level); if allowed at that level I’d call it an A rating.

Dire Polar Bear (S): PHB2 p. 41 (animal companion option) and Frost p. 115 (stats). The biggest and best of the bears. With a 50ft land speed, Huge size, 18 HD, and stats nearing the dire elephant’s (Str 39, Con 23), the dire polar bear is absolutely fantastic for exactly the same reasons. It has three natural attacks (two of which have improved grab) that let it play the role of damage or tank, as well as scent and the Track feat as a bonus feat, so that’s nice? Finally, it also has a swim speed, giving easy access to the wavekeeper prestige class for filling out the end of your build’s progression (or access at all if your DM requires you to have a companion that naturally has a swim speed).

Dire Tiger (A): SRD. I suspect I might be committing something of a heresy for rating the dire tiger “only” at A, but I honestly think, while it’s still amazing, it’s not really at the peak of power for this level. It’s got 16 HD (giving it one fewer feat than the dire polar bear and elephant), five natural weapons (2 claws, bite, 2 rakes), and good physicals (Str 27, Dex 15, Con 17), but its damage dice aren’t actually all that good out of the gate, especially when considering that the animal’s stat block includes Improved Natural Attack feats for its claws and bite. It has improved grab with its bite, but it’s worse at grappling than the polar bear. It has pounce, but at 16th level you can 100% get your hands on an item or spell to reliably give your companion mobile full attacks anyway, even if it’s just opening fights with share spells lion’s charge. I just think that the lower physical stats and fewer HD make it a worse-than-optimal option for companions as you go into the endgame.

Eight-Headed Hydra (S): Dr326 p. 32 (animal companion option) and SRD (stats). Requires the Savage Empathy and Monstrous Animal Companion feats. You’d think that an 8 HD monster with fairly mediocre stats compared to the heavy hitters of this level wouldn’t be worth taking, but uh. Man, hydras. Hydras. The eight-headed hydra is Huge, has magical beast Hit Dice, has fast healing 18, and can make an attack with each of its head as a standard action. If one of those heads is cut off, it grows two heads, up to a maximum of 16 (which last a day). By pre-chopping the heads of your hydra, you now have a companion that, while it has lower attack bonuses than similar-level monsters, can absolutely drown foes in bite attacks. It’s honestly probably about on par with stuff like the dire polar bear when optimized, though the lower HD and stats make it worse if you’re not able to give it some kind of useful rider effects. It’s hard to rate, honestly. The eight-headed hydra companion is a glass cannon of the highest order, but will quickly heal back from anything that doesn’t kill it from the getgo. It’s not as good as other S-rated companions if you don’t have good boosts to its damage, but if you do (such as by a Dragonfire Inspiration bard in the party), then it matches or potentially outpaces them.

Elder Arrowhawk (B): Dr326 p. 32 (animal companion option) and SRD (stats). Requires the Savage Empathy and Monstrous Animal Companion feats. The elder arrowhawk isn’t itself a specced for the frontline, but it brings a good baseline chassis for mounted rangers. These excellent birds have solidly good physical stats (Str 22, Dex 21, Con 16), 15 outsider Hit Dice (full BAB, all good saves, 8+int skills), a ranged electricity attack, one natural weapon, Large size, anti-energy defenses and immunities, and most importantly a 60ft perfect fly speed. They even come with Int 10 stock! If you want a sapient mount that has the best possible fly speed out of the gate, solid stats to put into whatever its six feats are, and BAB +15 (great if it has Improved Unarmed Strike or you get it access to further natural weapons). I wouldn’t recommend it over one of the tremendous combat monsters if you’re not using it as a mount, but as a mount that brings “good enough” in most other areas, it does the job well.

Giant Squid (S): SRD. Requires an aquatic campaign. It’s the giant octopus but bigger, squigglier, stronger! 12 HD, 80ft swim speed (over double the octopus’s), Huge size, Str 27, eleven natural weapons this time, more damage per attack… in an aquatic game this option is the cream of the crop. The only downsides compared to the giant octopus are 1 less natural armor, and the fact that it doesn’t have a land speed. If you’re taking it out of water at level 16 though you can probably get it a fly speed. Its full attack is brutal, its grapple skills are legendary, and as a whole it’s very friend shaped in my opinion. A great pick.

Horrid Bear (B): ECS p. 287 (template) and SRD (stats). The upgraded form of the dire bear… is still roughly as good as the dire bear was at 13th level, just scaled to 16. It’s still got only 12 HD, still Large size, and still Str 31, but now it has Improved Natural Attack with all its natural weapons and deals +3d6 acid damage per hit with its claws. It’s also got +4 Con, +5 natural armor, and has immunity to acid. As a whole, if you want an acidbear then this is the pick! But if you want a better bear then the dire polar bear is the way to go.

Indricothere (A): PHB2 p. 41 (animal companion option) and FF p. 100 (stats). The indricothere (also called the paracerathere if you’re curious about the real life version) is a Huge-sized, 16-HD option with Str 33, Con 25, and, uniquely, zero common natural attacks. It has a “head butt” attack and two stamp attacks, each with solid damage dice, and notably, the head butt attack has a rider effect that inflicts a Fort save vs being knocked back (or knocked back into a wall), then a second Fort save against being stunned. I waffled about if this should be A-rated or B-rated, but I think the uniqueness of its natural weapons (and thus, the ability to stack on way more with things like feats, items, or shared shifting compared to your average high-HD monster) merits an A when taken alongside the rest of the package.

Monstrous Centipede (Colossal) (B): Web (animal companion rules) and SRD (stats). This is the only Colossal-sized animal companion whose required EDL is below 20. As such it’s got a unique place here in spite of its underwhelming uh… the rest, on paper. With 24 Hit Dice and a good 27 Str, the Colossal monstrous centipede can wreck face if you give it extra natural weapons, though it loses most of those benefits if you can’t fit it into an encounter due to that massive size. If you’ve given it a shrink collar, it’s likewise mediocre; it has no good features that remain at that size except its Dex damage poison (not that good), so it’s very feast or famine. As a note, you won’t be able to easily hit EDL 6 after the –15 adjustment, so you need to get a planar alignment template onto your gigantic bug friend or you’re not going to get the main benefit of all those Hit Dice (feats).

Monstrous Scorpion (Gargantuan) (B): Web (animal companion rules) and SRD (stats). Like the centipede this is a massive beast, albeit not uniquely so (there are several other Gargantuan options, particularly the dire elephant). Still, it has 20 HD, three natural weapons (2 claws and a sting), a Con damage poison, improved grab and constrict, and a high Strength score of 31. Like the centipede, you need to get a planar alignment template here so you can give it feats; otherwise don’t bother.

Roc (S): Sand p. 48 (animal companion option) and SRD (stats). It’s a bird the size of a parking lot, with stats to match. The roc has 18 Hit Dice, Gargantuan size, three natural weapons (2 talons and bite), great physical stats (Str 34, Dex 15, Con 24), and, yanno, a fly speed (80 feet with average maneuverability). It’s a flying juggernaut comparable to the dire polar bear and dire elephant in power, and could be argued to be stronger than either if you consider the fly speed powerful enough (I don’t; you’re 16th level, you can afford an item to let your pet fly, though it does make it more convenient if it does it itself).

Tyrannosaurus (B): SRD. I feel a little bad for the t-rex here. It has 18 Hit Dice, but it’s only got Str 28, Con 21, and one natural weapon to its name… it has improved grab and swallow whole, but the dire polar bear has improved grab too, and is stronger, tougher, and generally better. Still, come on, it’s a t-rex! It’s pretty cool and can do the job if you’re giving it other natural weapons.

Zeuglodon (A): Frost p. 44 (animal companion option) and Frost p. 119 (stats). Requires an aquatic campaign. With Gargantuan size and high physical stats (Str 38, Con 28), this is the “beefy beatstick” option for if you aren’t taking a giant squid in an aquatic game (which… fair, the squid might be too strong for some games in all honesty). Unlike the giant squid, it has a 40ft swim speed and doesn’t breathe water, though it can hold its breath for a long time. Its unique features are that it has blindsight, and on one of its two natural attacks it has a critical hit rider that stuns the enemy for 2d4 rounds. It won’t proc often, but if it does and the enemy is vulnerable to it, that’s probably the fight. Give it extra natural weapons if you can, it’ll wreck face.


19th Level Animal Companions

These hit you with a –18 to your EDL. At this level you’re basically choosing between whether you want +2 HD and evasion, or whether you want horrid. Evasion is good, but in my opinion the benefits granted by the horrid template for high-HD creatures are better.

Horrid Elephant (S): ECS p. 288 (template) and MM2 p. 75 (stats). What if we took the already-amazing dire elephant and made it better in nearly every way? The horrid elephant has Improved Natural Attack on every natural weapon, +5d6 acid damage on its slam attacks, +5 natural armor, immunity to acid, and +4 Con. It hits harder, it’s more durable, and the energy immunity is nice. The normal dire elephant taken to this level has 22 HD though, giving it a single epic feat potentially. Either is incredibly good.

Horrid Tiger (A): ECS p. 288 (template) and SRD (stats). Unlike the horrid elephant, the horrid tiger is unambiguously an upgrade. Upping its damage dice, adding more durability, and dealing +4d6 acid on each claw attack is worth the loss of the 2 HD and evasion; you’re losing one feat in the bargain but getting way more than a feat would normally get you.


21st Level Animal Companions

You can’t get these outside of epic levels without some kind of EDL booster, such as beastmaster with the strong ruling on Natural Bond.

Diplodocus (B): Dr318 p. 69 (animal companion option) and Dr318 p. 64 (stats). It’s BIG. The diplodicus is Colossal with Str 44, Con 28, and 28 Hit Dice. It doesn’t have anything unique to it beyond that, and only has one natural weapon, but if you give it extra natural attacks it’s a hilariously strong monster.

Giganotosaurus (A): Dr318 p. 69 (animal companion option) and Dr318 p. 65 (stats). The lizard king the tyrannosaurus wishes it was. With Gargantuan size, three natural weapons, Str 38 and Con 26, and improved grab, this is roughly equivalent to taking a dire polar bear or dire elephant to EDL 21, which says a lot about how strong it is! Its bite attack is also 19-20/x3 and deals 2 Con damage per hit, which, well, it’s nice to have.


24th Level Animal Companion (there's only one)

There’s only one of these, and you can’t get it outside of epic levels without some kind of EDL booster. It’s a hilarious one, though. 38 Hit Dice, my goodness.

Liopleurodon (A): Dr318 p. 69 (animal companion option) and Dr318 p. 66 (stats). Doesn’t require an aquatic campaign, oddly. The beefiest animal companion option, bar none. It’s got 38—yes, thirty eight—Hit Dice, Colossal size, a single bite attack, a super zoomy 90ft swim speed (but no land speed), and the highest Strength of any companion option at Str 46, plus Con 34. It can take epic feats, and a lot of them at that. It’s probably still slightly weaker than an optimized 16th level companion, and it’s going to be hard to actually access due to the EDL 24 requirement, but uh, dang! 38 HD. Wow.


Templates

Normally you can’t get a template on animal companions outside of horrid (which has a specific, hardcoded list rather than a general rule), magebred (explicitly no general case; only two creatures have it and they’re standalone options), and some other specific exceptions, most notably the planar alignment templates. Celestial and fiendish can be gotten via feats or class features, but with the planar familiar spell (found here), you can apply the anarchic, axiomatic, celestial, or fiendish template to any companion creature granted by a class feature (animal companions included). There’s no EDL change, but you do need to jump through some hoops to actually get there, as planar familiar is a 3rd-level cleric spell that can’t be cast by another character for your companion.

The most straightforward way to do this is to purchase or commission a rune of planar familiar from someone using the Etch Rune item creation feat (Dr324 p. 26). Runes are command-word-activated scrolls (rather than spell completion) that cost three times as much, but don’t require you to UMD it to access the spell. A rune of planar familiar costs 3,625gp. If you can’t use one of those, then you’re likely going to need to daisy-chain some combination of spells such as wieldskill (PGtF p. 118) to give you the ability to make Use Magic Device checks untrained and then further bonuses on the skill check to activate a scroll of planar familiar. Regardless, this is the cheapest (as far as build goes) way to get a planar alignment template onto your companion, and should be considered regardless of other options you’re looking at.

A Note on Type and HD: The planar alignment templates, when applied to animals and vermin, change their type to magical beast but do not recalculate their hit points, BAB, saves, or skill points. This is actually kinda painful, because the main benefit of magical beast over animal type is full BAB. It is also unclear if the bonus HD you give your companion would change (you’re not recalculating existing HD so maybe it should, but the class feature specifies that it’s d8 animal Hit Dice so, uh, ask your DM). Nonetheless, it still bumps them up to Int 3, letting animal companions make much more complex decisions and letting vermin companions get feats. Good stuff!

Anarchic Template (S): Web (animal companion option) and PlH p. 107 (stats). To get an anarchic companion out of the planar familiar spell, you have to either worship a chaotic neutral god, or be chaotic neutral yourself. This means if you’re an exalted ranger who wants this, you need to find an appropriate god to pray to that fits your campaign and character. I recommend the IMarvinTPA deity search for help with that.

In addition to the type/Int changes, the anarchic template gives 1/day smite law, darkvision, scaling fast healing, DR 5/magic at 12 HD or higher, immunity to polymorphing and petrification, and resistance 5 each to acid, cold, electricity, fire, and sonic.

Axiomatic Template (S): Web (animal companion option) and PlH p. 107 (stats). To get an axiomatic companion out of the planar familiar spell, you have to either worship a lawful neutral god, or be lawful neutral yourself. This means that—like with anarchic—if you’re an exalted ranger who wants this, you need to find an appropriate god to pray to that fits your campaign and character.

In addition to the type/Int changes, the axiomatic template gives 1/day smite chaos, darkvision, spell resistance (5 + HD), resistance 5 each to cold, electricity, fire, and sonic (10 at 12 or more HD), and the “linked minds” ability, which per the planar familiar spell applies to only you and the companion. Linked minds works like hive mind; as long as you’re within 300 feet of the companion, both you and it are in constant telepathic communication and, on top of that, cannot become flat-footed or flanked unless both of you are simultaneously hit with those conditions.

Celestial Template (A): SRD (stats) and, for the companion option, one of:

  • The planar familiar spell, requiring a good alignment or worshiping a good deity.
  • Exalted Companion feat (BoED p. 42), applying a –1 EDL adjustment for having it, and requiring a good alignment.
  • Planar ranger variant class (SRD).
  • Planar ranger substitution level 4 (PlH p. 34), applying a –1 EDL adjustment for having it.

In addition to the type/Int changes, the celestial template gives 1/day smite evil, darkvision, spell resistance (5 + HD), resistance 5 each to acid, cold, and electricity (10 at 8 or more HD), and DR 5/magic at 4 or more HD (10/magic at 12 or more HD). This is better than fiendish, but worse than axiomatic and anarchic because it only brings the sort of… baseline things. Anarchic gives your animal companion fast healing and a bunch of energy resistances, while axiomatic gives you near-immunity to flanking and resistance to flat-footing. Still, it’s better than fiendish, if only because some of ranger’s best options require you to be good-aligned.

Companion of Flame and Hate (unrateable): Polyhedron #147 p. 31. The companion of flame and hate is a weird template. It’s written and framed as a sort of “Godzilla threshold” for druids to use when all has been lost and the only thing left to do is take vengeance. In order to apply it, you need a 3,000gp item that unavoidably kills the companion after five days of usage. In fact, even applying the template would normally cause a druid to fall, losing their druid abilities. It’s noted that in the dire circumstances where the template is invoked, “few animal companions refuse.” That’s… honestly, it’s really sad, and a genuinely really cool and thematically-interesting piece of worldbuilding.

It’s also way too strong for its cheap cost, and something that I think should be used at most once per campaign, at the finale, if that. As a ranger you have no falling rules and don’t need atonement spells for using this, and you can call up a new animal companion with a day of meditation, so it’s like… wow, the rules really undercut the severity of this! Don’t spring this on your DM out of nowhere, and definitely don’t abuse the RAW to cycle through buffed-up companions every five days. The template is unique and interesting enough (and not completely game-breaking if only used for a campaign finale) that it’s worth considering in the right scenarios… but I think it should be used as a major character moment with story weight, rather than just a trivial mechanical contrivance for power. It literally sets your beloved companion’s body and soul on fire for five days, burning them to a husk and granting great strength while doing so. Don’t recreationally set your pets on fire, please.

Anyway, with that disclaimer out of the way… the template gives the following:

  • Changes the companion’s alignment to neutral evil (and if you’re an exalted ranger, this is 100% going to count as an evil act).
  • Increases natural armor by +2, and gives a +4 dodge bonus to AC (called a “haste bonus” because of 3.0 terminology).
  • Adds +2 to Dex, and a further +2 on Reflex saves.
  • Grants the fire subtype (immunity to fire, vulnerability to cold).
  • Gives Improved Initiative as a bonus feat.
  • Grants the companion a constant haste effect (further +1 dodge bonus to AC and on Ref saves, extra attack while full attacking, +1 on attack rolls, +30ft speed).
  • As a standard action or as part of a bite attack, the companion can fire off a 30ft cone of fire (trivial damage, but ignites flammable objects) every 2d4 rounds.
  • Touching the companion (either by attacking it with natural weapons or being attacked by its natural weapons) deals bonus fire damage, scaling from 1d4 for Tiny and smaller companions to 1d10 for Huge and larger companions.

As you can see, it’s a pretty good deal mechanically. Constant haste alone is worth 3,000gp… but yeah. If you’re using this, make it matter. Please?

Fiendish Template (B): SRD (stats) and, for the companion option, one of:

  • The planar familiar spell, requiring an evil alignment or worshiping an evil deity.
  • Planar ranger variant class (SRD).
  • Planar ranger substitution level 4 (PlH p. 34), applying a –1 EDL adjustment for having it.

In addition to the type/Int changes, the fiendish template gives 1/day smite good, darkvision, spell resistance (5 + HD), resistance 5 each to acid and cold (10 at 8 or more HD), and DR 5/magic at 4 or more HD (10/magic at 12 or more HD). It’s by far the worst of the planar alignment templates. For some reason it even has one fewer energy resistance? What’s up with that? Don’t bother with this unless you are completely locked off from the other three.

Horrid Template (rating varies): ECS p. 287. This is a template that can be applied to dire animals and gives them Improved Natural Attack on each natural weapon, +1d6 acid damage on primary natural weapons per 4 HD (minimum +1d6), immunity to acid, +5 natural armor, and Con +4. It’s not given general rules for calling animal companions with it; instead, they gave a specific whitelist that included, as far as I can tell, all the dire animals printed before June 2004. The thing is? There’re more dire animals printed after that, most notably those printed in Frostburn three months later. Talk to your DM about applying this to the post-Eberron Campaign Setting dire animals. With the exception of the horrid horse (which is available at the same level as the dire horse, and still just as terrible), all the listed horrid animals are available at 3 levels higher than their dire variants, with commensurately-increased EDL adjustments. I think it’d be reasonable to allow this to be applied to the dire animals that didn’t exist when the template was originally printed. However, in spite of that, you generally shouldn’t; the horrid template is pretty bad until you hit the 13th and 16th level familiars. At low levels you’re spending EDL for barely any meaningful boost, so you should avoid it until you’ve reached dire animals with significant amounts of Hit Dice to get benefit out of. I’d say it’s probably S-rated for dire animals that normally take 16th level, and potentially A-rated for dire animals that normally take 13th level. For below that, think hard about whether or not trading down is worth it compared to just taking a higher-level option.

Warbeast Template (unrateable): As mentioned earlier in this chapter, on page 219 of the Monster Manual II there’s a special template called “warbeast.” This template is unique among templates in how easy it is to apply—you just need training for two months and a Handle Animal check to add it. The DC is 20 + the animal’s HD for a wild animal, 25 + the animal’s HD for a beast (a depreciated 3.0 creature type that included dire animals and dinosaurs; they didn’t change this rule in the 3.5 update to warbeast so make of it what you will), and 20 for a domesticated animal (which includes some but very few animal companions. The most useful one is probably the riding dog).

(For a fun time, read the actual definition of domestication and ruin the word “feral” as a descriptor forever!)

Warbeast gives the animal +1 Hit Die, +10ft to its land speed, +3 Str, +3 Con, +2 Wis, a +1 racial bonus on Spot and Listen checks, proficiency in light, medium, and heavy armor, and the ability to grant you +2 on Ride checks with it.

RAW, this can be applied to your animal companion. Should it be able to be? Honestly, that’s just group-dependent, but I don’t think it breaks things in most cases. Talk to your DM about if they’ll allow it. If you’re allowed to use it, it’s S-rated, and should be taken as a matter of course since it costs you nothing.


Recommended Familiars

Unlike animal companions, your effective master level matters much less. You can get your hands on strong, effective familiars from ranger 4th, particularly keeping in mind that they have high enough Intelligence to enact complex tactics, plans, and communication. Though some familiars are better at combat and some are better at utility, the best ones will bring some benefit in both areas.

If you want a full list of available familiars, I like this page on orbital flower and this post on Minmax, which combined get you, as far as I am aware, a complete or as close to complete as I've found collection. If a familiar is on this list and not listed below, then it’s probably an equivalent to a C rating.

With urban companion, no familiar is actively bad even if you end up losing some potential power in some cases. Their intelligence and capability of independent action just… really carries familiars. With creative use you can do so much even with a mechanically-underwhelming option, and unlike animal companions you can’t just find a pet normal version of a creature. This means if you have a specific creature you really like and want as a familiar, go for it. You’re losing far less than if you took a bad option for an animal companion. Thus, this section only discusses familiars I would rate B or higher.

As an aside, it’s worth noting that many familiars are capable of using tools, and a good amount of Improved Familiars have proper hands they can use for weapons (at your BAB, even). Outsiders are particularly good for that, since they have proficiency in martial weapons by default. Similarly, while not all familiars can speak out of the gate, a pearl of speech is incredibly cheap to get and will then let them use command word magic items.

Starting Choices

Available at any level, and gives you, the ranger, a passive benefit as well. Most of the default familiars will mainly be utility ones. You’ve got a reasonably-smart small animal that can sneak around and scout, but few of the 1st level familiars will be good at combat on their own. Most of the starting options for familiars have low original Hit Dice, and so only get one feat. Talk to your DM about if you’re able to swap it out for a better one than their default choice.

1st Level Familiars

Badger (S): Dr277 p. 65 (familiar option) and SRD (stats). Grants you +2 on Will saves. Technically speaking, this was updated into 3.5 as an Improved Familiar in Complete Scoundrel, removing the bonus on Will saves and making it require 3rd level to take. As a 3rd level Improved Familiar it’s awful, but as a baseline familiar it’s roughly comparable to the other best-in-slot options, so I thought it was worth mentioning nonetheless. One could even argue that it’s RAW to use it this way, due to the rule on primary sources. Don’t do that, though. Talk to your DM if you want to use a badger urban companion. Anyway it comes with three natural weapons, okay physical stats (Str 8, Dex 17), Small size, and the rage ability, granting it an extra +4 Str/+4 Con/–2 AC the first time it’s damaged in combat. It has a burrow speed, gets Track and Weapon Finesse as bonus feats, and has scent for tracking. Solid combat stats and noticeable utility, but comes up a little lacking against comparable options at this level.

Bat (A): SRD. Grants you +3 on Listen checks. The bat brings no combat power, but it has a 40ft fly speed and blindsense out to 20 feet. If you’ve got invisible creatures in that range, it can warn you with the empathic link, or outright coordinate information verbally if you give it a pearl of speech.

Cat (B): SRD. The iconic commoner-killer is not a bad pick for a familiar; it’s got three natural attacks, alright enough physical stats (Str 3, Dex 15), Weapon Finesse as a bonus feat, and the scent ability for tracking. However, its Tiny size holds it back compared to the other three-attack familiars sitting up there in the S ratings. Still, like the dog below, there’s genuine utility in being a “normal” domesticated animal. People in-setting aren’t going to think twice about someone who has a cat the way they will about someone with a wild animal.

Critic Lizard (B): Dr319 p. 36 (familiar option) and Du110 p. 87 (stats). Grants you +2 on Reflex saves. With one natural weapon and not-so-great physical stats (Str 5, Dex 13), the critic lizard’s main benefit is that it has, each 3/day, detect teleportation and detect psionics as psi-like abilities. Having the option of sweeping for magic auras without needing to spend your own actions (or someone in the party’s) can be useful, but not to the degree that it really puts it over the ones that bring combat effectiveness or more broad utility stuff. They get Weapon Finesse as a bonus feat.

Crow (B): Dr341 p. 88 (familiar option) and SRD. Grants you +2 on Fort saves, uses the raven stats, and per Dragon Magazine #280 can talk just like a raven (PHB default option) and parrot (Storm p. 52) can. This is A-rated if you plan on using that speech ability to activate command-word magic items. While any familiar can do that with a pearl of speech, getting access to it from the start can be meaningful and the +2 on Fort saves makes it the best of the talking birds.

Dog (B): Dr341 p. 89 (familiar option) and SRD (stats). Grants you +3 on Sense Motive checks. The humble canine slots into a B rating for its good physical stats (Str 13, Dex 17), scent ability (with Track as a bonus feat), one natural weapon and the fact that as man’s best friend, you can take a dog basically anywhere and it’s fine. There is utility in your smart utility animal not standing out; no one will look twice at a dog in most cases, while an eagle, a flying jellyfish, or a 6-foot-long snake will draw at the very least draw glances, and can possibly cause issues in some scenarios.

Eagle (S): Dr277 p. 65 (familiar option) and SRD (stats). Though it grants you no master benefit, an eagle familiar has three natural weapons, an 80ft fly speed, solid physical stats (Str 10, Dex 15), and Weapon Finesse as a bonus feat. By far the best combat familiar at 1st level. Its fly speed and +8 racial bonus on Spot checks can make for good utility, too.

Elemental Familiar (S): The elemental familiar spell (found here) lets you convert a normal (but not Improved) familiar into a Tiny-sized air, earth, fire, or water elemental. This replaces the familiar’s normal master benefit, and can have significant utility. In order to cast the spell you’d need to have a rune of elemental familiar (Dr324 p. 26, costs you 3,625gp) or a scroll of elemental familiar and the Sword of the Arcane Order feat (2,875gp expense). Of note, air elementals are S-rated for this; you’re getting an elemental that has a 100ft perfect fly speed and grants you +2 on initiative checks. Earth elementals are listed without the earth glide ability; this is because in 3.0, earth elementals just got a generic “can move through earth and stone” listing in their combat entry. If properly updated to 3.5, they’d have earth glide and be S-rated as well for that alone (they also give you +1 natural armor, but the earth gliding is the relevant bit). Fire and water elemental familiars are not worth the expenditure needed to get, sadly.

Floater (B): Dr319 p. 36 (familiar option) and Du110 p. 88 (stats). Grants you +3 on Sense Motive checks. This psionic jellyfish has a 20ft fly speed (perfect maneuverability), tentacles that inflict poison (1d4 Dex damage primary/10–40 minutes of paralysis secondary), and has the detect psionics, demoralize, and ego whip powers as psi-like abilities, each 3/day. Wow! It’s going to struggle with properly contributing to combat even with scaling its DCs with your character level, but especially at lower levels that’s some wild stuff.

Hairy Spider (A): Mon p. 79 and the PGtF web enhancement (3.5 update). Gives no master benefit, but as Fine-sized creatures these have a massive stealth bonus, and they come with a huge +15 Spot bonus too. Unlike the mouse mentioned below, it even has a climb speed. Since the hairy spider is a vermin, it has no default feat and thus you’ll probably get to pick one. If your DM lets that choice be Darkstalker then this is S-rated for how good it is as a scouting option.

Huitzil (B): DM p. 114. Grants you +3 on Sleight of Hand checks. These come stock with the dragonblood subtype, netting them potential access to Draconic Aura out of the gate if your DM allows it. They also have a fly speed, two natural weapons, and Weapon Finesse as a bonus feat. They’re reasonably nice picks, similar to the rhamphorhynchus below except without the incredible initiative bonus.

Hummingbird (A): Dr323 p. 98 (familiar option) and DMG p. 203 (stats). Grants you +4 on initiative checks. Per the article it’s introduced in, these are intended for Conjuration specialist wizards, but can be considered “additions to the list of familiars available to all sorcerers and wizards.” Anyway, it’s a bird, it’s useless in combat, and it gives you +4 on Init checks. Also they’re just precious babies. Perfect birds. Adorable. This is commonly considered one of the best familiars in the game due to the high bonus it gives, but I just think that the rhamphorhynchus dinosaur is… better? Hummingbirds do do have the extra benefit of being easy to hide (it’s Diminutive size) and not likely to cause much of a commotion in towns compared to more exotic familiars, but if you’re taking a familiar for the init bonus, with urban companion, it’s probably better to just take the dinosaur and get a more useful friend that grants a slightly lower initiative boost.

Mouse (A): Dr280 p. 61. Grants you +2 on Hide checks (would be +3 if updated to 3.5’s rules), and is a Finy-sized animal with no combat ability but a massive, massive Hide modifier. If your DM lets the mouse familiar take Darkstalker, this is probably S-rated; it’s going to be nigh-uncatchable when scouting and sneaking.

Octopus (D): Storm p. 52 (familiar option) and SRD (stats). This one is more of an honorable mention because the octopus isn’t that good on its own (and can’t breathe air, to boot), but if you’re playing a grappler then this gives you +3 on grapple checks.

Rhamphorhynchus (A): Dr318 p. 68. Grants you +3 on initiative checks, has one natural weapon, has a 60ft fly speed, has solid physical stats (Str 2, Dex 21), has Weapon Finesse as a bonus feat, and has scent for tracking. This little prehistoric buddy is fantastic in every way except for damage; if you want it to be a combat familiar you’ll need to find some items to help with that, but as a whole it brings you a lot, including one of the strongest master bonuses in the game.

Skunk (B): Dr280 p. 61. Rather than a master benefit, skunks have a musk spray that can be used 1/day as a ranged touch attack (10ft range, on hit prompts a DC Fort save vs 1d4 rounds nauseation). It also has the scent ability, useful for tracking. There is no default feat listed, so you or your DM will need to pick one for it.

Snake (Dung) (S): SK p. 83. Grants you +2 on saves against disease. While worse in combat than badgers, the Serpent Kingdoms snakes bring remarkably strong chassis for 1st level familiars. This is a Medium-sized snake with three Hit Dice by default (giving it two feats), good physical stats (Str 17, Dex 17), one natural weapon, the improved grab ability with its bite, the constrict ability, Multigrab as a bonus feat, and both a climb and swim speed in addition to its land speed. It even has scent for tracking, and it comes with fast healing 1… for some reason. Honestly, I would call this the best starting familiar in the game if the eagle didn’t exist. As-is, it slithers into second place (or third if you count badgers at first place) with quite the spectacular set of snakey skills. Wow!

Snake (Sewerm) (S): SK p. 85. Grants you +2 on saves against pain-based effects. Like the dung snake, it’s just a good all-rounder. It’s Small and has one natural attack, has an attach/blood drain/anesthetic-based stealthy damage combo, has scent, has Weapon Finesse as a bonus feat, and has the same strong physical stats (Str 17, Dex 17). It’s got a +8 racial bonus on Hide checks too, making it good at moving around unseen.

Improved Familiars

With the Improved Familiar feat and its variants, you can get your hands on a stronger familiar. These don’t give you a passive benefit, but instead bring their own unique powers and perks. Rangers treat their effective master level as half their ranger level, which means in practice, you’re probably only going to end up caring about the 3rd level or maybe 5th level familiar options. If your DM allows animal companion progressing-options to instead progress urban companions, then the higher-level stuff becomes much more relevant and potentially worth building around. Alternatively, as mentioned in the animal companions section, you can use Theurgic Bond and the beastmaster class to boost your master level while also getting a proper animal companion at the same time, scaling at the same rate. This approach requires no houserules and no RAW abuse, so I recommend that as a possible option to use.

When taking an Improved Familiar, your alignment must be within one step on each axis of the familiar’s. Those of true neutral alignments can take any familiar that doesn’t require a specific alignment.

Unlike normal familiars, since Improved Familiars take a feat, the default is not a C rating. Most of them are genuinely bad to the degree that they should be avoided; you can have a serviceable but not amazing combat familiar even with just the baseline options above, and if you’re taking Improved Familiar to go beyond that, you should try to take something that’s worth the cost.

Unless otherwise noted, assume that you need Improved Familiar to get one of these options. I’ve combined the lists for Improved Familiar, Celestial Familiar, and Planar Familiar because they use the same levels for scaling. The lists for Darkness Familiar and Dragon Familiar, which have their own weird subsets, are listed afterwards. Finally, at the end of this section, I discuss the handful of other options that give variant familiars, such as the planar familiar spell.

3rd Level Familiars

Available at ranger level 6th.

Lynx (A): RoF p. 174. Grants you +3 on Move Silently checks. The lynx is a Small animal with 1 Hit Die, but its other features allow it to compete with the best. It has alright physical stats (Str 7, Dex 17), Weapon Finesse as a bonus feat, three natural weapons, and, most importantly? It has pounce. This is a great pick for anyone who wants a pet that can scale with them into endgame. Given the right items a lynx will be able to grow with you, using your BAB, and provide solid backup in combat.

Spider Swarm (S): Dr329 p. 89 (familiar option) and SRD (stats). These use the rules for swarm familiars. As a non-flying swarm, you get four 5-foot cubes worth of spiders to shape. They carry both distraction and poison, as well. The only downside is that they’re pretty dumb. As something originally vermin, per the swarm familiar rules a spider swarm’s hivemind is Int 1, rather than the usual minimum of Int 6. Still, as the earliest possible swarm familiar it’s got a lot going for it, especially since it’s completely immune to weapon damage.

Worg (B): CWar p. 100 (familiar option) and SRD (stats). Also requires BAB +3 (mostly irrelevant as a prerequisite here). These are neutral evil, Medium-sized intelligent wolf monsters with 4 Hit Dice (thus, two feats), a bite attack with a trip rider, good physical stats (Str 17, Dex 15), and scent for tracking. They make a nice mount if you’re Small and looking for one with urban companion, but with only one attack they don’t scale as nicely as the lynx for non-mount purposes.


5th Level Familiars

Available at ranger level 10th.

Bat Swarm (S): Dr329 p. 89 (familiar option) and SRD (stats). These use the rules for swarm familiars, and are in my experience by far the best swarm familiar you can get for a long time (and one of the best Improved Familiars in general, tbh). They’re flying swarms (eight 5-foot cubes worth of shapeable space), and have 3 Hit Dice stock, letting you get supportive pairs of feats if your DM allows you to determine your familiar’s feats. My favorite setup is Martial Study and Martial Stance (island of blades), to turn your swarm of bats into an incredible flanker able to tag most fights all at once. Another good option is Dragontouched plus Draconic Aura, since the aura will scale with your character level. On top of that, bat swarms have blindsense, useful for spotting hidden enemies and relaying positions to you. Bat swarms are even immune to weapon damage. These are S-rated whether you’re getting them at ranger 10th or at a lower level.

Blink Dog (C): CWar p. 100 (familiar option) and SRD (stats). Also requires BAB +5. Blink dogs are Medium-sized, lawful good monsters that… well, honestly, they’re not all that good in combat. However, 4 Hit Dice gives them two feats and they have scent and Track as a bonus feat. Their claim to fame (and, uh, name) is that they have blink and dimension door (self-only) as free action SLAs at-will. You can do some silly stuff with these things, but in practice they aren’t going to make very good combat familiars at 10th level. If you’re able to get these closer to 5th or 6th level, they’re much better, probably B-rated. Not the best option but unique and viable as supportive flank buddies.

Jaculi (B): SK p. 146 (familiar option) and SK p. 66 (stats). These are chaotic evil, Medium snakes with 6 Hit Dice (three feats!), good physical stats, one natural weapon (bite), and some weird… jumping stuff? They can coil themselves then launch like a spring, getting an extra natural weapon if they attack someone from above. They also have improved grab and constrict, so they can hold down small targets if needed. Finally, they have very high Hide checks; a +4 racial bonus and also an at-will SLA that gives a further +10. Neat creature, not the greatest, but in the front-end of the pack as far as 5th level familiars go. If you’re getting these closer to 5th or 6th level the jaculi is A-rated for a while.

Mlarraun (D): SK p. 146 (familiar option) and SK p. 71 (stats). These neutral-aligned snakes are pretty terrible on their own, they don’t bring much to the party and also, if they get targeted by any magical effect they turn to living stone for 1d100 days and then you have to wake them up from it. What the heck? Anyway their big thing is they have a poison (contact/injury) whose initial damage is 2d6 hours of blindness. Whoa! With it scaling with your HD this can be an alright debuff, potentially, but more importantly, you might be able to use that poison yourself? Page 46 of Drow of the Underdark has rules for using Handle Animal to milk venom out of vermin; it takes 1 minute and a DC 15 Handle Animal check to compel a creature to give you a dose of venom, then a DC 15 Craft (poisonmaking) check to refine it into a usable poison on the spot. This specifies vermin, but it stands to reason that you could use this on any poisonous creature (especially given the skill itself is Handle Animal). Talk to your DM about how they want to rule this; if they say it’s allowed, then mlarruan are A-rated for giving you easy access to a blinding poison that scales with level (and potential item/feat/etc investment).

Rat Swarm (A): Dr329 p. 89 (familiar option) and SRD (stats). If you don’t like bats, you can use rats! Rat swarms are emphatically worse swarm familiars than bats (no flight, no blindsense, no immunity to weapon damage, only four cubes to work with), but if you want 1,000 rats who am I to stop you? They’re still extremely good as a familiar and an upgrade to spider swarms, regardless of if you’re getting at at ranger 10th or an earlier level.


7th Level Familiars

Available at ranger level 14th.

Beguiler (A): ShS p. 60. Beguilers are Small-sized, neutral-aligned magical fluffballs that have a prehensile tail, three natural weapons (plus a rake attack), alright but not great physical stats for this level (Str 6, Dex 17), and Multiattack as a bonus feat. They’re a little better as combat familiars than the 1st level options, which isn’t saying much… but their main benefit is they have a constant true seeing effect. Combined with their ability to communicate with language about this fact, having a beguiler familiar means your party is functionally immune to illusion-based hazards, dungeons, and disguises, making them good all the way to 20.

Coure Eladrin (B): BoED p. 41 (familiar option) and BoED p. 168 (stats). Requires the Celestial Familiar feat, an Improved Familiar variant that is an exalted feat and requires you match the familiar’s alignment exactly, rather than merely be next to it. Coure eladrin are Tiny-sized, chaotic good outsiders that have 2 Hit Dice, a perfect-maneuverability 60ft fly speed, hands, the ability to turn into an incorporeal globe (amazing for scouting), a constant tongues effect, and, most importantly, a constant magic circle against evil effect. Being able to move around intangibly is amazing, as is the aura they bring that can protect you and your party from mind control effects. Nonetheless, at 14th level, a familiar that brings nothing else in combat is somewhat underwhelming. If you’re getting this at or near 7th level, coure are instead A-rated.

Hippogriff (B): CWar p. 100 (familiar option) and SRD (stats). Also requires BAB +7 (mostly irrelevant as a prerequisite here). These are neutral-aligned Large magical beasts with 3 Hit Dice, pretty good physical stats out of the gate, three natural weapons, and most importantly a 100ft natural fly speed. If you want a flying mount that can carry Medium-sized riders they’re pretty solid, and if you’re getting it closer to 7th level I’d give them an A rating for that purpose.

Homunculus (S or F): SRD. Homunculi are weird as Improved Familiars. Firstly, by RAW, you have to be an undead creature to get one as a familiar at all (but I’ve literally never heard of someone enforcing the weird “requires a specific type of subtype” rules from the DMG for this so I’m going to ignore that). Then, per the rules on Improved Familiars, you have to make the homunculus yourself. Thankfully, due to the rules for multiple people creating magic items, you can get assistance with this:

It’s perfectly acceptable for two or more characters to work together to create a magic item, with each character supplying some of the prerequisites. (In all places where this text refers to the “creator” of a magic item, it includes all characters supplying at least one prerequisite for the item’s creation.) The XP cost must always be paid by the character who supplies the item creation feat required by the item, no matter how many other characters cooperate in its creation.
—Magic Item Compendium p. 232

Emphasis mine; this clause lets us get someone else with Craft Construct to help us make a homunculus familiar, so long as we’re supplying at least one of the prerequisites (the arcane eye, mending, or mirror image spell, which we can access via Sword of the Arcane Order or some other way to add one of these to our spell list). Anyway, homunculi are Tiny constructs with a fly speed and a bite attack that inflicts poison (initial and secondary damage puts them asleep). This wouldn’t normally be much to write home about as a familiar (though, like the mlarruan earlier, you can potentially use the rules for milking venom from Drow of the Underdark to get doses of this poison for your own weapons), buuuuut the homunculus has a clause in its creation rules that lets you add more Hit Dice during its creation.

Per the construction rules, each additional HD you add to a homunculus above 2 HD costs an extra 2,000gp. Per their stat block, they have “Advancement: 3–6 (Tiny).” I’ve seen interpretations where you can add up to four extra HD, capping at 6 per the stat block, and I’ve seen interpretations where you can add as many HD as you can afford (which would come with feats, skill ranks, etc). In the latter case, this is an S-rated familiar, as one of the only ways to get really high-HD familiars with which to load up on feats to support your party. Otherwise, it’s F-rated and not really worth grabbing due to the hassle; you can just take another familiar and not bother with jumping through these hoops.

I will note that the Improved Homunculus feat from page 49 of Magic of Eberron is written under the belief that you can add any number of HD to your homunculus, lending credence to the liberal interpretation. Anyway, talk to your DM about how they want to handle it. Finding a mage to help you build such a familiar may be a quest of its own, honestly. Likewise you should talk to your DM about if you can later add more HD to your homunculus via crafting the same way, or if you’d need to destroy it and make a new one. There’s rules arguments in either direction, but in the end it’s more a question of gameplay convenience and your DM and group’s interpretations.

Homunculus (Arbalester) (S or F): MoE p. 152. This has the exact same rules considerations as a normal homunculus. An arbalester is a 1 Hit Die, Tiny-sized construct that’s built around a Medium-sized masterwork light crossbow (which it can use without size penalties, and can be enhanced separately). The art shows it having hands as well, which can be useful. The advancement line shows a cap of 3 HD, but if you can add HD past that you can turn it into a little engine of destruction by giving it ranged attacking feats. Otherwise, don’t bother.

Homunculus (Dedicated Wright) (F): ECS p. 285. This is a homunculus whose only use is that it can create items for you while you adventure. Don’t take this; you shouldn’t really be crafting items as a ranger, and if you are it’s probably just scrolls which can be crafted quickly even without this thing.

Homunculus (Expeditious Messenger) (S or C): ECS p. 285. This has the exact same rules considerations as a normal homunculus. An expeditious messenger is an adorable flying lemur-dragon-robot that can deliver messages for you and communicate telepathically with you out to 1 mile. It’s also got a 100ft, perfect-maneuverability fly speed and Diminutive size. Its only combat function is a sting attack (no poison or anything), so this is entirely a utility familiar. If you can give it HD past its 3-HD advancement cap it’s as amazing as the rest; otherwise it’s… well, it’s potentially still useful due to the 1-mile telepathic link and communication function, but it’s not that good otherwise. A lantern archon can probably deliver messages better.

Homunculus (Furtive Filcher) (S or F): ECS p. 286. This has the exact same rules considerations as a normal homunculus. The furtive filcher is a Tiny-sized sneaky shadow guy that has no meaningful combat benefits, but if you can give it HD past its 3-HD advancement cap you can have a very strong sneaky minion with utility/supportive options in its feat slots. Plus, the art shows it having hands. If you can’t give it more than 3 HD just take an imp if you want a stealth familiar.

Homunculus (Iron Defender) (A or F): ECS p. 287. This has the exact same rules considerations as a normal homunculus. I adore the iron defender, so it pains me to give this robot dog a worse rating, but it’s honestly just… not… actually good. It’s a small-sized construct which has a bite attack, alright combat stats, and that’s it. It doesn’t even have hands like most of the other homunculi! If you can bypass the 6-HD advancement cap it’s got an A rating for the scaling function, but otherwise you should absolutely not bother, no matter how cute a spiky robot dog seems.

Homunculus (Packmate) (S or C): MoE p. 152. This has the exact same rules considerations as a normal homunculus. A packmate is a Small-sized construct that functions as a treasure chest, has a slam attack, has two hands to pull items out of itself with, can throw grenadelike items, can feed people potions, and can let you draw items from it as a swift action. It’s a pretty neat little friend and potentially worth it, but not amazing unless you can bypass the 6-HD advancement cap. If you can bypass it, then it is amazing and a worthy consideration for your familiar.

Homunculus (Persistent Harrier) (S or F): MoE p. 153. This has the exact same rules considerations as a normal homunculus. The persistent harrier is everything the iron defender wanted to be. It’s Small-sized, it’s got one natural weapon, it’s got alright physicals, but unlike the dog it’s also got sneak attack +1d6 and has hands so it can hold weapons. If you can bypass the 6-HD advancement cap then it’s amazing. It sadly can’t take Craven (constructs are immune to fear), but there’s still potential feats and shenanigans for a sneak attacking familiar. If you can’t advance it past 6 HD then don’t bother though, just like the iron defender.

Howler (B): CWar p. 100 (familiar option) and SRD (stats). Also requires BAB +7 (mostly irrelevant as a prerequisite here). These are chaotic evil-aligned Large outsiders with 6 Hit Dice (so 3 feats, nice), excellent physical stats for their level, a 60ft land speed, and a fairly unique style of full attacking. Each time they bite in a full attack they also attack with 1d4 quill natural weapons, which each prompt a save versus a cumulative –1 penalty on attacks/saves/checks. They’ve got a 60ft land speed but no other speeds, making a more combat-focused equivalent to the hippogriff at 7th level. If you’re looking for a mount or a combat familiar and can get them around 7th level (rather than 14th), these are A-rated. The hippogriff has better movement due to flight, but the howler’s potentially five natural attacks can stack up quite nicely.

Imp (B): SRD. The humble imp. These Tiny-sized, lawful evil outsiders have a mediocre combat chassis but useful utility stuff. With a 50ft perfect-maneuverability fly speed and at-will invisibility, they’re good at scouting (even at high levels they can do well at it). They can turn into an animal alternate form to disguise themselves. They have hands right out of the gate, making them excellent users of command-word items. And, most importantly, they have a 1/week commune effect, which can be useful as, uh, um… useful as Hell, to get campaign-specific lore and answers. If you’re getting them around 7th level instead of 14th, they’re A-rated, as their one natural weapon and 1/day suggestion SLA are more likely to be useful in combat at that point. Still, they never really become bad even at higher levels.

Imp (Filth) (A): PlH p. 41 (familiar option) and FF p. 100 (stats). These require Planar Familiar rather than Improved Familiar, and are basically imps but with better magic for combat. They’re still Tiny, but with two hands and a prehensile tail (per p. 97 of the Fiend Folio), plus proficiency in martial weapons, you can conceivably do more than a normal imp can. They only have 2 Hit Dice (so one feat) and lose the commune SLA, but they keep at-will invisibility and their alternate form into an animal, and get stronger combat abilities. 3/day they can let out a 20-foot-radius, invisible stink cloud that prompts a Fort save vs 1d6 rounds of nauseating, and they have stinking cloud 1/day as an SLA. Stinking cloud and the aoe nauseate remain incredible control effects even at high levels, so I feel I can reasonably call filth imps A-rated regardless of level chosen.

Imp (Humors) (B): Dr338 p. 33. These are special variant imps that require Improved Familiar and a neutral evil alignment to take, and trade their SLAs for a generally-better combat setup than baseline imps. They all have 3 Hit Dice (so two feats), a 30ft fly speed with average maneuverability, three natural weapons (claw/claw/sting), and a permanent debuff rider on their sting attack (Will negates), based on which humor they represent.

  • Choleric: The sting inflicts a rage effect (as the spell) and forces them to keep attacking the nearest creature until unconscious or dead. This is a strong debuff if applied to an enemy in a group, functionally similar to a confusion spell’s best option. If the target survives this combat, it’ll have to make a Will save or fall prey to it the first time it’s attacked or attacks in combat until cured.
  • Melancholic: Gives them depression, represented by a –2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls. They can shake off the effect until the end of the encounter by making another save the first time they attack or are attacked after getting debuffed with this.
  • Phlegmatic: Inflicts a slow effect. They can shake off the effect until the end of the encounter by making another save the first time they attack or are attacked after getting debuffed with this.
  • Sanguine: Inflicts a Tasha’s hideous laughter effect, eating their actions for 1d4 rounds. Plus, the first time they’re attacked or attack in a given combat (including this one) after being affected, they have to make another save or lose a further 1d4 rounds.

Choleric and sanguine are the best options because of their potential to functionally remove enemies from combat if played well. Losing the invisibility and shapeshifting abilities of the baseline imp kinda sucks though, and the other alternative, filth imps, have similarly-strong debuffs that affect an area.

Lantern Archon (A): BoED p. 41 or PlH p. 41 (familiar option) and SRD (stats). Requires either the Celestial Familiar or Planar Familiar feats, each Improved Familiar variants with unique lists. If you’re getting a lantern archon with Celestial Familiar you need to be lawful good exactly, but if you’re taking it with Planar Familiar you merely need to be nonchaotic and nonevil. Anyway, lantern archons are really good. Like, really, really good. Though they only have 1 HD, they more than make up for it with utility. Their combat stats are underwhelming; they’re Small-sized orbs of light with a pair of ranged touch natural weapons that ignore DR and have a perfect-maneuverability 60ft fly speed. However, they’ve got at-will continual flame, at-will greater teleport (self-only, but nonetheless an amazing tool in your arsenal all the way to 20), a constant magic circle against evil effect (great for protecting your party from mind control), a constant tongues effect, DR 10/magic and evil, and their aura of menace, which imposes a –2 penalty on basically everything on each foe until they hit the archon (Will negates; the save won’t be high even with scaling, but it’s still something that applies for free with no action cost). These are the gold standard for 7th level familiar options, and if you’re getting one at that level, it’s S-rated.

Locust Swarm (B): Dr329 p. 89 (familiar option) and SRD (stats). These use the rules for swarm familiars, and, while they have 6 Hit Dice compared to the bat swarm’s 3, being originally vermin they only have a 1 Int score as a familiar and are thus far worse tactically. The extra feat isn’t worth losing blindsense either, in my opinion.

Mephits: CSco p. 78 or PlH p. 41 (familiar option) and SRD (stats). These are available with both Improved Familiar (per Complete Scoundrel) and Planar Familiar. Mephits are Small-sized outsiders with 3 Hit Dice, 2 claws, a fly speed (varies by mephit), a breath weapon (also varies), some specific SLAs (you guessed it), and the ability to summon up more mephits (which stay forever, uncontrolled, and can summon their own friend after an hour). The main utility of these weirdos is that they can cause problems on purpose with the last ability, and that some of them have actually pretty solid debuffs, especially when you consider that the save DCs will scale with you. Mephits aren’t an amazing choice for an improved familiar, but they’re a nice, if generally weaker, alternative to the imp/quasit if you’re good-aligned (mephits are neutral) and want a flying gremlin outsider that has hands.

The ones worth considering for that scenario are the following. Unless a book source is noted, assume they come from the SRD entry for mephits linked above.

    Earth Mephit (C): Their SLAs are a 1/day soften earth and stone and a 1/hour enlarge person (self only, applies even though it’s an outsider). They also start with Str 17, so they can actually be pretty alright melees with that! If you’re taking this around 7th level, it’s B-rated.

    Glass Mephit (S or D): Sand p. 175. These are more of an honorable mention; they have solid physical stats and blur 1/hour as an SLA, making them alright enough (but not good) in combat, but their “Combat” section lists them using the vitrify spell as an SLA (Sand p. 125, a 7th-level spell that’s basically “transmute sand to glass” and a very interesting battlefield control effect), which the game statistics does not give them. If your DM wants to give them vitrify 1/day, these become S-rated and… probably still balanced against stuff like the lantern archon, imp, and bat swarm at 14th level, but are too strong to allow at closer to 7th level.

    Magma Mephit (C): Has a fire breath weapon that inflicts a –4 penalty to AC and –2 penalty on attack rolls for 3 rounds on a failed save. They also have a 1/day pyrotechnics SLA that doesn’t need an external fire source (an amazing control and debuff spell, even with a poorly-scaling DC at higher levels), and can turn into a mobile pool of lava 1/hour. They get DR 20/magic in that form and are 6 feet deep. If you can fully submerge enemies in it you can in theory mess them up horribly with the 20d6 full immersion damage. If you’re taking this around 7th level, it’s B-rated.

    Ooze Mephit (C): Has an identical breath weapon to the magma mephit, except it’s acid instead of fire. Their SLAs are 1/hour Melf’s acid arrow and 1/day stinking cloud; plus, they have a swim speed in addition to their fly speed and can breathe underwater. If you’re taking this around 7th level, it’s B-rated.

    Salt Mephit (B): Has an identical breath weapon to the magma and ooze mephits, but it’s typeless damage instead. Nice! They also have 1/hour glitterdust, which is a memetically-strong debuff at all levels.

    Sulfur Mephit (A): Sand p. 176. These guys have a breath weapon that causes unconsciousness as a poison effect (Fort negates). Whoa. They also have haboob (Sand p. 117, a sand whirlwind effect that they have to center on themselves) 1/hour and stinking cloud 1/day. Good stuff, at all levels.

    Water Mephit (D): These are literally identical to ooze mephits except their breath weapon doesn’t debuff things. They’re C-rated around 7th level, if you want a watery minion instead of one made of gunk.

And because it has to be mentioned, mirror mephits do exist, are valid picks by RAW, and should never, ever be used as-printed in an actual game. Originating from page 208 of Expedition to the Demonweb Pits, mirror mephits have 4 Hit Dice, at-will mirror image and silent image SLAs, a 60ft fly speed, Dex 20, and the ability to reflect spells that fail to overcome their SR. These would be reasonable (and a genuinely cool pickup as a 7th level familiar), except they also have 1/day simulacrum as an SLA. The latter thing is just. Completely game-breaking.

If you and your DM want to let you take a mirror mephit with its simulacrum SLA removed, I would give it an A rating if taken at 14th level or an S rating if taken around 7th level, comparable in utility and power to the lantern archon. If you want the simulacrum SLA intact… don’t? Just don’t. It’s not worth it. If your DM wants to replace it with another 1/day SLA I might recommend another illusion spell on the theme of mirrors like minor image, but tbh you could just remove it and call it a day; at-will silent image can carry them.

Pseudodragon (B): SRD. Pseudodragons are neutral good Tiny-sized dragons that bring telepathy, SR 19, two natural weapons (including a sleep venom on their tail sting), and 60ft blindsense to the table. They also get Weapon Finesse as a bonus feat. These are potentially A-rated if you give them the Mindsight (LoM p. 126) feat, since that’s one of the few ways to bypass Darkstalker’s special senses-avoiding stealth benefit.

Quasit (B): SRD. These are Tiny-sized, chaotic evil outsiders that have a much more solid combat chassis than the imp does. They have three natural weapons (two of which inflict poison), but trade the suggestion SLA for a much worse 1/day cause fear SLA. Similarly to the imp, they have at-will invisibility and can take an animal form, as well as the 1/week commune. If you’re getting them around 7th level instead of 14th, they’re A-rated and even better than the imp. Still, like the imp, they will never become bad and can be worth it even at high levels.


9th Level Familiar (only one relevant one)

Available at ranger level 18th.

Centipede swarm (D): Dr329 p. 89 (familiar option) and SRD (stats). These use the swarm familiar rules. As they’re originally vermin, their Int score as a familiar is 1, but they have 9 HD (four feats) so in theory you might be able to swing something useful with them. Still you’re almost always better off with the bat swarm.


11th Level Familiar (only one relevant one, and it's amazing)

Unavailable to rangers without a way to allow urban companions to scale faster. As such, the ratings assume you’re using a method to get them at their normal level.

Ephemeral swarm (S): Dr329 p. 89 (familiar option) and MM3 p. 50 (stats). These use the swarm familiar rules. Now we’re talking! These are the first proper upgrade to the bat swarm, and while they can’t be gotten at all by normal rangers, if you’re using something to boost your master level to par, then they’re one of the best in the game. Ephemeral swarms have 12 Hit Dice, a chaotic evil alignment (must be nongood and nonlawful), a 30ft fly speed, and the incorporeal subtype. Their swarm attack is an incorporeal touch that deals 1d6 Strength damage rather than normal damage, plus their distraction… which is Cha-based instead of Con-based. And they have Cha 18. With 12 HD, they get five feats, so if you can pick them they can get some wildly good setups. Their appearance and theme also varies; an ephemeral swarm is composed of the spirits of thousands of small animals that were killed somehow, so they can fit pretty much any character aesthetically. The only downside is the requirement to be nongood to take them, gating you off from exalted feats.


13th Level Familiars

Unavailable to rangers without a way to allow urban companions to scale faster. As such, the ratings assume you’re using a method to get them at their normal level.

Bloodmote Cloud (A): Dr329 p. 89 (familiar option) and LM p. 88 (stats). These use the swarm familiar rules. Bloodmote clouds are like the ephemeral swarm in that they’re undead, they fly (albeit slowly), have a lot of HD (10 to be exact), and deal ability damage with their swarm (1d2 Con damage), but unlike the ephemeral swarm their distraction ability is Con-based and they aren’t incorporeal. They’re worse in basically every way than the ephemeral swarm at 11th level, but still pretty good for what they are. Then this can be a solid pickup and is a worthy upgrade to the bat swarm.

Dread Blossom Swarm (S): Dr329 p. 89 (familiar option) and MM3 p. 45 (stats). These use the swarm familiar rules, and are one of my personal favorites because of the sheer aesthetic of having a swarm of flying, blood-drinking flowers at your beck and call. They only have 7 Hit Dice, but they fly very quickly (60ft speed, 8 cubes to shape), deal normal swarm damage and drain blood (1d6 Con damage), generate an area of poison within 15 feet of them (Fort save vs paralysis), and even have regeneration, making them much easier to heal than most swarm familiars. They’re true neutral as well, so any alignment can take them. If you’re good-aligned then this is the best pick at this level, since you can’t access ephemeral swarms. Basically the difference between this and the bloodmote cloud in that case is dread blossom swarms have one fewer feat, but way better combat abilities. Make sure the party is immune to poison, though, or it’ll go very poorly. I recommend a horn of plenty (12k item).

Needletooth Swarm (B): Dr329 p. 89 (familiar option) and MM3 p. 109 (stats). These use the swarm familiar rules and, sadly, are landbound (so only 4 cubes worth of swarm). However, they bring with them 11 Hit Dice of tiny dinosaurs. Isn’t that rad? If you want to have a thousand Tiny dinosaurs following you around then this is the pick. They also get four feats which lets them do good supportive things if you can change them.


16th Level Familiars

Unavailable to rangers without a way to allow urban companions to scale faster. As such, the ratings assume you’re using a method to get them at their normal level.

Hellwasp Swarm (S): Dr329 p. 89 (familiar option) and SRD (stats). These use the swarm familiar rules. Hellwasp swarms have 12 Hit Dice, a lawful evil alignment, Dex damage poison, a 40ft fly speed, and the ability to inhabit creatures to either dominate monster them (horrifying) or corpses to animate them as zombies (neat, but still horrifying). Functionally this lets you animate any appropriate creature with 10 HD or less as a zombie for a time, or otherwise control enemies if you render them helpless and let the swarm take action. With five feat slots they bring a lot of options to the table there as well.

Shimmerling Swarm (S): Dr329 p. 89 (familiar option) and MM3 p. 152 (stats). These use the swarm familiar rules, and are fine-sized, chaotic neutral fey with 11 Hit Dice. Their biggest benefit (beyond being a swarm) is that at-will they can make a dazzling light that fascinates all creatures within 300 feet unless they succeed at a Will save. Threatening actions by other creatures in the area don’t auto-break the fascination either, that just allows another save to negate it. Otherwise, they’re the usual for flying swarms. Amazing pick, good stats, etc.


19th Level Familiar (only one)

Unavailable to rangers without a way to allow urban companions to scale faster. As such, the ratings assume you’re using a method to get them at their normal level.

Brood Keeper Larva Swarm (S): Dr329 p. 89 (familiar option) and MM3 p. 21 (stats). These use the swarm familiar rules and have 22 Hit Dice. That’s their only useful thing; they’re Tiny sized so they take half damage from weapons instead of no damage, they fly (30ft speed), and they have fast healing, but if you’re taking these you’re taking them for the fact that they get eight feats. And it’s worth it to do so! Stack on all the supportive feats you like, wow. At this level the difference between a super supportive brood keeper larva swarm and a kitted-out-for-debuffs dread blossom or amazing-at-scouting ephemeral swarm is basically negligible, but it’s nice that there’s options.


Darkness Familiars

Darkness Familiar (Dr322 p. 67) is a variant of Improved Familiar that gives you a pretty legit list of options themed to the plane of shadow, including, notably, spawn-creating undead. However, there’s weird level scaling for what’s available compared to Improved Familiar (hence the separate section), and most of them happen at high enough levels that they’re impractical for rangers. As mentioned before the Improved Familiars section, talk to your DM about houserules or RAW-abuse allowances for boosting your effective master level.

Deep Bat (Night Hunter) (C): Mon p. 18 and the PGtF web enhancement (3.5 update). Requires master level 5th. Night hunter bats are 2 HD, Medium-sized magical beasts with three natural weapons, a 50ft fly speed (perfect maneuverability), and frightful presence. They aren’t particularly good in combat, but their frightful presence should scale with your level, and as a flying mount for Small characters it’s a neat enough option that comes with an aoe fear effect. B-rated if you’re taking them at near character level 5th, rather than character level 10th.

Shadow Asp (D): FF p. 152. Requires master level 6th. It’s got 1 HD, a bite attack, and the ability to go incorporeal for a total of one hour each day, phasing in and out of corporeality as a free action. Shadow asps are unique as a non-undead creature with an undead spawn creation ability… but shadows created by their (fairly weak) poison are uncontrolled. More of an NPC-aimed familiar, I think. I’ll call it C-rated if you’re taking it at character level 6th, but you can do a lot better.

Darkness Pseudo-Elemental (Small) (C): Dr322 p. 66. Requires master level 7th, and is the “you can do better.” These are small-sized incorporeal creatures with 2 HD, an incorporeal touch, and darkness 3/day (or deeper darkness instead at 8+ HD, which will happen quickly for this familiar). As far as familiars go I think these are the earliest you can get a permanently-incorporeal familiar that can take Ghostly Grasp and pick things up while incorporeal, giving it a unique niche… until 9th level. You may be seeing a trend here: Darkness Familiar really rewards you for keeping upgrading. If you’re taking this at character level 7th it’s B-rated.

Bat (Sinister) (D): Mon p. 18 and the PGtF web enhancement (3.5 update). Requires master level 8th, and are somewhat mediocre Large-sized magical beasts whose only useful feature is that they’re nice as flying mounts due to their perfect maneuverability. They have a 1/day hold monster SLA but that’s very limited for the level and investment. If you’re taking them at 8th level, they’re still probably C-rated at best. Still, I love these friends, go read their flavor text they’re precious.

Shadow (S): SRD. Requires master level 9th, and I’ve rated it assuming you’re taking it around character level 9th due to how high the alternative (ranger 18th) is. This is where we reach the reason most people would consider taking Darkness Familiar over Improved Familiar: a friendly, loyal, spawn-creating undead. Shadows have 3 HD, are incorporeal, and drain Strength on a touch. If they reduce someone down to 0 Str, they create a spawn under their control a few rounds later. Functionally this can get you as many shadows as you’re willing to risk unleashing on the world (you’ve got a uniquely-friendly-for-an-intelligent-undead core commander but the risks of necromancy remain nonetheless). It’s good, really good, and when used in moderation worth taking. Talk to your DM about spawn-creating undead and the campaign logistics of making an undead army though. A lot of groups and games aren’t right for “my solution is to drown it in an unliving horde” and that’s okay. But in groups where it works, this gets you a cool, strong way to do it.

Even if you’re not creating spawn often, the shadow is still a good familiar though. Incorporeality and a fly speed is useful, especially with the Ghostly Grasp feat.

Dark Creeper (D): FF p. 38. Requires master level 10th, and isn’t that good but isn’t irredeemably bad. These are a genuinely weird option to see on a familiar list because, like. They’re just a dude? This is a 1 HD humanoid that happens to have blindsight, the ability to blend into shadows, and sneak attack +2d6. It’s like you got “generic rogue” as your familiar. The dark creeper isn’t terrible but it isn’t good and definitely isn’t worth it over similar-leveled options. And it’s kinda weird to make a normal-ass person into your familiar.

Darkenbeast (F): Mon p. 18 and the PGtF web enhancement (3.5 update). Requires master level 12th, and I’m honestly not entirely sure why you would ever take this. Darkenbeasts are 5-HD magical beasts that carry a specific spell when created (yeah, they’re normally created, via a 5th-level wizard spell) and can cast that spell with a failure chance, and immediately die if they fail to do so. Not… great? Their stats aren’t all that good and definitely not “worth a familiar slot and feat at 12th level” good.

Cloaker (B): SRD. Requires master level 14th. They’re Large, have good physical and solid mental stats, have 6 HD (three feats), and have at-will silent image in shadowy areas, an at-will aoe debuff (panic, nausea) and at-will hold monster effect. They aren’t the strongest option for debuffs or combat (those are swarms at this level), but cloakers are pretty solid. And can be ridden as flying mounts, which swarms can’t.

Shadow Mastiff (F): SRD. Requires master level 14th. Unlike the cloaker, shadow mastiffs don’t bring much useful stuff to the party. They have similar stats to the worg way back at 3rd level, except for a low-DC area fear attack and shadow blend. Not worth the slot. Not even Large sized.

Wraith (S): SRD. Requires master level 14th. The upgraded shadow. Everything said about the shadow applies here, except wraiths are faster, deal Con drain instead of Str drain (more useful in direct combat), and can’t fight in the sun. Plus, they have a no-save panic effect on animals (even high-level wild animals), completely neutralizing encounters with dire animals, dinosaurs, etc. You probably won’t fight animals often, but it is notable. Don’t, uh, don’t take this alongside animal companions in the party unless those animal companions are immune to fear.


Dragon Familiars

Dragon Familiar (Drac p. 104) is a somewhat underwhelming variant of Improved Familiar with some harsh prerequisites for rangers (Cha 13 and specifically calling out arcane spellcaster level 7th). If your DM allows your urban companion feature to count for its requirement, then… well, even then the feat is kinda bad. You get a wyrmling dragon that you’ve been granted to foster, with the color of dragon based on your HD. Once the dragon outgrows the wyrmling category it stops being your familiar, but stays friendly if you weren’t a jerk to it. The thing is, for all reasonable uses of familiars this feat makes it so you’re taking a literal infant into combat. Sure, infants with potentially five natural weapons and good fly speeds, but still infants. Plus, the fact that you’ve been granted this dragon as a foster child (or stolen and hatched an egg) means you lose the main benefit of urban companion (expendability of the familiar). If you want a dragon foster I recommend just not having one as a familiar and working out a suitable narrative arrangement with your DM (perhaps even taking the Great Diplomat feat for a cohort version). The only time I might actively recommend using this feat is if your DM lets you treat the urban companion familiars’ ability to be replaced within a day as a respawn for the wyrmling dragon. That, at least, sidesteps the fluff problems and thematic awkwardness of taking a baby dragon adventuring.

No wyrmling dragon is worth the feat and hoops to jump through if taken at the usual level for rangers (halved effective master level). If you’re taking them at the listed levels, some can be solid though. None of the smaller-than-Medium wyrmlings are any good, but at 12th level you can get a red or silver wyrmling and at 14th level a gold wyrmling, all of which are Medium-sized, have five natural weapons, solid physicals, and fast fly speeds. I’d call them A-rated at that level, assuming that you’ve dealt with the various other issues. Otherwise, you really shouldn’t bother with this feat.


Templates

Planar Familiar

Normally you can’t get templates on familiars outside of some specific, not-very-good Improved Familiar options. However, there is the option of using the planar familiar spell (found here) to apply the anarchic, axiomatic, celestial, or fiendish template to any companion creature granted by a class feature (familiars included). There’s no effective level requirement, but you do need to jump through some hoops to actually get there, as planar familiar is a 3rd-level cleric spell that can’t be cast by another character for your familiar.

The most straightforward way to do this is to purchase or commission a rune of planar familiar from someone using the Etch Rune item creation feat (Dr324 p. 26). Runes are command-word-activated scrolls (rather than spell completion) that cost three times as much, but don’t require you to UMD it to access the spell. A rune of planar familiar costs 3,625gp. If you can’t use one of those, then you’re likely going to need to daisy-chain some combination of spells such as wieldskill (PGtF p. 118) to give you the ability to make Use Magic Device checks untrained and then further bonuses on the skill check to activate a scroll of planar familiar. Regardless, this is the best way to get a planar alignment template onto your familiar. Note that planar familiar does not work on familiars that are already outsiders or undead, though you can use planar familiar before using animate dead familiar (below).

Unlike for animal companions, these templates aren’t significantly life-changing to have. Still, the cost is cheap so why not add one?

Anarchic Template (S): Web (familiar option) and PlH p. 107 (stats). To get an anarchic familiar out of the planar familiar spell, you have to either worship a chaotic neutral god, or be chaotic neutral yourself. This means if you’re an exalted ranger who wants this, you need to find an appropriate god to pray to that fits your campaign and character. I recommend the IMarvinTPA deity search for help with that.

The anarchic template gives 1/day smite law, darkvision, scaling fast healing, DR 5/magic at 12 HD or higher, immunity to polymorphing and petrification, and resistance 5 each to acid, cold, electricity, fire, and sonic.

Axiomatic Template (S): Web (familiar option) and PlH p. 107 (stats). To get an axiomatic familiar out of the planar familiar spell, you have to either worship a lawful neutral god, or be lawful neutral yourself. This means that—like with anarchic—if you’re an exalted ranger who wants this, you need to find an appropriate god to pray to that fits your campaign and character. You can pull up a list of viable deities at the IMarvinTPA deity search.

The axiomatic template gives 1/day smite chaos, darkvision, spell resistance (5 + HD), resistance 5 each to cold, electricity, fire, and sonic (10 at 12 or more HD), and the “linked minds” ability, which per the planar familiar spell applies to only you and the familiar. Linked minds works like hive mind; as long as you’re within 300 feet of the familiar, both you and it are in constant telepathic communication and, on top of that, cannot become flat-footed or flanked unless both of you are simultaneously hit with those conditions.

Celestial Template (A): Web (familiar option) and SRD (stats). You get a celestial familiar from the planar familiar spell if you’re good-aligned and do not worship a LN or CN god, or if you worship any good-aligned god.

The celestial template gives 1/day smite evil, darkvision, spell resistance (5 + HD), resistance 5 each to acid, cold, and electricity (10 at 8 or more HD), and DR 5/magic at 4 or more HD (10/magic at 12 or more HD). This is better than fiendish, but worse than axiomatic and anarchic because it only brings the sort of… baseline things. Anarchic gives your familiar fast healing and a bunch of energy resistances, while axiomatic gives you near-immunity to flanking and resistance to flat-footing. Still, it’s better than fiendish, if only because some of ranger’s best options require you to be good-aligned.

Fiendish Template (B): Webhttps://web.archive.org/web/20040216134611/http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20011020a (familiar option) and SRD (stats). You get a fiendish familiar from the planar familiar spell if you’re evil-aligned and do not worship a LN or CN god, or if you worship any evil-aligned god.

The fiendish template gives 1/day smite good, darkvision, spell resistance (5 + HD), resistance 5 each to acid and cold (10 at 8 or more HD), and DR 5/magic at 4 or more HD (10/magic at 12 or more HD). It’s by far the worst of the planar alignment templates. For some reason it even has one fewer energy resistance? What’s up with that? Don’t bother with this unless you are completely locked off from the other three.

Animate Dead Familiar (S)

The animate dead familiar spell (found here) is a super strong, bordering-on-broken spell that converts your existing familiar into an intelligent undead version of itself that comes with a melee debuff attack based on the CL that the spell was cast with. The wording is ambiguous; the text is “the familiar gains a special attack delivered by a melee attack” and the table given implies that it’s in addition to normal damage, so I am inclined to read it as an attack rider on every attack.

If that’s a rider any melee attack then it’s amazing, potentially absurd and game-breaking even. If it’s a standard action attack then it’s… well it’s not good but it’s fine. If it’s a melee touch attack then it’s solid as an additional offensive option for your existing familiars. Talk to your DM about how you want to interpret it. My ratings below assume that these assume that it applies on any natural attack. The spell is still worth using just for the undead typing even in the conservative interpretation.

In addition, the familiar is completely immune to turn and rebuke undead as long as it’s within 1 mile of you, negating the biggest weakness of undead. It also ignores the lack of a Con score, since its hp total is still based on yours.

Note that since you have to cast this on your own familiar, and it’s a 5th-level wizard spell, you’re going to want to get your hands on a rune of the spell (or do some hoop-jumping to cast from a scroll, as mentioned for planar familiar). The costs for this, and the debuff associated based on the relevant caster level, are as follows. I’ve given them ratings within this spell, but in general the spell is amazing regardless of what debuff option you’re giving your familiar.

Paralysis (B): Requires CL 9, and the rune needed to cast this costs you 3,875gp. The associated debuff rider for this is “paralysis for 1d6+2 minutes (elves are immune, Fort DC 14 negates).” Since the DC is hardcoded this isn’t that good, but when it sticks it can end fights.

Strength Damage (S): Requires CL 11, and the rune needed to cast this costs you 4,265gp. The associated debuff rider for this is “1d6 Str damage in addition to the normal damage.” Unlike the Con drain and paralysis options, this prompts no save and should be your go-to, probably.

Energy Drain (S): Requires CL 15, and the rune needed to cast this costs you 6,125gp. The associated debuff rider for this is “inflicts 1 negative level.” Like common wisdom soul eater, you should not take this in an actual game if you’re planning on doing it with a high amount of natural weapons. Talk to your DM about what amount of energy-draining weapons is fair, or honestly maybe just skip this preemptively.

Constitution Drain (D): Requires CL 15, and the rune needed to cast this costs you 7,625gp. The associated debuff rider for this is “1d6 Con drain (Fort DC 18 negates).” This requires a way-high CL rune to apply, and is just… bad? Requiring a save to apply a debuff that doesn’t significantly shift a fight is probably not worth it. Don’t take this. Strength damage is fine.


Complete Animal Companions List

I spent a lot of time digging into sources for this. To the best of my knowledge, a truly comprehensive list of animal companion options for D&D 3.5, the first of its kind.

there are 302 entries in this table

This table is too big to properly view it in the main page; I've set it up so you can scroll horizontally, but for a better view, please go to Appendix 2: Assorted Tables.

Animal Companion Rating Requirement Level EDL Adj. Size Nat. Weapons CR Notes Source
Baazrag C 1 Medium 1 1 Scent, wounding bite; uses 3.0 wounding. If updated to do 2 Con damage like 3.5 wounding, this is B-rated. Dr319/Du110
Baboon F 1 Medium 1 1/2 Climb speed. ECS/Core
Badger D 1 Small 3 1/2 Rage ability; scent and Track feat. Core
Barracuda D Aquatic campaign 1 Medium 1 1/2 Scent, fast swim speed, no land speed. Storm
Bat D 1 Diminutive 0 1/10 Fly speed, blindsense, completely useless in combat. Sand/Core
Brixashulty B Halflings only 1 Medium 1 1 Free bull rush on hit, scent. Halflings get discounted level requirement. RotW
Camel C 1 Large 1 1 3 HD, can be good at body blocking or as a mount. Core
Caribou F 1 Medium 1 1/3 Dr333/Frost
Cat F Halflings only 1 Tiny 3 1/4 Scent. Dr279/Core
Celestial Owl F Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 1 Tiny 1 1/4 Int 3, fly speed, high Listen bonus, high Spot bonus in dim light. Dr326/Core
Chipmunk F Gnomes only 1 Diminutive Scent. Dr279/Dr277
Chordevoc S Halflings only 1 Tiny 1 1/2 Fly speed, blindsense 60ft. Halflings get discounted level requirement. RotW
Chuckwalla (uses lizard stats) F 1 Tiny 1 1/6 Climb speed. Sand/Core
Compsognathus F 1 Tiny 1 1/2 Str damage bite, scent. Dr318
Coyote (uses dog stats) F 1 Small 1 1/3 Scent and Track feat. Sand/Core
Darkmantle F Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 1 Small 1 1 Fly speed, darkness SLA, improved grab, constrict. Dr326/Core
Dire Rat F 1 Small 1 1/3 Diseased bite. Core
Dog F 1 Small 1 1/3 Scent and Track feat. Core
Donkey F 1 Medium 1 1/6 Sand/Core
Eagle B 1 Small 3 1/2 Fly speed, high Spot bonus. Core
Eel F Aquatic campaign 1 Medium 1 1/2 Swim speed, attach, scent. Storm
Elk A 1 Large 3 2 3 HD, solid physical stats, and Large; one of the best mount options for starting companions. Dr333
Fastieth F 1 Medium 1 1/2 Scent. ECS
Fiendish Raven F Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 1 Tiny 1 1/6 Int 3, fly speed. Dr326/Core
Flying Squirrel F 1 Tiny 1 1/4 Glide speed. Dr327
Giant Bee† F 1 Medium 1 1 Fast fly speed, immune to mind-affecting, dies if it attacks. Web
Giant Fire Beetle† D 1 Small 1 1/3 2d4 damage bite, immune to mind-affecting. Web
Giant Seahorse C Aquatic campaign 1 Large 1 1 3 HD, fast swim speed, can be a mount at this level underwater. Dr327
Giant Worker Ant† D 1 Medium 1 1 Climb speed, scent and Track feat, immune to mind-affecting, improved grab. Web
Groundhog F Gnomes only 1 Tiny Scent. Dr279/Dr277
Gyrfalcon (uses hawk stats) C 1 Tiny 1 1/3 Fly speed, high Spot bonus. Frost/Core
Hawk C 1 Tiny 1 1/3 Fly speed, high Spot bonus. Core
Horned Lizard F 1 Tiny 1 1/4 Blood squirt shaken effect. Sand
Horse (heavy) C 1 Large 2 1 3 HD, can be good at body blocking or as a mount. Core
Horse (light) C 1 Large 2 1 3 HD, can be good at body blocking or as a mount. Core
Hyena B 1 Medium 1 1 Trip attack, scent, slightly faster than riding dog, better than wolf. Sand
Hyena (uses wolf stats) B Half-orcs only 1 Medium 1 1 Free trip on bite attack; scent and Track feat. Worse stats than riding dog. Dr279/Core
Kank A 1 Large 1 2 Paralysis poison. Dr319/Du110
Kes'trekel C 1 Tiny 1 1/3 Fly speed, high Spot bonus. Dr319/Du110
Lizard F Dwarves and gnomes only 1 Tiny 1 1/6 Climb speed. Dr279/Core
Monstrous Centipede (Large)† B 1 Large 1 1 Fast climb speed, poison, immune to mind-affecting. Web
Monstrous Scorpion (Medium)† A 1 Medium 3 1 Poison, improved grab, constrict, tremorsense, immune to mind-affecting. Web
Monstrous Spider (Medium)† B 1 Medium 1 1 Climb speed, poison, web, tremorsense, immune to mind-affecting. Web
Moose C 1 Large 1 1 3 HD, can be good at body blocking or as a mount. Dr327
Owl C 1 Tiny 1 1/4 Fly speed, high Listen bonus, high Spot bonus in dim light. Core
Phynxkin A* Phynxkin companion ACF 1 Medium 3 1 Pounce, climb speed, dragonblood subtype. Lose access to non-phynxkin upgrades at later levels. DM
Plant Companion C 1 Varies Varies N/A Plant companion with weird subsystem for upgrading it; it's not actually that good, but can be an entertaining thing to play with. Dr357
Pony F 1 Medium 2 1/4 Core
Porpoise B Aquatic campaign 1 Medium 1 1/2 Fast swim speed, underwater blindsight. Core
Rat F Gnomes only 1 Tiny 1 1/8 Scent. Dr279/Core
Rhamphorhynchus D 1 Tiny 1 1/4 Fly speed, evasion, scent. Dr318
Riding Dog B 1 Medium 1 1 Free trip on bite attack; scent and Track feat. Core
Sea Lion C Aquatic campaign 1 Large 1 1 Swim speed, 3 HD, scent. Storm
Sea Snake (Medium) D Aquatic campaign 1 Medium 1 1/2 Swim speed, poison, scent. Storm
Sea Snake (Small) D Aquatic campaign 1 Small 1 1 Swim speed, poison, scent. Storm
Seal F Aquatic campaign 1 Medium 1 1/3 Swim speed. Storm
Serval S 1 Small 3 (plus 2 rakes) 1 Improved grab, pounce, scent. Sand
Shark (Medium) B Aquatic campaign 1 Medium 1 1 Fast swim speed, underwater scent and blindsense abilities. Core
Snake (Medium viper) D 1 Medium 1 1 Poison, scent. Core
Snake (Small viper) D 1 Small 1 1/2 Poison, scent. Core
Snake (Tiny viper) F 1 Tiny 1 1/3 Poison, scent. Sand/Core
Snapping Turtle D Aquatic campaign 1 Small 1 1 Swim speed, improved grab. Storm
Snowy owl (uses owl stats) C 1 Tiny 1 1/4 Fly speed, high Listen bonus, high Spot bonus in dim light. Frost/Core
Squid B Aquatic campaign 1 Medium 2 1 Improved grapple, ink cloud, jet. Core
Stingray C Aquatic campaign 1 Small 1 1/3 Poison that applies sicken even on successful save, swim speed. Storm
Stirge F Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 1 Tiny 1 1/2 Fly speed, attach, blood drain. Dr326/Core
Swindlespitter A 1 Small 1 1 Uncanny dodge, scent, blinding poison spray attack. If you can milk the venom for your own weapons this is S-rated. MM3
Taga'rivvin B 1 Large 1 1 Climb speed, opposable thumbs. Dr345
Tressym S 1 Tiny 3 1/4 Fly speed, magical beast (better BAB), Int 12, scent. Sand/FRCS/PGtF
Troodon C 1 Medium 3 1/2 Scent. RAW, has no listed level, but the text specifies them being used as a starting animal for druids in the area so I think that implies it well enough. Dr318
Valenar Riding Horse B 1 Large 2 1 Very fast horse, amazing Jump modifier. ECS
Vulture D 1 Small 1 1/3 Fly speed, scent. Sand
Vulture (uses eagle stats) B Half-orcs only 1 Small 3 1/2 Fly speed, high Spot bonus. Dr279/Core
Wolf B 1 Medium 1 1 Free trip on bite attack; scent and Track feat. Worse stats than riding dog. Core
Yallix C 1 Small 1 1/2 Fast fly speed, all-around vision, solid Spot bonus. Dr319/Du111
Giant Bee‡ F Child of Winter + Vermin Companion feats, nongood alignment, actual druid levels 3 –2 Medium 1 1 Please just take a normal vermin companion. ECS/Core
Giant Bombardier Beetle‡ F Child of Winter + Vermin Companion feats, nongood alignment, actual druid levels 3 –2 Medium 1 1/1 Please just take a normal vermin companion. ECS/Core
Giant Fire Beetle‡ F Child of Winter + Vermin Companion feats, nongood alignment, actual druid levels 3 –2 Small 1 1/3 Please just take a normal vermin companion. ECS/Core
Giant Soldier Ant‡ F Child of Winter + Vermin Companion feats, nongood alignment, actual druid levels 3 –2 Medium 1 2 Please just take a normal vermin companion. ECS/Core
Giant Worker Ant‡ F Child of Winter + Vermin Companion feats, nongood alignment, actual druid levels 3 –2 Medium 1 1 Please just take a normal vermin companion. ECS/Core
Monstrous Centipede (Medium)‡ F Child of Winter + Vermin Companion feats, nongood alignment, actual druid levels 3 –2 Medium 1 1/2 Please just take a normal vermin companion. ECS/Core
Monstrous Scorpion (Small)‡ F Child of Winter + Vermin Companion feats, nongood alignment, actual druid levels 3 –2 Small 3 1/2 Please just take a normal vermin companion. ECS/Core
Monstrous Spider (Small)‡ F Child of Winter + Vermin Companion feats, nongood alignment, actual druid levels 3 –2 SMall 1 1/2 Please just take a normal vermin companion. ECS/Core
Ape B 4 –3 Large 3 2 Scent, has opposable thumbs. Core
Axebeak C 4 –3 Large 3 1 Better than the terror bird if you want a bird... PHB2/A&EG
Bear (black) C 4 –3 Medium 3 2 Scent. Core
Bison B 4 –3 Large 1 2 5 HD, Good physical stats, scent. Core
Blink Dog C Exalted Companion feat, LG alignment 4 –3 Medium 1 2 Magical beast (good BAB), scent and Track feat, self-only blink and dimension door SLAs, Int 10. BoED/Core
Boar F 4 –3 Medium 1 2 Stays fighting at negative hp. Core
Branta B 4 –3 Large 3 2 Magical beast (good BAB), improved grab, free bull rush upon successful grab. Frost
Brixashulty D 4 –3 Medium 1 1 Free bull rush on hit, scent. RotW
Cheetah B 4 –3 Medium 3 2 Fast land speed, scent, free trip on every attack. Core
Chocobo D 4 –3 Large 2 2 They are precious. Has scent. Worse than the axebeak though. Chocobos in D&D say "wark" rather than "kweh." Dr323
Chocobo (Black) A 4 –3 Large 2 2 90ft fly speed. Has "the exact same stats as standard riding birds." Does that include being gettable as an animal companion? Ask your DM. I think it's fair, when compared to the better creatures at this level. Dr323
Chordevoc D 4 –3 Tiny 1 1/2 Fly speed, blindsense 60ft. RotW
Clawfoot C 4 –3 Medium 4 2 Scent. ECS
Crocodile C 4 –3 Medium 2 (only 1 at once) 2 Slow swim speed, improved grab. Core
Dekayi D 4 –3 Large 1 2 Burrow speed, swim speed, tremorsense. Dr345
Dimetrodon F 4 –3 Large 1 2 Extremely slow land and swim speeds, 3/hour sprint. Dr318
Dire Badger B 4 –3 Medium 3 2 Burrow speed, rage ability; scent and Track feat. Core
Dire Bat B 4 –3 Large 1 2 Fly speed, blindsense 40ft, functions as flying mount. Core
Dire Eel D Aquatic campaign 4 –3 Large 1 3 Swim speed, attach, scent. Storm
Dire Hawk A Raptorans only. 4 –3 Medium 3 2 5 HD, fast fly speed, good physical stats. Raptorans get discounted level requirement, RotW
Dire Jackal F 4 –3 Large 1 2 Trip attack, scent, it's a worse dire wolf in every way but land speed. PHB2/Sand
Dire Toad D 4 –3 Medium 2 (only 1 at once) 3 Poison, improved grab, swallow whole. Sand/MM2
Dire Weasel F 4 –3 Medium 1 2 Attack/blood drain ability; scent. Core
Elven Hound C Elf ranger 4 only 4 –3 Medium 1 1 Magical beast (better BAB); scent and Track. RotW
Erdlu F 4 –3 Medium 2 2 Sprint. Dr319/Du111
Fleshraker S 4 –3 Medium 4 (plus 2 rakes) 2 The one and the only. Leaping pounce, poison, scent, can carry you to 20 in theory, though many higher-level companions will be better. Can only use tail or bite against a single target, so in practice it's 5 attacks per pounce. MM3
Giant Bombardier Beetle† F 4 –3 Medium 1 2 Acid spray, immune to mind-affecting. Web
Giant Praying Mantis‡ F Child of Winter + Vermin Companion feats, nongood alignment, actual druid levels 4 –3 Large 2 3 Please just take a normal vermin companion. ECS/Core
Giant Soldier Ant† D 4 –3 Medium 1 2 Improved grab, acid sting for grappling, immune to mind affecting. Web
Giant Wasp‡ F Child of Winter + Vermin Companion feats, nongood alignment, actual druid levels 4 –3 Large 1 3 Please just take a normal vermin companion. ECS/Core
Grick D Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 4 –3 Medium 5 3 DR 10/magic, scent and Track feat. Dr326/Core
Horrid Rat F 4 –3 Small 1 1 Dire rat but with +1d6 acid and Improved Natural Attack on bite, immunity to acid. ECS/Core
Jagendar C 4 –3 Large 1 4 60ft land speed, improved grab, blindsight. Dr345
Jhakar C 4 –3 Medium 3 3 Trip attack, scent and Track feat; better than wolf and riding dog, worse than cheetah at the same niche. Dr319/Du111
Krenshar F Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 4 –3 Medium 3 1 Scare ability, Int 6, scent and Track feat. Dr326/Core
Leopard A 4 –3 Medium 3 (plus 2 rakes) 2 Climb speed, pounce, scent, 2 rake attacks, improved grab with bite. Core
Monitor Lizard F 4 –3 Medium 1 2 Swim speed. Core
Monstrous Centipede (Huge)† B 4 –3 Huge 1 2 Fast climb speed, poison, immune to mind-affecting, really big for this level. Web
Monstrous Spider (Large)† D 4 –3 Large 1 2 Climb speed, poison, web, tremorsense, immune to mind-affecting. Web
Peccary (uses boar stats) F 4 –3 Medium 1 2 Stays fighting at negative hp. Sand/Core
Pseudodragon C Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 4 –3 Tiny 2 1 Poison, blindsense, telepathy, dragon type, Int 10. Dr326/Core
Pteranodon D 4 –3 Medium 1 2 Fly speed, scent, double damage diving charge. Dr318
Puma (uses leopard stats) A 4 –3 Medium 3 (plus 2 rakes) 2 Climb speed, pounce, scent, 2 rake attacks, improved grab with bite. Sand/Core
Quicksilver Lizard C 4 –3 Large 3 2 Climb speed, sprint ability. DotU
Sailsnake B 4 –3 Medium 1 2 Fly speed, climb speed, blinding poison spray. RAW, does not reduce druid level in MM4; does so in other sources such as Dr351. MM4
Sea Snake (Large) D Aquatic campaign 4 –3 Large 1 2 Swim speed, poison, scent. Storm
Seskarran C 4 –3 Medium 3 2 Dr319/Du111
Shark (Large) B 4 –3 Large 1 2 7 HD, fast swim speed, underwater scent and blindsense abilities. Good underwater mount. Core
Shocker Lizard F Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 4 –3 Small 1 2 Immune to electricity, shock attack. Dr326/Core
Snake (constrictor) D 4 –3 Medium 1 2 Improved grab, constrict, scent. Core
Snake (Large viper) D 4 –3 Large 1 2 Poison, scent. Core
Snow leopard (uses leopard stats) A 4 –3 Medium 3 (plus 2 rakes) 2 Climb speed, pounce, scent, 2 rake attacks, improved grab with bite. Frost/Core
Terror Bird D 4 –3 Large 1 4 Improved grab, Large (tall) so 10ft reach. Frost/FF
Valenar Warhorse B 4 –3 Large 2 2 Really, really fast for a mount of this level. Web
Watchspider B 4 –3 Medium 1 1 Magical beast (good BAB), tremorsense, climb speed, can make webs, poison bite. CoS
Wolverine F 4 –3 Medium 3 2 Rage ability; scent and Track feat; just take dire badger. Core
Worg F Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 4 –3 Medium 1 2 Trip attack, scent and Track feat, Int 6. Dr326/Core
Asperi B Exalted Companion feat, NG alignment 7 –6 Large 3 4 Magical beast (good BAB), uncanny dodge, good fly speed that boosts in windy conditions, cold subtype, telepathy, Int 13. BoED/MM2
Bear (brown) B 7 –6 Large 3 4 Improved grab, scent, worse than magebred version. Core
Boneclaw Baazrag F 7 –6 Large 1 4 Scent, wounding bite; uses 3.0 wounding. If updated to do 2 Con damage like 3.5 wounding, this is D-rated. Dr319/Du110
Cave Ankylosaurus D 7 –6 Large 1 6 Trample. If your DM allows you to get a mutated one from the sidebar, it's probably C or B-rated. PHB2/MH
Centipede Swarm C 7 –6 Swarm 1 4 Landbound swarm, cannot gain feats unless made celestial via class feature or Exalted Companion. Web
Cockatrice B Beast Totem+Totem Companion feats 7 –6 Small 1 5 Magical beast (good BAB), save or die bite attack (petrify). ECS/Core
Crodlu B 7 –6 Large 4 3 Pounce. Dr319/Du110
Cryptoclidus F 7 –6 Large 1 3 No land speed, fast swim speed, improved grab, swallow whole, scent. Dr351/MM2
Deinonychus D 7 –6 Medium 4 3 Pounce, scent. Core
Dire Ape D 7 –6 Large 2 3 Scent, has opposable thumbs. Core
Dire Barracuda D Aquatic campaign 7 –6 Large 1 4 Fast swim speed, scent. Storm
Dire Boar F 7 –6 Large 1 4 Stays fighting at negative hp. Core
Dire Eagle C 7 –6 Large 3 3 Fly speed. Updated to 7th level in PHB2; if allowed at 4th level this is B-rated. PHB2/RoS
Dire Hawk C 7 –6 Medium 3 2 5 HD, fast fly speed. RotW
Dire Peccary (uses dire boar stats) F 7 –6 Large 1 4 Stays fighting at negative hp. Sand/Core
Dire Phynxkin D* Phynxkin companion ACF 7 –6 Large 3 4 Pounce, climb speed, dragonblood subtype. Lose access to non-phynxkin upgrades at later levels. DM
Dire Wolf C 7 –6 Large 1 3 Free trip on hit, scent and Track feat. Core
Dire Wolverine D 7 –6 Large 3 4 Rage ability; scent and Track feat. Core
Displacer Beast C Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 7 –6 Large 3 4 Magical beast (good BAB), displacement, 10ft reach with tentacles, Int 5. Dr326/Core
Displacer Beast C Beast Totem+Totem Companion feats 7 –6 Large 3 4 Magical beast (good BAB), displacement, 10ft reach with tentacles, Int 5. ECS/Core
Elasmosaurus B Aquatic campaign 7 –6 Huge 1 7 Swim speed, slow land speed, 10 HD, scent. Core
Footpad Lizard D 7 –6 Large 1 4 Climb speed, improved grab. DotU
Giant Crocodile B 7 –6 Huge 2 (only 1 at once) 4 Swim speed, improved grab, amazing grappler for its level. Core
Giant Eagle D Exalted Companion feat, NG alignment 7 –6 Large 3 3 Magical beast (good BAB), fast fly speed, evasion, Int 10. BoED/Core
Giant Owl D Exalted Companion feat, NG alignment 7 –6 Large 3 3 Magical beast (good BAB), fast fly speed. BoED/Core
Giant Praying Mantis† F 7 –6 Large 2 3 Improved grab, immune to mind-affecting. Web
Giant Stag Beetle† C 7 –6 Large 1 4 4d6 damage bite, immune to mind-affecting, trample. Web
Giant Stag Beetle‡ F Child of Winter + Vermin Companion feats, nongood alignment, actual druid levels 7 –6 Large 1 4 Please just take a normal vermin companion. ECS/Core
Giant Wasp† D 7 –6 Large 1 3 Fly speed, poison, immune to mind-affecting. Web
Griffon S Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 7 –6 Large 3 (plus 2 rakes) 4 Magical beast (good BAB), fast fly speed, pounce, scent. Dr326/Core
Horrid Badger D 7 –6 Medium 3 3 Dire badger but +1d6 acid on its claws and Improved Natural Attack on each natural weapon, immunity to acid. ECS/Core
Horrid Bat D 7 –6 Large 1 3 Dire bat but +1d6 acid and Improved Natural Attack on bite, immunity to acid. ECS/Core
Horrid Weasel F 7 –6 Medium 1 3 Dire weasel but with +1d6 acid and Improved Natural Attack on bite, immunity to acid. ECS/Core
Krenshar F Beast Totem+Totem Companion feats 7 –6 Medium 3 1 Magical beast (good BAB), scare ability, Int 6, scent and Track feat. ECS/Core
Lion C 7 –6 Large 3 (plus 2 rakes) 3 Pounce, improved grab, scent. Core
Locust Swarm B 7 –6 Swarm 1 3 Flying swarm, cannot gain feats unless made celestial via class feature or Exalted Companion. Web
Magebred Brown Bear A 7 –6 Large 3 4 Incredible physical stats, extra tricks known, improved grab. FN
Magebred Ghost Tiger S 7 –6 Large 3 (plus 2 rakes) 4 Incredible physical stats, extra tricks known, improved grab, pounce. FN
Megaloceros F 7 –6 Large 1 4 Improved grab, free bull rush upon successful grab. Frost
Monstrous Scorpion (Large)† D 7 –6 Large 3 3 Poison, improved grab, constrict, tremorsense, immune to mind-affecting. Web
Owlbear D Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 7 –6 Large 3 4 Magical beast (good BAB), improved grab, scent. Dr326/Core
Pegasus C Exalted Companion feat, CG alignment 7 –6 Large 3 3 Magical beast (good BAB), really fast fly speed (120ft, wow), Int 10. BoED/Core
Pegasus D Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 7 –6 Large 3 3 Just take Exalted Companion. Dr326/Core
Protoceratops F 7 –6 Medium 1 1 Powerful charge, but remarkably poor stats. Sand
Pterrax S 7 –6 Large 3 (plus 2 rakes) 4 Fast fly speed, pounce, biofeedback PLA. Dr319/Du110
Razorwing D 7 –6 Large 3 4 Create sound and detect psionics PLAs. Dr319/Du110
Rhinoceros C 7 –6 Large 1 4 Powerful charge attacks. Core
Sea Cat C Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 7 –6 Large 3 4 Swim speed, slow land speed, rend, scent. Dr326/Core
Sea Snake (Huge) D Aquatic campaign 7 –6 Huge 1 3 Swim speed, poison, scent. Storm
Snake (Huge viper) D 7 –6 Huge 1 3 Poison, scent. Core
Spitting Spider F Vermin Trainer+Spider Companion feats 7 –6 Large 3 5 Poison, pounce, spit poison, domesticated, no feats or skills. DotU
Tiger A 7 –6 Large 3 (plus 2 rakes) 4 Pounce, improved grab, scent, basically better version of base lion. Core
Unicorn A Exalted Companion feat, CG alignment 7 –6 Large 3 3 Magical beast (good BAB), constant magic circle against evil, healing SLAs, greater teleport within home forest. BoED/Core
Adult Tojanida C Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 10 –9 Medium 3 5 Outsider (good BAB), fast swim speed, improved grab, ink, strong elemental defenses, Int 10. Dr326/Core
Allosaurus A 10 –9 Huge 3 (plus 2 rakes) 7 Very high trample damage, scent, improved grab, swallow whole, does not have pounce, though its rules text implies it has the capability to do so. If it can use rakes in full attacks somehow without grappling, then this is S-rated. PHB2/MM2
Basilisk B Beast Totem+Totem Companion feats 10 –9 Medium 1 5 Magical beast (good BAB), save or die gaze (petrify). ECS/Core
Bear (polar) D 10 –9 Large 3 4 Swim speed, improved grab, scent. Core
Bloodstriker D 10 –9 Large 1 6 Burrow speed, deals damage back when hit in melee. Wants to be a tank, but is mediocre at it. MM3
Cave Triceratops C 10 –9 Large 1 5 Powerful charge, trample, scent. If your DM allows you to get a mutated one from the sidebar, it's probably B-rated. PHB2/MH
Cave Tyrannosaurus C 10 –9 Large 1 5 Improved grab, swallow whole, scent. If your DM allows you to get a mutated one from the sidebar, it's probably B-rated. PHB2/MH
Cilops D 10 –9 Large 2 5 Scent, psionic powers that make it really, really good for tracking. Dr319/Du110
Digester D Beast Totem+Totem Companion feats 10 –9 Medium 1 6 Magical beast (good BAB), acid spray attack, scent. ECS/Core
Dire Horse F 10 –9 Large 3 4 Scent. PHB2/MM2
Dire Lion C 10 –9 Large 3 (plus 2 rakes) 5 Pounce, improved grab, scent. Worse than magebred ghost tiger. Core
Dire Puma D 10 –9 Large 3 (plus 2 rakes) 4 Pounce, improved grab, scent. Sand
Dire Snake C 10 –9 Huge 1 5 Poison, improved grab, constrict, better version of the other Huge snakes. Sand/MM2
Dire Tortoise S 10 –9 Huge 1 8 14 HD, always gets a surprise round in combat, burrow speed, trample. Sand
Dire Vulture F 10 –9 Large 1 3 Fly speed, scent, sicken aoe. Sand
Dragonhawk C 10 –9 Huge 5 6 Fly speed, blindsense, and solid stats, but no pounce options. FN
Glyptodon D 10 –9 Large 2 5 20/x3 crit on its tail, 5ft burrow speed. Frost
Heavy Crodlu D 10 –9 Huge 4 5 Pounce, free bull rush on charge. Generally poor stats and HD for this level, worse than lower-level options. Dr319/Du110
Helicoprion D Aquatic campaigns 10 –9 Large 1 5 Fast swim speed, 10ft reach on bite. Dr318
Hell Hound F Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 10 –9 Medium 1 3 Fire breath, fire bite, scent and Track feat, Int 6. Dr326/Core
Hippopotamus F 10 –9 Large 1 6 This is an insult to hippos tbh. Sand
Horrid Ape F 10 –9 Large 3 4 Dire ape but +1d6 acid on its claws and Improved Natural Attack on each natural weapon, immunity to acid. ECS/Core
Horrid Boar F 10 –9 Large 1 5 Dire boar but with +1d6 acid and Improved Natural Attack on gore, immunity to acid. ECS/Core
Horrid Horse D 10 –9 Large 3 4 Dire horse but +2d6 acid on its hooves and Improved Natural Attack on each natural weapon, immunity to acid. Available at the same level, even. Still bad. ECS/MM2
Horrid Wolf F 10 –9 Large 1 4 Dire wolf but with +1d6 acid and Improved Natural Attack on bite, immunity to acid. ECS/Core
Horrid Wolverine D 10 –9 Large 3 5 Dire wolverine but +1d6 acid on its claws and Improved Natural Attack on each natural weapon, immunity to acid. ECS/Core
Inix F 10 –9 Large 2 5 Scent. Dr319/Du110
Juvenile Arrowhawk F Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 10 –9 Small 1 3 Perfect flight, elemental resistances, lightning ray attack, Int 10. Dr326/Core
Legendary Eagle C 10 –9 Small 3 6 Fast fly speed, 12 HD (high for its size). Dr351/MM2
Manticore C Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 10 –9 Large 3 and 6 5 Magical beast (good BAB), fly speed, 24 spikes per day (6 per turn as ranged attacks), scent; can do good alpha strikes but doesn't have sustain. Int 7. Dr326/Core
Megaraptor C 10 –9 Large 4 6 Pounce, scent. Core
Monstrous Centipede (Gargantuan)† D 10 –9 Gargantuan 1 6 Fast climb speed, poison, immune to mind-affecting, really big for this level. Web
Monstrous Spider (Huge)† D 10 –9 Huge 1 5 Climb speed, poison, web, tremorsense, immune to mind-affecting. Web
Orca D Aquatic campaign 10 –9 Huge 1 5 Blindsight. Core
Pachycephalosaurus D 10 –9 Large 1 6 Powerful charge, crits cause stun, scent. Dr318
Sea Tiger C 10 –9 Huge 3 6 Land speed and swim speed, blindsight 120ft. MM3
Shadow Mastiff C Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 10 –9 Large 1 5 Magical beast (good BAB), AoE panic roar, shadow blend, Int 4. Dr326/Core
Shark (Huge) D Aquatic campaign 10 –9 Huge 1 4 Fast swim speed, underwater scent and blindsense abilities. Core
Smilodon (Saber-Toothed Tiger) A 10 –9 Large 3 (plus 2 rakes) 5 20/x3 crit on bite, improved grab, pounce, scent. Frost/MM2
Snake (giant constrictor) D 10 –9 Huge 1 5 Constrict, improved grab, scent. Solid grappler, but a little late. Core
Unicorn D Beast Totem+Totem Companion feats 10 –9 Large 3 3 Just take Exalted Companion. ECS/Core
Winter Wolf F Beast Totem+Totem Companion feats 10 –9 Large 1 5 Magical beast (good BAB), cold breath, cold bite, trip, Int 9. ECS/Core
Ankylosaurus F 13 –12 Huge 1 7 Trample, scent. PHB2/MM2
Average Xorn C Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 13 –12 Medium 4 6 Outsider (good BAB), earth glide, good elemental defenses. Dr326/Core
Chimera C Beast Totem+Totem Companion feats 13 –12 Large 5 7 Magical beast (good BAB), breath weapon, scent, fly speed, Int 4. ECS/Core
Digester D Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 13 –12 Medium 1 6 Magical beast (good BAB), acid spray attack, scent. Dr326/Core
Diprotodon D 13 –12 Large 3 5 Trample, scent, 10ft burrow speed. Sand
Dire Bear B 13 –12 Large 3 7 Improved grab, scent. Core
Dire Elk C 13 –12 Huge 4 (only 3 at once) 7 Trample, scent. Frost
Dragonne C Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 13 –12 Large 3 7 Magical beast (good BAB), pounce, fly speed, fatigue/exhaustion aoe attack, Int 6. Worse than the lower-level griffon in every way. Dr326/Core
Elephant C 13 –12 Huge 4 (only 3 at once) 7 Scent, trample ability, Core
Elgonn F 13 –12 Large 3 7 Poison, blindsight. Dr345
Fhorge B 13 –12 Large 1 9 Rage ability, scent, improved grab, deals bite damage while grabbing, gets double damage on all charge attacks. If you're giving it extra natural weapons (such as by shifter ranger's share shifting ability) and can get it pounce, this is S-rated. PHB2/FF
Giant Banded Lizard C 13 –12 Huge 3 7 Improved grab, poison, scent, climb and swim speeds. Sand
Giant Octopus S Aquatic campaign 13 –12 Large 9 8 Improved grab, constrict. NINE attacks. Jeez. Core
Girallon C Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 13 –12 Large 5 6 Magical beast (good BAB), four arms, opposable thumbs, scent. Dr326/Core
Horrid Lion C 13 –12 Large 3 (plus 2 rakes) 6 Dire lion but +2d6 acid on its claws and Improved Natural Attack on each natural weapon, immunity to acid. ECS/Core
Ichthyosaur F Aquatic campaign 13 –12 Large 1 6 Swim speed, scent. Storm
Legendary Ape C 13 –12 Medium 3 7 Climb speed, rend, opposable thumbs, scent. Dr351/MM2
Monstrous Scorpion (Huge)† D 13 –12 Huge 3 7 Poison, improved grab, constrict, tremorsense, immune to mind-affecting. Web
Monstrous Spider (Gargantuan)† B 13 –12 Gargantuan 1 8 16 HD, climb speed, poison, web, tremorsense, immune to mind-affecting. Web
Parasaurolophus F 13 –12 Huge 1 7 Remarkably low damage for its size, trample, scent. Dr318
Tangle Terror F Vermin Trainer+Spider Companion feats 13 –12 Medium 1 8 Confusion poison webs, no feats or skills. DotU
Wyvern C Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 13 –12 Large 6 6 Dragon (good BAB), fly speed, poison sting (strong poison; 2d6 Con), improved grab, but low stats and HD for this level. Dr326/Core
Archelon F Aquatic campaign 16 –15 Huge 1 8 Slow swim speed. Storm
Behir C Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 16 –15 Huge 1 (plus 6 rakes) 8 Magical beast (good BAB), electric breath weapon, SIX rake attacks, improved grab, swallow whole. Dr326/Core
Dire Elephant S 16 –15 Gargantuan 4 (only 3 at once) 10 20 HD, massive Str, trample, scent. PHB2/MM2
Dire Hippopotamus D 16 –15 Huge 1 14 Improved grab, swim speed. Sand
Dire Polar Bear S 16 –15 Huge 3 11 18 HD, massive Str, improved grab, scent and Track feat, swim speed. PHB2/Frost
Dire Rhinoceros D 16 –15 Huge 1 9 19-20/x3 critting horn, trample, scent. Sand/FF
Dire Shark C Aquatic campaign 16 –15 Huge 1 9 Fast swim speed, underwater scent, improved grab, swallow whole. Core
Dire Tiger A 16 –15 Large 3 (plus 2 rakes) 8 Pounce, improved grab, scent. Core
Eight-headed Hydra S Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 16 –15 Huge 8 7 Magical beast (good BAB), eight heads can attack as a standard action, fast healing 18, can sever heads each day to bring to 16 heads for 24 hours. Dr326/Core
Elder Arrowhawk B Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 16 –15 Large 1 8 Outsider (good BAB), perfect flight, lightning ray attack, Int 10, a good flying mount due to 15 HD and outsider type. Dr326/Core
Giant Squid S Aquatic campaign 16 –15 Huge 11 9 Really fast swim speed, improved grab, constrict. Core
Gorgon F Beast Totem+Totem Companion feats 16 –15 Large 1 8 Magical beast (good BAB), save or die breath (petrify, but only 5/day), trample, scent. ECS/Core
Gray Render F Savage Empathy + Monstrous Animal Companion feats, must find and befriend in wild 16 –15 Large 3 8 Magical beast (good BAB), improved grab, rend, scent. Dr326/Core
Grizzly Mastodon B 16 –15 Huge 4 (only 3 at once) 13 Trample, scent. Worse than dire elephant, better than mastodon. PHB2/MM2
Horrid Bear B 16 –15 Large 3 8 Dire bear but +3d6 acid on its claws and Improved Natural Attack on each natural weapon, immunity to acid. Breland/Darguun/Zilargo have this listed as 10th level lol (no errata, but it's 99.999% a typo). ECS/Core
Horrid Elk D 16 –15 Huge 4 (only 3 at once) 8 Dire elk but +3d6 acid on its slam/gore and Improved Natural Attack on each natural weapon, immunity to acid. ECS/MM2
Indricothere A 16 –15 Huge 3 9 Trample, scent, knockback/knockdown/stun effect on head butt. PHB2/FF
Legendary Snake D 16 –15 Large 1 8 Climb speed, swim speed, improved grab, poison, scent. Dr351/MM2
Mastodon B 16 –15 Huge 4 (only 3 at once) 9 Trample, scent. MM3
Mastyrial D 16 –15 Large 4 8 Poison, rend, tremorsense, burrow speed. Dr319/Du111
Megatherium C 16 –15 Huge 3 8 Trample, scent, improved grab, free damage while pinning. Frost/FF
Monstrous Centipede (Colossal)† B 16 –15 Colossal 1 9 24 HD, fast climb speed, poison, immune to mind-affecting. Web
Monstrous Scorpion (Gargantuan)† B 16 –15 Gargantuan 3 10 20 HD, poison, improved grab, constrict, tremorsense, immune to mind-affecting. Web
Quetzalcoatlus D 16 –15 Huge 3 8 Fast fly speed, swallow whole. PHB2/MM2
Roc S 16 –15 Gargantuan 3 9 Fast fly speed, massive Str. Sand/Core
Stegosaurus C 16 –15 Huge 1 10 20 HD, every hit prompts Ref or 30ft random-direction throw, scent. Dr318
Triceratops C 16 –15 Huge 1 8 Powerful charge attacks, trample, solid mount. Core
Tyrannosaurus B 16 –15 Huge 1 8 Improved grab, scent, swallow whole. Core
Woolly Mammoth B 16 –15 Huge 4 (only 3 at once) 9 Trample, scent, improved grab, free bull rush upon successful grab. Dire elephant is better. PHB2/Frost
Yrthak C Beast Totem+Totem Companion feats 16 –15 Huge 3 9 Magical beast (good BAB), fly speed, sonic lance attack, blindsight, Int 7. ECS/Core
Zeuglodon A Aquatic campaign 16 –15 Gargantuan 2 9 Underwater blindsight, massive save-or-stun (2d4 rounds) on tail slam. Frost
Horrid Elephant S 19 –18 Gargantuan 4 (only 3 at once) 11 Dire elephant but with +5d6 acid on its slam/gore and Improved Natural Attack on each natural weapon, immunity to acid. ECS/MM2
Horrid Rhinoceros D 19 –18 Huge 1 10 Dire rhinoceros but with +4d6 acid on its gore and Improved Natural Attack on gore, immunity to acid. ECS/FF
Horrid Shark C Aquatic campaign 19 –18 Huge 1 10 Dire shark but with +4d6 acid and Improved Natural Attack on bite, immunity to acid. ECS/Core
Horrid Tiger A 19 –18 Large 3 (plus 2 rakes) 8 Dire tiger but +4d6 acid on its claws and Improved Natural Attack on each natural weapon, immunity to acid. ECS/Core
Mosasaur F Aquatic campaign 19 –18 Huge 2 10 Swim speed, improved grab, swallow whole, scent. Storm
Plesiosaur D Aquatic campaign 19 –18 Gargantuan 1 10 Swim speed, improved grab. Storm
Diplodocus B 21 –20 Colossal 1 12 28 HD, tail sweep, trample, scent, massively tanky and big. Dr318
Giganotosaurus A 21 –20 Gargantuan 3 13 24 HD, improved grab, swallow whole, bonus damage when pinning, Con damage on bite, 19-20/x3 bite, keen scent. Dr318
Liopleurodon A 24 –23 Colossal 1 15 38 HD, fast swim speed, frenzy (functionally a haste effect), improved grab, swallow whole, keen scent, hilarious amount of feats if you somehow get this before epic. Dr318
Anarchic Template S Planar familiar spell Gives Int 3 and various defenses; does not give skill points to vermin but does give feats. Web/PlH
Axiomatic Template S Planar familiar spell Gives Int 3 and various defenses; does not give skill points to vermin but does give feats. Web/PlH
Celestial Template A Exalted Companion or planar companion variant (see long form) –1 or 0 Gives Int 3 and various defenses; does not give skill points to vermin but does give feats. BoED/Core
Fiendish Template B Planar companion variant (see long form) –1 or 0 Gives Int 3 and various defenses; does not give skill points to vermin but does give feats. UA/PlH/Core
Greenspawn Leaper Medium 1 2 Fast climb speed, acid aoe attack, dragonblood subtype. No animal companion entry, advancement implies it can be taken as one, ask your DM. If allowed at 1st level this is B-rated for a short time; if it's 4th level it's F-rated. MM4

The words Spell Compendium, taken from a screenshot of the D&D book cover, with 'Ranger' drawn in red text with a caret before the title.

Chapter VI: Spellcasting


Ranger spellcasting is an exercise in feast and famine. Or, highs and lows? I’m not sure what idiom is best here. The point is, ranger spellcasting seems bad, and objectively has a terrible chassis, but in the end it doesn’t matter all that much. Take a look:

  • Rangers get only up to 4th-level spells… but many of their spells are uniquely strong for their spell levels, and many more are discounted compared to full casters’ spell levels.
  • Rangers have a caster level of only half their ranger level… but most of their best spells don’t care about CL much if at all.
  • Rangers get few spell slots per day… but wands of low-level spells are cheap.
  • Ranger spells have low save DCs because they generally don’t focus on Wisdom fully and their spell levels are low… but most of their best spells don’t prompt saves.
  • Rangers have a limited-scope spell list… but that scope tends to be “make you better at your best things” and “handle adventuring hazards” so it’s generally fine as a supportive ability to whatever your core game plan is. Plus, you can take Sword of the Arcane Order to add the wizard spell list to your own.

See what I mean?

Ranger spellcasting is objectively terrible on its own, but it’s “fine” (“good,” even) when you account for the fact that so many of their best spells make super cheap and effective wands and scrolls. Their core offerings aren’t all that good, but splatbooks expanded the lists quite a bit. The power of the spellcasting class feature isn’t in what’s in the class description itself, but in the fact that you can functionally ignore many of the downsides of their limited spellcasting in practice.

That doesn’t mean there aren’t ways to make their spellcasting better, though. There are a few ACFs that boost spellcasting. You can take Practiced Spellcaster and get full value immediately in many cases. Lesser metamagic rods and similar casting-boosting items are better for rangers than everyone else because they apply to nearly all your spells. The shooting star ranger substitution levels let you combine your CLs and other classes’ CLs for massive benefits. And so on and so forth.

The point is, if you’re willing to put up with some fiddliness, your spellcasting isn’t just a minor thing. You can make it really good, especially if you engage with the magic items system and use consumables. Never forget that you’re a prepared spellcaster who has access to your whole list! You might not be able to “batman” it up like a wizard can, but you have many options and silver bullets if you have a day or more of prep time.

This chapter is split into two sections. The first is a discussion of the spells that are actually good (or otherwise notable) at each spell level the ranger gets. The second is a set of table representing a comprehensive—to my knowledge, anyway—list of ranger spells with ratings, short summaries, and sources.

The Good, The Great, and the Useful

Unless otherwise noted, I am rating the most recent printing of a given spell (generally but not always in the Spell Compendium). Also, the ratings will tend to assume you’re engaging with consumables to some extent—if you aren’t, most of the more niche utility spells are kinda worthless for you, since your daily slots want to be spent on combat boosts or really strong spells (the best of which are mentioned as a shorter list in Chapter IV).

Ranger Spells

These are the various notably or potentially useful ranger spells I found. For a full list, refer to the tables at the end of this chapter or in Appendix 2: Assorted Tables.

1st-Level Ranger Spell Highlights

Rangers get these at 4th level, but get their first slots at 6th level. Nearly all of these spells are extremely cheap to get as wands, as well, and many of them are just as good as wands as they are as spells cast properly. Likewise, for the rarer-used silver bullet and utility spells, dropping 25gp on a scroll will go a long way.

Alarm (B): SRD. A standard utility spell. Alarm wards a 20-foot-radius area for 2 hours per level and lets you rest more safely in dangerous locations as a result. Not a perfect substitute for taking proper watches at night, but never bad to have.

Animal Messenger (B): SRD. This lets you send long-range messages fairly reliably at low and mid levels; it takes an animal (wild or domesticated) and telepathically gives it a description of where you want it to go, then it goes there to the best of its ability for 1 day/level. It’s not instantaneous, but it sure as hell beats carrier pigeons.

Arrow Mind (B): SC p. 15. If you’re using a bow, this is a great pick to stick in a wand and wand chamber. It’s an immediate action spell that lets you not only stop provoking while firing your bow, but also lets you threaten your natural reach and make attacks of opportunity with it. If you can’t 5-foot step to safety then this can save you from getting hit. It lasts 1 minute per level, too, so you only need to use it once per combat.

Blades of Fire (B): SC p. 31. This is a weird one. It’s a swift action that makes up to two weapons you’re wielding burst into flames for 1 round, dealing +1d8 fire damage per hit. It’s not, objectively speaking, a lot of damage, but it’s not no damage, especially if you’re TWFing and aren’t spending your swift on anything else that round.

Blockade (A): CSco p. 95. I love this spell. It’s a swift action to make a 5-foot cube of wood in an adjacent space that lasts for 3 rounds. You ever fight Minecraft Steve in Smash Bros? It’s annoying. YOU can be annoying, too! Need to block an enemy from moving away from you? Wood block on a choke point. Need to protect your allies from a tumbling rogue? Wood block behind you. Need to get up on top of a high wall? Wood block as a step. You can even cast it multiple times to stack them, explicitly. Also it floats, if you need a way to get over water or to just float to the top of a pool by riding it up. Versatile, unique, and funny. This is also excellent if you’re a dungeoncrasher, since it makes terrain to bull rush enemies into.

Calm Animals (A): SRD. This spell is so much better than I remembered before writing this guide. It takes 2d4+CL Hit Dice worth of animals in close range and makes them “docile and harmless.” The kicker: while the spell says it prompts a Will save, any animals who are (1) not dire animals or (2) not trained for fighting do not get a save. A pack of wolves, a dinosaur, a big shark, whatever? No save, just stop the fight. A great silver bullet option for many low-level encounters and some higher-level ones.

Camouflage (B): SC p. 43. It’s a standard action and gives you +10 on Hide checks for 10 minutes/level. As a long-duration spell that gives a circumstance bonus (stacks with everything) you can’t really get much better than this out of a 1st-level slot for assisting stealth.

Claws of the Bear (B): SC p. 47. This is a standard action spell that gives you two claws on your hands that deal 1d8 damage each. They work like normal natural weapons, but this probably isn’t always the best use of your action in combat. It only lasts 1 round/level, so on top of that, it won’t last very long if used to prebuff before combat. My favorite use of this is actually to share it with an animal companion or familiar that doesn’t have claws already at higher levels; the damage dice scale well with size and at higher levels you can certainly afford a lesser metamagic rod of Quicken Spell to make it a more effective action.

Dawn (A): SC p. 59. You ever get ambushed at night and want to wake everyone up at once immediately? The dawn spell is a swift action that does that, instantly getting everyone up and alert. It’s a druid cantrip in addition to being a ranger 1st, so buy yourself a wand of it for 325gp and keep it on hand in night watches.

Delay Poison (B): SRD. The subject of this spell becomes immune to poisons for 1 hour/level, but instead of total immunity, it just hits them all at once at the end of the spell. However, if you’re facing an adventure full of poisonous enemies, this buff is cheap and lets you not have to worry about poisons in the moment, instead making them a problem for future you.

Detect Favored Enemy (A): SC p. 64. This is a standard cone-area, concentration-duration detection spell that scans for favored enemies (all of them), then identifies what types in the second round and pinpoints in the third round. If you have both broad and narrow favored enemies it can be good for picking them out, especially when dungeon crawling as it has a 10 minute/level max duration.

Easy Trail (B): SC p. 76. This is a 40ft emanation that lasts 1 hour/level, and makes you and everyone in the area (ally or enemy) immune to being hindered by undergrowth and non-creature plants. It’s great for moving overland if your game tracks that, but it’s also good for guaranteeing you can charge in wilderness areas. The only downside is that since it affects everyone in the area, it also lets enemies do the same.

Embrace the Wild (A): SC p. 79. This is a long-duration buff (10 minutes/level) that gives you low light vision and +2 on Listen and Spot checks, as well as your choice of either blindsense 30ft or scent. It can help greatly against invisible enemies or for spotting ambushes. It’s a great spell. Of note, though, if you’re allowed to use it instead of the nerfed Spell Compendium version, the printing from Complete Adventurer is significantly better (albeit more complex). That one lets you pick any animal of HD equal to or less than your CL, and gain all the senses of that animal, be it blindsight, blindsense, darkvision, low-light vision, and even Listen and Spot modifiers (which you can selectively use to replace your own). Much stronger due to the versatility of it, worth an S rating.

Enrage Animal (B): SC p. 82. Distinct from enrage animals. This is a standard action to cast, and gives one animal +4 Str and Con, +2 on Will saves, and –2 AC for concentration duration + 1 round/level. It’s a nice buff for animal companion users.

Enrage Animals (A): CoR p. 31. Distinct from enrage animal. This is an inverse of calm animals, making 2d4+CL Hit Dice worth of animals become unable to tell friend from foe and attack the nearest creature (including others affected by the spell). Like calm animals, dire animals and trained guard animals get a Will save to negate, but other animals do not. Being attacked by a wolf pack? Multiple dinosaurs? Make them attack each other with a 1st-level spell.

Entangle (S): SRD. The druidic color spray. This spell has a lot of things going on. It’s got a 1 minute/level duration, so even at CL 1 it has enough duration for a whole fight. It’s got a 40-foot radius, which is enough to cover uh, nearly any fight area most campaigns will throw at you. It entangles enemies who fail a Reflex save, but even those who succeed have their speeds halved. Plus, it reattempts the attack every round, so even those who succeed have to make a save again. It’s absolutely wild. The only downside of it is that it’s ambiguous about where you can cast it. RAW, it doesn’t seem to have a restriction on that—it just says it makes an area of plants that entangle things. However, I spent a good 15 years thinking it required pre-existing plants to be used before I ran into that interpretation, and I suspect many groups have different takes on what’s a viable usage of this spell. Talk to your DM before using this just to nail down expectations. Even if it’s limited and can only be used where plants already exist, it’s absurdly good when it can be used. Plus, there’s the impeding stones spell, mentioned below, which lets you cover your bases for stony terrain and most dungeon environments.

Extend Shifting (B): RoE p. 185. This is a swift action spell that, if cast by a shifter while shifting, extends your shifting by 4 rounds. In exchange, once the shifting ends you get fatigued for 10 minutes. It’s not going to be good forever, but on low-level shifters whose shifting might not last a whole combat it’s a nice pickup (especially out of a wand).

Guided Shot (A): SC p. 108. This is a swift action spell similar to exacting shot at 2nd level, but it’s personal-ranged, and lets your ranged attacks ignore both cover and concealment (below the total versions of each) and the range increment penalties. It only lasts 1 round, but if you need to mess someone up for a thousand feet out, or even just make sure you’re gonna hit, it’s a good thing to have in your pocket.

Healing Lorecall (B): SC p. 110. This is a 10 minutes/level self-buff that modifies your conjuration (healing) spells if you have Heal ranks. Heal ranks really suck on their own, to the point where this is the only real reason to ever take them outside of prerequisites… the effect is really good in a pinch. Firstly, when you’re under the effect, you replace your caster level for such spells with your total Heal ranks. This is really nice for cure light wounds wands to help with attrition. Secondly, it adds a condition-cleansing rider to all your healing spells (in addition to the normal effects). If you have 5 or more ranks in Heal then you can remove dazed, dazzled, and fatigued; if you have 10 or more ranks you can remove exhausted, nauseated, and sickened. Being able to remove fatigue and exhaustion (often very long duration debuffs) is nice for a 1st-level spell, especially since, at the risk of sounding like a broken record, this is also good out of wands. A 1st-level wand of healing lorecall and a 1st-level wand of cure light wounds combined let you de-fatigue barbarians, heal +4 hp per cast of the latter, and so on, all for only 1,500gp and, uh, having to take Heal ranks.

Hide from Animals (A): SRD. This is a genuinely incredible silver bullet spell at all levels. Targeting one creature per CL and lasting 10 minutes per CL, it makes the targets completely imperceptible (not just invisible—you can’t be sensed at all) to all creatures of the animal type. It ends for everyone if anyone touches an animal or attacks, but being able to utterly negate animal-based encounters is so good on a 1st-level spell.

Horrible Taste (B): SC p. 116. This is a weird defensive buff that is supposed to be about keeping animals from biting the target multiple times, but in practice what it’s really good for is being a cheap extra layer of defenses against a great deal of monsters. It’s a 10 minute/level spell that, whenever the buffed target is bitten, makes the biting creature nauseated for 1 round unless it succeeds at a Fort save. Yes, it’s a 1st-level spell and you’re a ranger so the DC will be bad, but when it removes their ability to fight the next turn, it can be worth fishing for natural 1’s when the cost to apply it is so cheap.

Ice Skate (B): Frost p. 100. While niche, if you’re playing in cold-terrain campaigns (or even just facing an ice-filled dungeon), the ice skate spell is a cheap, powerful buff that lasts 10 minutes per CL so it can easily be used before combat. The spell makes it so the target can skate on ice, even slopes, easily, safely, and with a massive +60ft bonus to their land speed. Not only does it make the target no longer have to make Balance checks on ice unless doing something really crazy (such as “gliding up a frozen waterfall”), it gives a +4 bonus on the few Balance checks they need to make. This will make your party much faster and much safer than they would otherwise be in icy environments.

Impeding Stones (S): City p. 66. You ever wish grease had the area of entangle? That’s this spell in a nutshell. Impeding stones is a truly ridiculous spell that affects a 40-foot-radius spread worth of stone, earth, or rocky terrain (including stuff like bricks, cobblestone roads, and so on), causing any creature in the area to have to make a Reflex save every turn or fall prone. Even if they pass the save, they still can only move at half speed, and everyone in the area affected by the spell takes a –2 penalty on attack rolls and must Concentrate to cast spells. On further rounds after the first, the spell allows creatures in the area to make their choice of Reflex saves or Balance checks to avoid being knocked down… is that enough to trigger the rules for causing balancing creatures to become flat-footed? Ask your DM, it’s arguable that even if they choose to take the save instead of the check it would count. Even without the strong interpretation though, the spell is amazing.

Instant of Power (A): FW p. 114. Instant of power is one of my favorite obscure spells. It lets you grant a +4 enhancement bonus on the next attack, save, or damage roll that a target within close range (including you) makes within the next round. As an immediate action. At low levels this can boost attacks’ reliability, but even after you and your allies have magic weapons (which wouldn’t stack with the enhancement bonus), basically nothing gives an enhancement bonus on saving throws so you can give a fairly big bonus for the cost of an immediate action and spell when you see a dangerous effect coming in.

Instant Search (B): SC p. 124. This is a swift action spell that lets you make a Search check for free with a +2 bonus. Very simple, but nice if you’re trapfinding in a hurry.

Lay of the Land (A): SC p. 131. Normally a 4th-level spell for druids, this spell gives you a mental map of every landmark, town, ruin, river, and notable geographical feature within 50 files. Absolutely incredible for getting your bearings in unknown locations, especially since rangers get it as a 1st.

Lightfoot (B): SC p. 132. A very niche spell, admittedly, but when it’s useful it’ll save your life. As a swift action you can cast this spell to no longer provoke AoOs from movement for 1 round.

Linked Perception (B): PHB2 p. 117. This spell gets better the bigger your party is and the more allies or pets you have. It grants a +2 bonus on Listen and Spot checks to every ally within 20 feet (including yourself), for every ally within 20 feet. Got a party of four? It’s +8. Three pets in the party? +14 now. And so on and so forth. It lasts 1 minute/level so it’s great for keeping your perception skills up while dungeon crawling.

Longstrider (B): SRD. This personal spell gives you a +10ft enhancement bonus to your land speed for 1 hour/level. It’s useful and cheap. Nothing much else to say.

Marked Man (B): Dr325 p. 71. This is basically just marked object below, except… you don’t need a focus if you’re a divine spellcaster? That’s weird, honestly. But hey, slightly better.

Marked Object (B): SC p. 139. If you have an object owned by someone else, you can use it as a focus for this spell and get a +10 bonus on Search and Survival checks to find or investigate the owner’s location or passage. This is particularly nice in intrigue and mystery campaigns, especially at lower levels when a +10 bonus can be a significant chunk of a check, but even at later levels it’s still a typeless bonus, so… may as well remember it exists.

Omen of Peril (A): SC p. 149. Like most “future sight” divinations, this is massively DM-dependent. What the spell does is give you a 70% (+1 per CL) chance of getting a successful read about how much danger you’ll be in within the next hour. Functionally, what this does isn’t predict the future, but instead, forces the DM to set a future in stone if the roll sticks. By giving you an answer, the DM is now beholden to that answer, which can be an interesting type of metagame “pvp” between you and the DM. However, don’t rely on it too much since you still have a chance of a wrong prediction, and definitely talk to your DM about how (if at all) it can be used in the campaign. If it’s too much of a hassle for y’all, just skip this.

Resist Energy (A): SRD. Most casters get this spell at 2nd level, so you get a nice discount. It gives energy resistance 10 (or 20 at CL 7 and 30 at CL 11) for 10 minutes/level, against an energy type of your choice. It’s simple but effective when you expect to be facing specific energy types.

Rhino's Rush (S): SC p. 176. The smite evil at home. This swift action spell doubles the damage of the first attack you make while charging this turn. It’s simple and strong, and scales well with your favored enemy and Favored Power Attack bonuses.

Shifter Prowess (B): RoE p. 190. If you’re a shifter, you can use this spell to boost your racial Balance, Climb, and Jump bonuses to +8 for the duration of your shifting. Functionally, it’s a swift action to get +6 on those skills. If you’re finding yourself needing the boost it can be nice, but at best you’ll want to get a wand or scroll of this, rather than prepare it normally.

Silvered Claws (B): BoED p. 107. It’s a 1 minute/level buff that makes a living creature’s natural weapons (not just claws) count as silver for overcoming DR and regeneration. If you know you’re going to fight lycanthropes or devils, prepare this for yourself or your animal companion/familiar as relevant.

Snowshoes (A): SC p. 194. It’s longstrider but with some extra effects, and can go on other creatures too (same duration and everything). On top of a +10ft enhancement bonus to land speed, the spell lets the target walk on snow and ice without making Balance checks or Reflex saves and without reducing their speed. It also reduces the amount of tracks left if something is tracking you. A solid, cheap spell that gives a meaningful benefit.

Speak With Animals (B): SRD. Exactly what it says on the tin. It lets you talk to and understand animals for 1 minute/level. It doesn’t make the animals smarter so the information you can get is limited, but it’s nonetheless useful utility to have.

Speak With Vermin (C): Cliffhangers Adventures. This is speak with animals but it works on vermin. Not much else to say about it. It’s weird that such a straightforward concept is so obscure to find.

Speed Swim (B): MoF p. 121. Gives the target a 30ft swim speed for 1 minute/level.

Summon Nature's Ally I (D): SRD. This is a weak summoning spell that’s significantly underleveled by the time you get it, but it has a niche utility of being able to summon badgers to throw into trap triggers in dungeon crawls. If you have Greenbound Summoning, this is S-rated because Greenbound Summoning is broken (turns every summon into a casting of wall of thorns, a strong 5th-level battlefield control spell). Don’t use Greenbound Summoning.

Surefoot (S): SC p. 216. This is an excellent, powerful self-buff that only shows up on the ranger list. For 10 minutes/level, you get a +10 competence bonus on Balance, Climb, Jump, and Tumble checks, plus you don’t lose your Dex bonus to AC while using them. If you don’t have 5 ranks in Balance, prebuffing with this in precarious areas can be amazing.

Surefooted Stride (B): SC p. 216. This spell is A-rated if you’re a charger. It lets you move through difficult terrain without reducing speed (including for charges, tumbling, 5-foot steps, and so on) for 1 minute/level, and also gives you a +2 bonus on Climb checks.

Towering Oak (B): SC p. 221. A swift action spell that gives you a +10 competence bonus on Intimidate checks and +2 enhancement bonus to Str for 1 round/level. Nice if you really need to browbeat someone right this second.

Woodwisp Arrow (B): CoR p. 37. This spell is super unique, super weird, and unlikely to come up often, but when it does it will excel. It’s a swift action to cast and buffs one masterwork (or magic) arrow or crossbow bolt for. Note that unlike similar spells, this one lasts for 1 minute/level, letting you use it immediately or cast it on multiple arrows in preparation if you have time. The buff lets the projectile be fired through wood as if it weren’t there, letting you freely shoot through wooden shields, walls, trees, you name it. It doesn’t let you see through objects, but if you have a seeking weapon then you ignore the miss chance for that anyway as long as you target the right space. Given the proper coordinates, you could even combine woodwisp arrow with guided shot to perform assassinations via full attacks through walls at 10 range increments with no penalties. Absolutely wild and neat! I struggle to think of common use cases for player characters though.


2nd-Level Ranger Spell Highlights

Rangers get these at 8th level, but get their first slots at 10th level. Unlike the 1sts, 2nd-level wands are reasonably expensive (you can get six 1st-level wands for a single 4,500gp 2nd-level wand) so you’re probably not going to be able to afford multiple wands of the useful spells until high levels. However, scrolls of 2nd-level spells are still cheap (only 150gp each) so it’s worth considering nabbing various silver bullets scrolls or scrolls of niche spells if you expect to need them at some point.

Acorn of Far Travel (A): Far Corners of the World. This spell lets you take an acorn from an oak tree and then, for 1 day/level, count as “standing under that oak tree’s canopy” while carrying the acorn. The explicit benefit of this is that you count as within forested (and thus natural) terrain for various class features and similar abilities, but also there’s a lot of potentially-weird stuff you can do if you consider the idea of “what does counting as being in that area mean?” Talk to your DM about how far it should go. Even if it’s just the base listed effect, it’s still pretty good.

Align Fang (B): SC p. 8. Buffs a creature’s natural weapons to be an alignment of your choice for overcoming DR/regeneration, for 1 minute/level. Keep it in mind if facing higher-level outsiders.

Balancing Lorecall (B): SC p. 23. If you have good Balance ranks, this is a combination of spider climb and water walk but better than either. It gives you +4 on Balance checks and lets you make a DC 20 Balance check to walk up walls (and fight freely on them) at 5 ranks, or walk on liquids (at half speed) at 10 ranks.

Bottomless Hate (B): Gh p. 49. A weird buff spell that gives yourself a +1 morale bonus on attack and damage rolls against favored enemies per 3 CLs. It’s a standard action to cast and only lasts 1 round/level, but if you can cast it efficiently it’s a nice boost.

Burrow (B): SC p. 41. Grants the target a 30ft burrow speed that lets them burrow through earth and loose rock but not solid stone.

Cat's Grace (B): SRD. Grants a +4 enhancement bonus to Dex for 1 minute/level. A nice prebuff for ranged characters (or anyone, really, since it boosts init and AC, sure why not) up until they get Dex items.

Cure Light Wounds (D): SRD. Heals a target 1d8+CL (max +5) damage. You should never be preparing and casting this as a 2nd-level spell. The main reason it’s good to have on your list is letting you use CLW wands to counter hp loss attrition between encounters.

Ethereal Alarm (B): Gh p. 52. It’s alarm but it wards the Ethereal Plane, detecting ghosts, ethereal filchers, and the like. Niche? Yes. Lifesaving in the right scenario? Absolutely.

Exacting Shot (B): SC p. 85. This is a swift action spell that targets a ranged weapon and buffs it so that it ignores concealment (except total concealment) and auto-confirms any crits against your favored enemies. As-written there’s no clause that requires you to be the one using it, so if you have a ranged weapon user in your party this is a nice buff to toss onto them before charging into combat. It lasts 1 minute per level, so even out of a wand it gets its full effect in practice. If you can use the Complete Adventurer version that’s 1st level, then this is A-rated.

Fell the Greatest Foe (B): SC p. 90. Grants a creature bonus damage whenever they attack something bigger than them (+1d6 per size difference), lasting 1 round/level. It’s not great but it’s a solid buff in some scenarios. I’d say it’s A-rated for kobolds due to slight build giving them +2d6 when attacking Medium-sized enemies… and S-rated if you’re somehow able to get down to Fine size.

Haste, Swift (S): SC p. 110. The earlier versions of this spell weren’t that great, but the Spell Compendium buffed its duration. It’s a swift action to give yourself haste benefits for 1d4 rounds. On average you’ll get this for the most relevant rounds in a fight, and if you don’t have a party member granting you haste otherwise, the benefits are big. One of the only 2nd-level ranger spells I’d consider prioritizing getting a wand of.

Hunter's Eye (A): PHB2 p. 114. A swift action self-buff that gives you +1d6 sneak attack per 3 CLs for 1 round. If your DM lets you use this to qualify for prestige classes and feats that require sneak attack, it’s S-rated, and you should go take Craven.

Leap Into Animal (B): MoE p. 97. This lets you merge your body and gear with a willing animal, controlling its actions. You can’t take mental actions yourself except to turn off the spell, but if you need to get somewhere stealthily, being able to merge with a bird or other fast animal is useful in a pinch.

Lion's Charge (S): SC p. 113. It’s pounce, it’s amazing. This is a swift action spell that gives you pounce for 1 round, letting you charge into combat and full attack. Equally good to cast on—or share with—an animal companion or familiar with share spells.

Listening Lorecall (A): SC p. 113. Gives you +4 on Listen checks for 10 minutes/level, plus extra benefits based on your Listen ranks. At 5 ranks you get blindsense 30ft, at 10 ranks you get blindsight 15ft. Blindsight is annoying to get, and this is one of the cheaper ways.

Nature's Favor (A): SC p. 146. Swift action buff, boosts an animal’s attack and damage rolls by +1 per 3 CLs (max +5). A nice, cheap buff spell for companion users.

Predator's Cry (B): FW p. 115. This is a rare save-negates spell that rangers actually might want to use. It’s a silver bullet against animal encounters, causing multiple animals to need a Will save or become panicked. Even on a successful save they become shaken. The strength of the debuff and generally-low save of the targets makes it worth considering, even if your save DC will generally suck.

Primal Instinct (S): DM p. 71. Gives you +5 on initiative checks and Survival checks, plus uncanny dodge if you have another primal spell running. It lasts 24 hours. Two minor schemas, one of primal hunter and one of primal instinct, give you both effects on reusable 1/day items for a combined cost of 2,800gp. You should get this, 100%.

Protection from Energy (A): SRD. Grants the target immunity to an energy type for 10 minutes/level, though it can only block 12 damage per CL. Still, as defensive effects go, being able to block a large amount of burst damage from a dragon’s breath or similar is very good.

Return to the Saddle (B): Dr307 p. 26. This is a swift action (in 3.0 it was “free action, as a Quickened Spell” but we know how that works in 3.5 so…) that lets you teleport onto your mount as long as the mount is within close range. The spell works by using a leather strap taken from the saddle of the mount, attuning it to the saddle in question.

Share Talents (B): PHB2 p. 124. This is a weird buff effect that targets two creatures and lets them use each others’ skills untrained (not with the others’ ranks, just trained/untrained), and gives them both a +2 bonus on any skills that either of them has at least 1 rank in.

Snare (A): SRD. You know, I had always overlooked this spell, but it’s actually kinda insane? It takes 3 rounds to cast and needs some kind of vine or rope on hand, but it makes an infinite-duration (until triggered) magic trap that no save disables or entangles anything that trips it. No size limits, no anything? If you have a tree nearby when you cast it, it will snare the target and lift them up by their legs. Otherwise, it entangles them. It’s a magic trap, so enemies need trapfinding to be able to even see it, and it takes a full-round action to escape. What the heck, this is so good?

Speak With Plants (B): SRD. Exactly what it says on the tin. It lets you talk to and understand plants (both noncreature and creature versions), getting answers about what they’ve seen or heard.

Spellslayer Arrow (B): CoR p. 35. The strength of this swift action spell varies by what you’re fighting and what level. It makes a single arrow or bolt deal +1d4 damage per ongoing spell on the target. If you’re facing high-level spellcasters with a dozen buffs running, it’s really darn good. Otherwise it’s mostly just mediocre. Still, worth keeping in mind.

Spike Growth (A): SRD. This spell needs ground-covering vegetation or roots under the surface (grass, trees nearby, moss, whatever). It’s a very wide whitelist of locations. It traps a big area, a 20ft square per level, such that anything entering the area takes 1d4 points of damage per square they move through. On top of that, taking damage from the spell prompts a Reflex save or the creature’s land speed is halved for 24 hours. The spell itself lasts for ages, 1 hour/level, letting you protect your camps or otherwise fortify areas, and can’t even be seen by enemies unless they’re rogues who make a DC 27 Search check.

Tojanida Sight (B): Storm p. 123. You get immunity to flanking and +4 on Spot and Search checks for 10 minutes/level. Combine with primal instinct above to become immune to rogues.

Wind Wall (S): SRD. One of the best defensive spells in the game, and the ranger gets it as a 2nd! Nice for getting divine scrolls more cheaply. It makes a wall of wind that does wind things, but more importantly blocks any arrows and crossbow bolts (the most common ranged weapons) completely. It also blocks gaseous breath weapons, and applies a 30% miss chance on other ranged weapons that aren’t massive (arguably this should also apply to weaponlike spells, check with your DM though).


3rd-Level Ranger Spell Highlights

Rangers get these at 11th level, but get their first slots at 13th level. Like the 2nds, wands are more expensive than they’re necessarily worth, but scrolls for silver bullets or useful buffs are still cheap and great. One thing that’s notable is that a bunch of the spells at this level are mass versions of lower-level buffs and debuffs… but lower-level slots are much cheaper, and most of those spells aren’t “cast in a single combat” party buffs but longer-duration utility effects.

Arrow Storm (B): SC p. 16. This spell is a swift action to cast, but also a full-round action to use; effectively it eats your entire turn. In exchange, you get to shoot every enemy in your bow’s first range increment enemy (max targets equal to your CL). Your damage per hit is likely not going to be that good, but with rider effects and/or splitting bow, you can make this worth it.

Arrowsplit (S): CoR p. 28. Ever wish you had more attacks in a full attack? Already got haste? Champions of Ruin has you covered! This swift action spell makes an arrow or bolt fired in this round split into 1d4+1 attacks midflight, all against the same target and all being treated as the same attack. Talk to your DM about if using it on an arrow fired from splitting bow results in 1d4+2 shots or 2 × (1d4+1) shots. In either case this spell is amazing for any archer.

Blade Storm (B): SC p. 30. It’s a melee equivalent to arrow storm but with much more potential damage. The spell is a swift to cast and a full-round action to use, and lets you make one melee attack for each weapon you’re wielding against every opponent in your reach. If you’re a two-weapon fighter, this is A-rated. If you’re using natural weapons, it’s S-rated, since it basically becomes “full attack everything around you.”

Blade Thirst (C): SC p. 31. This spell is alright. A swift action to boost a single slashing weapon to a +3 enhancement bonus, similar to greater magic weapon but it’ll only last one combat. Functionally it’s “one weapon gets +2 to attack and damage rolls” at this level for most rangers. Not always going to be the best use of your slot or spell but I think it’s worth noting if only because it’s a simple, straightforward (if overcosted) effect to apply.

Command Plants (B): SRD. It mind controls multiple plant-type creatures for 1 day/level. Yeah it’s Will negates but most plants have awful Will saves.

Curse of Impending Blades, Mass (B): SC p. 57. While the lower-level version of the spell isn’t all that efficient as an action, this version tags every enemy in a 20ft burst with –2 AC for a while (no save), which can be a nice buff for your party if you aren't able to immediately engage in combat.

Decoy Image (B): SC p. 61. An illusion spell that makes a figment of your party doing whatever they’re doing a long way away, for 8 hours. The implication, I think, is using it to make an illusion of your camp so you can rest safely, but since it’s only disbelief on interaction like normal for figments, it’s a potentially interesting and strong option if used creatively.

Find the Gap (B): SC p. 91. A standard action self-buff that lasts for 1 round/level, and makes it so your first attack each round is a touch attack. Really nice for stuff like lance chargers, or for sharing with companion creatures that have one big attack each round.

Greater Trackless Domain (B): Random Encounters. This spell wards a wide area (200-foot-radius spread) against tracks by one descriptor per level for 24 hours. The choice of descriptors is vague, allowing you to choose a specific creature (like a party member) or a type of creature (like bears, wolves, elves, etc), customizing what can leave tracks. If you’re looking for a specific creature by vague description (such as ferreting out a disguised demon from an oncoming crowd) this can work really well to find them.

Haboob (B): Sand p. 117. A haboob is a type of intense dust storm carried on atmospheric fronts. While the spell doesn’t make a proper, gigantic one, being able to make a localized one is pretty nice as a battlefield control option. The spell makes a 20ft radius circle of dust and sand that extinguishes fires, completely blocks sight, and deals minor damage to enemies within (Ref half first turn, no save afterwards to those remaining within).

Heal Animal Companion (A): SC p. 110. This works like heal but it only works on your animal companion. Even at the ranger’s halved CL, you’re still healing a significant chunk of damage and cleansing all conditions, so it’s viable combat healing. F-rated if you don’t have an animal companion, of course.

Magic Fang, Greater (B): SRD. The natural weapon version of greater magic weapon, it gives a targeted natural weapon a +1 enhancement bonus per four CLs for 1 hour/level. Alternatively, it gives all of a creature’s natural weapons a +1 enhancement bonus (no scaling) for that duration. For full casters this is phenomenal, but for rangers it’s less so due to the poor CL scaling. Still, it saves you the effort of getting an amulet of mighty fists +1 for your animal companion or familiar in a pinch, so it’s not nothing.

Nature's Rampart (B): SC p. 146. A somewhat niche spell with instantaneous duration that makes a natural site (including stone caverns) into a defensible area, making walls, ditches, or sometimes moats if the landscape allows it. If you need to boost a position’s defenses this works nicely.

Neutralize Poison (B): SRD. While it’s called neutralize poison, it’s actually better to use this pre-emptively. The spell makes the target immune to poison for 10 minutes/level in addition to stopping any poisons already in their system. A simple buff to negate some annoying effects that stay on monsters even at higher levels.

Plant Growth (S): SRD. You ever want to cast solid fog but shoot the enemies inside it freely? That’s this. Plant growth only works in areas that already have plants, but it makes a truly massive 100ft radius circle (or a wider semicircle or cone) worth of area become basically impossible to cross on land. Speed drops to 5 feet (no save) in the area, or 10 feet for Large creatures. You can even make shapeable paths, areas, or whatnot inside the zone not affected, letting your party move safely as you make an instant, super-fortified area. It doesn’t work on flying creatures, but in a party with good ranged attacks, it basically neutralizes any and all ground enemies when fighting outdoors. It can also be used to boost farm production for the next year. An amazing spell. Good for scrolls, too, since it’s got an instantaneous duration and no save.

Stonescreen (B): Dr298 p. 60. Like tree shape below, but lets you turn into a stalactite, stony crag, or large boulder for 1 hour/level, lets you percieve your surroundings freely, and you can turn back as a free action. Very useful for setting up ambushes underground or in rocky areas, and not much else.

Tree Shape (B): SRD. A weird, kinda niche spell that turns you into a tree, shrub, or fallen dead tree for 1 hour/level, lets you percieve your surroundings freely, and you can turn back as a free action. Very useful for setting up ambushes in forests (or city parks), and not much else.

Wild Instincts (B): RoE p. 191. This is a swift action spell that lasts 1 minute/level, gives you immunity to losing your Dex bonus while flat-footed or targeted by invisible enemies, and gives you a +10 insight bonus on Listen and Spot checks. It’s a nice defensive pickup if you’re not using the primal spells to get uncanny dodge, and has the added perk of giving you a +1 bonus on Listen and Spot checks while prepared and not cast. Neat? Not amazing, but good.


4th-Level Ranger Spell Highlights

Rangers get these at 14th level, but get their first slots at 16th level. Unlike the 2nds and 3rds, this is around the point where WBL starts to increase significantly each level, so you probably can afford your choice of wands, minor schemas, and scrolls of the good ones.

Animal Growth (A): SRD. A wildly strong buff spell that targets multiple animals and increases their size by one step, giving them Monster Manual-style style stat boosts instead of the usual +2/–2 stuff that PC-usable size increases do. The targets get +8 Str, +4 Con, –2 Dex, +2 to their existing natural armor, DR 10/magic, and a +4 resistance bonus on saves. This is, perhaps, the only reason not to upgrade your animal companion (if you have one) to a planar template version. The planar familiar spell mentioned in the companions chapter will make you unable to use this buff on a companion, though giving your companion creature the celestial template via the Exalted Companion feat explicitly lets you still target the companion like it’s an animal.

Aspect of the Werebeast (C): RoE p. 183. This spell requires you to be a shifter to use, and while you have it prepared your shifting lasts an extra round. It lasts 1 round/level but takes a whole round to cast, so actually boosting yourself with it can be tricky, but the effects are solid. You choose one of the following:

  • +4 enhancement bonus to Str and Con, plus improved grab with your claws (if any).
  • +4 enhancement bonus to Str and Dex, plus pounce.
  • +4 enhancement bonus to Dex and Con, plus a free trip attempt on your bite (if any).

It’s not always going to be a great option (especially since they’re enhancement bonuses), but if you can prebuff with it it’s worth doing just for the passive benefits.

Bane Bow (B): CDiv p. 151. This is a weird one with limited use because by the time you get it, you really should have a good magic bow on your hands. The spell is a self-buff that replaces your bow’s magical properties with a +5 enhancement bonus and bane targeting one of your favored enemies. It’s… fine, and can in theory save you some money on a magic weapon if you’re starting at higher levels (especially with a metamagic rod of Quicken Spell), but nonetheless, it’s not great? Just useful if you build around it. It’s objectively worse than foebane, mentioned below, but not in ways that actually matter much at this level.

Blinding Beauty (B): BoED p. 92. I question the idea that an aura that permanently blinds anyone who looks at you unless they succeed at a Fort save is [good], but the Book of Exalted Deeds had weird ideas about goodness. Anyway, it only works against humanoids, but as a passive, debilitating debuff that can make enemies roll multiple times (every time they look directly at you) against it, it’s solid and worth considering. Be careful not to blind your party though.

Commune With Nature (A): SRD. Like most information-gathering divinations, this one is highly DM-dependent, but if it works as one might expect then it’s a great tool for unraveling mysteries and seeking answers by asking nature itself about what’s going on.

Deeper Darkvision (B): SC p. 62. This grants the target darkvision 90ft and the ability to see in magical darkness for 1 hour/level, a rare and oddly annoying to get perk unless you’re a warlock. The Underdark version is more explicit that it means all magical darkness; the Spell Compendium version’s wording is kinda weird about that.

Foebane (B): SC p. 96. This is just like bane bow, above, but it works on any weapon and in addition to replacing your weapon’s magic effects with +5 enhancement and bane against a favored enemy type, you get a +4 resistance bonus on saves against creatures of the chosen type. The thing is, you probably already have a cloak of resistance so the extra benefit is somewhat limited.

Freedom of Movement (S): SRD. One of the best defensive spells in the game, lasting 10 minutes per level and giving you complete immunity to anything that would hinder your movement or ability to attack, including conditions like paralysis, difficult terrain, terrain-generating spells, and grappling. It’s remarkably broad and powerful, and every high-level adventurer should have a way of having this running.

I Smell Your Fear (C): Gh p. 55. It’s locate creature except you need a piece of the target’s body (blood, hair, whatever). A solid spell when it’s useful but still fairly niche.

Polymorph Self (S): 3.0 PHB p. 237 and T&B p. 95 (original relevant printings) and SRD (3.5 version, it’s just polymorph). So this is a weird one… in 3.0, rangers actually got the self-only polymorph on their spell list, but in 3.5 when they merged polymorph self and polymorph other into just polymorph, they left it off the ranger list, presumably because the idea of the ranger shapeshifting themselves fit the fantasy but the new version didn’t. Personally, I think it would be fair to re-add it to the ranger’s spell list as a 4th-level spell like before, but it doesn’t really affect the power of the class much if you don’t use this houserule suggestion. It’s just such a weird and noticeable omission that I had to mention it.

Slipsand (A): Sand p. 121. This spell turns a cube of natural sand per level into slipsand (Sand p. 25), which is a ridiculously brutal natural hazard. It works like a magic trap that can be detected with a somewhat low Survival check (DC equal to your 4th-level spell save DC), but the sand itself doesn’t seem to have a save. If something steps on it (and charging creatures get no check to detect it), they immediately fall to the bottom and are now subject to holding their breath until they run out of time and drown. You can’t swim or fly out of slipsand; I’m honestly unclear how one is meant to survive it outside of tactical teleportation abilities or being pulled out with a rope. In the right scenario this can be a brutal trap to lay before a fight. It can also be cast underneath structures built on sandy foundations to cause them to collapse.

Superior Darkvision (B): Una p. 53. Unlike deeper darkvision, this doesn’t let the subject see in magical darkness. However, this 1 hour/level spell gives someone the ability to see an unlimited distance in darkness, rare for darkvision effects and potentially strong in larger underground areas or at night (especially when flying).

Surefooted Stride, Mass (B): SC p. 216. Like surefooted stride, this is A-rated if you’re buffing chargers. It works on the whole party, and lets them move through difficult terrain without reducing speed (including for charges, tumbling, 5-foot steps, and so on) for 1 minute/level, and also gives a +2 bonus on Climb checks.

Swamp Stride (B): SC p. 217. This lets you, over the course of 1 hour/level, make up to your CL in teleports of up to 500 feet by jumping into a pool of water and leaving another (or the same, in theory) pool of water 500 feet away. Each teleport is a full-round action, but if you need to get across any area with lots of liquids and flying won’t do, this will.

Tree Stride (B): SRD. And this one lets you do the same through trees instead of pools, with a longer distance traveled if they’re specific types of trees. The maximum distance is 3,000 feet per teleport through oak, ash, and yew trees, letting you get pretty darn far very quickly.

Venomfire (S): SK p. 158. This much-memed and much-maligned poison buff spell boosts a creature’s venomous natural weapons to deal an extra 1d6 acid damage per CL on each hit for 1 hour/level. It is, frankly, absurd. On a full caster getting it at much lower levels it’s capable of breaking the game. But on a ranger, as a 4th-level spell on half-casting progression, with reduced CL… it’s probably fine to use on yourself or a companion creature at this point. Still, be prepared to not use it if your group or DM deems it too much. It really is a lot of damage.


Sanctified Spells

Nonevil rangers also have access to sanctified spells from the Book of Exalted Deeds. These are… well, they’re just spells that prepared casters get to treat as being on their list. Sanctified spells generally require dealing ability damage to yourself, so if possible try to get your party cleric or similar character a wand of lesser restoration (paladin version) for 750gp to counteract that, if using them often. Even if using a sanctified spell from an item, you still have to pay the sacrifice cost or meet the required condition, so keep that in mind. Most of them are pretty bad, but there are a few highlights, as follows:

Sanctified Spell Highlights

2nd-Level Sanctified Spells

Luminous Armor (A): BoED p. 102. This spell is honestly incredible. It gives a good-aligned creature (including you) a magic suit of phantasmal armor that gives a +5 armor bonus and has no downsides (except glowing like a daylight spell). It also causes melee attacks against the wearer to take a –4 penalty on top of that. The sacrifice cost is 1d2 Strength damage, so if you’re not using your Str (and aren’t sneaking) you have no reason to not use this, but otherwise make sure to heal up after (or cast the night before with a lesser metamagic rod of extend spell; it lasts 1 hour/level).

3rd-Level Sanctified Spells

Celestial Aspect (A): BoED p. 93. This lets you apply one of four effects to a target or yourself at the cost of taking 1d3 Str damage as a sacrifice component. The first two (turning their arm into a sword or getting a low-damage 1/round fire gaze) aren’t worth talking about, but the third and fourth are. “Horns of the Cervidal” gives the target a gore attack that deals 1d8 + 1.5 × Str bonus on charges (even if used as a secondary attack) and instantly, no-save/no-SR sends summoned and called creatures back to their home plane on a hit. “Wings of the Astral Deva” gives the target a 100ft fly speed with good maneuverability. In all cases the effect lasts 1 minute/level. It’s a pretty good spell.

Path of the Exalted (A): BoED p. 103. This is a weird divination spell but is, functionally, a “ask your DM for help in a big way information-wise” effect. In order to cast the spell you must have not cast any divination spells for 24 hours. The spell itself calls up your deity on the phone (or an agent of the deity) and workshops an answer to some complex decision or conundrum such as strategizing for a battle, figuring out an investigation based on your leads, and similar concepts. Like all such divination spells, this can be really good with a DM who works with you, but is really bad if your DM won’t do so. Talk to your group before using this.

Phieran’s Resolve (B): BoED p. 103. This gives one good-aligned creature per level in a 20ft burst a +4 sacred bonus on saves against spells with the evil descriptor, with a sacrifice cost of 1d3 Strength damage. This isn’t going to be useful often, but it can potentially save your life at higher levels when facing down blasphemy-spamming fiends.

4th-Level Sanctified Spells

Animate with the Spirit (S): CoV p. 52. This is basically lesser planar ally with all that entails, except it brings a good-aligned outsider of 6 HD or fewer to possess a nearby corpse. While you get this only at really high levels, it's still a fantastic utility option for getting allies. Its sacrifice cost is 1d3 Str drain though, so be careful to have something that can undo that.

Corrupt Spells

In a parallel to sanctified spells, evil rangers get access to corrupt spells from the Book of Vile Darkness. These are generally worse than the sanctified spell highlights, if only because ranger has some excellent exalted-good options. As with sanctified spells, most of them deal ability damage to you, so if possible try to get your party cleric or similar character a wand of lesser restoration (paladin version) for 750gp to counteract that, if using them often. Like sanctified spells, items of corrupt spells will ding you with the cost to cast them.

This spoiler has a content warning for cannibalism and body horror.

Corrupt Spell Highlights

2nd-Level Corrupt Spells

Lahm’s Finger Darts (A): BoVD p. 98. Shivering touch meets scorching ray. You shoot your fingers off as projectiles that deal 1d4 points of Dex damage. You fire one finger by default, then +1 at every 3 CLs after 1st, up to a maximum of five. In practice you’re probably shooting 3-4 and dealing that many times 1d4 Dex damage, potentially neutralizing creatures like dragons in a single spell. The corruption cost deals 1 point of Str damage to you per finger fired and also, uh, you do lose the fingers. Healing the ability damage grows them back though, so it’s prooobably fine.

3rd-Level Corrupt Spells

Absorb Mind (A): BoVD p. 84. A remarkably useful investigative spell. If you eat one ounce worth of someone’s freshly-harvested (or preserved) brain and cast the spell (also taking 2d6 Wisdom damage), you have 1 minute per CL to recall as many facts as you can think of about their life (names, passwords, plans, memories, etc), with a 25% chance of remembering a given memory or fact. Once you’ve failed to recall a specific fact, you can’t roll for it again even when casting the spell again, but you keep your stolen memories once the spell ends.

Wizard Spells

As mentioned waaaay earlier, the Sword of the Arcane Order feat lets a ranger use wizard spells. Spellbooks are weird, and some of the rules aren’t even in the SRD, so let’s go over how they work because you’ll need to know this, unless you’re dipping a wizard level.

How does Sword of the Arcane Order work?

To begin with, here’s the full text of the feat:

Sword of the Arcane Order
Members of your military order have a special connection with arcane magic.

Prerequisite: Paladin 4th of Azuth or Mystra, or ranger 4th of Mystra; member of the Knights of the Mystic Fire, the Order of the Shooting Star, or the Swords of the High One.

Benefit: You can use your paladin and ranger spell slots to prepare Wizard spells. You must have a minimum Intelligence score of 10 + the spell's level to prepare it, and the save DC of the spell is equal to 10 + your Int modifier (as if you were a wizard).

These wizard spells can be taken either from your spellbook (if you have one) or from another character's spellbook (though in the latter case you must decipher the writing in the book and succeed on a Spellcraft check to prepare the spell, just as a wizard using a borrowed spellbook.

If you also have levels in wizard, your wizard caster level is treated as the sum of your wizard, paladin, and ranger class levels.

Special: Azuth has a paladin order called the Swords of the High One. Mystra has a paladin order called the Knights of the Mystic Fire and a closely allied group of rangers called the Order of the Shooting Star. Members of all three of these groups can select this feat as long as they are at least 4th level in their respective order's primary class.
—CoV p. 34

To summarize:

  • You can prepare and cast wizard spells using your ranger slots. These are still divine spells (unmentioned, but in the absence of a rule saying they’re arcane they would not change).
  • Your save DCs for these spells are based on Int, which is fine. You aren’t going to be worrying too hard about save DCs anyway, since your spell levels are below par and you’re not an Int-primary class.
  • You need to have an Int of 10 + the spell level to cast a given spell. This means Int 11 by 4th level, 12 by 8th level, 13 by 11th level, and 14 by 14th level.
  • You do not get a spellbook for free, and start with no wizard spells known. You need to buy a blank spellbook (15gp) and fill it.
  • In order to learn spells, you have to interact with the magical writings rules and the Spellcraft skill. Note that rangers don’t get Spellcraft as a class skill. This is actually a notable downside, since you need to be able to reliably hit non-trivial DCs to copy spells down. The shooting star ranger substitution level at 3 will trade Endurance for a Forgotten Realms-specific flavor option and Spellcraft as a class skill for that level, which lets you max it early if needed (it also makes the cap stay at level+3 forever).
  • If you have levels in wizard, your wizard caster level is boosted by your ranger levels. It does not work in reverse; you don’t add your wizard levels to your ranger CL.

It’s worth keeping in mind that generally you won’t be able to take this until character level 6th, since it requires 4 ranger levels. A frostblood half-orc taking levels in mystic ranger can take this at 4th level by swapping the (delayed) Endurance feat at that point, but you probably shouldn’t be using mystic ranger in actual games so it’s mostly moot.

The tricky part of Sword of the Arcane Order is getting access to spells. Even if your party has a wizard you can borrow a book from, you still have to jump through some hoops.

The SRD has a rules section called “Arcane Magical Writings” that has some, but not all of the rules for spellbooks. The rest are in the Complete Arcane. I’ll summarize them here in more approachable text, since they’re somewhat convoluted even for 3.5…

Other People’s Spells

You have two options when presented with a spellbook that isn’t your own. You can master the entire book at once (via rules from page 140 of Complete Arcane) or you can master each spell individually.

To learn a whole spellbook at once, you spend 1 week + 1 day per spell in the book, then make a Spellcraft check (DC 25 + the level of the highest-level spell in the book). If you succeed, then you automatically can treat the book as your own and need no further checks to learn any spells from it, even if the owner of the book adds more spells later. If you fail, you can’t try to learn the whole book at once until you get at least 1 more rank in Spellcraft. (full ranks, not cross-class half ranks, so it’ll cost two skill points if learning cross-class). You can still learn individual spells separately if you fail this check, you just can’t try to master the book fully.

To learn an individual spell (from a spellbook or from a scroll), you do something similar, but with easier checks and more steps.

First, you need to decipher the magic writing with a Spellcraft check (DC 20 + spell level). You can instead use the read magic spell to automatically succeed at this check, and you likewise autosucceed if you have the spellbook’s owner explaining it to you.

Then, you have two choices for learning the spell.

  1. You can try to prepare the spell from the other person’s book, using your own slots and a Spellcraft check (DC 15 + spell level). If you fail, you can’t prepare it that day. Once you have it prepared, you can then write it into your own spellbook freely, which takes 24 hours and eats the spell slot for that day. If you don’t write it into your book, you can keep preparing it on further days, but have to roll the same Spellcraft check each time. You can only use this option for spells written in spellbooks, not scrolls.
  2. You can try to directly copy the spell from the other person’s book to your own. This doesn’t take spell slots, but can only be attempted once per level. The Spellcraft DC is equal to 10 + the spell’s level, and if you fail you can’t retry it until you gain 1 rank in Spellcraft. If you succeed, you can it into your spellbook, taking 24 hours as normal. If you’re copying from a scroll, this also destroys the scroll when you successfully transfer the spell to your book (it doesn’t harm a spellbook though). This is the only way to learn spells from scrolls.

In order to write a spell into your spellbook, it costs you 100gp per spell level (and takes one page per spell level). If learning from NPC wizards, unless otherwise noted it will also cost an additional 50gp per spell level as a fee to access their book at all.

Boosting Spellcraft Checks

The Spellcraft skill is an Int-based, trained-only skill that rangers don’t have on their class list. Since all of the above checks have penalties for failure, you cannot take 10, meaning in order to consistently learn spells you’ll need to get a sizable bonus. The DC breakpoints you’ll need to worry about are in the following table.

Min Character Level Spell Level DC (Learn Spell) DC (Master Whole Spellbook)
6th 1st 16 23 (expected wizard book has 3rds)
8th 2nd 17 24 (expected wizard book has 4ths)
11th 3rd 18 26 (expected wizard book has 6ths)
13th 4th 19 27 (expected wizard book has 7ths)

Even though you can’t cast higher than 4th-level spells, if you’re cribbing off a party wizard’s notes, you’re going to have to worry about their highest-level spell if you want to master the whole book. Try to do that earlier rather than later, since the check only needs to be succeeded at once.

Luckily, you only need to make the check to learn a spell or master a book once per spell or spellbook, respectively, so we can possibly leverage temporary boosts from spells. Let’s look at what can be used to boost your Spellcraft checks.

For generally-stacking and easy-to-apply bonuses, there’s these. For spells with limited durations, ask your DM if you’re allowed to cast them or have them cast on you before the check is actually made; some DMs will allow it but some won’t.

  • Per Complete Arcane page 140, if the wizard who owns the book is teaching you or learning from you in a master–apprentice relationship, then you get a +2 bonus to learn spells from their book.
  • If you have 5 ranks in Knowledge (arcana), you get a +2 bonus on all Spellcraft checks from the synergy bonus.
  • A masterwork tool of Spellcraft costs 50gp and gives a +2 circumstance bonus.
  • A casting of share talents (rgr 2) will give you a +2 untyped bonus.
  • A casting of fox’s cunning (sorc/wiz 2) will give you +4 Int, and thus +2 on your Spellcraft check.
  • A casting of heroism (sorc/wiz 3) will give you a +2 morale bonus.
  • If your party has a cleric, a casting of divine insight (clr 2) will give you a bonus of +5 + the caster’s CL (max +15). In addition, a casting of benediction (clr 2) will let you reroll the check.
  • If your party has a bard, a casting of immediate assistance (brd 1) will let you reroll the check.

Then for competence bonuses, you’ve got these:

  • A charm of perfection (Du89 p. 22) keyed to Spellcraft costs 160gp and gives a +2 competence bonus. This doesn’t stack with other standard skill-boosting items, but it’s cheap.
  • A skill shard (MIC p. 185) gives a one-time, consumable +2 competence bonus for 50gp.
  • A greater skill shard (same page) gives a one-time, consumable +5 competence bonus for 200gp.
  • A +5 competence bonus item of Spellcraft costs 2,500gp, though requires DM approval to make since there’s no listed one for it that I’m aware of.
  • A +10 competence bonus item of Spellcraft costs 10,00gp, though likewise requires DM approval.
  • A tome of ancient lore (MIC p. 189) costs 5,500gp, and its non-relic ability is a +5 competence bonus on Knowledge (arcana) and Spellcraft checks if you study it in a given day and have an alignment with a neutral component. Its relic power is also incredible for SotAA rangers… maybe. Assuming it works (it might not: it specifies arcane, though you may qualify by virtue of preparing spells like a wizard, and WotC chronically forgets that divine spellbook users exist when writing spell-preparation boilerplate text; talk to your DM), taking True Believer (Boccob) at 9th level lets you use this book to prepare any wizard spell you can cast 1/day (50% success if it’s the highest level you have, 100% chance otherwise), which you can then copy down into your own book, no Spellcraft checks needed. The book will quickly pay for itself, too, from the spellbook rental costs you’re skipping.
  • The loresong spell (wiz 1, Dr350) lets you make checks with a skill untrained and grants a +4 competence bonus. Alternatively, if you have a cleric of Gond in your party, they can use wieldskill (clr 1, requires Initiate of Gond feat) to give you a +5 competence bonus and the ability to make Spellcraft checks untrained. With enough party coordination and other bonuses this could in theory let you avoid needing ranks at all, but I don’t recommend this. If allowed, guidance of the avatar (clr 2) gives a +20 competence bonus.

In addition, for learning spells from scrolls specifically, you can also leverage the synergy bonus for 5 ranks in Use Magic Device for a small +2 extra boost (though you’re unlikely to have the ranks)

If we conservatively assume you have a +2 Intelligence modifier, a +5 competence bonus item, and a masterwork tool, you’re looking at needing 6 Spellcraft ranks to have a 100% chance of learning 1st-level spells, 7 ranks for 2nds-level spells, 8 ranks for 3rd-level spells, and 9 ranks for 4th-level spells. It’s doable, but somewhat expensive to get these as cross-class skills and honestly you probably don’t need to bother with that high a bonus, especially if learning from friendly spellbooks (which you can “retry” from via the spell preparation method). I would try to get a +10 item by the time you’re hitting 4th-level spells though, just to make life easier.

Dipping Wizard

One final option for getting spells is to take levels of wizard. I don’t fully recommend this unless you’re messing with shooting star ranger or need a wizard-based ACF, but it will give you access to wizard consumables and a book with every cantrip and some number of 1st-level spells, as well as a familiar you can trade away for an ACF (or keep; familiars are useful).

Now that that’s all said about jumping through hoops, is it worth taking Sword of the Arcane Order? If you can afford the feat slot in your build, emphatically yes. The wizard spell list gives you a large number of utility spells, some amazing combat spells, and access to wizard wands, scrolls, and minor schemas (without needing them in your book, even, letting you skip the above mess if you want). I’ve compiled my recommended highlights of the wizard spell list in the spoiler tag below, as well as in short description form in at the end of the chapter and in Appendix 2: Assorted Tables.

In some of these listings, I mention the idea of a “Dragon Kicks” build. This is a playstyle concept that uses several feats to enable a fast-paced mix of attacks and spells in the same turn. See Appendix 1: Example Builds for more information on that.

Before we get into the wizard list, one final thing: not all of these are distinctly powerful spells. A great deal of the wizard spell list is composed of weird, niche utility stuff. Some of those spells were still worth mentioning, albeit given a low power rating for the guide’s purposes. Sword of the Arcane Order’s biggest utility (beyond being an incredible feat for the powerful combat and adventuring options) is that it gives you access to the ability to affect campaigns and setting areas on a level normal rangers can’t, by making creative use of the many, many niche spells scattered around the books. Some of the spells listed in this section might seem like something you’d never really use in normal play; they’re “solutions in search of a problem.” Nonetheless, there are some options like Darsson’s chilling chamber and fiery furnace that I list because they do something nothing else can, and thus open up unique ways to approach the game. Not everyone will take these spells, and if you don’t intrinsically enjoy vancian casting as a system you probably shouldn’t take these spells. Nonetheless, in the hands of a creative player and a DM willing to play ball with nonstandard solutions to their problems, these types of spells can really excel.

0th-Level Wizard Spells

You can’t cast these except out of 1st-level slots, but you can get wands, scrolls, and minor schemas of them incredibly cheaply, so they’re still worth considering because a few cantrips are either very useful or very neat.

Amanuensis (A): SC p. 9. This copies writing from one source to another source, for 10 minutes/level, at a rate of 250 words per minute. It’s a perfect copy of handwriting if relevant, too. Just a cool spell. Become a Xerox machine (note though that it doesn’t copy images or drawings, just text).

Arcane Mark (D): SRD. This leaves a permanent visible or invisible mark on something or someone. The uses are varied; mark your allies so that doppelgangers can’t replace them. Sign your name on your stuff. Combine it with the higher-level spell arcane mark ward. Neat, somewhat niche, but neat.

Chalkboard (C): Dr324 p. 71. This is a cute little spell that makes an illusory chalkboard that you can move and write on in any colors for concentration duration + 1 round/level.

Dancing Lights (C): SRD. Remember that OotS page where Redcloak’s legion used dancing lights to send complex signals across the city? This spell is really useful for logistics stuff like that.

Detect Magic (B): SRD. Scans for magic, lets you identify the effects with skill checks. Magical effects are a major part of the game and this is a good way to get information on them.

Flag (D): Dr302 p. 50. This makes a flag of your choice that hovers up to 20 feet above the target for 1 round/level. Kinda fun, useful for signaling and similar.

Glittering Razors (C): Dr302 p. 50. This magically polishes metal objects to a perfect shine, but also has the added benefit of granting any affected bladed weapon a +1 bonus on their next damage roll (ever; the spell is instantaneous and can sharpen your sword). It’s fiddly, but hey a basically-free bonus is a basically-free bonus. If you’re a shuriken thrower, this can be nice to use in downtime to add a little bit of extra damage to your one-use attacks.

Mending (D): SRD. More of a flavor spell than anything else, this lets you mundanely fix broken objects with a single action.

No Light (S): BoVD p. 100. This spell makes—and bear with me here—an area of nonmagical darkness, magically. It turns off any light sources in a 20-foot spread for 1 minute/level, and only creatures with darkvision can see within. It’s not shadowy illumination but proper, pitch black darkness. Any magical light will counter the spell, but in their absence? This is as good as a no-save blind against humans, elves, halflings, etc.

Perfect Pitch (D): Dr302 p. 49. This gives you +2 on your next Perform check, but more importantly gives you perfect pitch for 1 minute/level, letting you figure out and imitate the notes of any song just by hearing it.

Prestidigitation (C): SRD. Everyone’s favorite hyper-versatile minor utility spell. It does whatever weird flavor thing you need it to do. It’s good to have. A minor schema of prestidigitation is a 200gp purchase for a remarkable amount of fun narrative fluff you can add to your character.

Resize (D): Dr302 p. 51. This permanently resizes a piece of nonmagical clothing or armor to fit a differently-sized creature.

Shadowplay (D): Dr326 p. 74. Lets you control shadows to make images as you like for concentration duration.

Stick (D): SC p. 206. This spell permanently sticks an object weighing 5 pounds or less to another object. It’s a glue spell! Fun to have access to.


1st-Level Wizard Spells

Since Sword of the Arcane Order cannot, in most cases, be taken before 6th level, assume you’re at that level when considering if a wizard spell is any good. You’ll probably have CL 3 and terrible save DCs, but that means wands and scrolls are as always basically as good as your spells on their own, so keep that in mind.

Ancient Knowledge (B): MoE p. 94. This spell lasts 1 hour/level and lets you discharge it as an immediate action to get a +5 insight bonus on a Knowledge check. Nice for IDing monsters or really, whenever you need one.

Benign Transposition (A): SC p. 27. This is genuinely one of the best tactical teleports in the game, only held back by its standard action casting time. It’s got medium range and lets you swap the positions of two willing creatures of up to Large size (including yourself, if you want to use it to get to somewhere).

Blood Wind (A): SC p. 33. This targets a creature with Int 4 or higher (including yourself, if you have a way to Quicken the spell) and, during this round, when they make a full attack they can make their attacks at range with a 20ft range increment. They still use their melee attack bonuses and it’s still treated as melee though. A nice option for giving an ally a pseudopounce, especially at high levels.

Charm Person (A): SRD. This spell isn’t going to be working on many important characters, but being able to charm a humanoid creature temporarily is super useful in a lot of social and noncombat scenarios, especially if targeting low-level but high-access mooks.

Cheat (D): SC p. 46. This spell lets you rig games of chance. It’s neat, but that’s all it does.

Chill Touch (F): SRD. Objectively speaking this is a thoroughly mediocre spell. Still, it’s a multi-touch spell that deals 1d6 damage and a Fort-save-or-1-Str-damage effect (or acts as a save-or-lose against undead instead), and if you’re doing a Dragon Kicks build then it’s going to be one of your daily drivers. It’s A-rated for those builds, but don’t bother otherwise.

Corrosive Grasp (F): SC p. 53. Another multi-touch spell, this one dealing 1d8 acid damage. In a Dragon Kicks build then this is likewise A-rated, as an option for enabling the build against undead.

Darklight (A): BoVD p. 91. It took me several tries to parse this spell and honestly I’m still not 100% sure I understand it, but if it works like I think it does, it’s basically “invisibility sphere, except anyone with darkvision can see into it” and that’s genuinely super useful in many situations.

Darsson's Cooling Breeze (D): ShS p. 45. This spell isn’t strictly useful, but it is unique and neat. It air conditions an area for 1 hour/level, giving a cool 9 mph breeze.

Detect Secret Doors (B): SRD. Better as a scroll than a prepared spell, this one scans for secret doors and other passages meant to escape detection, no skill checks needed. If your DM runs modules as-written or likes secret doors in dungeons, this never stops being useful.

Disguise Self (C): SRD. Makes an illusory disguise for 10 minutes/level, giving +10 on Disguise checks. It’s useful when it’s useful, and having it on your list makes access cheaper than a hat of disguise.

Ebon Eyes (B): SC p. 77. This spell is very confused about what it’s doing. It says that it lets the subject “see normally in natural and magical darkness,” but also that it “does not otherwise improve the subject’s ability to see in natural dark or shadowy conditions” and that the subject “ignores miss chance due to lack of illumination other than total darkness.” So they can see in natural and magical darkness, but they can’t see in natural darkness and it doesn’t improve their vision in shadowy areas, but they ignore miss chance in shadowy areas and not in total darkness? I think? Maybe? I’ve always seen this spell used as “it lets them see in normal and magical darkness like a devil can, ignoring miss chances” since that’s what it seems like it should do, and that’s what the spell list short description says it does, but that’s… probably a houserule? I have no idea what’s going on with this spell. They didn’t errata it either. Ask your DM.

Enlarge Person (A): SRD. A simple, straightforward buff that’s excellent for Strength-based melees (including probably you). Gives +2 Str, –2 Dex, and ups size by one category, which penalizes attacks and AC by 1 but gives upped damage and reach. It’s worth it, in most cases, and easy to apply before combat (lasts 1 minute/level).

Erase (D): SRD. More of a niche utility spell than anything else, it can be used to erase up to two pages worth of writing as if it was never there at all.

Expeditious Retreat (C): SRD. A 1 minute/level duration personal spell that ups your land speed by 30 feet. It’s nice if you need it.

Expeditious Retreat, Swift (B): SC p. 85. A much better spell for retreating, this one is a swift action and only lasts 1 round compared to the normal version.

Familiar Pocket (B): SC p. 88. This spell lets you shove a Tiny or smaller familiar into a pocket, treating it as an extradimensional space. It’s nice for utility-based familiars, but RAW it also works on swarm familiars, letting you smuggle them into places without worrying about the logistics of carrying 10,000 bats everywhere. Ask your DM if that works in your game, because it’s kind of silly and definitely an unintended reaction, even if it’s still balanced.

Feather Fall (B): SRD. At the time you get this spell, you’re still not going to have always-up flight and, hell, many campaigns don’t really do flight at all. As an emergency option it’s quite useful, whether you’re looking to survive being dropped into pit traps or survive falling out of an airship.

Fist of Stone (B): SC p. 94. This spell is an astonishingly strong self-buff, only hindered by its inflexible and short 1 minute duration. It gives you a +6 enhancement bonus to Strength and a slam attack. It’s excellent for sharing with companion creatures, too. Just keep in mind that if prebuffing before a fight it’s going to need to happen right before the fight.

Glamour Costume (D): Dr350 p. 29. This is like disguise self, but it lasts for 1 hour/level and can’t actually disguise you. Instead, it lets you make your clothes look however you want, and lets you do superficial changes like makeup. You’re still recognizably you, though. The spell also lets you change the nature of the illusion 1/hour by burning off 1 hour of the duration. More of an entertaining flavor spell than anything else.

Grease (S): SRD. Good old grease. It makes a 10-foot square of greasy ground, causing anything in the area to need a Reflex save or they fall, but more importantly, halves the speed of creatures going through the area and makes them need to Balance (or they can’t move or fall). Balancing makes creatures flat-footed unless they have 5 or more ranks in the skill, and most standard enemies don’t have Balance ranks. An excellent spell all the way to 20, though at really high levels you’ll probably want to use a lesser metamagic rod of Quicken Spell to be more efficient with your actions.

Hail of Stone (C): SC p. 108. This one isn’t ever going to be a main combat spell, but there is notable strength to an area effect that’s no-save, no-SR, even if the damage is low (1d4/CL, max 5d4). It will kill low-end swarms dead, especially.

Identify (S): SRD. If no one else in your party has this, you should get it, 100%. It lets you identify what loot does during downtime. As a divine caster, you even skip the arcane material component.

Instant Diversion (B): RotD p. 113. Ever played League of Legends? This is LeBlanc’s passive. It’s a swift action and makes illusory doubles of you that scatter in all directions, letting you pretend to be one too and run away more safely.

Instant Locksmith (B): SC p. 124. This spell is a swift action that lets you make a Disable Device or Open Lock check with a +2 bonus. If you’re dealing with a trap or hazard in combat, being able to disarm it without interrupting your attacks is really nice.

Loresong (A): Dr335 p. 76. This gives you the ability to make checks with a trained skill untrained, as well as a +4 competence bonus on the skill check (+1 further per 2 CLs).

Mage Armor (C): SRD. As a ranger, you can wear armor and won’t need this generally, but it can be a nice buff for unarmored party members and you’d normally need a wizard or sorcerer to cast it. It’s also good for wild shape rangers, and A-rated if you’re one.

Nerveskitter (S): SC p. 146. This is an immediate action that can be cast while flat-footed, and gives you or a creature in close range +5 on initiative. Absolutely incredible for opening fights if you don’t plan on using a swift in your first turn.

Nystul's Magic Aura (D): SRD. More of a downtime spell, this lasts 1 day/level and makes a magic item pretend to be nonmagical under detect magic spells. It can be very useful when it comes up, but most of the time won’t be relevant. Still, having it is good.

Obscuring Mist (A): SRD. Obscuring mist is one of those “extremely strong and never really stops being good” spells that nonetheless are super tricky to use. It’s a standard action and makes a 20-foot radius cloud of mist that completely blocks sight beyond 5 feet. Dropping it on a combat immediately isolates most enemies, but will also do the same to your party. Be careful when you use it.

Parching Touch (F): Sand p. 118. This is basically chill touch except it deals desiccation damage and has a Fort save against 1 Con damage instead of Str, plus causing them to become dehydrated (and thus fatigued). Like chill touch, it’s terrible unless you’re doing the Dragon Kicks build, in which case it’s A-rated. This is by far the best of the multitouch spells for ranger.

Power Word Pain (B): RotD p. 116. In spite of being notoriously broken due to what is probably (but iirc not proven to be) a typo in its level, for rangers, power word pain is mostly just “pretty good.” It dings a target with a 1d6-per-round damage over time effect, no save, for a long duration. Thing is, unlike at 1st level when a wizard gets this, you’re at minimum 6th level and the enemies can take the hit. It’s very strong for hit-and-run attacks though, and I’d say if you’re abusing that, it’s A-rated.

Protection from Evil (S): SRD. You also have access to its other aligned variants. Protection from evil is great against summoned creatures (keeps them from attacking the subject, no save) and hard-blocks mind control effects, even stuff that’s already been applied. Just a generally great spell that never stops being good. Oh, it also gives a +2 deflection bonus to AC against evil creatures and a +2 resistance bonus on saves against evil creatures… but meh, that isn’t that important. The other effects work regardless of the summoned creatures’ or mind controllers’ alignments, even! This also gets you access to the prestige paladin class if you have turn undead.

Raging Flame (D): SC p. 164. The spell has some combat power at lower levels, but by 6th level, doubling mundane fire damage isn’t going to do much. The main use of this spell is more a narrative one: you can cause fires to burn twice as hot in a 30-foot radius spread, so if you’re burning something down it’ll help massively.

Reduce Person (A): SRD. An inversion of reduce person, this time for ranged and finesse characters. On such characters, going down in size and gaining +2 Dex is a +2 accuracy swing and just generally great especially for such a cheap cost.

Repair Light Damage (D): SC p. 173. Like cure light wounds on the ranger list proper, you shouldn’t be preparing this normally. The benefit of having it on your list is that you can use wands of it to heal warforged party members. You don’t even need it in your book, you get the wizard wands anyway.

Scatterspray (D): SC p. 180. As a combat spell this is lacking, it only deals 1d8 damage (save half). However, the spell has a notable utility element of being able to point at a pile of objects within close range and say “mess that stuff up,” scattering them violently in all directions.

Scholar's Touch (A): RoD p. 167. This spell lets you read one book per round, for one round per CL. Absolutely incredible when you consider it on a narrative level. The uses for this are as endless as there are books, especially since it doesn’t limit the size of the book. War and Peace takes the same amount of time to read as Go Dog Go with this spell.

Shield (B): SRD. Generally, AC-boosting effects tend to be of limited usefulness for their cost, but the shield spell is actually pretty good? 1 minute/level duration lets you fairly reliably prebuff with it if you’re careful, and a 1st-level slot for +4 AC is solid. It even gives you immunity to magic missile, though I imagine it’ll rarely matter.

Shivering Touch, Lesser (C): Frost p. 104. Unlike its higher-level counterpart, the lesser version of shivering touch is a touch spell that deals only 1d6 Dex damage. It’s still no save, though, which means it can be worth it in some cases. A-rated if you’re using a Dragon Kicks build.

Shock and Awe (B): SC p. 189. The limits on when you can cast this spell are intense. It’s a swift action, but it can only be cast in a surprise round against flat-footed creatures. However, if you get a chance to use it it’s incredible, penalizing the initiative of multiple creatures by a massive –10 and nearly-guaranteeing your party’s priority in the fight.

Shocking Grasp (D): SRD. Deals 1d6 electricity damage per CL to a target as a touch attack. If the target is wearing metal armor you get +3 on your attack roll. It’s practical if you need to zap something, but generally going to be worse than just attacking unless you’re built for it. A-rated if you’re using a Dragon Kicks build.

Silent Image (A): SRD. A spell only limited by your imagination and the DM’s willingness to let you pull silly nonsense, this makes a silent illusion of your choice, with a pretty big possible size.

Skillful Moment (B): Dr350 p. 78. This spell lets you take 20 on a skill check made in the round after you cast it, skipping the increased time needed to, say, fully Search a room or similarly act.

Slow Burn (D): SC p. 192. A counterpart to raging flame, this spell makes fires burn for twice as long and makes them twice as hard to extinguish. If you’re burning something down you can’t really go wrong with using either, though it’s not relevant outside of arson.

Snowdrift (D): Frost p. 104. It sculpts snow (but not ice) as you like. A nice little utility effect in cold terrain.

Snuff the Light (C): DotU p. 63. As a swift action, you snuff out a nonmagical light source. If you’re ambushing someone in the dark and you can see in the dark, this is as good as invisibility… as long as there’s only one light source.

Spontaneous Search (B): SC p. 204. This spell lets you or someone else make a Search check against everything within 20 feet, as if they’d taken 10. Great for swiftly searching rooms or trapfinding on a time limit.

Stand (A): PHB2 p. 125. This is an immediate action spell that lets a creature (including you) teleport to their feet without provoking attacks of opportunity. Prone is a commonly-applied crowd control effect that can ruin a melee’s day even at high levels, so keep this in your back pocket if you can.

Stun Ray (S): Dragon Annual #5 p. 23. This spell makes a ray that inflicts a 1-round stun on hit (regardless of their save), and also stuns them for an extra 1d4 rounds unless they make a Fort save. It doesn’t work on everything and later on you’ll probably be better off just fighting normally, but it remains incredible all the way to 20 because of the ability to at minimum trade turns 1 for 1 with dangerous foes.

Suspend Disease (D): BoVD p. 106. This spell suppresses the effects of a disease on the subject for 24 hours. It even works on magical diseases that are otherwise hard to cure! Diseases tend to not be super relevant in most games, but when they’re plot-relevant (racing to get medicine for someone, etc) being able to just… add a day to the timer can be very good.

Vigilant Slumber (A): CMag p. 122. This spell lets you rest for up to 12 hours while having an observable condition that automatically wakes you up if it happens, “fully alert and ready for action.” Even better than an alarm spell in many cases.

Wave Blessing (C): Storm p. 125. Feather fall for seafaring campaigns. It’s an immediate action spell that buffs multiple creatures to be able to float in water regardless of their gear, consciousness, or condition. Drowning can be incredibly dangerous if someone in heavy armor is knocked into water while unprepared, so this is a pretty good option to either prebuff with (it lasts 10 minutes/level) or use in an emergency. It won’t come up much outside of aquatic campaigns, though.

Weapon Shift (C): SC p. 237. This spell turns a melee weapon into another melee weapon for 1 minute/level. If you’re expecting heavy damage-type-based DR, it can be nice to switch up what you’re using. It’s also good if you’re called on to fight underwater and want to lessen the penalties by using a piercing weapon. Occasionally also has narrative function, in theory, I suppose.


2nd-Level Wizard Spells

You get these at 8th level, and there are a few spells (most notably as wraithstrike) that genuinely could warrant getting an early wand in spite of the cost, because they’re just that good. If you’re not doing stuff with consumables, then you’re probably going to be preparing wraithstrike as often as possible, it’s just that good. Nonetheless, the 2nd-level wizard list has a ton of good combat and utility spells for rangers, which I’ve highlighted here.

Alarm, Greater (A): SC p. 8. It’s alarm but it also covers overlapping planes (both Ethereal and Shadow) and lasts double the usual duration. A better version of the Ethereal-only, non-Material-warding ethereal alarm spell that rangers come stock with.

Allied Footsteps (D): CMag p. 95. This is a neat little spell that allows a creature to always find their way to you, knowing the direction and distance while on the same plane for 1 day/level.

Alter Self (S): SRD. A remarkably-strong and equally remarkably-complicated shapeshifting spell that lets you turn into a creature of HD up to your CL (max 5 HD) that shares a type with you. This is even better if you’re an uncommon type like outsider, dragon, or aberration, but it’s fantastic on its own regardless. This thread has a great list of useful forms.

Arcane Lock (C): SRD. This makes a permanent lock on a door, chest, or portal that can’t be opened without breaking in or a knock/dispel magic effect. It also adds +10 to Open Lock DCs. You can open your own arcane locks freely.

Arcane Mark Ward (D): Dr289 p. 101. This works like alarm, except that it only pings you if someone or something marked by your arcane mark enters or leaves the area. It notifies you as long as you’re within 1 mile, so I can see this being useful in contexts where you want to know if something important gets stolen or if someone you’ve marked has returned or left, but otherwise it’s pretty niche. Neat, though. Lasts 1 day/level.

Arcane Turmoil (S): CMag p. 96. This is a targeted dispel magic (creatures only, but still hits all their spells at once) but a level earlier, and also prompts a Will save against losing a slot of their highest level for spellcasters. It’s amazing as an anti-caster tool, even just from removing their buffs with a 2nd-level slot.

Attentive Alarm (A): CMag p. 96. It’s alarm but you automatically know the type and number of creatures that trigger the alarm, at the moment they walk into its outer boundary. It’s kinda weird that Complete Mage has multiple “alarm but better” spells but it’s still nice.

Augment Familiar (B): SC p. 17. This rating assumes you have a familiar. It’s a standard action to boost your familiars’ physical stats by +4 (an enhancement bonus), gives it DR 5/magic, and gives it a +2 resistance bonus on saves. It only lasts 1 round/level but it’s a nice boost that saves costs for gear if you use it often. DR/magic is excellent against a number of monsters, since most natural attackers won’t intrinsically bypass it, especially at higher levels when the biggest threats have aligned DR instead of magic DR.

Balor Nimbus (D): SC p. 24. This is more of an honorable mention thing, since most rangers won’t have a use for it. This is a personal spell that lasts 1 round/level and deals 6d6 damage per round to anything grappling you (or you’re grappling). It’s B-rated if you’re sharing it onto a companion creature focused on grappling.

Bladesong (S): Spellbook. This spell is similar to bladeweave below, but it’s a standard action to cast and targets a single bladed weapon. While it’s active, 1/round you can make a free action attack with the weapon, and on a successful hit the creature hit is dazed for 1 round (no save) instead of taking damage. An incredible debuff option, letting you consistently chain-daze foes given the chance.

Bladeweave (B): SC p. 31. This spell is excellent on its own, but is held back by your likely terrible save DCs. It’s a swift action to cast and lasts a whole fight, and lets you 1/round inflict a Will save vs a 1-round daze when you successfully melee attack something. Amazing debuff, easy to apply, but unlikely to stick most of the time.

Blur (C): SRD. A standard defensive spell, this grants the target a 20% miss chance from concealment. You can and should be looking for items to grant better miss chances, but in a pinch this will do.

Bull's Strength (C): SRD. It is deeply strange to me that rangers don’t come with this by default. Grants a +4 enhancement bonus to Strength for 1 minute/level. A simple buff for melee martials.

Celerity, Lesser (A): PHB2 p. 105. Not quite as good as its memetically-powerful cousin but still incredibly strong, this lets you take a move action as an immediate action, but dazes you for 1 round after (until the end of your next turn). S-rated if you have Mark of the Dauntless or a similarly-reliable immunity to dazing.

Chain of Eyes (A): SC p. 45. I love this wacky, weird spell. It lasts 1 hour/level, and lets you see through a targeted creature’s eyes as a free action during that duration. Plus, whenever the target touches someone else, you can have the spell hop to that person instead (Will negates; a successful save ends the spell). Most of the time I recommend using this on allies to help with coordinating or scouting. Clever use of the spell can massively change how campaigns play out.

Claws of Darkness (A): SC p. 47. This spell gives you ridiculously cool wolverine claws made of raw darkness for 1 round/level. They work like natural weapons (and so should apply all the relevant bonuses), but have a base damage of 1d8 cold damage. They have 10-foot inclusive reach. They hit as melee touch attacks. Incredible.

Clothier's Closet (D): MoE p. 94. This spell turns a gem worth at least 100gp into a closet full of fancy outfits whose combined total value is up to 100gp. The outfits are nonmagical and stay after the spell is done, too. Nice for dressing the party at a moment’s notice.

Combust (D): SC p. 50. This is an uncommonly well-scaling single-target damage spell. It’s got touch range and deals 1d8 damage per CL (max 10d8), no-save, as well as prompting a Reflex save or the target catches on fire as well. A-rated in a Dragon Kicks build.

Command Undead (A): SRD. This spell takes control of an undead creature for a long duration (1 day/level, letting you reliably refresh the spell before it ends), and has no saving throw for mindless undead. Fighting a necromancer? His big skeleton is your big skeleton. Intelligent undead get a Will save, so it’s unlikely to stick with your save DCs, but it’s still very good if it does.

Create Magic Tattoo (B): SC p. 55. This is a kinda weird spell that lets you create a magic tattoo on someone that lasts for 24 hours and grants one of a bunch of buff options. You need to make a Craft check (painting, drawing, calligraphy, or something similar) to cast it, and it costs a 100gp material component. However, some of the buffs are relatively unique. You won’t be able to get the highest tier of buffs without CL boosts (or idk, using a wand; a CL 13 wand of create magic tattoo costs only 24,500gp so you can get one at higher levels easily and get tons of value out of it), but the highlights for the buffs are the following:

  • CL 3: +1 luck bonus on attack rolls.
  • CL 7: +2 competence bonus on attack rolls.
  • CL 13: +1 caster level for all their spells.

You can put three magic tattoos on someone at once. Stacking the spell for +3 on attack rolls for a whole day can be really darn good, especially if extended with a rod.

Dark Way (A): SC p. 58. This spell, on paper, seems less good than I’ve rated it. It makes a horizontal wall of force that’s 5 feet wide (horizontally), 1 inch thick (vertically), and up to 20 feet long per CL. However, you can place it at any angle so long as it’s anchored to two solid objects, which makes it in many cases just as good as a wall of force (if not better, in some cases). Need to block a dungeon corridor? Dark way anchored from the floor to the ceiling, now you’ve got a 5-foot-wide impassable barrier. Even sticking it horizontally across a hallway can block charges and force enemies to limbo under it (using the squeezing rules). A versatile, powerful spell when used outside of its intended use case. And, hell, it can even be used as a bridge! Still, keep in mind when using it that it can only rotate one way; you cannot rotate it laterally, you can only rotate it along the axis of the “ground.” This means you could make a proper wall anchoring it to the floor and ceiling as mentioned, but you cannot do the same by anchoring it to two walls.

Darsson's Chilling Chamber (D): ShS p. 45. This makes a 10-foot cube of space per CL lower in temperature down to “extreme cold” (–20°F/–29°C) for 1 hour/level. It can deal damage but only very slowly; the benefit of the spell is turning an area into a massive walk-in freezer without walls. In theory it can also be made permanent with permanency, though you’d need a scroll or rune for that. For context on how cold –20°F is, that’s the low end of what ice cream freezers are kept at; most house freezers are closer to 0°F and walk-in freezers for meats and such around –10°F. This spell makes an area really cold. Ask your DM if convection will make the surrounding areas colder as well, or if it’s neatly confined to the 10-foot cubes.

Darsson's Fiery Furnace (D): ShS p. 46. This makes a 10-foot cube of space per CL lower raise in temperature up to “extreme heat” (140°F/60°C) for 1 hour/level. Like its colder counterpart, fiery furnace isn’t for combat, but for creating a big hot area when that would be a solution. It can be made permanent the same way chilling chamber can. Ask your DM if convection will make the surrounding areas hotter as well, or if it’s neatly confined to the 10-foot cubes.

(As an aside, I got nerdsniped by the prior two spells and found myself down a rabbit hole about cooking temperatures and the science of ice. After some discussion with my co-author about the scope of this handbook, I’ve moved my musings on these things into a spoiler tag.)

Chilling Chamber & Fiery Furnace Nerdity

Darsson’s Chilling Chamber: After spending time thinking about this spell’s hotter counterpart, I came back to this and realized that this spell could be used to make significant amounts of ice by moving water into the area and taking it out once frozen. I have no idea what it’d do to a lake or pond, honestly. I’m not good enough at fluid dynamics to figure out how long you’d need to make ice or meaningfully lower the temperature of a larger body of water; I suspect it wouldn’t. Still, with some creative engineering (perhaps a 10-foot-wide, watertight channel on an incline where you can let water in, then slide the ice out afterwards?), the fact that this is a consistent freezing temperature all the way through could possibly make literal tons of ice in a single casting, since water only takes a few hours to freeze in such a situation. I doubt it’d be useful for most dungeon crawling campaigns, but I can see possibilities for creative usage either worldbuilding or in social situations (I mean, if nothing else, making literal tons of ice cheaply can be a great boon in hot environments if you sell it or give it to someone in power).

Darsson’s Fiery Furnace: While the spell states it’s commonly used to cook food, it doesn’t make a proper oven. At first, I was worried that it would make unsafe food due to 140°F being within the bacteria “danger zone” recommended by the USDA, but then it occurred to me that sous vide cookers use that temperature and don’t make poisonous food, so I did more digging. Since this spell creates 10-foot cubes of uniformly distributed temperature for a long duration, you could use this to cook, but you can’t approach it using standard styles of cooking. Looking at a sous vide website, it looks like for beef you’d be able to get a medium cook, for chicken you’d be able to cook white meat (and only white meat) safely, for pork you just squeak through into medium cook, and it actually outpaces the useful temperatures for cooking fish this way. The time taken to cook is significantly longer than you’d expect for an oven, though, so keep this in mind if you’re using this spell to cook food for some in-game event or other flavorful usage. It can also be used to heat water efficiently; you could definitely use this spell, cast into a large container of water, to heat it up. If you want to be the coolest party member ever, use this spell to turn nearby pools of water into hot springs after a hard adventuring day. There are some interesting engineering considerations when it comes to running water, too, though I don’t know enough about how that’d work to really talk about it beyond “hey this is neat.”

Dimension Leap (A): MoE p. 95. This is the earliest useful personal tactical teleport you can get, transporting you and objects up to your max load 10 feet per level as a standard action.

Discern Shapechanger (D): SC p. 66. A simple spell that lets you scan for and see through the true forms of shapeshifted creatures. It doesn’t see all of them at once, but if your DM likes doppelganger type enemies it’s good to pick up.

Dispelling Touch (B): PHB2 p. 110. This is a touch-range dispel magic effect that, unlike arcane turmoil at the same level, can be targeted against objects or active spell effects. In exchange for that, though, it will only dispel a single effect before it stops (unlike a normal targeted dispel magic, which rolls against every spell on the target).

Dragoneye Rune (C): DM p. 66. This is arcane mark, with all that entails, except you can also determine the direction and distance of the marked person/object as a swift action 3/day. A nice spell to stick on allies to prevent being replaced or lost, to keep your gear where you can find it, or even just to put on your keys so you don’t lose them again.

Earth Lock (B): SC p. 75. Though it takes a 50gp material component, the ability to take any natural or worked-but-not-bricked-up tunnel underground and close it permanently is really good in dungeon crawls, especially since you can open and close the new wall as you like. Need to rest? Block off a tunnel. Defending a point? Block off a tunnel. Nice, useful.

Electric Vengeance (C): PHB2 p. 111. This is a neat little spell that deals 2d8+CL electricity damage back when someone hits you in melee, as an immediate action. Sadly, you’ll generally have better things to do with your swifts, but on the off-chance you don’t, free damage is free damage.

Emerald Planes (A): Dr323 p. 79. This makes one 5-foot-square sized wall of force per two CLs, arranged as you like within range, vertically or horizontally. They last for 1 minute/level, and can be combined together into larger walls, prism or cube shapes, and so on. It’s a much earlier spell than wall of force and in many dungeon environments is just as good for dividing combats or blocking off areas.

Extend Tentacles (C): SC p. 86. This extends your tentacles (if you have any) by 5 feet. As a standard-action self-buff, it’s worse than enlarge person at giving more reach, but some natural attacker builds and companion users can use this well.

Familiar’s Sense (B): Dr280 p. 62. Rating assumes you have a familiar. This lets you borrow your familiar’s senses, seeing/hearing/etc through its body regardless of the distance between you, for 1 minute/level. Great for scouting.

Fins to Feet (D): SC p. 92. This trades a target’s swim speed for a land speed for 1 hour/level. It also removes any tail or tentacle attacks they have (even if they aren’t on limbs; don’t think too hard about what a mind flayer looks like after this spell). If you’ve got an animal companion that has a swim speed, no land speed, and isn’t the giant octopus or giant squid, this is A-rated for expanding that companion’s adventuring usage.

Fly, Swift (A): SC p. 96. It gives you a 60-foot fly speed as a swift action. If you need to reposition over terrain, cross a gap, or even just escape an enemy, this is an amazing tool for that until you get a proper fly speed.

Force Ladder (B): SC p. 97. This spell’s intended function is to summon a ladder-shaped wall of force, up to 60 feet long. If you’re climbing up a cliff or wall it can even be useful for that! The practical function is that it creates an indestructible object 2 feet wide and up to 60 feet long, that you can move and carry. You can’t change the length once you create it, but I can think of a number of creative uses for such an object.

Frost Breath (B): SC p. 100. This is a 30-foot cone of cold damage (1d4/CL, Reflex half) that also dazes anything that fails its Reflex save for 1 round. Will it always stick? No. If you aim it at enemies with low Reflex saves in groups, will it trade at least one, and probably more turns? Probably, even with your low save DCs. A nice option for when you need crowd control that doesn’t nuke your party’s capabilities like obscuring mist or web do.

Fuse Arms (B): SC p. 100. This is a deeply weird spell that fuses the target’s arms or tentacles together for a +4 Str bonus per pair fused down into a single set (so, two arms + two tentacles from the Deepspawn feat would become two arms and grant a +4 Str bonus, while casting this on a giant squid, with its 10 tentacles, would fuse them down to 2 tentacles and give a massive +16 Str bonus). It lasts for 10 minutes per level and can represent a significant bonus to melee attack and damage for a lot of creatures, though creatures that attack with the tentacles or arms are probably not getting great use out of the spell. One notable use case is that if you combine this with the fearsome grapple spell (SC p. 90, a spell that gives two or four non-attacking tentacles and a grapple bonus) you can get some nice boosts for a much shorter duration. That spell will generally not be that useful for you otherwise though. In general, it’s a strong spell if you can get use out of it (typeless bonuses to ability scores are just Like That), but one that you need to jump through some hoops to use.

Gaze Screen (C): DoF p. 115. Grants a living creature 50% miss chance against gaze attacks without having to avert their eyes for 10 minutes/level. A good defense against an annoying but uncommon attack.

Glitterdust (A): SRD. Though not quite as broken for rangers as it is for wizards, this spell is still an excellent pick. An area Will-save-or-blind (CL rounds duration) that also negates stealth and highlights invisible creatures is just a very versatile offensive option.

Halaster's Light Step (B): CoS p. 154. This is a weird but neat spell that gives the target a 30ft fly speed (good maneuverability) that cannot take them more than 1 foot above terrain (unless crossing “chasms” in which case it’s fine, apparently). It lasts 1 minute/level and gives functional immunity to ground-based hazards, lets you fly over liquids, and so on. The elocator prestige class in a single spell. If you combine it with the levitate spell it just gives you a 30ft fly speed, too.

Heroics (S): SC p. 113. Simple but powerful, this spell grants a creature a fighter bonus feat they qualify for for 10 minutes/level.

Increase Virulence (C): PHB2 p. 115. This spell increases the save DC of either a dose of poison or a creature’s poisons (all of them) by +2 for 1 minute/level. If you have a poisonous companion creature this is B-rated.

Invisibility (A): SRD. Exactly what it says on the tin. Make the target invisible for 1 minute/level, granting a massive +40 bonus on Hide checks until they attack to break the effect.

Knock (S): SRD. Rangers make good rogue replacements, but don’t get Open Lock like they can get Disable Device. That’s where this and similar effects come in. Knock will open any door, lock, chest, chains, or whatever, no roll needed. A minor schema of knock costs 2,400gp and gives you the spell 1/day. A wand is 4,500gp (as is a skeleton key) and will probably last for an entire campaign. Keep the spell in your back pocket for when it’s needed.

Levitate (B): SRD. A y-axis counterpart to Halaster’s light step, this one gives a target a vertical-only fly speed, letting them go up or down (and hover freely). Nice for ranged attackers or, yanno, going up to the top shelf. If you combine this with Halaster’s light step, you get a 30ft fly speed.

Locate Object (C): SRD. This spell magically finds an object you think of within long range. Simple, straightforward, useful if trying to search for a specific thing, like your carriage keys.

Magic Mouth (D): SRD. This spell is more often used by NPCs than PCs, but that doesn’t make it not potentially useful. Magic mouth makes a permanent-until-discharged talky thing that will give a 25-word message when a specified condition happens.

Minor Image (A): SRD. Like silent image, this spell is excellent, but only as good as your creativity and your DM’s willingness to let that creativity fly. Still, being able to add sound to your illusions makes it more convincing. D-rated if your DM rules that “hearing the sound” counts as “interacting” for prompting a save against the illusion.

Mirror Eyes (C): Dr305 p. 67. This grants a creature a +10 (yes, ten) resistance bonus on saves against gaze attacks, visual effects, and blinding effects for 1 minute/level. If you expect to be fighting something with gaze attacks this will do a phenomenal job protecting party members.

Mirror Image (S): SRD. I always forget how messy this spell is. It’s got two and a half paragraphs of rules text for how you move your phantasmal images and how they work, but in practice, all you want out of the spell is the sentence “enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment.” Functionally, this spell gives you better-than-miss-chance miss chance, that also happens to work alongside miss chance. It makes 1d4 mirror images (plus one per 3 CLs) and each time you get hit it randomly selects which of these is getting hit. Just keep all of them in your square and skip the AD&D-isms in the spell description.

Mirror Move (A): Spellbook. This is a lot like heroics, but way fiddlier and less versatile. The spell lets you temporarily imitate another creature’s feats off a core-specific whitelist, provided that creature demonstrates for you. Even with that limit, though, the ability to get multiple combat feats can help a lot at mid levels for shoring up your build, and it lasts 1 minute/level so it’s viable to cast before combats.

Misrepresent Alignment (C): RoE p. 188. This wards a target for 1 hour/level with a “scans for alignment detect a specified alignment instead” effect. Better than undetectable alignment in most cases due to not throwing up red flags against cautious paladins when scanned.

Mournland Reckoning (D): Expeditionary Dispatch. Only useful in Eberron, and in specific campaigns at that. This spell can be used to discern true north and find locations in the Mournland, which otherwise messes with navigation because the Mournland hates you personally.

Obscure Object (D): SRD. This is a simple spell that hides an object of your choice from scrying effects for 8 hours. If you’re facing enemies that use scrying and are searching for a given object, you can use this to protect yourself.

Obscuring Snow (B): Frost p. 103. This spell on its own is an interesting “fog” effect; it makes a 30-foot-radius storm of snow that blocks all sight past 5 feet for 1 hour/level and follows you around. If you have alternate senses like blindsense or blindsight it’s good, but the real power of the spell is its intended combo with snowsight (Ranger 1), which you can toss onto yourself and your allies to let them see through the snow (and enemies won’t be able to do the same). It’s S-rated if using that combo, and may even be too strong; ask your group about it before learning the spell.

Phade’s Fearsome Aspect (B): Dr333 p. 72. Grants a creature +5 on Intimidate checks and the ability to demoralize enemies as a swift action. S-rated if you or someone else in your party is building for demoralization via things like Zhentarim fighter.

Pyrotechnics (A): SRD. A fiery counterpart to glitterdust, this targets a fire source and makes it either explode in a 120-foot-radius blinding flash (Will negates) or turn into a 20-foot-radius cloud of smoke that can’t be seen through and also prompts a Fort save against a –4 penalty to Str and Dex. You’re not going to stick this to every creature in a fight, but in large fights, even if it only affects a few enemies, trading one action for multiple enemies’ turns is often a great use of your time.

Ray of Resurgence (B): LEoF p. 33. While it says it’s a ray, it’s not actually one. It’s just a targeted spell that you fire off at an ally and “unerringly” works. Anyway, the spell lets you basically undo anti-Strength effects; it removes up to 5 points of Str damage, negates 1d6+CL (max +5) in penalties to Str, and also downgrades exhaustion and fatigue by one step. RAW, it even negates racial penalties, but don’t… don’t do that. Don’t even bring that up, lol. S-rated for tibbits specifically, if your DM lets you remove the Strength penalty for turning into a cat.

Ray of Stupidity (S): SC p. 167. It’s a ray that deals 1d4+1 Intelligence damage (no save). Against animals and other creatures with low enough Int scores, it’s a no-save-just-lose, even casting out of a wand or scroll.

Reflective Disguise (D): SC p. 171. This spell makes you look like the same species and gender as each onlooker (in their own mind), letting you blend into areas where your own person would stand out.

Rope Trick (A): SRD. One of the archetypical “broken wizard spells” in 3.5, this is genuinely fantastically strong. It makes an extradimensional room to rest in for 1 hour/level. The only thing holding it back from a top rating is that by the time you get it, you’re probably carting extradimensional space items around. Still, excellent when you need it.

Sadism (S): BoVD p. 103. Casting this spell is an evil act, which means you can’t do it as an exalted ranger. However, if you’re not, then you have no downsides for this spell. It scales particularly well into lategame, too. The effect is that, for 1 round/level, for every 10 damage you deal in a given round (total), you get a +1 luck bonus on attacks, saves, and skills during the next round. This will tend to have a snowball effect, as your full attacks hit more reliably and thus do more damage, and thus give you an even higher bonus. A phenomenal spell.

Scintillating Scales (C): SC p. 181. This spell converts your natural armor bonus into a deflection bonus for 1 minute/level. It’s not all that good for PCs, but can, sometimes, be useful. If you’re wild shaping or have a companion creature you can share spells with that has high natural armor, this is S-rated.

See Invisibility (B): SRD. Invisible enemies suck to fight, especially as a martial. This lets you see them for 10 minutes/level. You should make sure to have a scroll of this on hand whenever you can, just in case.

Shroud of Undeath (B): SC p. 189. Wizards don’t get hide from undead, but this is the next best thing. It makes mindless undead ignore you for 10 minutes/level, and can even fool intelligent undead if they don’t cotton onto your behavior. It also makes spells affect you as if you were undead. Useful for infiltrating crypt dungeons and similar, though it ends if you attack any undead creature.

Speaking Stones (B): MoE p. 102. This turns two small objects into walkie-talkies that can be used once each to send a 25-minute message to the other within the next day. It’s great for communicating between split parties.

Spymaster's Coin (C): CSco p. 104. This makes a Fine-sized object into a dormant scrying sensor, and you can turn it on at any point in the next 1 hour/CL to use a clairaudience/clairvoyance effect around the object. This is the earliest long-distance divination you can use as a ranger, and if used creatively can work pretty well for intel-gathering.

Understand Object (C): Spellbook. This spell lets you identify and understand nonmagical mechanical/technological objects you might find, be they traps, weapons, or, I dunno, crashed starships. It’s not as useful as identify in most campaigns, but if your DM likes these sorts of things, make sure you have it on hand.

Unseen Crafter (D): RoE p. 191. While mundane crafting is unlikely to be super useful for most characters, the spell’s ability to make an unseen servant with your Craft ranks takes a lot of the time burden off. It also helps repair warforged, thanks to a +10 built-in bonus on them. If you’re a warforged this is C-rated since it helps you heal overnight.

Web (S): SRD. Web is a tremendously absurd spell. It makes a big area of webs that hinder movement, grant cover, completely block sight from the center to outside, and even entangles things that fail a save. This spell is so good that even at higher levels it can functionally end encounters against creatures with low Strength scores. Be careful when using it, though; the effect is just as likely to hamper your party as it is the enemies if used in the wrong place or time.

Whirling Blade (C): SC p. 238. Is it amazing? No. Is it useful? Sure. Whirling blade lets you make a single attack with a melee weapon against everything in a 60ft line, rolled once. You can Power Attack and add your Strength, favored enemy bonuses, magic effects, and so on normally. It’s no-save AoE damage, and while it won’t match dedicated blasters, if you need to deliver a chunk of damage against multiple targets, you could do far worse than swinging a big sword with all your melee boosts applied.

Whispercast (C): LoM p. 129. This one is weird, honestly. It’s a swift action spell that, itself, has a verbal component, and it eliminates the verbal, somatic, and costless material components of the next spell you cast this round. In theory it’s great for getting out of grapples and similar situations, but you don’t have a ton of spell slots with which to prepare this normally, and you generally can’t use scrolls if you’re in a place where this matters. Nonetheless, the effect is objectively pretty useful when it matters, so I’ve rated it C.

Wraithstrike (S): SC p. 243. Perhaps the best dedicated combat spell in the game. It’s a swift action and makes all your melee attacks resolve as touch attacks this turn, letting you max out Favored Power Attack and full attack something for truly massive damage. This spell alone makes Sword of the Arcane Order worth it. If you’re using consumables, get yourself a wand of it as soon as you can, you won’t regret it.


3rd-Level Wizard Spells

There are. So many solid 3rd-level wizard spells. Even getting them late (you get access at 11th level), there are just so many. I went through like six hundred spells for this sublist alone to find the 75 listed here as highlights to keep in mind as a ranger. Most of these are just as good as scrolls as they are prepared spells, especially the more niche and adventure-specific ones.

Air Breathing (D): SC p. 8. An inverse of water breathing that lets aquatic creatures breathe air freely. A-rated if you have an aquatic companion creature.

Alter Fortune (B): PHB2 p. 101. Requires 200 experience points to cast, but it makes a creature within close range reroll a die as an immediate action (no save, no SR). Good for saving allies and hindering enemies.

Analyze Portal (C): SC p. 10. This is a divination that scans areas for planar portals, gates, and the like, and gives you information about how to activate the portals, where they go, keys needed, and so on.

Anticipate Teleportation (S): SC p. 13. One of the best anti-mage, anti-fiend spells in the game. This makes an emanation around the target creature for 24 hours, during which any teleportation that would take a creature into that area is not only delayed by 1 round, but also notifies the subject of how many creatures are arriving, what size they are, and the exact location. If an enemy is using tactical teleports they basically time hop themselves. If an enemy is scry-and-die tactics, you get forewarning. It’s amazing. Don’t leave home without it at high levels.

Arcane Seal (C): Dr344 p. 82. It’s arcane lock but you create it with a key that can be used to open it. Worse than improved arcane lock if you plan on only specific people entering, but the fact that they key lets you let new people through it is nice. This was originally printed in Shining South as a 4th-level spell, but updated to 3.5 in the listed Dragon Magazine issue.

Arcane Sight (C): SRD. Like detect magic, but it works on all auras within 120 feet, instantly scans all auras without needing to concentrate for multiple rounds, and stays up for 1 minute/level. You can even find out if creatures in the area are spellcasters by using a standard action. A great spell for scouting and detection. It can be made permanent with permanency, too, though you yourself won’t be able to cast that.

Arms of Plenty (B): LoM p. 209. Grants a creature two extra arms (which come with claw attacks and a rend special attack) for 1 round/level. Great for builds that can make good use of it, otherwise mostly just okay.

Augment Object (D): SBG p. 41. This spell doubles an object’s hp and hardness for 1 day/level. Good for, well, making an object tankier. It can affect walls, gates, doors, etc; the volume limit is 200 cubic feet per CL.

Avoid Planar Effects (C): SC p. 19. This spell protects the whole party from planar effects like extreme temperatures, lack of air, alignment effects, and so on for a limited duration. At high levels you’ll probably be flirting with extraplanar adventures, and this is a good spell to have in your arsenal for emergencies if so.

Bedevil (D): CoR p. 29. This spell bothers and annoys a creature of your choice on the same plane for 1 day/level, inflicting a –1 penalty on ability checks, skill checks, and Will saves for that duration. It’s not going to be useful in combat and might not ever be useful otherwise, but the ability to mess with someone with no recourse (it has no save) is kinda great.

Blacklight (A): SC p. 30. The spell that deeper darkness should have been. It makes an area of total magical darkness emanating from a creature, object, or point of space, blocking all sight including darkvision both inside and outside the bubble of darkness. The catch? You get to see freely. The only downside is its short duration (1 round/level). Still, it’s functionally a no-save blind on anything in the area other than you, and makes it so those outside the area can’t see you at all.

Call Familiar (B): Dr280 p. 63. This spell teleports your familiar to you if it’s within 1 mile of you. Particularly nice for big familiars, swarm familiars, and similar things that are impractical to have on hand at all times.

Circle Dance (D): SC p. 46. Another weird niche utility spell, this spell tells you the direction and condition (emotional and physical) of a creature you’ve met. It has no distance limit and no way to block it, so if you need to find someone or confirm someone’s status on the same plane, this does the job well.

Clairaudience/Clairvoyance (C): SRD. Scrying-lite, within the general area you’re in (long range). If you need to investigate something, it does the job nicely.

Crack Ice (D): Frost p. 92. This spell shatters solid ice in a radius, up to 1 foot of depth per CL. If you’re fighting on a frozen lake, need to cause an avalanche, or need to break a bridge of ice it’s the tool you’d want to use for it.

Create Crawling Claw (C): Mon p. 30. This spell is evil, so exalted rangers can’t cast it. It’s also not directly useful in combat, so most rangers won’t cast it. However, it gives you the ability to turn severed left hands into crawling claws, mindless construct creatures under your control. There’s no limit to the number you can command, and you can give them simple orders if leaving them behind. Note that the PGtF web enhancement updates crawling claws to give them the swarm subtype and blindsight, making them good guards and better in combat due to the no-roll damage they can now do.

Detect Metal and Minerals (D): RoF p. 189. This spell is a divination spell that scans for metal and minerals, and even lets you scan for specific stuff (like gold). Unlike most scanning spells, it explicitly pierces all nonmagical barriers, even lead. Mining? Good for that. Checking the other side of a wall for enemies with metal gear? Also solid.

Detect Ship (D): Storm p. 115. This spell lets you sense and identify naval ships within 1 mile/CL for 24 hours. In a seafaring campaign this will give you good early-warning of pirate encounters and the like.

Devil's Eye (C): FC2 p. 101. This lets you see in both darkness and magical darkness out to 30 feet. It’s probably worse than ebon eyes due to the higher level, but unlike that spell the rules text is unambiguous and not a confusing disaster.

Dimension Step (A): PHB2 p. 110. This is a whole-party tactical teleport. It lets multiple creatures (one per 3 CLs) each teleport to anywhere within their line of sight, a distance up to their respective land speeds. You can immediately get people into position with this spell, including yourself. It’s even better at higher levels if you have a lesser metamagic rod of Quicken Spell.

Disobedience (B): CSco p. 97. This protects a creature from mind control effects for 1 hour/level, much longer than protection from evil. The other effect of the spell is that controlling creatures must make a Will save to realize their mind control was blocked (letting the subject get into a position to betray them by going along with orders willingly), but since your save DCs suck, you’re unlikely to make that stick against anything actually using mind control effects at that level. Nonetheless, it’s a good defensive spell due to its duration.

Dispel Magic (B): SRD. I waffled pretty hard on how to rate this, because unlike the 2nd-level versions listed earlier, dispel magic has a fair bit higher cost for rangers than other mages. Nonetheless, the ability to flexibly negate spell effects is good, even if the ranger’s bonus has started to fall off significantly by this point. You probably won’t regret having it in your book, though I doubt it’ll be your go-to choice over the 2nd-level variants.

Displacement (B): SRD. Gives a creature a 50% miss chance against attacks. It’s excellent and a powerful effect, but the shorter duration compared to blur makes it now compete with a lot more buffs and actions.

Distilled Joy (D): BoED p. 96. This makes a dose of ambrosia (a 200gp component that gives good-aligned spells +2 CL, can be used as 2 exp for crafting, or can be used as a non-addictive drug that makes you super happy and high for 1d4+1 hours). It… doesn’t cost anything to cast? If you wanted to you could make tons of this in downtime. More of a solution in search of a problem like many utility spells, but if nothing else it’s kinda neat.

Enduring Scrutiny (C): CMag p. 103. Marks a creature for 1 day/level, and notifies you if they take a specified action (regardless of distance, and even from other planes) in that duration. The spell doesn’t end after that, so the best use of this spell is probably to be able to receive coded signals from allies, rather than the intended use of keeping an eye on if the subject commits a crime.

Energy Aegis (B): PHB2 p. 111. Lets you grant someone energy resistance 20 as an immediate action. Good defensively, though slightly awkward since it’s better as a scroll and you can’t draw those as an immediate action.

Enhance Familiar (A): SC p. 82. Rating assumes you have a familiar, since the spell only works on them. This gives a +2 bonus on attacks, saves, melee damage, and to AC for 1 hour/level. Just a very good buff for any combat familiar.

Evard's Menacing Tentacles (A or C): PHB2 p. 113. This spell gives you two tentacles, each of which attack as a free action, use your Strength and BAB, and can make attacks of opportunity independently. The spell’s rating depends on how your DM rules these tentacles work with your other abilities. Are they treated as natural weapons? Even assuming you can’t use them in a full attack (since they attack on their own), do you get to use Favored Power Attack with them? Do they deal bonus favored enemy damage? If yes, this is A-rated. Otherwise, it’s C-rated. Free attacks are still free attacks, after all.

Explosive Runes (D): SRD. An iconic trapmaking spell, this makes runes that deal 6d6 force damage to the person who reads them. More of a weird niche thing for PCs, but nonetheless entertaining. If your DM lets you use books of explosive runes with area dispel magic to create bombs, it’s S-rated, but that’s stuff no one should be allowed to do and will break your game, so don’t do that.

Familiar’s Form (A): Dr280 p. 63. Rating assumes you have a familiar. This lets you possess your familiar as if by magic jar, with a permanent-until-dismissed duration. It lets you cast spells normally, and if your actual body is killed you just get to stay in the familiar’s body permanently (until resurrected, presumably). An entertaining spell with powerful and deeply unique possibilities.

Fireball (D): SRD. I know, I know, fireball is a memetically bad option, blasters are bad, etc etc etc. Even so, having access to fireball is useful because there are occasionally situations with a lot of weak enemies (especially swarms) that it can just wreck, and the spell’s ability to burn objects in the area to a crisp is also useful if you want to ruin an area in a single action.

Flame Arrow (A): SRD. Buffs 50 pieces of ammunition (including shuriken) to deal +1d6 fire damage on hit for 10 minutes/level. Free damage is free damage, and the duration is long enough for entire short dungeon crawls.

Fly (A): SRD. If you don’t have a fly speed from items yet, this will get you one. Grants a 60ft fly speed with good maneuverability to a creature for 1 minute/level. Simple, powerful. A good spell all around.

Fortify Familiar (A): SC p. 98. Rating assumes you have a familiar, since the spell only works on them. Gives 2d8 temp HP, +2 to its natural armor, and 25% fortification for 1 hour/level. Like enhance familiar it’s just a nice buff to give to a combat familiar.

Gentle Repose (D): SRD. Delays a corpse’s decomposition for 1 day/level. Whether you’re keeping an ally’s body intact for raise dead or need it for a narrative reason, it’s a nice thing to keep in your back pocket.

Ghost Lantern (B): CMag p. 106. Makes an invisible light source that only shines for you and other creatures (one per 3 CLs), letting you go around in the dark without showing your position, and fight non-darkvision creatures in the dark without them being able to see.

Girallon's Blessing (B): SC p. 106. Gives a creature two extra arms and four claw attacks (plus a rend ability) for 10 minutes/level. The only thing holding this back from being S-rated is that the claws can’t be used with normal weapons. If your DM rules that the claws can be used alongside other natural attacks, though, this is definitely S-rated when applied to natural attackers, especially ones who don’t already have claws. It's likewise that highly rated if you're sharing it onto a single-attack companion creature with high Strength.

Golden Dragonmail (B): CoV p. 55. This spell gives you a suit of +1 mithral full plate for 1 hour/level, that you are automatically proficient in and is sized for you. If you can use it without losing class features (such as if you traded away combat style), this is S-rated, giving you one of the best basic armors in the game for relatively low cost. It’s especially good for sharing with companion creatures (who aren’t normally proficient in armor, and would get it from this) or using while wild shaped (who needs wild armor when you can just conjure up full plate). Even without putting this in your spellbook, a minor schema of golden dragonmail is 6,000gp for 5 hours per day of this, much cheaper than the 11,500gp cost of a +1 mithral full plate on its own.

Haste (S): SRD. One of the best buff spells in the game! It gives the party, collectively, +1 on attacks, Reflex saves, to AC, and to their number of attacks when full attacking. Also boosts their speeds by 30 feet. Opening a fight with this will often be better than charging in immediately even on pounce specialists, if your party has multiple characters able to use it to its fullest.

Heart of Water (S): CMag p. 107. Gives you a swim speed and the ability to breathe water for 1 hour/level, but more importantly can be discharged as an immediate action to gain a freedom of movement effect in emergencies for 1 round/level. One of the best defensive spells in the game (entirely for action economy reasons).

Heroism (B): SRD. A good, long-lasting buff. Grants a subject a +2 morale bonus on attacks, saves, and skill checks for 10 minutes/level. Just nice to have if you have the slots or use it out of a minor schema.

Improved Arcane Lock (C): SBG p. 51. It’s arcane lock but you can let your allies open and enter the lock freely as well. Basically just better in every way, if you find yourself using that spell.

Investiture of the Bearded Devil (C): FC2 p. 102. This gives the subject fire resistance 5 and a beard for 1 minute/level. The beard is a weird thing, it’s reminiscent of the actual bearded devil’s natural weapon, but rather than being called out as one, it “automatically hits” any target that the subject successfully melee attacks in a round (once per round per target), dealing 2d8 damage. I am pretty sure this is just bonus damage on the attack à la a rend ability, but if your DM rules it’s a natural attack itself, then this is A-rated as a buff spell.

Investiture of the Chain Devil (B): FC2 p. 102. This gives the subject fire resistance 5, +5ft natural reach, and +1 attack of opportunity per round for 1 minute/level. Just a nice buff, especially for reach weapon users.

Invisibility Sphere (A): SRD. Makes the entire party invisible for 1 minute/level, letting you sneak as a group. A great tool to have on hand when needed, though probably better as a scroll due to that coming up less often than buffing a specific person.

Laogzed's Breath (B): SK p. 156. A way better stinking cloud, this works as that spell except it lasts for 10 rounds flat, and is a close-range sized cone, letting you more effectively aim and set the area so that you don’t hinder allies.

Magic Circle Against Evil (B): SRD. As good as protection from evil is, magic circle against evil and its other-alignment variants are awkward due to their higher cost. It makes a 10-foot emanation around the subject that gives the effect of protection from evil to everyone in the area, and also keeps summoned creatures from entering. It’s really good! But 3rd-level spells are more expensive than 1sts, so you’re probably not using this as often. The spell also has the option of being part of a planar binding casting, but you can’t get that via Sword of the Arcane Order so it’s irrelevant.

Magic Weapon, Greater (C): SRD. This is S-rated if you’ve got a CL that keeps pace with your level (i.e. with shooting star ranger and dips), since it lets you apply a scaling enhancement bonus to weapons for a long duration, freeing up the ‘slots’ of those weapons for special abilities. However, without a high CL, it’s not going to be worth it most of the time.

Major Image (A): SRD. Like silent image and minor image, this spell is excellent, but only as good as your creativity and your DM’s willingness to let that creativity fly. Now that you can add sound, smells, and temperatures freely, you can make extremely convincing illusions. D-rated if your DM rules that hearing/smelling/etc counts as “interacting” for prompting a save against the illusion.

Mighty Wallop, Greater (B): RotD p. 115. Increases the effective size of a bludgeoning weapon by one size per 4 CLs (up to a max of colossal). A great way to add more damage to martials, and it lasts 1 hour/level. This is S-rated if you’ve got a CL that scales with your level and also have a martial using a bludgeoning weapon in your party (including yourself).

Permeable Form (A): LoM p. 129. It’s an immediate action spell that makes you incorporeal for 1 round, giving you 50% miss chance against magical attacks and total immunity to nonmagical ones. Fun fact: many high-level monsters’ natural weapons are wholly nonmagical, such as basically every demon and devil, since they have aligned DR instead of DR/magic.

Phantom Steed (B): SRD. This is a long-duration travel spell that lets you ride the eponymous phantom steed at quite fast speeds (20ft + 20ft per CL). At higher CLs it even flies.

Power Word Deafen (C): RotD p. 115. It’s a power word spell that deafens the target for at least a few rounds, or permanently for low-hp targets. A solid debuff when you need it, making it hard for enemies to coordinate and imposing spell failure chances on casters.

Ray of Dizziness (B): SC p. 166. This is a ray that staggers the target (no save) for 1 round/level, making them only able to take a single standard or move action per round. It’s mostly useful for neutralizing full attacks, though note that creatures with the pounce ability can still make partial charges and murder you just as well at the end of them.

Regal Procession (A): SC p. 172. Also known as “wall of horse,” this spell summons a single horse per CL. They last for 2 hours per level so you can use them for overland travel, but mostly the benefit of this spell is that it’s a shockingly good battlefield control spell. Being able to occupy a 10-foot cube per level within close range lets you shape most battlefields to your liking with a single spell.

Regroup (B): PHB2 p. 122. This spell teleports one ally per level within close range to an adjacent space (or as close as possible). It’s great if you need to get people out of melee (or into melee, potentially). Not one you’ll likely prepare often though—get a scroll for when you really need it.

Rockburst (unratable): ShS p. 48. This spell explodes “a stone object” with a volume of at least 8 cubic feet. It deals incidental damage, but that’s mostly irrelevant. What matters is it explodes a stone object of your choosing. Talk to your DM about this spell if you want to use it. The definition of what counts for the spell is deeply variable from group to group. Does it mean a single stone? What about statues? Many statues are made of multiple stones fitted together, does it hit the whole thing? Is a castle wall a stone object? What about a piece of it? How many stone objects is a mountain? It’s solid stone, right? And so on and so forth. A common theoretical optimization joke is to use this spell on a planet, but that’s both silly from a rules standpoint and also extremely questionable from a geology standpoint. Even aside from that, this spell is as good as your DM and group will allow it to be.

Scorpion Tail (B): RoE p. 190. Requires being a drow to cast (or, per Drow of the Underdark, worshiping Lolth). This grants a creature a scorpion tail for 1 round/level that deals 2d6 damage + their Strength modifier, counts as a magic weapon, and inflicts a Fort save or 1-round stun on every hit. Unlike other natural weapons, they get to attack as a free action each turn. It’s up in the air if they can use it during full attacks as well; ask your DM.

Secret Page (D): SRD. Magically hides a page of text so it can only be revealed with a command word. Nice for intrigue campaigns, less useful otherwise.

Servant Horde (D): SC p. 182. It makes 2d6+CL unseen servants, which is just awesome. Is it objectively useful? Probably not. But it’s cool for fluff stuff.

Shatterfloor (C): SC p. 187. An area damage spell of an uncommon element (sonic) that also makes an area of difficult terrain (permanently), which can mess up a lot of melee enemies, especially if you yourself have ways to ignore it. No 5-foot steps, no charges! Plus, I mean, there’s also lots of uses for a spell that shatters the floor (assuming it’s stone or anything softer). The original printing of the spell in Magic of Faerûn specified that it completely pulverizes everything to a depth of 6 inches; talk to your DM if that still applies or if the Spell Compendium’s more vaguely-defined printing is the one you’re using. With creative usage this can have some entertaining utility, especially on multi-floor buildings.

Shivering Touch (S): Frost p. 104. Deals 3d6 Dexterity damage with a touch. The memetically-strong anti-dragon spell. Talk to your DM before using this, because a good roll can no-save-just-lose a lot of dangerous enemies and also because the spell has a completely nonsensical duration on it.

Shrink Item (D): SRD. This one shrinks down an item for 1 day/level, putting it into stasis and letting you carry it around and unshrink it later. Neat if you can find a use for it! Something worth noting is that the classic “shrink projectile so it expands mid-flight” thing people have always liked to talk about with shrink item is extremely dubious by RAW. I’m not sure I’d consider that a use.

Skull Watch (D): SC p. 191. Alas, as cool as this spell is, it’s of relatively limited use to player characters. This permanently turns a humanoid skull into a creature detector trap, floating in the air at a location and screaming if anything walks into the area. It also notifies you of being triggered as long as you’re on the same plane. This is honestly a very fun spell to have on hand but not one I would ever consider preparing as a ranger. A minor schema of it only costs 6k though, so at later levels if you want an infinite screaming skull generator you can access it!

Sleet Storm (S): SRD. What if we combined fog cloud with grease as a single action, letting you turn an area in combat extremely hostile to anything existing within it trying to fight? That’s this spell, it makes a 40-foot-radius storm of sleet that forces everyone in the area to balance and blocking all sight even against adjacent creatures. This is even better with buffs like snowsight and snowshoes, since you get to then ignore the effect and mess people up freely.

Snake's Swiftness, Mass (B): SC p. 193. This makes a 20ft burst, and any ally in the area (including yourself) gets to make a weapon attack against a target they can reach or shoot. It’s nice if you’ve got a party of martials, especially if you yourself can’t full attack in the round (since you’ll still get a number of attacks off the standard action, including your own).

Sudden Aegis (A): FoW p. 117. This gives you or another creature DR 10/adamantine for 1 round, as an immediate action. An excellent spell for cutting down incoming damage from an untimely full attack.

Suspended Silence (C): SC p. 216. Neither rangers or wizards get silence, so this spell, which charges an object with the effect for up to 24 hours, then lets you discharge it later on with a command word, is the closest you’re gonna get. Nice to buff yourself up before closing on a caster, or if you really need the extra sneakiness in a pinch.

Tongues (D): SRD. Grants a subject the ability to speak and understand all languages. It’s rare that it’ll come up in practice, but having it on the list is notable if your DM likes playing up language barriers.

Unicorn Horn (B): CMag p. 121. This spell gives you (or a companion creature via share spells) a primary natural weapon gore attack dealing 1d8 damage and doubling damage on a charge. Gores aren’t common from items so it can round out an omnimauler build nicely, and is especially solid if you’re sharing it onto a companion creature with pounce.

Vile Lance (D): BoVD p. 108. This is an evil spell, which means exalted rangers can’t use it. It’s also not that good unless its very specific niche comes up. The spell creates a +2 shortspear that only you can use, and deals vile damage instead of normal damage. Vile damage can’t be healed unless in a consecrated area, so this is a very solid choice if you’re facing something you’re worried about having access to strong fast healing or combat healing to the point of being a problem. In an evil campaign, if you’re fighting high-level clerics who might have heal, this can just ruin their day.

Wall of Chains (B): BoVD p. 108. This spell makes a solid wall of chains that blocks off an area for 1 minute/level, and can be passed through with a Strength check but otherwise works like any other solid wall. A nice battlefield control spell, especially if you’re Strength-based (letting you easily make the raw Str check, but otherwise blocking others from passing through). It does deal 1d6 damage when going through it, but that’s not a huge deal at this level.

Wall of Ectoplasm (C): Gh p. 61. Similarly to the above, this makes a wall you can use for battlefield control. It’s much easier for physical creatures to break through, but it’s an impenetrable barrier to incorporeal creatures, which is super useful against those buggers. Nice to pack into a scroll or something for when your DM throws wraiths at you or something. Note that this spell lets you make a dome or a flat wall, similar to wall of ice.

Water Breathing (D): SRD. Lets multiple creatures breathe underwater for a long duration. That’s it. It’s useful and adventure-defining when it’s good, but otherwise irrelevant. Nonetheless, keep in mind you can access it.

Whispering Sand (S): Sand p. 128. You know how sending is weird and often joked about because of its 25-word limit on messages? This doesn’t have that. It’s also lower-level than sending. This connects one creature per CL in verbal communication with no distance limit on the same plane, letting you talk like you’re in a voice call. The only restriction is each creature you’re trying to add to the call has to have 1 pound of sand, dust, or ash on them or nearby (even just being outside in a sandy area counts). Learn this spell. Get a minor schema of it, a wand of it, something, and start giving your allies jars of sand as gifts. This absolutely revolutionizes the ability to communicate long-distances, and I’m surprised I don’t see it mentioned more often. As long as you know the target’s name (or otherwise know them; the requirement given is “know them,” “have met them,” or “know the name of them”), you can call them. It’s great. Full marks.


4th-Level Wizard Spells

You get these at 14th level. Unlike the 2nds and 3rds, this is around the point where WBL starts to increase significantly each level, so you probably can afford your choice of wands, minor schemas, and scrolls of the good ones.

Animate Dead (C): SRD. Animate dead is an incredibly strong, iconic spell that in itself would probably need its own guide to really cover. Being able to permanently make minions out of corpses is just really good. However, ranger’s halved caster level default makes it a little less good, and as a result it’d require you to build into it pretty hard (which might actually break the game). Honestly? If you want to do a necromantic ranger, I recommend taking the master of shrouds prestige class, taking Darkness Familiar with an urban companion to get shadows and wraiths, or taking Undead Familiar on a combat familiar (or with DM permission, an animal companion).

Antidragon Aura (C): SC p. 14. This gives the whole party a +2 luck bonus (+1 per 4 CLs above 5th) to AC and on saves against everything a dragon can do. If you’re fighting a dragon, especially a campaign endboss, every little bit tends to count, and this is A-rated in that situation.

Attune Form (C): SC p. 17. This spell protects the whole party from planar effects like extreme temperatures, lack of air, alignment effects, and so on for 24 hours. At high levels you’ll probably be flirting with extraplanar adventures, and this is useful for preparing for those.

Bestow Curse (C): SRD. You’re unlikely to be using this in combat, but between its open-ended “you can invent your own curse,” the default effects, and the extra curses in the Book of Vile Darkness, you’ve got a super versatile, permanent punishment you can impose on someone for narrative stuff.

Caustic Mire (C): CMag p. 98. This makes an area of difficult terrain that also deals 1d6 points of acid damage to any creature that passes through it, per square they pass through it. It’s not going to be excellent in most cases, but it shuts down enemy charges, hinders movements, and deals free damage on top of that. A-rated if you have a reliable way of shoving enemies through the area to stack up damage.

Celerity (S): PHB2 p. 105. Though this is one of the most memetically-broken spells in the game in optimization circles, on a ranger it’s… probably “just” very, very good. It lets you take a standard action off-turn as an immediate action, but dazes you for a round after. It’s great when you need it. If you have pounce, you can even turn this into a full attack by partial charging! Talk to your DM before taking this. It’s probably fine at a lot of tables, but still… it’s very incredibly strong. And probably don’t combine it with immunity to daze, since at that point it’s just way too good in my opinion.

Celestial Brilliance (A): BoED p. 94. This turns an object into a large-range bright light source that also deals 1d6 damage per round to undead within 60 feet, and 2d6 damage to evil outsiders. There’s no save for this effect, and it lasts 1 day/level. Undead and fiends are common enemies at higher levels, so like… there’s no reason not to learn and use this? It’s free damage at minimal cost. You can cast it on an object days before adventuring. In theory you might even be able to stack multiple castings of it, but I wouldn’t mess with that.

Create Fetch (D): CSco p. 96. This basically makes an unseen servant, except it’s visible, solid, and looks just like you and your gear. Nice if you need to seem to be in two places at once. Otherwise, overcosted for its effect. Keep it in mind for spy and intrigue-themed campaigns though.

Dancing Chains (S…?): BoVD p. 90. I have no idea how this spell is meant to work. As written, it animates 1 chain (of any length) per level, lets you move them around within range (at an unstated speed), lengthen them up to 15 feet, and attack with them as spiked chains (simultaneously). RAW, I think it actually gives you 1 attack per CL each round as a standard action, as if by spiked chains, but also as if by ranged attacks? I’m not sure if you get your usual bonuses on these attacks, but you should, since they’re weapon attacks. Maybe. Honestly, maybe don’t use the spell. Still, if played as-written it’s probably incredibly strong, similar to a telekinesis spell’s violent thrust but every round.

Defenestrating Sphere (F): SC p. 62. “Defenestration” is a word that means “the act of throwing something out of a window.” This spell is similar to flaming sphere; it makes an orb that you can move around as a move action. It picks up creatures and throws them up in the air, or specifically at the nearest window if a window exists. It’s a bad spell. It’s fine on full casters, in some niche situations (it’s actually great against liches specifically), but as a ranger you probably won’t want to use this. Nonetheless, it’s one of my favorite spells in the game, so I had to mention it.

Desert Diversion (B): Sand p. 113. This is a similar spell to dimensional anchor, mentioned below. It’s a ray that “turns off” teleportation and planar travel abilities, in this case diverting any such abilities the target uses to a desert of your choice (or a random one if you don’t choose), then traps them there for 1 minute/level.

Detect Scrying (A): SRD. This spell lets you automatically detect scrying sensors (and, with a CL check you’re admittedly unlikely to win, identify who’s scrying you) for 24 hours. I’ve rated it so highly because it’s the sort of spell that can make or break campaigns if it’s relevant, but the fact is, it’s not often relevant. If your DM isn’t the type to use scrying enemies at high levels, this is F-rated. If there’s a chance though, especially at levels where you can access a minor schema of this, it’s a great tool to add to your defensive routine.

Dimension Door (B): SRD. A tactical teleport that brings you and other creatures up to long range (400 feet + 40 feet per CL). Unlike many tactical teleports, this one ends your turn once you cast it, so be careful when using it.

Dimensional Anchor (A): SRD. Similar to desert diversion mentioned above, this is a ray that turns off teleportation effects. Unlike that spell though, this one just makes those effects stop working, letting you wail on a teleporting enemy with impunity. Nice for keeping high-level outsiders fleeing with their common greater teleport spell-like abilities.

Dweomer of Transference (C): XPH p. 220. This spell is weird and unique, buffing a psionic creature for 1 round/level such that any spells cast at them lose their normal effect and instead give them temporary power points that last for 1 hour. The scaling isn’t great, but it lets you convert trash wands and scrolls that might not be worth selling into extra power points for psionic party members (or yourself). RAW, this actually seems like it would work as a powerful anti-magic shielding ability, since it says that the effect negates and absorbs any spells that target or would affect the subject. I don’t think that’s intended, since the spell repeatedly talks about spells you yourself are using, but the interpretation is there. If your DM rules that way, this is S-rated, as it grants the subject immunity to targeted and area spells for the duration.

Entangling Staff (B): SC p. 83. This spell requires you to be using a quarterstaff as your main weapon, but it’s really good if you are. It’s a swift action and buffs a quarterstaff so that every time you hit a creature of up to one size bigger than you in melee, you get a free grapple attempt without provoking AoOs (and with a +8 bonus from the spell on top of it), and deal 2d6 constriction damage if you succeed. It explicitly lets you release the grapple right afterwards for repeated damage and constriction, or keep holding them. One swift for +2d6 per hit against many enemies for an entire fight is pretty nice.

Ethereal Mount (C): SC p. 85. This works like phantom steed, except it makes multiple mounts, and on the Ethereal Plane has maximum speed regardless of CL.

Evard's Black Tentacles (B): SRD. This spell makes an area of tentacles that grapple any creatures within (grapple check bonus equal to your CL + 8), and halves speeds passing through even for un-grappled creatures. At higher levels it’s not going to reliably grapple many enemies, especially with your lower CL, but as a battlefield control spell it remains debilitating when used well.

Fire Shield (B): SRD. Fire and cold are common energy types for enemies to throw at you, and this spell halves incoming damage from one of them and deals damage back whenever something hits you in melee. It’s really quite good as a defensive option.

Flame Whips (B): SC p. 95. This spell replaces your hands with two 15-foot (inclusive reach) burning whips that deal 6d6 fire damage on successful touch attacks. Ask your DM if these work like natural weapons or like manufactured weapons; in either case the spell is good, but what builds it’s good for will vary based on that answer.

Flight of the Dragon (A): SC p. 95. It’s not overland flight, but it’s a long-lasting fly spell for yourself and gives a remarkably fast speed for these sorts of spells. The spell gives you a winged fly speed of 100 feet for 10 minutes per level.

Fly Like an Arrow (D): Dr308 p. 24. This spell requires the dragon type (or the Dragon Magic feat, presented alongside it) to cast, and buffs you so that you can sprint in the air at a speed of 10 times your fly speed per round for 1 hour/level, provided you move in a straight line and take no other actions. With high enough fly speeds you can go fast with this, giving remarkable overland movement. It’s particularly good if you use share spells to give it to a flying mount companion creature. It’s not likely to be worth the feat needed to access it, however, so you’d need to be polymorphed into something dragon-type or a Dragonwrought kobold to really use this.

Floating Disk, Greater (C): SC p. 96. It’s like Tenser’s floating disc, but it can fly! It isn’t good for combat flight, but as a standard action you can ride it around at a speed of 20 feet with perfect maneuverability, and it lasts an hour per level, letting you have efficient noncombat flight if you want it.

Fuse Sand (D): Sand p. 116. This spell turns two 10-foot cubes of sand per CL into a solid but relatively soft stone (hardness 3) material that can be used in building, or used to murder things by trapping them in the sand and then turning it solid. The latter use has a Reflex save to negate it though, so I don’t recommend leaning on it as a combat spell.

Globe of Invulnerability, Lesser (C): SRD. This makes a sphere that blocks all spells and SLAs of 3rd-level or lower from affecting anyone within. Magic already inside still works, and you can cast out of the sphere just fine. Still, even at higher levels there are occasional enemies that use lower-level effects, so it’s an alright defensive pickup if you have spare cash.

Greater Knock (C): Dr316 p. 62. This spell opens every locked door, chest, portcullis, gate, secret door, hidden compartment, and so on within medium range, even bypassing arcane locks and so on. Who needs a rogue?

Grim Revenge (C): BoVD p. 97. I love this spell. It’s Saturday morning cartoon-style evil. It rips a creature’s hand off and turns it into a Tiny-sized, flying wight, that then proceeds to attack them (and sticks around permanently, letting you Diplomacy it or otherwise control it). The spell is Fort negates, which means you’re probably not sticking it against any targets that it’d mess up properly in combat, but out of combat it’s a spell that creates an endless supply of itty-bitty level draining undead! What’s not to love! This spell is, obviously, hilariously evil (and also tagged with the evil descriptor), so exalted rangers can’t use it.

Halaster's Fetch I (D): CoS p. 153. This spell works like summon monster I, except it’s a proper Calling spell and the summoned creatures stick around, free-willed, afterwards. Is it useful? No, not at all. Can you theoretically find a use for a lifetime supply of celestial badgers? Probably! If nothing else it’s funny to learn and spam in downtime.

Hallucinatory Terrain (D): SRD. While less likely to come up and be relevant in most campaigns than the silent image line, this is a large scale illusion that can theoretically shape encounters or narratives if used right.

Heart of Earth (B): CMag p. 106. This gives you a +8 bonus on checks to resist bull rushes, overruns, and trips, plus twice your CL in temp hp for 1 hour/level. Plus, as a swift action you can discharge it to get a stoneskin effect (DR 10/adamantine) for 1 round/level. It’s a nice buff that lasts all day until you need it.

Ice Cloud (C): Dr307 p. 25. This is a lot like caustic mire, mentioned above, except it works on a much larger area (one 20-foot square per level) but has to be cast on preexisting fog, haze, or clouds. Once you cast it, for 1 hour/level, the area deals 1d8 cold damage per square of movement to anything moving inside or through it. It’s an excellent spell for protecting an outdoor area if you’ve got natural mist (cast it in the morning), and can be used to synergize with forced movement effects in some builds.

Illusory Wall (C): SRD. This makes a permanent illusion of a wall, floor, or other surface. It’s nice, though more useful for NPCs than PCs.

Investiture of the Steel Devil (B): FC2 p. 106. This spell gives a creature a +3 profane bonus on attack rolls and to AC (and increases the bonus by a further 1 for each adjacent creature with this spell on them as well). That’s a very rare bonus and a sizeable one at that, great for both self-buffs and buffing other party members. The downside? It’s evil-aligned, and thus you lose ranger’s excellent exalted stuff.

Greater Invisibility (A): SRD. Makes a target invisible for 1 round/level, even while attacking. It’s a standard and simple buff that’s super good against many enemies, and S-rated if you’re using it on someone dealing precision damage.

Minor Creation (C): SRD. Makes 1 cubic foot per CL worth of a nonmagical object made of vegetable matter, which lasts for 1 hour/level. Make plant-based poisons, make ectoplasmic walls (thanks, Ghostwalk), make wooden stuff, it’s flexible and unique, though underwhelming for the level.

Mirror Image, Greater (S): PHB2 p. 120. This is everything good about mirror image, except you can cast it as an immediate action and it regenerates one image per turn. One of the best defensive spells in the game, especially since it stacks well with miss chances too.

Open Least Chakra (B): MoI p. 103. This grants a creature a feet, crown, or hands chakra bind if they didn’t already have it, for 24 hours. The rating assumes you or someone in your party is using the Shape Soulmeld feat. Otherwise don’t bother.

Polymorph (S): SRD. One of the best spells in the game, period, giving unparalleled flexibility for its level and remaining good even at high levels as both a self-buff and buff to allies. If you’re willing to deal with the effort of book-diving for forms and your DM and group is willing to let you use this, it’s just amazing.

Perfect Summons (C): BoED p. 103. This spell makes a large area for 1 hour/level in which all summoning effects (not calling effects, just summons) summon good versions of whatever’s being summoned instead. If the summoner was looking to summon a neutral or evil-aligned creature, the summoned creatures are even uncontrolled (and generally attack evil summoners). This is A-rated in a campaign about fighting fiends, since it will convert their various “summon another demon/devil/etc to help me” SLAs into trap options that actually summon celestials to help you.

Otiluke's Resilient Sphere (B): SRD. Makes an unbreakable sphere of force around a creature (Ref negates). This is more of a defensive spell than an offensive spell for you. Need to protect a party member who went down? Stick them in the orb. Enemy got a hostage? Into the orb. Need time to prepare buffs in a solo fight? You guessed it, orb. Hell, even with your poor save DC, it can still work on a lot of low-save enemies. Most Reflex save spells are just “do damage” on a failed save; this one takes them out of the fight.

Psychic Poison (B): BoVD p. 101. This makes either a 50-foot-radius area or buffs a creature/object with a defensive ward; anyone who uses a mind-affecting or divination spell on the warded target or in the warded area gets afflicted with a psychic poison of your choice when you cast the spell, which generally deals mental ability score damage back. A good buff against mind-affecting enemies, though it’s evil-aligned so you may not be able to use it.

Radiant Shield (B): BoED p. 104. This is identical to fire shield except it protects against and deals only electricity damage, and you can’t cast it if you’ve cast any darkness or necromancy spells in the last day. It’s excellent if you need it, though electricity is less omnipresent than fire and cold in the Monster Manuals.

Rary's Mnemonic Enhancer (B): SRD. This spell either prepares three bonus levels of spells, or lets you cast a 3rd-level spell and retain it if you started casting this spell immediately afterwards (it’s got a 10-minute cast time; I’m unclear why you’d ever use the second option). This is basically “as a 4th-level spell, you have your entire spell list of 3rd-level or lower in a pinch.” Just excellent to have, though not necessarily something you’ll prepare every day. At really high levels, a wand of this is fantastic.

Ray Deflection (A): SC p. 166. Gives you total immunity to ranged touch attacks (including rays, stuff thrown by master throwers, beholder eye beams, whatever) for 1 minute/level. Rays are often extremely dangerous, and a hard “nope” against them is amazing.

Rebirth of Iron (D): CMag p. 114. Un-rusts an object destroyed by rust (whether it’s old, or if it got hit by a rust monster or rust-based spell). More of a narrative spell than an adventuring utility one, since it doesn’t restore magical properties, but I can think of some scenarios where it might be relevant as a one-off silver bullet in a campaign, so I figured I’d mention it.

Remove Curse (B): SRD. It removes curses. Curses often suck to have, especially unique ones. Having access is nice.

Resist Energy, Mass (A): SC p. 174. This is resist energy (scaling energy resistance against one element) but it can affect the whole party at once. If prebuffing, you’re better off casting multiple lower-level spells out of items most of the time, but for emergencies? This wins out by far.

Resistance, Greater (C): SC p. 174. This gives a creature a +3 resistance bonus on saves for 24 hours. If you or someone in your party is still lacking an upgraded cloak of resistance, this can fill in for that.

Revelation (C): DoF p. 117. This spell gives everyone in a 20-foot burst the benefit of true seeing against anything else in the area for 1 round. If you’ve got multiple invisible enemies this lets your party murder them. If you need to reveal a disguised creature, this will let everyone see them. And so on and so forth.

Scrying (A): SRD. An unparalleled information-gathering spell. Sure, you can’t do scry-and-die tactics as a ranger, but you can still use this to spy on people, get information from afar, and otherwise commit all kinds of campaign-warping chicanery.

Shadow Conjuration (B): SRD. This imitates any conjuration (creation) or (summoning) spell of 3rd-level or lower on the sorcerer/wizard list, giving you a ton of versatility and out-of-book options in the moment. However, the spell imitated is only 20% real, which means that with your relatively low Will DCs, it’s unlikely to reliably get full effect against many high-level enemies. Still, it’s a good, useful spell.

Shimmermantle (A): Wyrms of the North. This gives you, for 10 minutes/level, a 20% miss chance that works on everything. All attacks and harmful effects get potentially blocked by this. However, it’s got a limited amount of damage and effective damage it can block; check the text of the spell (scroll to the bottom of the article) for the exact details.

Solid Fog (S): SRD. This spell can hard-stop basically any encounter. Creatures within a 20-foot-radius area can’t see through the fog, and also have their speeds reduced down to 5 feet. If an enemy inside can’t teleport out and doesn’t have something like freedom of movement, you’ve basically neutralized them, no-save. If you have ways to see inside it (like blindsight or similar abilities such as Nemesis + a seeking weapon), you can even kill them at range. An amazing spell that never stops being good.

Stone Shape (D): SRD. This lets you reshape stone to your liking. It’s neat, and very flexible in theory. You probably need to get creative with it for it to actually be useful though.

Stoneskin (B): SRD. This grants a target DR 10/adamantine for 10 minutes/level or until it absorbs 10 damage per CL. It’s functionally +10 hp per CL, and a great spell to precast on someone who might be vulnerable to death-by-full-attack. There’s a 250gp material component, but at this level that’s negligible.

Suspension (D): ShS p. 51. This works like levitate, but it lasts for ages (CL+1d4 days) and targets a heavy object (1,000 pounds per CL). It’s pretty neat, but like many utility spells, it’s a solution in search of a problem. I love the idea of just being able to make a big heavy whatever float as you like, though.

Summon Undead IV (B): SC p. 215. This can summon a lot of things, but more importantly it can summon an allip. Allips inflict Wis drain on touch and are incorporeal. They can ruin a lot of high-level “big monster” encounters. Sadly, the spell is evil-aligned so not available alongside exalted options, but hey! Allip summoning.

Summon Monster IV (B): SRD. This is the first summon monster spell where it’s like, really worth actually having as a ranger. Between the list for SM4 and the ones below it, you have access to a wealth of low and mid-level summonable SLAs. Check out the Summoner’s Desk Reference for a list.

Thunderlance (D): SC p. 220. This spell is not going to be useful for many rangers, but it opens up some unique build options at higher levels. Thunderlance creates a spear-like force weapon that can be wielded in two hands or one hand, deals 3d6 base damage, has 20-foot inclusive reach, and lets you substitute your Int or Cha instead of Str for attacks and damage. If you’re going heavily Int-focused you can use this at high levels to become Int-SAD in melee, and even if you’re not, it’s still made of force and thus can be a ghost touch option in a pinch.

Translocation Trick (B): SC p. 222. This works like dimension door, except that instead of teleporting you normally, it swaps your position with a creature within medium range and also applies a disguise self effect to both of you, transposing your visual appearances. This can be great for rescuing someone or setting up ambushes with allies. An unwilling target gets a Will save to negate the swap, but it’s best use for pre-combat trickery anyway.

Veil (C): SRD. This works as a tactile, auditory, and olfactory illusion to make any number of creatures look like other creatures. It lasts for concentration + 1 hour per level. This is less obviously useful than things like silent image in adventures, but like many niche utility spells it’s just… well, good if you can find a use for it.

Vortex of Teeth (B): SC p. 232. This spell makes a massive 40-foot-radius tornado of piranhas made of force that bite everything in the area for 3d8 damage per round, for 1 round per CL. If you’re at the start of a fight that you expect to last more than a couple rounds and has a lot of adds (like, say, a final boss fight), this can add up a lot of no-save damage. Be careful when using it, though, since it will shred your allies just as well.

Wall of Ice (A): SRD. It makes a wall or dome of ice that can trap creatures, protect something, or divide a fight. I’ve found that the dome effect is particularly useful, because if the creature isn’t adjacent to the wall itself (i.e. if you have a big enough wall), they don’t get a save to avoid it. Just… stick an enemy in the time-out box and deal with their allies. Useful as hell.

Wall of Salt (A): Sand p. 127. This is similar to wall of ice in that it’s a super versatile battlefield dividing spell, but unlike wall of ice it doesn’t come stock with a dome feature. Instead, it’s instantaneous (the wall sticks around) and can be shaped freely on a 5-foot-square basis or even smaller than that.

Zone of Respite (A): MoP p. 40. This is a lot like dimensional anchor but it locks down a zone instead of a specific creature. Any effect that uses other planes (such as teleportation, summoning, and calling spells) is blocked within a 30-foot cube per level, for 10 minutes/level. This is incredible if setting up before a fight, but its casting time is 2 full rounds which means it’s never going to be practical to use during a fight.

Mystic Ranger Spells

Finally, the mystic ranger alternate class gets its own list of 0th-level and 5th-level spells. As mentioned, I don’t recommend mystic ranger due to how overpowered it is, but for the sake of completionism I’ve rated their spells here.

Mystic Ranger 0ths & 5ths

0th-Level Spells

Unlike a normal ranger, mystic rangers actually get orison slots. Their spell list is as follows:

Create Water (D): SRD. Makes 2 gallons of water per level, clean and drinkable. This is S-rated in campaigns about logistics in the desert as posited by the Sandstorm book.

Cure Minor Wounds (C): SRD. Heals a target for 1 hp. This is useful to have prepared to stabilize someone who goes down, but isn’t otherwise that good.

Flare (D): SRD. This makes a momentary burst of light akin to a firework. It can be used in combat to dazzle someone (Fort negates), or maybe used as a signal.

Guidance (C): SRD. This gives a +1 competence bonus on the subject’s next attack, save, or skill check. It’s never worth the action in combat, but in scenarios where you’re trying to pile on as many bonuses as you can to a skill check, it’s one more +1.

Know Direction (F): SRD. This works as a magic compass, telling you where north is. It’s unlikely to be that useful, even in games where getting lost in the wilderness matters, because if you have 5 or more ranks in Survival you automatically always know where north is.

Light (D): SRD. Makes a magical light source that glows like a torch and lasts a long time. There’s many, many better options than this, but if you need light in a pinch it’s something.

Mending (D): SRD. More of a flavor spell than anything else, this lets you mundanely fix broken objects with a single action.

Purify Food and Drink (D): SRD. This spell gets rid of contamination or poisons in a cubic foot of food per level.

Resistance (F): SRD. Grants a creature a +1 resistance bonus on saves for 1 minute. Too little to be a good option in combat, and too short a duration to matter outside it, generally.

Virtue (F): SRD. Grants a creature 1 temporary hp for 1 minute. I cannot think of an actual use case for this, and I can think of use cases for a lot of niche spells.

5th-Level Spells

Mystic rangers get these at 10th level, just like spontaneous full casters.

Awaken (A): SRD. This gives an animal or tree humanlike sapience, extra Hit Dice, and a friendly attitude towards you. It’s great, making a potentially powerful, smart ally.

Baleful Polymorph (D): SRD. This is functionally a save-or-die that takes multiple failed saves in a row (Fort and Will, so it’s not good at targeting bad saves either) to actually stick. Turning someone into a frog is undeniably entertaining, but you’re not very good at it.

Cure Critical Wounds (D): SRD. In a punch, healing 4d8+CL damage can help, but combat healing tends to be worse than just killing whatever the threat is, and as a mystic ranger you will have way better options for saving someone in danger.

Control Winds (B): SRD. This makes a massive cylinder of powerful winds around you that you can change the direction of as you like. For every 3 CLs you can increase or decrease the wind level, which means at CL 12 you can make a localized hurricane and CL 15 you get a tornado. It’s honestly kinda amazing, though it’s awkward to use around allies.

Summon Nature’s Ally V (B): SRD. This spell can imitate plane shift by summoning a janni, which is way better than most SNA entries can do. You can also summon multiple giant crocodiles to muck up combat and grapple foes. It’s probably the point where summon nature’s ally actually becomes a solid spell line.

Wall of Thorns (A): SRD. This makes a semisolid wall in the form of a shapeable area made of 10-foot-cubes. The wall damages people who try to go through it, and also can be cast to trap enemies within it (no save to escape). It’s a rather strong battlefield control spell.


Spell Tables

The following spoilers have the entire ranger spell list, comprehensive across every 3.0 and 3.5 splat I'm aware of (including really obtusely obscure ones). Below, you'll also find summary tables of the wizard spells I listed in this guide for Sword of the Arcane Order.

Ranger Spell List


1st-Level Ranger Spells

Spell Rating Description Source
Accelerated Movement D Lets you move at full speed without penalizing physical skills. SC
Alarm B Sets an alarm in an area for a long duration. Core
Animal Messenger B Gets a wild animal to deliver a message to a specific location, even far off locations. Core
Animal Trick F Pushes an animal companion to use a trick it doesn't know. MotW
Arrow Mind B You threaten adjacent squares with your bow, and don't provoke in melee when firing. SC
Aspect of the Wolf C Polymorph into a wolf. SC
Blades of Fire B Up to two of your weapons deal +1d8 fire damage this round. SC
Blockade A Swift action makes a Minecraft wood block. CSco
Bloodhound D Lets you reroll Survival checks to track for 24 hours. SC
Branch to branch D Get +10 on Climb checks and move quickly in the treetops. SC
Calm Animals A Makes hostile animals become docile and harmless. Dire animals and guard-trained animals get a save to negate; dinosaurs and similar do not. Core
Camouflage B Get +10 on Hide checks for 10 minutes/level. SC
Charm Animal C Charm person but for animals. Core
Claws of the Bear B Gain 2 claws that deal 1d8 damage each. SC
Climb Walls D Get +10 on Climb checks (+20 at 5th level, +30 at 9th level). SC
Climbing Tree C Create an easy-to-climb tree (DC 5 Climb check) that snakes up a wall as needed. Only works in soil/sand. CMag
Conjure Ice Beast I D Worse version of summon monster I, ice beasts lose special features. Frost
Crabwalk C Replaces charge bonus and penalties with +4 attack (first attack only) and –0 AC. SC
Crunchy Snow D Makes an area of snow very loud to walk in. Frost
Dawn A Wakes up everyone in an area as a swift action. SC
Deep Breath D Immediate action spell to give you air for 1 round/level. B-rated if your DM likes water hazards. SC
Delay Poison B Immunity to poison for 1 hour/level, but it still triggers at the very end. Core
Detect Animals Or Plants C Scans for a specific animal or plant, long duration concentration. Core
Detect Favored Enemy A Scans for favored enemies, long duration concentration. SC
Detect Poison C Scans for poison on an object. B-rated in intrigue campaigns. Core
Detect Snares and Pits C Detects trips, snares, deadfalls, and traps incorporating them. Falls off in usefulness with levels. Core
Detect Violence C Scans for history of violent acts in the area. Dr323
Ease of Breath D Grants +20 on Fort saves against altitude environment effects for 1 hour/level. Frost
Easy Trail B You and those near you move without being hindered by undergrowth for 1 hour/level. SC
Embrace the Wild A Gain low-light vision and blindsense or scent, plus +2 on Listen/Spot checks, for long duration. CAdv version is S-rated. SC
Endure Elements C Immunity to normal temperature hazards. Core
Enrage Animal B Gives a single animal barbarian rage boosts. SC
Enrage Animals A Makes animals in an area attack nearest creature. Dire animals and guard-trained animals get a save to negate; dinosaurs and similar do not. CoR
Entangle S Makes a massive area of entangling plants; even on successful saves hinders things; RAW works in any area, talk to your DM about where it can be used. Core
Extend Shifting B Shifters only; extends shifting duration by 4 rounds. RoE
Eyes of the Avoral C Grants +8 on Spot checks for 10 minutes/level. BoED
Forager's Blessing F Gives elves a +2 bonus on Survival check to find food. Dr279
Groundsmoke C Keeps a campfire's smoke from showing up. Good if your group cares about that. It's a 0-level druid spell so get a wand version for cheap. Dr326
Guided Shot A Ignore cover, range penalties, and concealment on ranged attacks for 1 round. SC
Hawkeye C Gain +5 on Spot checks and increase ranged weapon increments by 50%. SC
Healing Lorecall B Lets you use conjuration (healing) spells to remove conditions from targets; requires Heal ranks. SC
Hide from Animals A Multiple creatures become completely imperceptible to animals for long duration. Core
Horrible Taste B Creatures that bite the target must make a Fort save or become nauseated; animals won't bite a second time. SC
Hunter's Mercy A Standard action spell; first bow attack in the next round auto-crits if it hits. SC
Ice Skate B Massive speed boost on ice, removes need for Balance checks on ice. Frost
Impede Sun's Brilliance D Reduces sun effects for desert environments; doesn't help vampires. Sand
Impeding Stones S Only works on stony and earthen areas, but causes a repeated Ref vs being knocked prone and requires creatures Balance. MASSIVE area, this is grease but the size of entangle. City
Instant of Power A Immediate action adds +4 to an attack, save, or damage roll for you or an ally. FW
Instant Search B Lets you Search for free, swift action cast. Adds +2 on the check. SC
Ivory Flesh C Grants +5 on Hide checks in snowy and icy areas for a long duration. Frost
Jump D Get +10 on Jump checks (+20 at 5th level, +30 at 9th level). Core
Kuo-toa Skin D Grants +8 on escape Artist checks and immunity to webs (both spider and magic ones) for a long duration. Storm
Lay of the Land A Gives you a mental map of the landscape and town locations within 50 miles. SC
Lightfoot B Swift action allows you to not provoke AoOs for moving this turn. SC
Linked Perception B Grants +2 on Listen and Spot checks to you and allies within 20ft for every area within that area (no cap). PHB2
Living Prints D Removes time/environmental penalties for Survivel checks to read tracks up to 30 days old. SC
Locate City C Finds nearest city within 10 miles/level. Definitely doesn't explode that city. RoD
Locate Water D Scans for water in a massive cone, long concentration duration. Sand
Longstrider B Adds +10ft to land speed for 1 hour/level. Core
Low-light Vision C Grants low-light vision for 1 hour/level. SC
Magic Fang C Makes a natural weapon +1 and magic for 1 minute/level. Core
Marked Man B As marked object but you don't need the focus unless you're arcane. Dr325
Marked Object B Gives +10 on Search and Survival checks to find/track/investigate the owner of target object. SC
Naturewatch C Deathwatch but it only on animals and plants; lets you also mundanely diagnose physical state of targets. SC
Obliterate Tracks C Erases all tracks within 100ft spread. Web
Omen of Peril A Get a very vague vision of possible safety or danger for the next hour. SC
Pass Without Trace C Makes tracking the targets impossible. Core
Primal Hunter C Gain +5 on Climb/Jump/Swim for 24 hours. A-rated when combined with other primal spells. DM
Quickswim C Increases your swim speed by 10ft. B-rated if sharing to a swimming companion. Storm
Ram's Might C Gain +2 enhancement to Str and your unarmed strikes are armed. SC
Rapid Burrowing C Increases target's burrow speed by 20ft. SC
Raptor's Sight C Gain +5 on Spot checks and halve range increment penalties if you have 5+ ranks in Spot. RotW
Read Magic C Read magical inscriptions; best in a wand. Sword of the Arcane Order rangers need this often. Core
Remove Scent D Removes scent of target for 10 minutes/level. SC
Resist Energy A Grants energy resistance for a long duration. Core
Resist Planar Alignment D Grants reduction to planar alignment trait's penalties on mental-based checks. SC
Rhino's Rush S Swift action, your first charge attack this round deals double damage. SC
Ride of the Valenar C Gain +5 on Ride checks, or +10 if riding your animal companion. RoE
Scent C Grant the scent ability. Worse than embrace the wild. SC
Segojan's Armor C Requires special spellbook; makes a suit of leather armor that gives +4 armor bonus, lasts 1 hour/level. Web
Servant's Guise C Illusion that makes you hard to notice, making you look like a servant or similar being. Web
Shifter Prowess B Shifters only; ups racial bonus on Balance/Climb/Jump checks to +8 while shifting. RoE
Silvered Claws B Allows target to treat their natural weapons as silver for 1 minute/level. BoED
Skunk Scent D Ranged touch that sickens target (Fort reduces to 1 round). FW
Smell of Fear D Target is priority to attack for animals, buffs attacking animals slightly (Will negates). SC
Sniper's Shot D Swift action; your ranged attacks this turn can be sneak attacks regardless of distance. SC
Snowshoes A Grants +10ft to land speed and the ability to ignore Balance/Ref for walking on snow and ice for a long duration. SC
Snowsight C Lets target see freely through snowy weather and glare. S-rated if combining with sleet storm. Frost
Speak With Animals B Communicate with animals for 1 minute/level. Core
Speak With Vermin C Communicate with vermin for 1 minute/level. Web
Speed Swim B Grants 30ft swim speed for 1 minute/level. MoF
Stalking Brand C Marks a creature with a brand only you can see that isn't hidden by illusions or shapeshifting. SC
Summon Desert Ally I D Summons a dustform creature off a weak list. Sand
Summon Nature's Ally I D Summons a natural creature off a weak list. Only use case is Greenbound Summoning (broken) and trap tripping (fine). Core
Sun Father's Face F Swift action that gives you +4 on a single turn undead or wild empathy check. Dr346
Surefoot S Gain +10 on Balance/Climb/Jump/Tumble and don't lose Dex to AC while using those skills. SC
Surefooted Stride B Ignore difficult terrain for 1 minute/level. SC
Tern's Persistence D Target can move overland for longer without fatigue. Storm
Towering Oak B Swift action; gain +10 on Intimidate checks and +2 enhancement to Str for 1 round/level. SC
Traveler's Mount D Boosts mount's speed by 20ft but makes it unable to attack while ridden. SC
Urchin's Spines D Target grows spikes that mildly damage and poison enemies that hit them with natural weapons. Storm
Vengeful Mount D Makes an animal shy away from riders and handlers, prompting an easy skill check to overcome it. Dr326
Vine Strike C Swift action; you can sneak attack plant creatures for 1 round. SC
Waste Strider C Move through desert environments while ignoring terrain penalties on skills and movement. Sand
Webfoot D Grant +4 on Swim checks and ability to move through bogs without slowing down. Storm
Wings of the Sea C Increase target's swim speed by 30ft for 1 minute/level. SC
Woodwisp Arrow B Swift action; targets one arrow or bolt and lets it pass through wood as if it wasn't there. Shoot through walls, shields, etc. CoR

2nd-Level Ranger Spells

Spell Rating Description Source
Acorn of Far Travel A Lets you count as below a specific tree for 1 day/level. Web
Aerial Alarm C As alarm but a massive cylinder and only detects flying creatures. HoB
Align Fang B Makes a creature's natural weapons an alignment. SC
Animal Spirit D Incarnum spell that gives a dischargeable +2 boost to Wis-based skill checks. MoI
Animalistic Power C Grants +2 enhancement to all three of Str/Dex/Con for 1 minute/level. PHB2
Balancing Lorecall B Boosts Balance checks, lets you walk on walls and water if you have Balance ranks. SC
Barkskin C Increases target's natural armor for long duration. Core
Bear's Endurance C Grants +4 enhancement bonus to Con for 1 minute/level. Core
Bottomless Hate B Gives +1 morale bonus on attacks and damage per 3 CLs against favored enemies. Gh
Briar Web C Turns a large area into difficult terrain; worse than entangle. SC
Brilliant Energy Arrow C Swift action to make one arrow or bolt brilliant energy this round. CoR
Burrow B Grants a burrow speed that works through anything less than solid stone. SC
Camouflage, Mass C Gives multiple creatures +10 on Hide checks. SC
Cat's Grace B Grants +4 enhancement bonus to Dex for 1 minute/level. Core
Conjure Ice Beast II F Worse version of summon monster II, which would also be terrible for rangers. Frost
Crown of Clarity F Gives a dischargeable +8 bonus on a single Spot or Listen check, eats a body slot. PHB2
Cure Light Wounds D Heals 1d8+CL (max +5) hp for target. Mostly relevant for wand access. Core
Curse of Arrow Attraction F Target takes –5 to AC against ranged attacks (Will negates). PHB2
Curse of Impending Blades C Target takes –2 to AC for 1 minute/level (no save). SC
Dispel Fog C Removes fog in an area for 1 minute/level. ShS
Dragonmarked Weapon F Requires a dragonmark, makes your weapon dragonmark-holder-bane-ish. It's bad and niche. Dra
Easy Climb D Makes long-duration easy climb path in a vertical climbable object or surface. SC
Ethereal Alarm B As alarm but it catches ghosts and other ethereal pests. Gh
Exacting Shot B Lets you ignore concealment and auto-confirm crits on ranged attacks against favored enemies for 1 minute/level. SC
Fell the Greatest Foe B Grants a creature +1d6 damage on attacks for every size category bigger their attack target is from them. Great for kobolds. SC
Freedom of Breath C Grants the ability to breathe in clouds/sandstorms/etc. Sand
Ghost Companion F Kills your animal companion <_< Gh
Halo of Sand D Long-duration buff that grants a small deflection bonus to AC. Sand
Haste, Swift S Swift action personal spell; gain the benefits of haste for 1d4 rounds. SC
Hold Animal D Hold person but for animals. Core
Hunter's Eye A Swift action; gives you sneak attack +1d6/3 CLs for 1 round. S-rated if this qualifies you for Craven. PHB2
Hydrate D Heals dessication damage and undoes dehydration. Can damage fire creatures. Sand
Invoke the Cerulean Sign C Debuffs aberrations in an area (Fort negates). LoM
Jagged Tooth D Long duration buff that works as keen for a natural weapon. SC
Leap Into Animal B Lets you merge with a willing animal for a long duration, directing its turn (but losing yours). MoE
Lion's Charge S Swift action to get pounce for 1 round. SC
Listening Lorecall A Long duration buff that gives you Listen bonuses, Blindsense at 5 ranks in Listen, Blindsight at 10 ranks. SC
Metal Fang C Transforms one of the target's natural weapon into silver+magic or cold iron+magic. CC
Nature's Favor A Swift action buff for an animal, gives +1 luck/3 CLs on attack and damage rolls. SC
Near Horizon C Swift action buff that eliminates range increment penalties for 3 rounds. CMag
One With the Land D Gain +2 on Handle Animal, Hide, Move Silently, Search, Survival, and wild empathy checks for 1 hour/level. SC
Owl's Wisdom C Grants +4 enhancement bonus to Wis for 1 minute/level. Core
Pass Without Trace C Makes your party immune to tracking for 1 hour/level. Core
Predator's Cry B Panics multiple animals at medium range (Will negates). FoW
Primal Instinct S Gain +5 on init and Survival checks, get uncanny dodge if you have another primal spell running. DM
Protection from Dessication D Grant immunity to dehydration. B-rated in desert campaigns. Sand
Protection from Energy A Grants immunity to an energy, absorbing 12 damage/CL until it stops. Core
Razorscales F Requires being a scaled one of Toril. Lets your grapple checks to deal damage do lethal damage. SK
Reachwalker's Wariness C Gain blindsense 30ft but only for aberrations. RoE
Return to the Saddle B Swift action spell to immediately become mounted on an attuned saddle within close range. Dr307
Rock Catch C Grants the ability to catch thrown giant rocks with a Reflex save. ShS
Share Talents B Lets two creatures make trained skill checks as if they had a rank in each others' skills; grants +2 on skill checks that either of them have at least 1 rank in. PHB2
Silvered Weapon D Makes a manufactured weapon silver for 1 round/level. BoED
Snare A Makes a magic snare trap that lifts up a target upside-down (no save) if tripped, lasts forever, and eats a full turn to break out of. Core
Snow Walk D Grants the ability to walk on top of snow. Worse than snowshoes. Frost
Speak With Plants B Lets you talk to and get answers out of plants. Core
Spellslayer Arrow B Swift action that makes an arrow deal bonus damage for each spell on target. CoR
Spike Growth A Makes a long-duration damaging field that reduces enemy speeds. Core
Spore Field D Makes difficult terrain that sickens (Fort negates). CSco
Summon Desert Ally II F Summons off a poor list, underleveled for your level. Sand
Summon Nature's Ally II F Summons off a poor list, underleveled for your level. Core
Tojanida Sight B Long-duration spell that gives you +4 on Spot and Search and immunity to flanking. Storm
Trackless Domain D Makes an area not form tracks when creatures pass through it for 24 hours. Web
Train Animal C Gives animal extra tricks for 1 hour/level. SC
Tremorsense C Gain tremorsense 30ft for a long duration. SC
Trip Vine D Makes an area trip enemies (Ref negates) for a long duration. HoB
Wind Wall S Make a wall of wind that totally blocks ranged attacks. Core
Woodland Veil F Gives party +5 on Hide and Move Silently in natural settings. RotW
Zone of Glacial Cold D Makes a 1d6/round cold area. Frost

3rd-Level Ranger Spells

Spell Rating Description Source
Align Fang, Mass C Makes multiple creatures' natural weapons aligned. SC
Arrow Storm B Swift action spell but full-round action effect; shoot every enemy within 1 range increment with your bow (up to 1/level). SC
Arrowsplit S Swift action spell that makes an arrow or bolt become 1d4+1 copies of itself when shot. CoR
Binding Snow F Worse entangle that affects only snow. Frost
Blade Storm B Swift action spell but full-round action effect; attack each enemy in reach with every weapon you're wielding. S-rated for natural weapon rangers. SC
Blade Thirst C Swift action, buffs a slashing weapon to +3 for 1 round/level. SC
Bottle of Smoke C Makes a weird smoke horse you can ride or store. SC
Brittleskin F Debuff that makes target take extra damage equal to its natural armor bonus whenever hit (Fort negates spell). Only good against creatures that would generally make the save anyway. ShS
Burrow, Mass C Gives multiple creatures a burrow speed. SC
Charge of the Triceratops C Gives target a gore attack that deals double damage on charges, plus a +4 natural armor bonus. SC
Command Plants B Controls plant creatures (Will negates) for 1 day/level. Core
Conjure Ice Beast III F Worse version of summon monster III, which would already suck for rangers. Frost
Cure Moderate Wounds F Heals 2d8+CL hp. Core
Curse of Impending Blades, Mass B Enemies in a 20ft burst take –2 to AC (no save). SC
Darkflame Arrow D Swift action, makes arrow deal 6d6 total bonus damage over 3 rounds. CoR
Darkvision D Target gets darkvision 60ft for 1 hour/level. Core
Decoy Image B Makes an illusory double of you and your allies for 8 hours, mimicking your actions to misdirect enemies ambushing you. SC
Diminish Plants C Professionally prunes and landscapes an area, or messes up crop yields for a year. Core
Fang Blade D Turns a live snake into a longsword you can wield for 1 minute/level, which counts as poisoned with the snake's venom. Dr330
Find the Gap B Your first attack each round is a touch attack for 1 round/level. SC
Forestfold D Gain +10 on Hide and Move Silently checks in a single terrain type of choice for 1 hour/level. Worse than camouflage in most cases. SC
Geyser D Makes a guyser that deals 3d6+CL damage (Ref half). Dr300
Ghost Venom F As poison but it only works on ghosts and similar creatures (who are generally immune to poison outside of Ghostwalk). Gh
Greater Trackless Domain B Makes tracks of only specific creatures show up in an area for 24 hours. Web
Guardian Spirit D Grants a dischargeable +2 boost to Dex-based defenses like AC/Ref/etc, but needs a feat to access. MoI
Haboob B Makes a sight-concealing whirlwind that deals light damage. Sand
Heal Animal Companion A As heal but only for your animal companion. SC
Inspired Aim F Allies within 40 feet get +2 on ranged attacks, but it's concentration duration. BoED
Jump, Mass F Gives multiple creatures a large bonus on Jump checks. ShS
Magic Fang, Greater B Long-lasting enhancement bonus on one or more natural weapons. Core
Mark of the Hunter D Increases your favored enemy bonuses by +4 against a target and lets you ignore cover and concealment. However, it's Will negates so it's rarely going to stick. SC
Nature's Rampart B Makes a 40ft-square fortification from a natural setting. SC
Neutralize Poison B Makes target immune to poison and remove still-ticking poisons. Core
Phantasmal Decoy F Makes an illusion that the target must attack (Will negates, and they get extra saves even if they fail the first one). SC
Plant Growth S Makes a massive area of plants completely neutralize movement (no save). Core
Primal Senses C Gain +5 on Listen and Spot checks, combines with primal spells. If you're dragonblood then also gives blindsense 10ft for 24 hours and is B-rated. DM
Reduce Animal D Reduce an animal's size by one step. Core
Remove Disease C Cures a disease. Core
Repel Vermin C Makes barrier that weak vermin can't pass through (Will negates for strong vermin). Core
Resist Taint F Grants a +4 bonus on saves to avoid getting taint score stuff. Don't play with taint scores please... and even then it's not good because it doesn't stack with standard resistance bonuses. HoH
Revitalize Legacy, Least F Get an extra use of a legacy weapon's least ability today. Requires having a weapon of legacy. WoL
Safe Clearing C Makes an area safe as though by sanctuary, but it's still save negates for anyone who wants to fight so... not good at this point. SC
Scales of the Sealord C Gain a long-duration swim speed and small natural armor bonus. Storm
Skin of the Cactus C Grants a +3 to natural armor bonus and deals damage back when the target gets hit with natural weapons. Sand
Snowshoes, Mass F Snowshoes but works on multiple creatures. Just use a wand of snowshoes at this level it's way cheaper. SC
Stonescreen B Turn into a rock for 1 hour/level, can revert as a free action. Dr298
Summon Desert Ally III F Terrible summon spell, even if it was on-level. Sand
Summon Nature's Ally III F Poor summon spell even if it was on-level. Core
Tree Shape B Turn into a tree for 1 hour/level, can revert as a free action. Core
Wake Trailing C Track a boat over water. Storm
Water Walk C Grants the ability to walk on liquids. Core
Wild Instincts B Swift action spell to gain +10 on Listen and Spot checks and the ability to keep Dex to AC while flat-footed for 1 minute/level. RoE
Wolfskin D Requires special spellbook; turns you into a wolf as if by a 5th-level druid's wild shape; arguably qualifies you for wild shape prestige classes. Web

4th-Level Ranger Spells

Spell Rating Description Source
Animal Growth A Makes multiple animals grow bigger and gain significant bonuses to stats. Core
Aspect of the Werebeast C Shifters only, become a partial lycanthrope, gaining stat bonuses and natural weapon benefits. SC
Aura of Cold, Lesser F Low-damage DoT aura of cold. Frost
Bane Bow B Makes your bow +5 bane against one of your favored enemies, replacing normal magic effects. CDiv
Blinding Beauty B Gain an aura of Fort save or permanent blindness. BoED
Bloodfreeze Arrow C Swift action; buffs an arrow to deal +2d6 cold damage and inflict Fort-or-paralyze. CoR
Commune With Nature A Get answers and questions from a wide range of natural objects. Core
Conjure Ice Beast IV F Bad version of summon monster IV, even if it was on-level. Frost
Cure Serious Wounds F Heal 3d8+CL damage. Core
Deeper Darkvision B Grants ability to see in magical darkness for long duration. SC
Doublestrike Arrow D Swift action to buff an arrow such that it attacks two targets. CoR
Dragonmarked Weapon, Greater F Boosts a weapon to deal extra damage to dragonmarked enemies. Dra
Foebane B Makes your weapon +5 bane against one of your favored enemies, replacing normal magic effects. SC
Freedom of Movement S Total immunity to hindering effects for 10 minutes/level. Core
Frostfell Slide C Long-ranged tactical teleport through ice, slush, or snow. Frost
I Smell Your Fear C As locate creature but for a specific single target you have a piece of. Gh
Implacable Pursuer D Gives direction and distance to a target if it escapes you (no distance limit, Will negates). SC
Land Womb C Makes an underground hiding place that avoids low-level divination spells. Can bring party with you. SC
Longstrider, Mass F Gives whole party longstrider. Just cast snowshoes on them. PHB2
Magic Fang, Superior D Boosts all your natural weapons for a short duration based on your CL. SC
Mark of the Wild C Requires a dragonmark; no animal attacks you unless you attack first, duration based on your mark (no save). Dra
Nondetection D Blocks divinations, but it's based on your CL so they will generally be able to overcome it. Core
Planar Tolerance C Immediate action spell to give you and your party avoid planar effects. SC
Poison Claws C Lets you imbue a natural weapon with poison for 1 round/level, but needs a willing injury-poisonous natural weapon monster on hand to use. Dr304
Polymorph Self S In 3.5 they didn't keep polymorph on the ranger list; talk to your DM about it. T&B
Primal Speed C Gain +5 resistance bonus on Ref and +10ft to your speeds, stacks with other primal spells. DM
Shadow Arrow D Swift action to make an arrow deal 1d6 Str damage instead of normal damage. CoR
Slipsand A Turns natural sand into deadly slipsand, a no-save drowning hazard. Sand
Snakebite C Turns your hand into a snake with a bite attack (it's a natural weapon). SC
Spear of Valarian D Makes a +1 silvered magical beast-bane spear. BoED
Stars of Arvandor F Makes orbiting stars that deal small amounts of damage and can be launched with your actions. CoV
Summon Desert Ally IV F A really bad summon spell even if it was on-level. Sand
Summon Nature's Ally IV D Too low level to be useful at this point; only saving grace is can summon a unicorn for SLAs. Core
Superior Darkvision B Grants darkvision with no range limit. UE
Surefooted Stride, Mass B Makes whole party immune to difficult terrain. SC
Swamp Stride B Moderately long-distance teleport through pools of water. SC
Tree Stride B Moderately long-distance teleport through trees. Core
Venomfire S Add +1d6/level damage to all of target's poisonous natural weapons. SK
Wild Runner D Polymorph into a centaur. SC

SotAA Wizard Highlights List


1st-Level Wizard Spells

Spell Rating Description Source
Ancient Knowledge B Dischargeable +5 insight bonus on a Knowledge check. MoE
Benign Transposition A Swap two allies' positions. SC
Blood Wind A Allied creature can make a full attack with natural weapons at range this round. SC
Charm Person C Make someone temporarily your friend. Core
Cheat D Rig a game of chance. SC
Chill Touch F Multitouch spell that deals 1d6 negative energy damage or panics undead. Core
Corrosive Grasp F Multitouch spell that deals 1d8 acid damage. SC
Darklight A Invisibility sphere but darkvision sees through it. BoVD
Darsson's Cooling Breeze D Air conditions an area. ShS
Detect Secret Doors B Scans for secret doors. Core
Disguise Self C Makes an illusionary disguise. Core
Ebon Eyes B Lets subject see in magical darkness. SC
Enlarge Person A Makes a humanoid bigger. Core
Erase D Erases text off pages. Core
Expeditious Retreat C Boosts your speed by 30ft. Core
Expeditious Retreat, Swift B Boosts your speed by 30ft as a swift action, for 1 round. SC
Familiar Pocket B Sticks a Tiny or smaller familiar in a pocket. SC
Feather Fall B FLoat to the ground safely when falling. Core
Fist of Stone B Gain +6 enhancement to Str and a slam attack, but hard-locked to 1 minute duration. SC
Glamour Costume D Change superficial details of your appearance and the aesthetic of your clothes for 1 hour/level. Dr350
Grease S Make a slippery area that prones or flat-foots enemies. Core
Hail of Stone C 1d4/CL no-save, no-SR area damage. SC
Identify S Identifies magic items. Core
Instant Diversion B Make illusions of yourself that run in different directions. RotD
Instant Locksmith B Swift action Disable Device or Open Lock check. SC
Loresong A Lets you make trained checks with a skill you don't have, and gives a +4 competence bonus. Dr335
Mage Armor C Grant +4 armor bonus to AC for long duration. Core
Nerveskitter S Gain +5 on an initiative check. SC
Nystul's Magic Aura D Hide an item's magic aura from scanning. Core
Obscuring Mist A Make a sight-obscuring misty area. Core
Parching Touch F 1d6 desiccation damage multi-touch spell. Sand
Power Word Pain B Deal 1d6/round, no-save, for a long duration. RotD
Protection from Evil S Grant immunity to mind control and summoned creatures. Core
Raging Flame D Make nonmagical fire burn twice as hot. SC
Reduce Person A Make a humanoid smaller. Core
Repair Light Damage D Heal a construct 1d8+CL (max +5) damage. SC
Scatterspray D Violently scatter a pile of objects. SC
Scholar's Touch A Read 1 book/round instantly. RoD
Shield B Gain +4 shield bonus to AC and immunity to magic missiles. Core
Shivering Touch, Lesser C Touch deals 1d6 Dex damage. Frost
Shock and Awe B If cast in a surprise round, massively nuke enemy initiatives. SC
Shocking Grasp D 1d6/level (max 5d6) electric damage touch. Core
Silent Image A Make a silent illusion. Core
Skillful Moment B Take 20 on a skill check without extra time. Dr350
Slow Burn D Makes nonmagical fire burn twice as long and become hard to extinguish. SC
Snowdrift D Sculpt snow as you like. Frost
Snuff the Light B Swift action to turn off a light source. DotU
Spontaneous Search B Search everything within 20 feet, taking 10 on the checks. SC
Stand A Immediate action to let someone teleport to their feet. PHB2
Stun Ray S Ray that inflicts 1 round stun (no save) plus 1d4 rounds (Fort negates). DrAnn5
Suspend Disease D Halts a disease for 24 hours. BoVD
Vigilant Slumber A Rest for 12 hours with a custom alarm to wake you up instantly. CMag
Wave Blessing C Multiple creatures can now no longer sink in water. Storm
Weapon Shift C Turns a weapon into another weapon temporarily. SC

2nd-Level Wizard Spells

Spell Rating Description Source
Alarm, Greater A As alarm but it covers overlapping planes of existence too. SC
Allied Footsteps D Another creature knows how far away you are from them and the direction for 1 day/level. CMag
Alter Self S Polymorph-lite. Core
Arcane Lock C Magically lock something. Core
Arcane Mark Ward D Alarm but it only pings things marked with your arcane mari. Dr289
Arcane Turmoil A Targeted dispel magic that also prompts a Will save or the target loses a spell. CMag
Attentive Alarm A As alarm but you know information about whatever trips it. CMag
Augment Familiar B Boost all a familiar's physical stats by +4, give DR 5/magic, and give +2 on saves. SC
Balor Nimbus D Deals 6d6 fire damage to anything grappling you each turn. SC
Bladesong S Standard action self-buff; 1/round make an attack as a free action with the targeted bladed weapon. On hit, deals no damage but dazes enemy for 1 round (no save). Web
Bladeweave B Swift action, 1/round inflict a save-or-daze on someone you hit with a melee weapon. SC
Blur C Grants a 20% defensive miss chance. Core
Bull's Strength C Grants +4 enhancement bonus to Str for 1 minute/level. Core
Celerity, Lesser A Gain a move action as an immediate action, but you're dazed for 1 round. PHB2
Chain of Eyes A Share others' sight, can transfer to others with a touch. SC
Claws of Darkness A Gain two claws that deal 1d8 cold damage and attack as melee touch attacks. SC
Clothier's Closet D Turn a gem into fancy clothes for multiple people. MoE
Combust D Touch attack deals 1d8 fire/CL. SC
Command Undead A Gain control of an undead creature for 1 day/level. Mindless undead get no save. Core
Create Magic Tattoo B Grant uncommon buffs for 24 hours. SC
Dark Way A Makes a bridge-shaped wall of force. SC
Darsson's Chilling Chamber D Turns an area into a walk-in freezer. ShS
Darsson's Fiery Furnace D Turns an area into an oven. ShS
Dimension Leap A 10ft/level tactical teleport. MoE
Discern Shapechanger D See through shapeshifting to reveal true forms. SC
Dispelling Touch B Targeted dispel magic but touch-range and only hits one spell (goes until it sticks then stops). PHB2
Dragoneye Rune C As arcane mark but you can determine direction and distance on the same plane. DM
Earth Lock B Closes an underground tunnel permanently; you can walk through the closed spot freely. SC
Electric Vengeance C Deals 2d8+CL damage back as an immediate action when hit in melee. PHB2
Emerald Planes A Makes a bunch of small walls of force that can be arranged freely. Dr323
Extend Tentacles C Increase the range of your tentacles (if any) by 5 feet. SC
Familiar's Sense B Share your familiar's senses at any distance. Dr280
Fins to Feet D Grants an aquatic creature a land speed. A-rated if you have a non-cephalopod aquatic animal companion. SC
Fly, Swift A Gain a 60ft fly speed for 1 round. SC
Force Ladder B Makes a ladder-shaped wall of force. SC
Frost Breath B A 30ft cone of cold that dazes on failed Ref saves. SC
Fuse Arms B Fuse creature's arms or tentacles together and grants bonus Str for each fusion. SC
Gaze Screen C Grants 50% miss chance defense against incoming gazes. DoF
Glitterdust A Sparklebomb that blinds and reveals enemies. Core
Halaster's Light Step B Float above the ground, ignoring terrain. CoS
Heroics S Grant a fighter bonus feat. SC
Increase Virulence C Increases save DC of a poison or a creature with poison by +2. PHB2
Invisibility. A Become invisible for 1 minute/level. Core
Knock S Opens mundane locks regardless of DCs. Core
Levitate B Grants a slow vertical-only fly speed. Core
Locate Object B Magically find a specific object within long range. Core
Magic Mouth D Make a permanent, talking object mouth that speaks when triggered. Core
Minor Image A Makes an illusion that can include some sounds. Core
Mirror Eyes C Grants +10 resistance bonus on saves against visual effects, blinding, and gaze attacks. Dr305
Mirror Image S Weird and janky by RAW. Actually a powerful defensive spell. See text for details. Core
Mirror Move A Lets you imitate another creature's core combat feats. Web
Misrepresent Alignment B Makes an alignment scan as a different one. RoE
Mournland Reckoning D Lets you navigate in the Mournland. Only useful in Eberron. Web.
Obscure Object C Hides an object from scrying effects. Core
Obscuring Snow B Makes a swirling, sight-blocking aura of snow for 1 hour/level. S-rated when combined with snowsight. Frost
Phade’s Fearsome Aspect B Grants +5 on Intimidate checks and the ability to demoralize as a swift action. Dr333
Pyrotechnics A Versatile spell that can make blinding AOEs or choking smoke clouds. Core
Ray of Resurgence B Restores Str damage, removes Str penalties, or un-fatigues/exhausts target. LEoF
Ray of Stupidity S Ray deals 1d4+1 Int damage. No-save-just-lose against animals. SC
Reflective Disguise D Makes creatures view you as the same species and gender as themselves. SC
Rope Trick A Makes long-lasting extradimensional haven for resting. Core
Sadism S For every 10 damage you deal each round, get +1 luck bonus on most d20 rolls next round. BoVD
Scintillating Scales C Changes your natural armor bonus into a deflection bonus. S-rated if share spell'd onto a companion or familiar with a high natural armor. SC
See Invisibility B See invisible creatures for long duration. Core
Shroud of Undeath B Seem to be undead to other creatures, get affected by spells as if you were undead. SC
Speaking Stones B Turn two stones into one-use walkie talkies for 24 hours. MoE
Spymaster's Coin C Make a Fine-sized object into the focal point of a dischargeable clairvoyance/clairaudience spell. CSco
Understand Object C Lets you understand a nonmagical or technological item's functions. Web
Unseen Crafter D Long-lasting unseen servant that has your Craft ranks and can make stuff. RoE
Web S Makes a hilariously-hindering area effect. Core
Whirling Blade C Make a single attack with a melee slashing weapon in a 60ft line. SC
Whispercast C Swift action spell that makes your next spell not require verbal or somatic components. LoM
Wraithstrike S Swift action that makes your melee attacks for 1 round into touch attacks. SC

3rd-Level Wizard Spells

Spell Rating Description Source
Air Breathing D Lets aquatic creatures breathe air. A-rated if you have an aquatic companion creature. SC
Alter Fortune B Makes a creature reroll a die as an immediate action. Costs 200 exp. PHB2
Analyze Portal C Gives you information about a gate or portal. SC
Anticipate Teleportation S Delays teleportation into your surroundings and tells you about who's dropping in. SC
Arcane Seal C Powerful, permanent magic lock with a key. Sh
Arcane Sight C Superpowered detect magic scanning. Core
Arms of Plenty B Gives two extra arms, with claw attacks and a rend. LoM
Augment Object D Doubles an object's hp and hardness for 1 day/level. SBG
Avoid Planar Effects C Protects whole party from planar effects for a limited duration. SC
Bedevil D Bothers someone at range (no range limit) for 1 day/level. CoRe
Blacklight A Proper sight-obscuring magical darkness that you can see through freely. SC
Call Familiar B Teleports your familiar to you if it's within 1 mile. Dr280
Circle Dance D Tells you the direction and emotional/physical condition of a creature you've met. SC
Clairaudience/clairvoyance C See and hear a nearby area. Core
Crack Ice D Shatters solid ice in an area. Frost
Create Crawling Claw C Permanently makes a swarm of left hands that obey you. Requires hands. Mon
Detect Metal and Minerals D Scans through walls and earth for specific minerals. RoF
Detect Ship D Senses naval ships in a wide area for 24 hours. Storm
Devil's Eye C See in both darkness and magical darkness out to 30ft. FC2
Dimension Step A Whole-party tactical teleport, lets people individually choose separate locations. PHB2
Disobedience B Grants immunity to mind control for 1 hour/level and a chance to fool mind controlling enemies. CSco
Dispel Magic B Dispels magical effects in an area or on a target. Core
Displacement B Grants a 50% defensive miss chance for a short duration. Core
Distilled Joy D Makes ambrosia. BoED
Enduring Scrutiny C Marks a creature and notifies you if they take a specified action for 1 day/level. CMag
Energy Aegis B Immediate action energy resistance for you or an ally. PHB2
Enhance Familiar A Buffs a familiar's combat stats. SC
Evard's Menacing Tentacles A Gives two tentacles that attack for free each round. PHB2
Explosive Runes D I prepared explosive runes this morning. Core
Familiar's Form A Possess your familiar indefinitely (even if your original body dies). Dr280
Fireball D Deals 1d6/level fire damage in an area. Core
Flame Arrow A Buffs 50 pieces of ammo to deal +1d6 fire damage for a long duration. Core
Fly A Grants a fast fly speed for 1 minute/level. Core
Fortify Familiar A Buffs a familiar's defensive abilities. SC
Gentle Repose D Keeps a body from decomposing for days. Core
Ghost Lantern B Makes an invisible light source that only works for you and your party. CMag
Girallon's Blessing B Gives creature two extra arms and four claws. Ambiguous about synergy with other natural weapons. SC
Golden Dragonmail B Gives you magic mithral full plate that you're proficient in and is sized for you. S-rated if you traded away combat style, are using an animal companion, or are using wild shape. CoV
Haste S Gives whole party bonus speed, an extra attack, and +1 on attacks/AC/Ref. Core
Heart of Water S Lets you swim and breathe water for hours, can discharge as an immediate action to get temporary freedom of movement. CMag
Heroism B Grants +2 morale bonus on attacks/saves/skills for long duration. Core
Improved Arcane Lock C Arcane lock but your allies can enter/open it too. SBG
Investiture of the Bearded Devil C Gives creature a beard that deals 2d8 damage when they hit with an attack, 1/round. Also gives fire resistance 5. FC2
Investiture of the Chain Devil B Gives creature +5ft reach, +1 AoO/round, and fire resistance 5. FC2
Invisibility Sphere A Makes everyone in an area invisible. Core
Laogzed's Breath B Massive cone-shaped stinking cloud. SK
Magic Circle Against Evil B Makes everyone within 10 feet of a target get protection from evil. Core
Magic Weapon, Greater C Gives a weapon +1 enhancement per 4 CLs, all day. S-rated if you have properly-scaled CLs. Core
Major Image A Full illusion effect, all senses. Core
Mighty Wallop, Greater B Increases effective size of bludgeoning weapon by 1 per 4 CLs. S-rated if you have properly-scaled CLs. RotD
Permeable Form A Makes you incorporeal as an immediate action. LoM
Phantom Steed B Makes a long-duration fake horse that moves really fast and gets scaling movement modes with CL. Core
Power Word Deafen C Deafens a target (no save). RotD
Ray of Dizziness B Staggers a target for 1 round/level (no save). SC
Regal Procession A Makes 1 horse per CL, excellent battlefield control spell. SC
Regroup B Tactically teleports your allies to your position. PHB2
Rockburst N/A Unratable. Explodes a stone object. Talk to your DM about what that means. ShS
Scorpion Tail B Requires being a drow; grants a scorpion tail natural weapon that stuns on hit (Fort negates) and attacks for free each round. RoE
Secret Page D Magically hides a page of text. Core
Servant Horde D Summons 2d6+CL unseen servants. SC
Shatterfloor C Sonic damage aoe that creates an area of difficult terrain and completely pulverizes the floor. SC
Shivering Touch S Deals 3d6 Dex damage with a touch. Frost
Shrink Item D Shrinks down an item for 1 day/level. Core
Skull Watch D Makes a permanent, screaming skull motion sensor trap. SC
Sleet Storm S Area of sleet completely blocks sight and forces those in the area to Balance. Core
Snake's Swiftness, Mass B Every ally in a 20ft burst gets to make a weapon attack (including you). SC
Sudden Aegis A Grants you or someone else DR 10/adamantine for 1 round as an immediate action. FoW
Suspended Silence C The only way you can get silence. Charges an object for 24 hours and can be discharged to activate later. SC
Tongues D Subject can speak all languages. Core
Unicorn Horn B Gives you a 1d8-damage horn attack that deals double damage on charges. CMag
Vile Lance B Makes a +2 shortspear that deals only vile damage. BoVD
Wall of Chains B Makes a solid wall that can be passed through with high Strength. BoVD
Wall of Ectoplasm C Makes a solid wall that incorporeal creatures also can't pass through. Gh
Water Breathing D Whole party can breathe underwater. Core
Whispering Sand S Best long-distance communication spell in the game. Makes a Skype groupchat. Sand

4th-Level Wizard Spells

Spell Rating Description Source
Animate Dead C Make mindless skeleton and zombie minions. Core
Antidragon Aura C Grant a +2 bonus on most things against dragons. SC
Attune Form C Multiple creatures become immune to a plane's effects for 24 hours. SC
Bestow Curse C Inflict a flexible, permanent curse. Core
Caustic Mire C Makes an area of difficult terrain that deals damage based on movement. CMag
Celerity S Gain a standard action at any time but become dazed after. PHB2
Celestial Brilliance A Long-duration, large area that you can carry with you and damages undead and fiends passively (no save). BoED
Create Fetch D Makes a mindless duplicate of yourself. CSco
Dancing Chains S Animates many chains that attack as if you were using them. BoVD
Defenestrating Sphere F Throws people out of windows. SC
Desert Diversion B Makes a target's long-distance teleportation move them to a random desert. Sand
Detect Scrying A Detects scrying sensors. Core
Dimension Door B Multiple-person tactical teleport with long range. Core
Dimensional Anchor A Ray that keeps target from teleporting. Core
Dweomer of Transference C Turn spell slots and wand charges into power points for a target. XPH
Entangling Staff B Swift action to make your staff grapple and constrict on every hit. SC
Ethereal Mount C Like phantom steed but for multiple users and faster on the Ethereal Plane. SC
Evard's Black Tentacles B Classic battlefield control spell, never stops being good even with ranger's lower CL. Core
Fire Shield B Halves incoming fire or cold damage, deals damage to melee attackers. Core
Flame Whips B Replace your hands with burning touch attack natural weapon whips with 15-foot reach. SC
Flight of the Dragon A Gain a fast fly speed for 10 minutes/level. SC
Floating Disk, Greater C Fancier Tenser's floating disk that can fly. SC
Fly Like an Arrow D Requires being a dragon to cast (or a feat tax), but lets you sprint in the air at 10x speed for hours. Dr308
Fuse Sand D Melts sand into a solid cube. Sand
Globe of Invulnerability, Lesser C Sphere that blocks low-level spells. Core
Greater Invisibility A As invisibility but it doesn't end if the user attacks. Core
Greater Knock C Opens every door, chest, compartment, or whatever within medium range. Dr316
Grim Revenge C Rips target's hand off and permanently animates it as Tiny, flying wight. BoVD
Halaster's Fetch I D Infinite celestial badgers with one neat trick! CoS
Hallucinatory Terrain D Makes illusory terrain. Core
Heart of Earth B Gain a bonus against combat maneuvers, temp hp, and a dischargeable stoneskin effect. CMag
Illusory Wall C Makes a permanent illusion of a wall. Core
Investiture of the Steel Devil B Grants a +3 profane bonus on attack rolls and to AC. Increases if multiple allies are buffed. FC2
Minor Creation C Temporarily make an organic object. Core
Mirror Image, Greater S Immediate action mirror image that regenerates images each turn. PHB2
Open Least Chakra B Grants a least chakra bind to incarnum users. MoI
Otiluke's Resilient Sphere B Make an invulnerable orb around someone. Core
Perfect Summons C Subverts summoning effects to summon good-aligned equivalents that attack evil summoners. Great against fiends who call for help. BoED
Polymorph S It's polymorph. Core
Psychic Poison B Inflicts psychic poisons on those who use mental or divination spells in an area or on a target. BoVD
Radiant Shield B Take half damage from electricity and deal electric damage back in melee. BoED
Rary's Mnemonic Enhancer B Prepare three levels worth of extra spells, or get a spell you cast back. Core
Ray Deflection A Total immunity to ranged touch attacks. SC
Rebirth of Iron D Undo rusting of objects. CMag
Remove Curse B Exactly what it says on the tin. Core
Resist Energy, Mass A Give your party energy resistance all at once. SC
Resistance, Greater C Grant a +3 resistance bonus on saves. SC
Revelation C Area of true seeing for 1 round. DoF
Scrying A Watch someone at long range. Core
Shadow Conjuration B Mimic conjurations with semi-real effects. Core
Shimmermantle A Gives you 20% miss chance against all effects (even supernatural abilities) for long duration. See text. Web
Solid Fog S Absurd battlefield control spell that near-totally neutralizes sight and movement. Core
Stone Shape D Shape a stone object. Core
Stoneskin B Grants DR 10/adamantine. Core
Summon Monster IV B Versatile utility summon. Core
Summon Undead IV B Summon an allip. Also some other stuff but we care about the allip only. SC
Suspension D Levitate heavy objects. ShS
Thunderlance D Make Int- or Cha-SAD spear with 20ft natural reach. SC
Translocation Trick B Swap places and appearances with a target. SC
Veil C Long-duration illusion disguises many creatures. Core
Vortex of Teeth B Massive area of force damage over time (no save). SC
Wall of Ice A Make a solid wall or dome of ice. Core
Wall of Salt A Make a shapeable wall of salt. Sand
Zone of Respite A Blocks effects that use other planes in an area. MoP

An image of the Diablo 2 inventory grid, black squares rimmed in silver, with various D&D 3.5 black and white item art placed within.

Chapter VII:
Gearing Your Ranger


Like it or not, equipment is a core part of 3.5’s gameplay, building, and mechanics. This has been decried and defended in infinite ways over the years, and I’m not really here to argue whether or not 3.5 is right to impose such a reliance on gear; I’m just here to talk about what rangers can do with gear, outline what the game expects them to do, and most importantly, make life easier for you when picking gear, whether you like or hate the equipment subsystem.

Nonetheless, equipment is extremely fiddly even at the best of times, and this chapter is going in-depth about that. If you want a less thorough approach, I recommend using Chapter 4's 1–20 item loadouts or adapting part of the starting package builds I’ve presented in Appendix 1.

Mundane Weapons

Generally, your choice of weapon to some degree defines you as a martial, and rangers aren’t any different. However, most weapons in 3.5 are like… fine? Even a bog standard club will do two-handed Power Attacks as well as a greatsword does, in spite of being down 1d6 worth of damage. With that in mind, I’m going to be splitting my ratings for weapons a little differently than in the rest of the guide.

I’ve separated this section by combat style (not the ranger class feature, but in a colloquial sense), and within that, I’ve differentiated weapons into classifications of “best” and “good.” Basically no weapon is actively terrible, and as a result even the weakest, jankiest simple or martial weapon is probably C-rated at worst. Conversely, the better weapons don’t really stand out among the pack, and the handful of uniquely powerful ones are probably A-rated at best, with few exceptions. If I haven’t specifically called out or rated a weapon, just assume that it’s fine to take and hits that lower C rating.

What this means is that most of the time, you can pick whatever weapon you want for your character and you’ll do alright. If your DM and group are fine with refluffing your weapons to other things, then you can probably just pick the Best/Good options and count them as whatever, but even if you or your group aren’t cool with that, you can still just pick whatever you want and it’s not going to hurt your build that much. Yes, using a worse weapon is leaving damage on the table, but no it’s not going to make or break your character like choosing to avoid the build-centralizing feats or ACFs might.

One final consideration, though, is weapon availability. Though many if not most groups don’t need to worry about this, if your DM uses the core rulebook loot tables and doesn’t have some kind of habit in place to let you keep using a specific weapon as you level, most magic weapons that drop will be core rulebook weapons. This means that technically worse weapons might be better picks for you to use, if only because you’ll be able to use the loot you find rather than having to sell or convert it into stuff you specialized in somehow. If your DM is more flexible with magic marts, finding crafters, and so on, then this won’t be an issue.

On Critical Hits

A full writeup of the math behind this is located in Appendix 3: Critical Maths, but something that I and my cowriter discovered during the writing of this section is that you can simplify the effect of critical threat ranges and multipliers down across many samples to the following formula:

average damage = accuracy × weapon damage × ( 1 + 0.05 × crit chance × crit multiplier )

By assuming we have the same accuracy between two weapons, we can remove it from the equation and derive an average damage multiplier that would be represented across many, many samples.

Critical Stats ×2 ×3 ×4
20 1.05 1.1 1.15
19-20 1.1 1.2 1.3
18-20 1.15 1.3 1.45
17-20 1.2 1.4 1.6
15-20 1.3 1.6 1.9

What does this mean in practice? There’s very little functional difference between weapons of different critical stats outside of extreme examples like the crystal sword and keen 18-20/×2 weapons. To give examples:

  • A falchion deals 2d4 (average 5) damage and has an 18-20/×2 critical stat. After the 1.15 multiplier, your average now becomes 5.75.
  • A scythe deals 2d4 (average 5) damage and has an ×4 critical stat. After the 1.15 multiplier, your average now becomes 5.75.
  • A greatsword deals 2d6 (average 7) damage and as a 19-20/×2 critical stat. After the 1.1 multiplier, your average now becomes 7.7.
  • A greataxe deals 1d12 damage (average 6.5) and has an ×3 critical stat. After the 1.1 multiplier, your average now becomes 7.15.

These are very low differences. In practice, they will rarely, if ever matter. The only real difference is that the falchion crits slightly more, the greataxe crits slightly higher, and the greatsword is slightly better against enemies who’re immune to crits. The math gets more complicated when keen is applied (the 18-20 weapons will become better) and at very high damage per hit, but in general? Unless you’ve found a significant edge case or you're at extremely high levels, critical stats really don’t matter. When it comes to critical stats vs damage dealt, the variance is so negligible that you should choose entirely based on your own playstyle preference. I personally prefer the big multipliers because when I crit I want it to absolutely murder something, but others prefer the reliability and still others want the base damage. You do you.

Weapon Recommendations by Style

For the purpose of the following lists, I’ve used the following parenthetical:

  • E: Exotic weapon (rating assumes you’ve spent a feat to unlock the weapon, rather than gotten it from a class proficiency).
  • F: Usable with Weapon Finesse.
  • R: Reach weapon.
  • IR: Inclusive reach weapon (i.e. can hit adjacent creatures).
  • U: Gets its rating because it has specific, unique rules unusual for a weapon or because it has special build synergies, rather than from its statline.
  • H: Requires DM adjudication, houserule, or other adjustment to ambiguous or problematic rules to be viable.

Each style of combat has its own spoiler for descriptive blurbs and individualized ratings of the listed weapons; some weapons are suggested for multiple styles, and thus show up in multiple spoilers as well.

If a weapon isn’t specifically called out or listed, assume it’s “Fine.” There’s not really a wrong choice for weapons as long as your pick works with your build’s options.

Unless otherwise noted, all weapon damage dice are listed for Medium-sized characters, and you can find any weapons listed with a source of "SRD" at this link.

One-Handed Weapons

If you’re using a one-handed weapon but not fighting with two weapons, then you’re probably doing so because it lets you have a free hand for a shield, a wand, a staff, or whatever else. You have the exact same build considerations as two-handing weapons (because… well, you’ll probably two-hand your weapon if you’re looking to do big damage at a given moment). Taking your hand off a two-handed weapon and putting it back is a free action, as is dropping an item, so for simple needs two-handers can be fine. However, if you want to keep holding something, you’re going to want a one-handed weapon, trading some damage dice or reach for the ability to do so.

Optimal Pick Best Weapons Good Weapons
Crystal Sword Crystal Sword
Kawanaga (E F IR U)
Spinning Sword (E F IR)
Flindbar (E U)
Heavy Pick
Longsword
Morningstar
Rapier (F)
Scimitar
Warhammer

One-Handed Weapon Ratings

The “baseline expectation” for one-handed martial weapons is 1d8 damage with 19-20/×2 or 20/×3 crit, or 1d6 damage with 18-20/×2 or 20/×4 crit. If you’re taking a weapon with worse stats than those, you should probably make sure it has some kind of utility element to it.

Crystal Sword (S): D2 p. 30. This obscure one-handed martial weapon has one of the strongest raw statlines of any weapon in the game, boasting an 18-20/×3 critical stat and dealing 1d8 slashing damage. Outside of specific cheesy stuff like stacking braid blades, it’s a strong contender for the best weapon in the game relative to its cost and availability, and honestly, while it’s somewhat jarring to see the statline for the first time, I think it’s like, fine? Not game-breaking, just very, very good. The thing about weapons is that in the end, the combat utility you get out of them matters more than their base stats. Finessable weapons tend to be better than purely Strength-ones, reach weapons tend to be better than normal ones, and so on and so forth. Is the crystal sword really good and noticeably better than equivalently-costed weapons? Yes, absolutely. Is that because the crystal sword is broken? No, it’s because most weapons kinda just suck. One might look at exotic weapons and go “hey this should cost a feat too since it’s better than most of those,” but I do not think that’s the case. Most exotic weapons are worse than martial weapons due to the feat cost, and the exotic weapons worth using are build-defining in a way the crystal sword isn’t. I don’t think it’s a bad thing for non-Finesse one-handed weapons, a relatively underwhelming category, to have a best-in-slot pick. Still, talk to your DM and group before taking the crystal sword, because it is out of line with the base expectations of the core rulebooks in spite of my arguments for that being alright.

Flindbar (B): MM3 p. 62. This is a one-handed exotic weapon that deals 2d4 bludgeoning damage with a 19-20/×2 critical stat. It can be used to disarm (getting +2 on disarm checks), and if you ever threaten a critical hit with it, you get to make a disarm attempt against the target as a free action without provoking AoOs. While inconsistent, it’s notable that disarming basically removes a martial enemy from the combat, so getting a free disarm is quite nice when it actually happens.

Heavy Pick (B): SRD. This is a one-handed martial weapon that deals 1d6 piercing damage with an ×4 critical stat. The heavy pick represents a solid baseline for martial weapons of its handedness, the high-crit counterpart to the scimitar.

Kawanaga (A): OA p. 72. This is a one-handed exotic weapon that deals 1d3 slashing and bludgeoning damage with an ×2 critical stat. Like a spiked chain, it has 10-foot inclusive reach (can hit adjacent), is usable with Weapon Finesse, can be used to make trip attempts, and can be used to make disarm attempts (with a +2 bonus). It also counts as a grappling hook for climbing, and, weirdly, can be used as a double weapon and TWF’d with. It deals less damage than the spinning sword (mentioned below), but has a lot more utility. Still, if you don’t plan on tripping and want an exotic weapon, go for the spinning sword instead for the marginal benefit to offensive capabilities.

Longsword (B): SRD. This is a one-handed martial weapon that deals 1d8 slashing damage with a 19-20/×2 critical stat. The longsword is the most “standard” weapon in the game in my experience, showing up often as loot in NPC stat blocks and modules, and is the baseline minimum stat budget I’d shoot for when choosing a weapon of this handedness. Not great, not bad, just very vanilla.

Morningstar (C): SRD. This is a one-handed simple weapon that deals 1d8 damage with an ×2 critical stat. It has a worse chassis than the martial weapons, but unlike them, it deals both bludgeoning and piercing damage simultaneously, which is notable for overcoming type-based damage reduction.

Rapier (B): SRD. This is a one-handed martial weapon that deals 1d6 piercing damage with an 18-20/×2 critical stat. It can be used with Weapon Finesse, but cannot be wielded in two hands for extra damage. The rapier represents a solid baseline for martial weapons of its handedness, trading the potential higher damage of the scimitar for use in Dexterity builds.

Scimitar (B): SRD. This is a one-handed martial weapon that deals 1d6 slashing damage with an 18-20/×2 critical stat. The scimitar represents a solid baseline for martial weapons of its handedness, the high-chance counterpart to the heavy pick.

Spinning Sword (S): SoS p. 136. This is a one-handed exotic weapon that deals 1d6 slashing damage with a 19-20/×2 critical stat. Like a spiked chain, it has 10-foot inclusive reach (can hit adjacent) and is usable with Weapon Finesse. Unlike a spiked chain, it can’t be used to make trip attacks, and similarly to the rapier, it can’t be wielded in two hands for extra damage. Nonetheless, 10-foot inclusive reach is often worth the feat, and it’s a darn good choice if you’ve got a spare feat slot (or are taking a fighter dip and can get proficiency via an ACF).

Warhammer (B): SRD. This is a one-handed martial weapon that deals 1d6 bludgeoning damage with an ×3 critical stat. Sadly, bludgeoning martial weapons have no equivalent to the heavy pick/rapier/scimitar trifecta, so if you want one you’re stuck with the warhammer.

Two-Handed Weapons

Two-handed weapons are the most straightforward and, weirdly, versatile weapon style for rangers. This is because you only have a few “must-have” feats, and then your options are open for whatever other things you want. A good two-handed weapon will generally have some combination of high base damage, a solid critical statline, or notable utility (such as reach). What’s good for two-handers often overlaps with what’s good for lockdown trippers due to the latter nearly always using two-handed weapons.

Optimal Pick Best Weapons Good Weapons
Duom (IR)
Rope Dart/Meteor Hammer (E F IR U)
Crystal Sword
Duom (IR)
Executioner’s Mace (U)
Giant Axe (H)
Greathorn Minotaur Greathammer (E H)
Ritiik (E U H)
Rope Dart/Meteor Hammer (E F IR U)
Spiked Chain (E F IR U)
Talenta Sharrash (E R H U)
Awl Pike (E R U)
Falchion
Glaive (R)
Greataxe
Greatsword
Guisarme (R U)
Halberd (U)
Lucerne Hammer (R)
Quarterstaff (U)
Scythe
War Scythe

Two-Handed Weapon Ratings

The “baseline expectation” for two-handed martial weapons is some combination of damage around 1d12/2d6 and 19-20/×2 or 20/×3 crit, or 1d8/2d4 with ×4 crit. If you’re taking a weapon with worse stats than those, you should probably make sure it has some kind of utility element to it.

Awl Pike (B): DrCom p. 110. While not as good as the rope dart/meteor hammer (mentioned below), this two-handed exotic weapon has 15-foot, non-inclusive reach. It deals 1d8 piercing damage and has an ×3 critical stat. If you’re looking for that level of reach and specifically need a polearm or hafted weapon this is an option.

Crystal Sword (S): D2 p. 30. This obscure one-handed martial weapon has one of the strongest raw statlines of any weapon in the game, boasting an 18-20/×3 critical stat and dealing 1d8 slashing damage. Outside of specific cheesy stuff like stacking braid blades, it’s a strong contender for the best weapon in the game relative to its cost and availability, and honestly, while it’s somewhat jarring to see the statline for the first time, I think it’s like, fine? Not game-breaking, just very, very good. The thing about weapons is that in the end, the combat utility you get out of them matters more than their base stats. Finessable weapons tend to be better than purely Strength-ones, reach weapons tend to be better than normal ones, and so on and so forth. Is the crystal sword really good and noticeably better than equivalently-costed weapons? Yes, absolutely. Is that because the crystal sword is broken? No, it’s because most weapons kinda just suck. One might look at exotic weapons and go “hey this should cost a feat too since it’s better than most of those,” but I do not think that’s the case. Most exotic weapons are worse than martial weapons due to the feat cost, and the exotic weapons worth using are build-defining in a way the crystal sword isn’t. I don’t think it’s a bad thing for non-Finesse one-handed weapons, a relatively underwhelming category, to have a best-in-slot pick. Still, talk to your DM and group before taking the crystal sword, because it is out of line with the base expectations of the core rulebooks in spite of my arguments for that being alright.

Duom (S): DrCom p. 112. Updated in 3.5 to be a martial weapon, the duom is as far as I know the only such weapon with inclusive reach. It deals only 1d8 piercing damage with an ×3 critical stat, but the underwhelming stats absolutely don’t matter when you’re getting a benefit generally worth a feat for free. One drawback of the duom is that it takes a –2 penalty on your attack if you attacked one creature first, then attacked a different, adjacent creature in the same round, but that in practice won’t matter much.

Executioner’s Mace (A): Du135 p. 61. This is a two-handed martial weapon that deals 2d6 damage with an ×3 critical stat. It has access to all three damage types, dealing either ‘bludgeoning and piercing’ or ‘bludgeoning and slashing’ on a given attack. If you’re looking for a versatile workhorse of a weapon that will never worry about damage type-based defenses, this is the way to go.

Falchion (B): SRD. This is a two-handed martial weapon that deals 2d4 slashing damage with an 18-20/×2 critical stat. The falchion represents a solid baseline for martial weapons of its handedness, the high-chance counterpart to the scythe.

Giant Axe (S): D2 p. 30. This obscure two-handed martial weapon has a 2d10 base damage, a ×3 critical stat, and costs 450gp (so you can’t get it at level 1). This is the highest base damage of any Medium-sized weapon. Note that you'll need to go to page 28 of the Dungeon Master's Guide for the size scaling on a 2d10 weapon (likewise goes for level 20 monks, lol. why isn't this in the SRD?). Still, if you want a big, big axe and your DM is cool with it, this is a better greataxe.

Glaive (B): SRD. This is a two-handed martial weapon that deals 1d10 slashing damage with an ×3 critical stat and 10-foot reach. It’s a standard, solid choice for a reach weapon, though far worse than the similarly-costed duom.

Greataxe (B): This is a two-handed martial weapon that deals 1d12 slashing damage with an ×3 critical stat. It’s got the same power budget as the greatsword, below, but brings swingier damage at low levels. Solid.

Greathorn Minotaur Greathammer (S): MM4 p. 101. This is a two-handed exotic weapon that deals 1d12 bludgeoning damage with a 19-20/×4 critical stat. Unlike its reach-possessing counterpart the Talenta sharrash, this one was never updated or errata’d away from that critical chance and multiplier. However, there is no listed cost for the weapon, so you’ll need to talk to your DM about what that’ll be.

Greatsword (B): This is a two-handed martial weapon that deals 2d6 slashing damage with a 19-20/×2 critical stat. Like the one-handed longsword, this one is common as loot and in stat blocks, and is the baseline minimum power budget I’d tend to choose when going for a two-handed weapon. It’s not amazing, but is pretty solid, especially at lower levels.

Guisarme (A): SRD. This is a two-handed martial weapon that deals 2d4 slashing damage with an ×3 critical stat, 10-foot reach, and the ability to make trip attacks. It’s slightly better than the glaive due to the added utility of tripping (even if you don’t have Improved Trip, tripping someone at 10 feet isn’t going to get you AoO’d back generally).

Halberd (B): SRD. This is a two-handed martial weapon that deals 1d10 slashing damage with an ×3 critical stat and the ability to make trip attacks. It’s basically a shorter-range guisarme. Solid.

Lucerne Hammer (A): DrCom p. 114. This is a two-handed martial weapon that deals 2d4 bludgeoning or piercing damage with an ×4 critical stat and 10-foot reach. It’s a reach equivalent to the scythe.

Quarterstaff (B): SRD. This is a two-handed simple weapon that deals 1d6 bludgeoning damage with an ×2 critical stat. Mediocre damage and crit aside, the quarterstaff is quite a good weapon; it has a number of useful synergies with Wisdom-SAD builds especially (imbued staff + Intuitive Attack is one way to do full-Wis melee), it’s got two slots for wand chambers, and can even be enhanced as a magic staff itself. It’s bottom of the barrel statwise, but as mentioned earlier, no weapon is really bad, since most of your damage comes from other things. Worth keeping in mind, anyway!

Ritiik (A): Frost p. 77/Dr331 p. 26. Okay so, this weapon is weird and an odd rules hole, I think? It’s an exotic two-handed weapon that deals 1d8 piercing damage with an ×3 critical stat, and has the special effect that on a successful hit, you can choose to “hook this blade into the target’s flesh,” prompting a Reflex save (DC 10 + damage dealt on the hit) as a free action. If they fail the save, you get a free trip attempt against them (which does seem to provoke as normal). The thing is, from there it goes on to have some wording that implies that the weapon stays lodged in the target until they rip it out, but at the same time, the text also implies that you keep holding onto the weapon? There’s no entangling or grappling effect here, it’s just a weird incongruity of the rules. Are you able to rip the weapon out on your own? Can you make iteratives with this? RAW I genuinely have no idea how this works, and there’s no clear intention either. As a DM, I would probably just ignore the second paragraph entirely, but your group may vary. If played as an exotic weapon that allows a free trip attack every time you hit, this is A-rated. It doesn’t have reach and doesn’t remove the retaliatory AoO for tripping, so you still need to be somewhat invested into that to make it good, but it’s a really quite neat way to become a pseudo-lockdown specialist. If your DM rules that it doesn’t work with iteratives (or, worse, disarms you of your weapon when you use it), this is F-rated and you shouldn’t take it.

Rope Dart/Meteor Hammer (S): Dr319 p. 73. This is a pair of two-handed exotic weapons that deal 1d4 piercing (rope dart) or 1d4 bludgeoning (meteor hammer) damage, have a ×2 critical stat, and share proficiency within a single Exotic Weapon Proficiency feat. They have 15-foot inclusive reach, letting you attack anything in that area, can be used with Weapon Finesse, can be used to make trip attacks and disarm attacks (with a +2 bonus when disarming), and count as a monk weapon if you’re dipping monk. These are really, really good all around, letting you deliver your full attacks in a massive radius even if you’re not using the other utility elements of the weapon. Note that there are no rules for how the 15-foot reach interacts with sizes greater than Medium; I tend to see people extrapolate the usual reach weapon rules into tripling your natural reach (since it’s 15 feet, 3× your normal 5-foot reach as Medium). Another way to do it might be to count it as doubling natural reach, plus 5 feet on top of that (so a Large user would have 25-foot reach, and huge would have 35-foot, rather than 30-foot and 45-foot, respectively). Talk to your DM, either outcome is super good regardless.

Scythe (B): SRD. This is a two-handed martial weapon that deals 2d4 slashing damage with an ×4 critical stat. The scythe represents a solid baseline for martial weapons of its handedness, the high-crit counterpart to the falchion.

Scythe, War (A): D2 p. 30. This is a scythe, but it costs 300gp baseline and has 2d6 base damage. It still has the ×4 crit and isn’t that much better than a normal scythe, but hey, higher damage is higher damage.

Spiked Chain (S): SRD. The best weapon in the Player’s Handbook, this is generally worse than the rope dart except for full Dex-based builds. The spiked chain is a two-handed exotic weapon that deals 2d4 slashing damage with an ×2 critical stat, 10-foot inclusive reach, and the ability to make trip and disarm attacks (with a +2 bonus on disarms). Unlike the rope dart and meteor hammer, it’s also a Shadow Hand weapon, which means you can use the Shadow Blade feat from Tome of Battle to get Dex to damage on Finesse builds.

As one final note, if you’re a drow or half-drow you can take the Drow Skirmisher feat (RoE p. 109) instead of Exotic Weapon Proficiency to use the drow scorpion chain, a variant on the spiked chain that deals 1d6 slashing damage with a 19-20/×2 critical stat. While not RAW, the drow scorpion chain is called out as sharing certain feats like Weapon Focus and Weapon Specialization with the spiked chain, so I think it would also be a reasonable houserule to allow it to be used with Shadow Blade as well.

Talenta Sharrash (F): ECS p. 119, Dr331 p. 24, ECS errata. SO! The Talenta sharrash! In its original printing, this was an exotic two-handed weapon that dealt 1d10 slashing damage, had a 19-20/×4 critical stat, and had 10-foot reach and the ability to make trip attacks. It was reprinted in Dragon Magazine #331 in May 2005 with these stats. This is obviously a very strong weapon! Too strong? Up in the air, in my opinion no. However, in February 2006, Wizards of the Coast issued the Eberron Campaign Setting errata, nerfing the crit chance and making it simply a 1d10/×4 reach weapon, which, uh, it’s ever so slightly better than the lucerne hammer and there’s basically no reason to ever burn a feat on proficiency? The primary source rule overrides the Dragon printing with the errata, and that’s all fine and well, but honestly? I tend to not do this, but I recommend talking to your DM about ignoring the errata and just using it as originally printed, as a slashing/reach equivalent to the greathorn minotaur greathammer. If you do, this is S-rated.

Two-Weapon Fighting

As mentioned in the feats section of Chapter III, rangers want to approach Two-Weapon Fighting differently than most characters. Because the Favored Power Attack feat represents so much possible damage, you will almost always want to either be TWFing with your unarmed strike or a one-handed weapon as an off-hand. Even eating the –2 penalty for off-handing a one-handed weapon is worth it for the significant damage boost that Favored Power Attack gives to your attacks. Also keep in mind that sword & board is a genuinely strong build path for TWF rangers, both with the standard feats or with the Agile Shield Fighter feat.

One thing to note that, though it may not fly well at every table, allows access to a greater number of viable weapons, is that rangers can get fairly unique benefit from the rules for inappropriately-sized weapons. It's only a –2 penalty for using a weapon of one size too big or too small for you, and it changes the handedness by a step. Want to TWF a specific two-handed weapon? You can do that, just get Small version and go wild, albeit at a fairly high –6 penalty (2 from size, 4 from TWFing one-handed weapons). Likewise, if your build needs a specific light weapon to work, you could get a bigger one and upgrade its handedness to one-handed. This isn't going to be a great idea for all builds, but in the right place it can excel (and solitary hunting can make up for the penalty well enough). Note that, per page 151 of the Rules Compendium, smaller-than-usual reach weapons don't give you reach, so if your group hews to those updates you'll want to keep that in mind.

Optimal Pairs Best Weapons Good Weapons
See the two-handed list and add unarmed strike or see the one-handed list and use two of them. Crystal Sword
Unarmed Strike
Heavy Shield (U)
See one-handed and two-handed lists as well.
Dragonsplit (F U H)
See one-handed and two-handed lists as well.

In any case, due to the overlap between Two-Weapon Fighting and the above two sections, you should reference them when considering what one-handed and two-handed weapons you might be choosing for a TWFer. The below spoiler supplements this with ratings for weapons that are specifically useful to people fighting with two weapons, including the unarmed strike.

Two-Weapon Fighting Ratings

The following weapons have specific synergies with the Two-Weapon Fighting playstyle.

A note on double weapons: The idea behind double weapons is that you (usually) pay a feat (Exotic Weapon Proficiency) for the damage of a pair of one-handed weapons, while taking the TWF attack penalties of a one-handed/light weapon pair. In effect, they’re a different style of Oversized Two-Weapon Fighting. In most cases, neither feat is worth it. However, because melee rangers care so much about Power Attack, and you cannot apply Power Attack damage to light weapons, in this specific case, Oversized Two-Weapon Fighting is actually solid—and by comparison, double weapons are so much worse. But since dealing the damage of a pair of one-handed weapons is basically the point of them, you might ask your DM to allow the “light weapon” head of the double weapon to deal damage as a one-handed weapon, at least for Power Attack. This is actually a nerf from RAW, strictly speaking: the rules that are written only make them count as a one-handed/light weapon pair for attack penalties, so otherwise they would be two-handed and deal damage accordingly, with 1.5× your Strength mod and 2× your Power Attack penalty.

Of course, for all the problems that “RAI” has in general (people often use it to mean “my personal preference”), this could not be more blatantly unintended: they printed rules for two-handing one end of a double weapon and the revenant blade prestige class’s legendary force capstone, both of which would be pointless if this was the rule, and Skip Williams’s Rules of the Game article on double weapons explicitly stated they should count as a one-handed/light weapon pair for all purposes, not just attack penalties. Still, a middle ground as a houserule would make double weapons serve a little bit more purpose, and with such a houserule the feats that require double weapons would go up a grade or two.

The best double weapon for these purposes is by far the dire flail, because it has the best support feat (Dire Flail Smash). The others aren’t worth an exotic proficiency, so if you’re not using a dire flail, use a quarterstaff. Regardless, if your DM isn’t letting you use Power Attack on both sides (reasonable, though unfortunate), you shouldn’t bother with double weapons.

Dragonsplit (A): MM4 p. 151. This is a one-handed exotic weapon that deals 1d6 piercing damage with a 19-20/×2 critical stat or 1d6 slashing damage with an ×4 critical stat (your choice on each attack). In addition, it can be used with Weapon Finesse, and more importantly, counts as light for the purposes of the penalties for fighting with two weapons. While this often won’t be worth the proficiency feat (it’s functionally a +2 to-hit bonus for a feat at that point, similar to Oversized Two-Weapon Fighting), if you’re getting the proficiency from a class these are an excellent choice that solves the TWF Power Attack problem well. Note that there’s no listed price, so you’ll have to have your DM assign one for you.

Heavy Shields (A): SRD (weapon stats), SRD (shield bash rules), and Und p. 64 (razored shields). Even without the Improved Shield Bash feat, heavy shields actually make excellent off-hand weapons. Sure, you lose the benefit of the shield’s AC bonus if you attack with it, but it’s “free” AC up until that point, and hey, it’s not nothing. The default heavy shield bash is a one-handed martial weapon that deals 1d4 bludgeoning damage with an ×2 critical stat. You can add shield spikes to make it deal piercing damage and get +1 effective size (so, 1d6 damage), or shield razors (Und p. 64) to do the same thing for slashing damage. As mentioned in Chapter III, you can use the Agile Shield Fighter feat as a replacement for Two-Weapon Fighting if you’re taking the shield bash path.

Unarmed Strike (S): SRD (weapon stats), SRD (unarmed strike rules), SRD (Improved Unarmed Strike feat); Rules of the Game: Unarmed Attacks parts one, two, and three (more unarmed strike rules); and finally Rules of the Game: Two-Handed Fighting parts one and two (even more unarmed strike rules).

My sincere apologies for that. Wizards of the Coast was always deeply weird about unarmed strikes, and as a result they have more rules about how they’re used than any other weapon. Anyway, the unarmed strike is not a weapon, except that it is, and you’re not armed when using it, except when you are. It’s a light weapon but counts as one-handed for damage and Power Attack, and it’s a natural weapon unless you’re a monk in which case it’s also a manufactured weapon. Plus, even if you’re not a monk it uses the attacking rules for manufactured weapons, not natural weapons. Still with me?

More straightforwardly: the unarmed strike is a simple weapon that deals 1d3 bludgeoning damage with an ×2 critical stat. While unarmed strikes are natural weapons, they use the rules for manufactured weapons when it comes to iterative attacks, and while they’re light weapons, you can use Power Attack and Favored Power Attack with them as if they were one-handed weapons. You can deliver unarmed strikes with any part of your body, and thus you can wield a two-handed weapon as your primary weapon alongside your unarmed strike as your off-hand.

While people have argued back and forth about this for literally decades now, we actually have verifiable RAI that it works (cited above, Rules of the Game: Unarmed Attacks part three has an example by Skip Williams of a monk using a longspear and her unarmed strike together with Two-Weapon Fighting). In addition, per Rules of the Game: Two-Handed Fighting part two, you are intended to be able to use unarmed strikes as both weapons when fighting with two weapons, if you wish, which can save significant gear costs at the expense of potential damage (since you only need a one-stack necklace of natural weapons at that point, rather than a pair of magic weapons).

In summary? The unarmed strike is the best of all worlds for ranger TWFing. Even with the one-feat tax of Improved Unarmed Strike (gettable through various dips such as streetfighter barbarian, any monk, unarmed swordsage, or pugilist fighter, or even just through one of a number of items), the ability to carry and use a two-handed weapon as your primary, have minimal penalties for using unarmed strikes as your secondary, and still get to Favored Power Attack with both weapons is just phenomenal. Definitely one of the strongest melee playstyles a ranger can use. That isn’t to say that non-unarmed TWFing is pointless, though. It’s just that unarmed plus a two-hander is a very good option among already-good options for the ranger.

Natural Weapons

This is tricky, since “what’s good with natural weapons” is more about what you can get access to than the weapons themselves. I’ve made a section in the magic items list for items that give you natural weapons. The best way to be a martial that uses natural weapons is to just get as many as possible, so take a look at that for ways to do so. Still, there are a handful of mundane weapons that are relevant for you.

Optimal Pick Best Weapons Good Weapons
Actual natural weapons Pirate Hook (U) Claw Extenders (H)
Illithid Weapon Graft (U)
Steel Talons (H)

Mundane Weapons for Natural Weapon Users

Claw Extenders (A): Dr334 p. 87. While the rules text for these specifies that they’re for animals, there’s no thematic or mechanical reason not to allow them on anyone; talk to your DM about this. Claw extenders are a metal contraption that can be strapped to a creature’s forelimbs (or arms, for a humanoid, presumably) and grant a +1 bonus on damage rolls with claws. In addition, they can be enchanted like any other weapon, made of special materials, and so on, netting you a way to get specific enhancements onto your claws if you want them to be different from a necklace of natural weapons (or if you don’t want to use that magic item in the first place). Dragon Magazine #349 has a variant of these called steel talons on page 91, which are made for birds with talon attacks and go on the feet. Again, if you have talon attacks, there isn’t really any conceptual reason you couldn’t use these except that the rules specified birds of prey, so talk to your DM and ask for a houserule.

Illithid Weapon Graft (B): FF p. 213. This graft imposes a permanent –4 penalty on Will saves against mind-affecting effects, but allows you to merge a single one-handed or light weapon with your arm for a cost of 1,000gp (plus the weapon). That weapon becomes a natural weapon and also gets a +1 bonus on attack and damage rolls. This also imposes a –2 penalty on skill checks requiring hands, and unlike the pirate hook below, explicitly removes the use of the hand “for anything but combat.” Talk to your DM about how this works. Anyway, this can let you get some pretty unique natural weapons (since it turns any weapon into one), but the Will penalty is a heavy drawback.

Pirate Hook (A): Dr318 p. 53. One of the goofiest weapons in the game, the pirate hook is a simple weapon that deals 1d4 piercing damage with an ×4 critical stat, and counts as a natural weapon for its attacks rather than a manufactured one (you can use it with Power Attack, you can’t use it for iteratives, and so on). Attaching one requires you to be missing a hand, and imposes a –2 penalty on all skill checks requiring the use of hands. That’s the only penalty listed; talk to your DM about whether or not there are further issues. A realistic perspective would penalize your actions further (losing somatic components, lack of wielding weapons, etc) but the rules don’t say that so it’s up in the air how a group might play it out. At the very least, you can unambiguously use skill checks that need hands, just with a small penalty. Even if you get two of them (replacing both hands and eating a –4 penalty on handsy skills) you still can do things like play a piano fairly freely.

Also of note is the “Damage to Specific Areas” variant from page 27 of the Dungeon Master’s Guide; in that variant, adventurers are able to just outright ignore penalties and drawbacks from losing body parts by making a Fort save equal to the damage taken that hurt the body part. Should that apply here? Probably not, but still, it’s precedent for the rules about losing hands being ambiguous but player-friendly. Talk to your DM about how it should work. Even in a worst-case ruling, you can at least get one pirate hook and have an enchantable natural weapon on your hand, if you don’t have claw attacks using those hands already.

Lockdown Tripping

Lockdown builds want two things: one, they want inclusive reach of some kind, either by combining a normal reach weapon with spiked armor or unarmed strike, or ideally by having their main weapon able to attack with reach and adjacent alike. Second, they want the ability to trip with their weapon, so they can actually do the enemy-harassing they’re built for. With that in mind, most of their best options are exotic and thus require a feat (or a dip) to use properly.

Optimal Pick Best Weapons Good Weapons
Rope Dart/Meteor Hammer (E F IR U) Duom (IR)
Kawanaga (E F IR U)
Ritiik (E U H)
Rope Dart/Meteor Hammer (E F IR U)
Spiked Chain (E F IR U)
Guisarme (R U)
Talenta Sharrash (E R H U)

Lockdown Weapon Ratings

Most of these weapons showed up in the two-handed weapons section above, but have different ratings and considerations here.

Duom (A): DrCom p. 112. Updated in 3.5 to be a martial weapon, the duom is as far as I know the only such weapon with inclusive reach. It deals only 1d8 piercing damage with an ×3 critical stat, but the underwhelming stats absolutely don’t matter when you’re getting a benefit generally worth a feat for free. Unlike for a standard two-handed weapon user, the –2 penalty the duom takes when attacking targets other than your first one in a round does come up for AoOs. In addition, it can’t trip by default, so you’d need to be using the Stand Still or Knock-Down feats to properly do lockdown with it. However, if you’re starved for feats and planning on taking those feats anyway, this will do the job better and cheaper than the other martial polearms once your build is online.

Guisarme (A): SRD. This is a two-handed martial weapon that deals 2d4 slashing damage with an ×3 critical stat, 10-foot reach, and the ability to make trip attacks. The gold standard for martial reach tripping weapons at lower levels. If you’re using this over the exotic weapon options, you’ll probably want to “upgrade” to a duom if you have Stand Still or Knock-Down.

Kawanaga (S): OA p. 72. This is a one-handed exotic weapon that deals 1d3 slashing and bludgeoning damage with an ×2 critical stat. Like a spiked chain, it has 10-foot inclusive reach (can hit adjacent), is usable with Weapon Finesse, can be used to make trip attempts, and can be used to make disarm attempts (with a +2 bonus). It also counts as a grappling hook for climbing, and, weirdly, can be used as a double weapon and TWF’d with. It’ll do less damage than a spiked chain and has less reach than the rope dart/meteor hammer, but if you want a hand open at all times, you can use this and get the same benefits for lockdown stuff.

Ritiik (A): Frost p. 77/Dr331 p. 26. Okay so, this weapon is weird and an odd rules hole, I think? It’s an exotic two-handed weapon that deals 1d8 piercing damage with an ×3 critical stat, and has the special effect that on a successful hit, you can choose to “hook this blade into the target’s flesh,” prompting a Reflex save (DC 10 + damage dealt on the hit) as a free action. If they fail the save, you get a free trip attempt against them (which does seem to provoke as normal). The thing is, from there it goes on to have some wording that implies that the weapon stays lodged in the target until they rip it out, but at the same time, the text also implies that you keep holding onto the weapon? There’s no entangling or grappling effect here, it’s just a weird incongruity of the rules. Are you able to rip the weapon out on your own? Can you make iteratives with this? RAW I genuinely have no idea how this works, and there’s no clear intention either. As a DM, I would probably just ignore the second paragraph entirely, but your group may vary. If played as an exotic weapon that allows a free trip attack every time you hit, this is A-rated. It doesn’t have reach so you’ll need to get reach elsewhere (such as by Inhuman Reach or Tall Deformity), but being able to hit and trip with every attack, plus potentially a free attack from Improved Trip, is an excellent variant on the lockdown tripper niche. If your DM rules that it doesn’t work with iteratives (or, worse, disarms you of your weapon when you use it), this is F-rated and you shouldn’t take it.

Rope Dart/Meteor Hammer (S): Dr319 p. 73. This is a pair of two-handed exotic weapons that deal 1d4 piercing (rope dart) or 1d4 bludgeoning (meteor hammer) damage, have a ×2 critical stat, and share proficiency within a single Exotic Weapon Proficiency feat. They have 15-foot inclusive reach, letting you attack anything in that area, can be used with Weapon Finesse, can be used to make trip attacks and disarm attacks (with a +2 bonus when disarming), and count as a monk weapon if you’re dipping monk. This is far and away the best weapon for lockdown characters due to the large reach, inherent trip option, and ability to attack everything in range. Note that there are no rules for how the 15-foot reach interacts with sizes greater than Medium; I tend to see people extrapolate the usual reach weapon rules into tripling your natural reach (since it’s 15 feet, 3× your normal 5-foot reach as Medium). Another way to do it might be to count it as doubling natural reach, plus 5 feet on top of that (so a Large user would have 25-foot reach, and huge would have 35-foot, rather than 30-foot and 45-foot, respectively). Talk to your DM, either outcome is super good regardless.

Spiked Chain (S): SRD. The best weapon in the Player’s Handbook, this is generally worse than the rope dart except for Weapon Finesse builds. The spiked chain is a two-handed exotic weapon that deals 2d4 slashing damage with an ×2 critical stat, 10-foot inclusive reach, and the ability to make trip and disarm attacks (with a +2 bonus on disarms). Unlike the rope dart and meteor hammer, it’s also a Shadow Hand weapon, which means you can use the Shadow Blade feat from Tome of Battle to get Dex to damage on Finesse builds.

As one final note, if you’re a drow or half-drow you can take the Drow Skirmisher feat (RoE p. 109) instead of Exotic Weapon Proficiency to use the drow scorpion chain, a variant on the spiked chain that deals 1d6 slashing damage with a 19-20/×2 critical stat. While not RAW, the drow scorpion chain is called out as sharing certain feats like Weapon Focus and Weapon Specialization with the spiked chain, so I think it would also be a reasonable houserule to allow it to be used with Shadow Blade as well.

Talenta Sharrash (F): ECS p. 119, Dr331 p. 24, ECS errata. SO! The Talenta sharrash! In its original printing, this was an exotic two-handed weapon that dealt 1d10 slashing damage, had a 19-20/×4 critical stat, and had 10-foot reach and the ability to make trip attacks. It was reprinted in Dragon Magazine #331 in May 2005 with these stats. This is obviously a very strong weapon! Too strong? Up in the air, in my opinion no. However, in February 2006, Wizards of the Coast issued the Eberron Campaign Setting errata, nerfing the crit chance and making it simply a 1d10/×4 reach weapon, which, uh, it’s ever so slightly better than the lucerne hammer and there’s basically no reason to ever burn a feat on proficiency? The primary source rule overrides the Dragon printing with the errata, and that’s all fine and well, but honestly? I tend to not do this, but I recommend talking to your DM about ignoring the errata and just using it as originally printed, as a slashing/reach equivalent to the greathorn minotaur greathammer. If you do, this is A-rated.

Anyway, for lockdown trippers it’s obviously worse than the spiked chain, rope dart, or meteor hammer in spite of also costing an exotic proficiency. However, if you’re doing a hybrid-style build and want to do bigger damage this can be a solid pick if your DM lets you use the unerrata’d one.

Mounted Combat

If you’re mounted, you’re probably using a lance and charging. If you’re not using a lance and charging, then you should generally refer to another weapon list for whatever the relevant combat approach you’ve chosen is. There are two weapons that get notable mentions, though: the lance (duh) and the saber.

Optimal Pick Best Weapons Good Weapons
Lance (R U) Lance (R U)
Saber (U)
None

Mounted Combat Weapon Ratings

Lance (S): SRD. This is a two-handed martial weapon that deals 1d8 piercing damage with an ×3 critical stat, 10-foot reach, and the extra perk that if you attack with it during a mounted charge, you deal double damage. This is, generally, the main reason to even play a mounted combatant—that is, to be a mobile, high-damage-per-hit warrior rather than doing normal full attack stuff. You can use this one-handed while mounted but honestly you probably shouldn’t; you’ll get more damage out of Favored Power Attack by two-handing it.

Saber (A): FRCS p. 97. This is a one-handed martial weapon that deals 1d8 slashing and piercing damage with a 19-20/×2 critical stat, and has the added perk that if you’re mounted, you get a +1 circumstance bonus on attack rolls with it. This is the best weapon for any mounted ranger that isn’t going for lance charging, and is especially good for Two-Weapon Fighting. If you’re a halfling outrider or wild plains outrider (which get “can full attack while moving on a mount, but not while charging”), consider building into TWF with cavalry sabers. It will probably do less damage than TWFing a two-hander and unarmed strikes, and +1 doesn’t seem like a lot on paper, but every little bit adds up when it’s literally free for your build. Plus, it’s less feat-intensive than the unarmed strike route.

Throwing

The use of thrown weapons is complicated and messy, due to the age-old awkwardness of the fact that you’re throwing your weapons away. If you’re using thrown weapons, then you’re probably stuck between (a) using shuriken, (b) using low-cost weapons and carrying a ton of them, or (c) investing not-insignificant resources into a way to get your weapon to come back in a timely manner so you can full attack with it. The following spoiler tag goes over the options and their ups and downs in detail.

In-Depth Look At Throwing

I spent an embarrassing amount of time researching, desperately, for ways to make thrown weapons work for full attacks. Just in case, yanno, the community had missed something for 20 years? Anyway, I didn’t find anything new. So I’m instead going to talk about the old.

The Problem: You’re Literally Throwing Your Weapons Away

It’s always been extremely funny to me that Wizards of the Coast lampshaded this, but didn’t ever put in a fix for it.

“Only a master thrower would invent a new style of fighting that involves cleverly disarming herself.”

That’s how many more traditional weapon masters think of master throwers. Indeed, many master throwers see those who dabble in thrown weapons the same way. If a character tosses away a hand axe, javelin, or dagger, he may end up facing his foe with bare hands. Unless one is a monk, one should avoid that situation at all reasonable costs.
—CWar p. 58, Master Thrower entry

Like, they knew this was a problem! Back in 2003! Their example master thrower NPC had three +1 returning javelins at level 15, as if that was a coherent combat build for that level. Smh…

Anyway, when you’re using thrown weapons, the biggest problem is that you’re throwing your weapons away. Cleverly disarming yourself. You’re in a game that rewards full attacks and also rewards having one or two specialized, high-cost weapons, and using a fighting style that struggles to do both of those things at once.

The thing recommended by the game to solve this, the returning weapon ability, is no help at all, either. Take a look:

This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn).

Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

For the cost of a +1 weapon enhancement, we get the ability to have our weapon come back! But…

  1. It doesn’t return until next turn (so you can’t full attack with it).
  2. If you have multiple returning weapons, they all come back at once, and if you can’t catch them they fall on the ground and have to be manually picked up.

This sucks. It’s not a viable option.

Returning sucks. So what do we do?

If using the rules-as-written, there are only a few ways to make thrown weapon full attacks work in 3.5. The first is taking four levels in Tome of Battle’s bloodstorm blade prestige class (which probably also means taking at least one feat or a level of warblade). The second is using shuriken or cheap, unenchanted weapons instead of normal weapons (and approaching gear economy very differently). The third is to use the telekinetic boomerang psionic power from Races of the Wild, a 3rd-level power manifested as a swift action that makes a weapon come back instantly for a single fight.

All the other options tend to involve houserules or ambiguous interpretations. Make no mistake, houseruling this is not a bad solution. In fact, I recommend doing so. The state of throwers is so messed up and so easy to fix with simple houserules that that is, by far, the simplest and cleanest solution. So I’m going to present that option first and then get into the rules-legal stuff.

Please just houserule this. Ask your DM to houserule it.

Pathfinder has a magic item called the blinkback belt. It’s a 5,000gp belt-slot item that allows your thrown weapons to teleport back to their sheathes when you throw them. Here’s a link to their SRD’s entry for it.

I cannot express strongly enough that the easiest, simplest, and best solution to the thrown weapon problem is to just backport this thing (or otherwise houserule it). Like, you could houserule that returning weapons come back immediately, or use 4e-style thrown weapons, where any magic weapon you can throw does the same, but most of the time in my experience, people are more amiable to backporting a Pathfinder item than doing that kind of overhaul. Plus, blinkback belt still requires Quick Draw to work, which can make it feel more like “proper” throwing.

Seriously, DMs. Please just houserule it. I’m begging you. Let throwers play without a heavy and janky tax compared to literally everyone else.

If you don’t houserule it, you can still make it work.

That aside, let’s talk about the ways you can make thrown weapon full attacks work under the rules proper. First, the unambiguous ways:

  1. Multiple Cheap Weapons: You can theoretically carry around two dozen daggers and throw them. You could even enhance them magically! But the costs get really high if you want magic weapons, it’s annoying to clean them up after a fight, and it’s a very different aesthetic and vibe than what a lot of players want. If you’re looking to throw your hammer like Marvel’s Thor, carrying twenty hammers in a bag of holding is not what you’re going for! Still, this is the option that the game’s NPC stat blocks tend to assume so I’ve listed it first. It’s really frustrating as a player, though, to just have worse weapons than everyone else because you picked a somewhat niche fighting style. The gloves of endless javelins from the Magic Item Compendium is the epitome of this fighting style. It makes you endless +1 javelins made of force (so they can hit incorporeal targets) for a relatively low cost, letting you throw them with full attacks and not worry about retrieving them later. It can’t be enhanced beyond the baseline, though (barring a DM houserule), so that’s as good as you get for this.

  2. Shuriken: SRD. Shuriken, as well as halfling skiprocks, are exotic thrown weapons that are treated as ammunition for rules purposes. This means that you can draw them as a free action (letting you skip Quick Draw), that they come in sets of 50 for the cost of a single magic weapon, and that they’re unavoidably destroyed when they hit a target. Even if you have indestructible shuriken somehow (such as by riverine), the ammunition rules still say they stop working on a hit. They’re consumable. That’s… fine, but not ideal. Basically, if you’re using shuriken as your go-to weapon, your relationship to wealth-by-level changes significantly. Instead of getting a single big weapon (or, god forbid, one set of 50 well-enhanced weapons), you’re going to be getting many small weapons, generally with more niche enhancements. 50 +1 bane shuriken costs you 8,310gp, which is actually really cheap. That’s fifty attacks worth of weapons that are, against their target, dealing +2d6 bonus damage and carrying a +3 enhancement bonus (equivalent to +5 weapons, roughly). At higher levels you can trivially afford carrying around a pile for every common type without eating into your budget too hard. I go over this more in the consumables section of this chapter, but this is the main reason shuriken-likes are some of best throwing weapons. Still, shuriken are a very different vibe than other weapons, and manually tracking magic ammo for an entire campaign is not the idea of fun for many people. So…

  3. Bloodstorm Blade: ToB p. 100. This prestige class requires 8 ranks in Balance, at least one Iron Heart strike and stance, and the Point Blank Shot feat. It gives you a number of options to support throwing as a style, most notably Throw Anything (lets you use normal weapons as thrown weapons), thunderous throw (you can use a swift action to treat thrown weapons as melee attacks for 1 round, letting you skip Brutal Throw for Str-based throwers and use Favored Power Attack) at 2nd level, and lightning ricochet at 4th level. The last one is the important one; lightning ricochet makes thrown weapons return immediately after their attack resolves, letting you just keep attacking in a full attack action. This is the most common and effective rules-legal solution, but it’s got a heavy cost of four (or probably five, if you include a warblade dip) levels that aren’t advancing anything but throwing.

  4. Telekinetic Boomerang Power: RotW p. 176. This is a 3rd-level psionic power available to kineticist psions and psychic warriors. It’s got a swift action manifesting time, and lets a single thrown weapon return immediately for 1 round/level. If you augment it with 2 power points, you can apply it to another weapon as well, letting you TWF them. This is an interesting alternative to bloodstorm blade; dipping psychic warrior 1 is a very efficient level for access to a dorje of telekinetic boomerang (11,250gp for 50 charges worth of ML 5, or 15,750gp for 50 charges worth of ML 7 if you’re fighting with two weapons), and at higher levels the cost is negligible. You could even use psionic circuitry tattoos to get access to the power with limited uses without a level at all. An ML 5 telekinetic boomerang tattoo with a capacitor (lets you use it on a 5-day cooldown) costs you 2,000gp. An ML 7 one is 2,300gp and has a 7-day cooldown. Thanks to the Expanded Psionics Handbook upping the limit for psionic tattoos per body to 20, you can have up to ten of these, and cycle their uses in important fights. It’s more fiddly than using a dorje due to having to track a bunch of individual cooldowns, but it’s permanent and doesn’t need a level dip to be viable.

  5. –2 Cursed Swords: SRD. At this point, we’ve entered the realm of ambiguous rules and thus DM rulings/houserules. The –2 cursed sword is a 1,500gp cursed item that’s a masterwork longsword with a special, unique enhancement on it that applies a permanent curse to you. The sword takes a –2 penalty on attacks and damage, and once the curse sticks, “the sword’s owner automatically draws it and fights with it even when she meant to draw or ready some other weapon.” A common interpretation is that the sword teleports to your sheath/hand whenever you try to draw a different weapon, but an equally-common interpretation is that it merely forces you to use it over other weapons as a mental compulsion. If your DM and group uses the first interpretation, you can use a throwable –2 cursed sword as one of the cheapest ways of getting a permanent, endlessly-returning weapon. If your group follows the idea of deconstructing unique magic items, all the better. The “cursed sword” enhancement (including its penalty) costs either 1,500gp (baseline?) or 1,185gp (if we subtract the cost of the masterwork longsword). There’s no clear rules for what happens if you have multiple and want to TWF with them, so that’s also in the area of DM rulings and houserules. Still, it’s an option.

  6. Unseen Servants, weapon cords, and other clever ways of getting your weapons back: I’ve seen a lot of “hey can I use [some concept or combination that might work logically but isn’t defined in the rules] to return my weapons to me?” threads over the years, and while they might work, they all fall into the area of DM rulings, houserules, and stuff not in the game text. If you’re working that hard and your DM is letting you do so and ruling favorably, might I recommend just asking your DM to backport the blinkback belt or 4e magic thrown weapon rules? It’d be easier on everyone involved if you do.

Anyway, after hours and hours of searching, these are the only ways I’ve found to make it work. Throwing is suffering. In the end, not to sound like a broken record, please just get your DM to backport blinkback belt. Otherwise, look into gloves of endless javelins shuriken, bloodstorm blade, or a dorje of telekinetic boomerang, I guess.

ALL THAT SAID, throwing is still a remarkably interesting set of possible builds and options, and there’s some really powerful thrown weapons you can get access to! When using thrown weapons, there are a few considerations in place. The first is, of course, the Thrown Weapon Problem talked about in the above spoiler. How are you getting these weapons back? For the purposes of the ratings below, I’m assuming you’ve sorted out some way of making full attacks work, though the weapons that are easier to make work take that into account for their rating.

The second is what kind of build you’re using. If you’re using dungeoncrasher fighter with the Rout feat to spam bull rushes, you need your thrown weapons to weigh 2 or more pounds (which can be tough if you’re Small size). The heavy metal weapons from Magic of Faerun (gold and platinum, see page 179) double the weight of weapons made of them, so if your chosen thrown weapon weighs 1 pound, you can make it exotic, bump its damage up slightly, and make it weigh 2 pounds. Similarly, if you’re Large size, you double the weight of your weapons. None of the “works like ammunition” weapons are heavy enough to be used with Rout, so it’s not worth bothering with that.

The other build consideration is master thrower. One of that prestige class’s best abilities, palm throw, states “when using little thrown weapons (darts, shuriken, and daggers; the DM may allow other weapons), a master thrower with this ability may throw two of each weapon with a single attack roll.” What is a “little” weapon? There’s no rules definition beyond darts, shuriken, and daggers. I think it would be reasonable to consider the Xen’drik boomerang comparable in size to a dagger, but a javelin probably isn’t. This is highly DM-dependent, in the end, and you should talk to your DM and group about this when you’re talking to them about other thrown weapon houserules.

If you want to use both master thrower and dungeoncrasher+Rout, you’re now looking for a “little” weapon that weighs two or more pounds. That narrows things down quite a bit.

Anyway, sorry for the long tangent. tl;dr, thrown weapons are a mess.

Optimal Pick Best Weapons Good Weapons
Javelin (U) for less-invested throwers
Skiprock (E U) for consumable-throwers
Xen’drik Boomerang (E U) for high-investment throwers
Harpoon (E U H)
Shuriken (E U)
Skipping Blade (E U)
Skiprock (E U)
Two-Ball Bolas (E U H)
Xen’drik Boomerang (E U)
Annulat (E U)
Dagger (U)
Javelin (U)
Light Hammer (U)
Talenta Boomerang (E U)

One final note before getting into the descriptions here: if you’re dipping dungeoncrasher fighter to support a throwing build with Rout, then taking a variant class alongside it will give you exotic proficiencies. Targeteer gets two exotic ranged weapon proficiencies, and exoticist gets four exotic weapons of any type. This means that even if you’re specializing in boomerangs or shuriken or javelins or whatever, you’ll still be able to pick up a harpoon or two-ball bolas or other weapon as a backup or situational use weapon. This is especially nice for harpoons due to the fact that they deliver a very strong on-hit debuff, and don’t reward you strongly for attacking multiple times. Opening with a harpoon then following up with other thrown weapons is an incredibly strong game plan for Strength-based throwers.

Thrown Weapon Ratings

The ratings in here assume that you’re finding some way of full attacking with the weapons (even if that’s just “carrying two dozen of them in a bag”), though the highest-rated weapons are generally the ones with the easiest hoops to jump through to do so.

Annulat (B): PlH p. 68. This exotic weapon is a martial weapon for neraphim, a slaad-themed planetouched race from the Planar Handbook. If you’re not a neraph, this is F-rated and not worth the proficiency feat. Anyway, the annular has a range increment of 30 feet, 19-20/×2 crit stats, deals 1d6 slashing damage, and if thrown at an enemy with cover, reduces that cover’s AC bonus by +2. It’s a nice little bonus that makes the weapon stand out if you’ve got the racial familiarity, but it isn’t worth it otherwise. An annulat weighs half a pound and is a metal ring 1 foot in diameter, making it inadequate for Rout without jumping through (heh) hoops, and likely unusable with master thrower’s palm throw.

Boomerang, Talenta (A): ECS p. 119. One of the two boomerangs from Eberron, this is an exotic thrown weapon that deals 1d4 bludgeoning damage and has an ×2 critical stat. It has a 30-foot range increment, is made of wood, and weighs 1 pound. Boomerangs are some of the best thrown weapons in the game because of access to phenomenal support feats. Boomerang Ricochet gives you a bonus attack against a second target for each throw you make, and Boomerang Daze applies a save-or-daze on every hit with a boomerang. Boomerangs are good enough that even if you’re just carrying around a pile of nonmagical or +1 boomerangs, you’ll be able to compete with the best builds. However, as a whole, the only real benefit of this one over the Xen’drik variant is that halflings from Talenta in Eberron get it as a martial weapon. Since halflings are unlikely to be able to use Rout anyway, you may as well use this one instead. I’m genuinely unsure about whether or not these would qualify as “little” weapons. Based on the size in the art, they look to be about the same size as daggers would be, so maybe?

Several weapons: a two-bladed scimitar, a large curved sword, a three-bladed thrown 'boomerang', a normal boomerang, and a scythelike polearm.

Boomerang, Xen'drik (S): ECS p. 119. One of the two boomerangs from Eberron, this is an exotic thrown weapon that deals 1d6 bludgeoning damage (in spite of being made of metal blades) and has a ×2 critical stat. It has a 20-foot range increment, is made of metal, and weighs 1 pound. If you get a heavy metal version, it’ll weigh enough to be used with Rout. Like the Talenta boomerang, if you’re from Xen’drik you can get this as a martial weapon. Also like the Talenta boomerang, you have access to some of the best weapon-style-focused feats in the game. I’m genuinely unsure about whether or not these would qualify as “little” weapons. Similarly to the Talenta boomerang, they look to be about the size of a sword’s handle or a dagger, so it’s a solid maybe and an “ask your DM.”

Dagger (B): SRD. This is a light simple weapon that deals 1d4 piercing or slashing damage with a 19-20/×2 critical stat. The dagger can also be thrown with a 10-foot range increment, and weighs 1 pound, so a heavy metal version works with Rout. It’s also one of the few weapons that are specifically called out as “little” weapons. The dagger isn’t exactly good; it doesn’t have the feat support of the boomerangs, doesn’t have the efficiency of playstyle that shuriken do, and in the end, it’s just a standard, very vanilla option. Still, it’s notable for being one of the weapons that unambiguously works for both Rout (with a heavy metal variant, or a Large-sized thrower) and master thrower’s palm throw at the same time, and also for being able to be used in melee for switch-hitting in the rare instances where that’s useful.

Harpoon (S): Storm p. 107/Frost p. 76 (identical rules). This is an exotic thrown weapon that deals 1d10 piercing damage, has an ×2 critical stat, has a 30-foot range increment, and weighs 10 pounds. If you hit a target, the harpoon sticks in the target unless they succeed at a Reflex save (DC 10 + damage dealt). Someone with a harpoon in them moves at half speed and can’t charge or run, an absolutely brutal debuff to apply against melee enemies. In addition, if you decide to hold the trailing rope (default 30 feet) with an opposed Strength check (no action needed), the harpooned creature can’t move further than 30 feet away from you. It even imposes a DC 15 Concentration check to cast spells. Removing a harpoon takes a full-round action (dealing damage equal to the initial damage dealt, or no damage if the creature makes a DC 15 Heal check). It is unclear what happens if you have a returning harpoon or a variant on it; talk to your DM there (but honestly you probably want to leave the harpoon in to debuff your foe). These are incredible weapons, and one of the few weapons you don’t want to use alongside a returning/lightning ricochet/etc variant (barring the DM ruling it deals the removal damage on return) because of the debuff applied. Being able to neuter someone’s movement speed as part of your attacks and turn off charging can be a massive game-changer, even if you’re forced to deal with carrying and enchanting multiple harpoons to make full attacks work at higher levels. They’re also heavy enough to work with Rout. I think that if you’re a harpoon user, you should probably have some other type of thrown weapon like javelins, daggers, or the like, since you get no benefit for sticking a creature multiple times in a row with a harpoon. Just a great weapon for Strength-based throwers with some weird, unique rules.

Javelin (A): SRD. This is a simple thrown weapon that deals 1d6 piercing damage, has an ×2 critical stat, has a 30-foot range increment, and weighs 2 pounds. It’s pretty much the gold standard for your non-“little” thrown weapons, requiring no extra feats to use, weighing enough for Rout, and having a solid range for dungeon combats. In addition, javelin users have access to the gloves of endless javelins, a 7,000gp magic item (MIC p. 194) that generates an infinite supply of force-based +1 javelins. While this can’t be enhanced further without a houserule, they work against incorporeal creatures, overcome DR/magic, and will do the job as one as the most convenient thrown weapons. You don’t even need Quick Draw at that point, just the glove. The best choice for a thrower who doesn’t want to go all-in on optimizing a specific weapon like boomerangs and also doesn’t want to deal with tracking consumable ammunition.

Light Hammer (B): SRD. This is a martial light weapon that deals 1d4 bludgeoning damage, has an ×2 critical stat, has a 20-foot range increment when thrown, and weighs 2 pounds. You don’t want to use this except alongside javelins in a Two-Weapon Fighting-based Rout build; being able to off-hand these and still bull rush but not eat the penalty for TWFing one-handed weapons is good.

Shuriken (S): SRD. This is an exotic thrown weapon that deals 1d2 piercing damage with an ×2 critical stat, has a 10-foot range increment, and weighs 1/10 of a pound. In addition, they’re treated as ammunition for the purposes of pricing, usage, and enhancements. This means that you can draw them as a free action (letting you skip Quick Draw), that they come in sets of 50 for the cost of a single magic weapon, and that they’re unavoidably destroyed when they hit a target. Even if you have indestructible shuriken somehow (such as by riverine), the ammunition rules still say they stop working on a hit. They’re consumable.

Anyway, the best way to use shuriken is to get a bunch of them of different types. Sure, they’re consumable, but you can get a huge number of +1 bane shuriken of various types fairly cheaply at mid-high levels in order to have comparable damage and attack bonuses to normally-scaled weapons. Plus, the fact that you’re using many cheaper weapons lets you also grab stuff specialized against various creatures. Planning on walking into Hell and fighting devils? 50 +1 holy bane (evil outsider) alchemical silver shuriken costs you 32,410gp and each one will bypass the DR and regeneration of even the highest-level devils, plus doing an extra 4d6 damage per hit to boot. Yes, they’re consumable and yes, they run out, but at higher levels where you’re worrying about the sort of DR that holy silver weapons overcome, it’s a drop in the bucket and you get enough treasure back in that type of adventure to cover it. Even at lower levels, 50 silver shuriken cost, combined, 110gp. 50 cold iron shuriken costs you 20gp. It’s much more costly for a normal martial to deal with special materials due to the escalating pricing on higher-end magic weapons. Using shuriken and similar throwables means you don’t have to deal with that (you can always afford “the best tool for the job”), but also that your weapons will have lower levels of enhancement at any given time. Upsides and downsides. Of course, the biggest downside is that tracking individual magical ammunition is fiddly as hell, and frankly, that in itself is a worthy reason to not bother with shuriken.

Skipping Blade (S): Storm p. 107. This is an exotic thrown weapon that deals 1d3 slashing damage with an ×3 critical stat, has a 10-foot range increment (or 15 feet if thrown across water between you and the target), and weighs 1/6 of a pound. Like the shuriken, skipping blades are treated as ammunition for the purposes of pricing, usage, and enhancements. They’re pretty much just objectively better shuriken? Not that much better, but it’s weird to see, honestly. These are explicitly the same size as shuriken, so they’re definitely “little” for the purposes of master thrower.

Skiprock (S): RotW p. 165. This is an exotic thrown weapon that deals 1d6 bludgeoning damage with an ×2 critical stat, has a 15-foot range increment, and weighs 1/4 of a pound. Skiprocks are definitely “little weapons,” but are not going to be able to work for Rout. The skiprock’s unique ability is that when you hit with an attack, you can bounce the rock to a second target that’s within 5 feet of the first one, making a second attack at a –2 penalty (only one ricochet per throw, to be fully clear). Unlike with Boomerang Ricochet, this does apply precision damage, so it’s the best thrown weapon if you’re doing a Swift Hunter build. Like the shuriken, skiprocks are treated as ammunition for the purposes of pricing, usage, and enhancements. They’re better than the shuriken in most ways other than material versatility; skiprocks will hit more targets but you can get shuriken of various materials to overcome DR easily, something genuinely important for throwers who’re putting out many small attacks. Skiprocks not being made of metal harshly limits the kinds of DR you can overcome with them at high levels, which somewhat neutralizes one of the main benefits to ammunition-priced thrown weapons.

Two-Ball Bolas: A&EG p. 71 or S&F p. 71. So the bolas in the Player’s Handbook (SRD link) came after these as far as I can tell, and are much, much worse. The reason I’m highlighting these instead is that this unupdated 3.0 weapon is unique and potentially useful in a way the standard bolas aren’t. The two-ball bolas are an exotic thrown weapon that deals 1d4 bludgeoning damage with an ×2 critical stat, has a 10-foot range increment, and weighs 2 pounds. They roll ranged touch attacks to hit instead of normal attack rolls, and have special rules that vary based on the printing.

  • Sword & Fist (S): This version from 2001 says that, and on a hit against a Medium or smaller enemy, that enemy is automatically tripped, and then the opponent has to make a grapple check opposed by your attack roll or also become grappled until they take a full-round action to get out (no roll needed). This is absolutely incredible as a control effect, applying not only prone but grappled (which removes Dex bonus to AC, removes the ability to threaten squares, and removes the ability to move) with minimal effort on top of making the attack as a ranged touch attack.
  • Arms & Equipment Guide (A): This version from 2003 (also printed the same way in Races of Faerûn) doesn’t grapple, instead prompting an opposed check (enemy’s Strength or Dexterity vs your Strength) when you hit a Medium or smaller enemy, and if you win they’re tripped. This is much more reasonable and, genuinely, still a pretty good weapon! You’re applying a debuff on top of attacking for damage with a ranged touch attack, that’s better than a lot of options.

In either case, these weapons combo well with Rout (due to weighing enough) and any ranged Power Attack options (due to striking as a touch attack), and don’t need you to bother with figuring out a method of getting them to come back, since that’s, uh, counterproductive for the point. You don’t even really need to get magic versions in a lot of cases because your accuracy is going to be incredible regardless.

Anyway, the standard bolas from the Player’s Handbook have no special effects beyond being able to make trip attacks at range. Rather than letting you trip on-hit, you make trips in place of your attacks, using the usual rules. It’s… fine? But you’re not doing damage, you’re not getting the touch attack accuracy for proper attacks, and you might not be able to combine it with Rout. The core bolas are not completely terrible, but aren’t good either. I’d give them a C-rating due to still being exotic weapons and not really giving you anything useful for that cost. Sure, tripping is still a touch attack, but giving up your damage on the attack means you’re not actually benefiting much for building towards them. It can be worth picking up a couple bolas for the option (even without proficiency), but not as your primary weapon.

Ranged Projectiles

You should probably do archery (or, perhaps, throwing) if you’re looking to do ranged attacks, but crossbows can in theory be made to work. The biggest issue with crossbows over bows is that crossbows other than the ones in the Player’s Handbook are not included in the whitelist style of Rapid Reload, Crossbow Sniper, and similar feats. For whatever reason, they just… didn’t make splatbook crossbows backwards-compatible with the core feats. With aptitude weapons you can make them work (and potentially even be pretty good), but that’s an awkward tax. Talk to your DM about houseruling these feats to work with non-core crossbows, or otherwise stick to light or hand crossbows.

Optimal Pick Best Weapons Good Weapons
Composite Longbow for archery
Double Crossbow (H U) for crossbows
Composite Longbow
Double Crossbow (H U)
Hand Crossbow (E)
Spring-Loaded Gauntlet (E H)
Composite Shortbow
Great Crossbow (E H)
Elven Double-Bow (E H U)
Footbow (E U)
Light Crossbow

Instead of organizing the ratings for these alphabetically, I’ve arranged it by weapon subtype. There are few enough weapons in this category and their usage is so different that I think it’s just a better way to present it. First the bows, then the crossbows.

Bow & Arrow Ratings

Bows are largely interchangeable with each other. All of them are a free action to load, take two hands to fire, and can be made to add your Strength to damage. They’re significantly more convenient than crossbows on every count, and the only reason to use crossbows over them is a style preference or maybe a very feat-intensive build where crossbows edge out bows in damage. Nonetheless, bows (like all projectile weapons) struggle a little bit at higher levels due to lacking the myriad ways to boost damage that melee has. All bows can be made as elvencraft bows, but not all of them can be made composite. The bows that are worth caring about written up below.

Composite Bows: The longbow and shortbow (but not the elven double-bow, handbow, or many other random exotic bows), can be made “composite.” What this does is (a) increase the range increment of the bow, and (b) allow you to add your Strength to damage while using it. Unlike most weapons, you have to pre-buy a composite rating for a certain amount of money (75gp per point of Str bonus for shortbows and 100gp per point of Str bonus for longbows). If your Strength modifier is above that rating, it’s capped at the rating for damage, and if it’s below it, you take a –2 penalty on attack rolls with the bow. This means that you’re going to need some pre-planning for later levels with magic bows, or get access to either a Hank’s energy bow (a 22,600gp magic longbow that among other excellent things, works for all Strength bonuses) or a bow of the wintermoon (MIC p. 48, a 3,400gp +1 composite longbow that automatically adjusts itself to match your Strength, but only works if you’re chaotic good, neutral good, or chaotic neutral).

The existence of these two magic items, in the absence of a houserule about deconstructing specific magic weapons (more on that in the magic items section), makes the composite longbow far and away the best bow to use. You won’t be able to afford a composite longbow (or shortbow, for that matter) matching your Strength at 1st level, so just make do with a longbow until then.

Longbow (S): SRD. The longbow is a two-handed martial ranged projectile weapon that deals 1d8 piercing damage, has an ×3 critical stat, and has a 100-foot range increment. Its composite version has a 110-foot range increment and costs 100gp extra per point of Str bonus. Oddly, the longbow cannot be used while mounted, while the composite version explicitly can (I guess part of 3.5’s simulationism elements). Feats that work for the longbow work for the composite longbow and vice-versa, they’re the same weapon.

Elven Double-Bow (D): Dr349 p. 24. Originally from the Arms & Equipment Guide, this was updated to 3.5 in Dragon Magazine #349 and it’s… interesting? Not good, but certainly unique. This is a two-handed exotic ranged projectile weapon that deals 1d8 piercing damage, has an ×3 critical stat, and has a 90-foot range increment. Its unique perk is that, as a move action, you can string an extra arrow in it, and then your next attack is fired twice (making one attack roll for both attacks, with a –2 penalty). Precision damage only applies once, but the ability to pre-charge a bonus attack before combat could in theory be worth an exotic proficiency… if you could make this bow composite. This bow, by RAW, doesn’t have a composite bow variant. It uses longbow stats and is terrible on its own (no Strength to damage means you lose out on more than you gain), but if your DM houserules a composite variant in, then this is probably A-rated. Still not necessarily worth using over a default longbow, but worth considering at least.

Footbow (B): RotW p. 164. This is a two-handed, two-footed exotic ranged projectile weapon. Basically, it’s a composite longbow (it defaults to composite) that’s designed to be used while flying. It deals 1d8 piercing damage with an ×3 critical stat, has a 110-foot range increment, and takes a –4 penalty on attack rolls you make while not flying (and must be fired prone if on the ground). Why is this even remotely worth using? If you’re flying with it, you can fire it with both hands, dealing 1.5× your Strength bonus (or 1.5× the bow’s composite rating, if it’s lower). Many games end up flying at all times at higher levels, so if you’ve got a free exotic proficiency or are a raptoran (who get this as a martial weapon), this is a solid alternate pick compared to the composite longbow or shortbow.

Shortbow (A): SRD. The shortbow is a two-handed martial ranged projectile weapon that deals 1d6 piercing damage, has an ×3 critical stat, and has a 60-foot range increment. Its composite version has a 70-foot range increment and costs 75gp extra per point of Str bonus. Feats that work for the shortbow work for the composite shortbow and vice-versa, they’re the same weapon. The only reason to use a shortbow over a longbow, mechanically, is that it costs less gold at lower levels. The difference is negligible (outside of magic weapon access, theoretically), but still.

Bow Modifications & Special Materials

Since bows have some specific bow-only variant options, I’ve listed them here instead of presenting them with the rest of the weapon modification options in a later section.

Bayonets & Combination Blades (D): CSco p. 109. These are special blades that can be attached to bows and crossbows, counting as a punching dagger (for bows), a short sword or shortspear (for crossbows), or a dagger (for hand crossbows). You take a –2 penalty on attack rolls with them, which makes them just universally worse than steel crossbows and elvencraft bows. I guess you might be able to add another wand chamber with them, potentially? But otherwise, skip them.

Dragonbone Bows (B): Drac p. 117. A bow carved from a dragon bone must be composite (or maybe is always composite; it’s interpretable that this is a rules-legal way to make unusual bows into composite ones, but that’s very much a DM call), and costs 100 extra gp to buy. In exchange, the range increment is 20 feet longer. That’s all. Is it amazing? Nah. But it’s super cheap and boosting range is fun. Making a bow with this requires the Dragoncrafter feat (Drac p. 105), so you’ll probably need to go looking for a crafter who can make a bow like this for you unless your DM just abstracts away that sort of thing.

Elvencraft Bows (S): RotW p. 116. Elvencraft bows are a unique option that can be applied to any bow, costing 300gp and turning that bow into a melee weapon as well. An elvencraft longbow gets to be used as a quarterstaff, and an elvencraft shortbow is a club. This lets you threaten adjacent squares (useful in a pinch), but more importantly lets you add extra melee weapon modifications; an elvencraft longbow has two “slots” for wand chambers (or maybe three, depending on if you consider the “bow” part separate from its double weapon sides), which is absolutely incredible for rangers. As an archer, you’ve got a number of good ranger spells to put into wands, so you should definitely do this if you’re the sort to use consumables. Magical enhancements on an elvencraft bow are added separately for the melee and ranged components, but it’s still the same weapon being used in each case, and you can freely interweave melee and ranged attacks when full attacking.

Long-Range Bows (A): Dr358 p. 42. This is a special masterwork weapon modification that adds 100gp to the price and gives you a +20-foot bonus to the range increment of the bow (stacking with dragonbone, if you want). Making a bow with this requires the Artisan Craftsman feat (introduced in the same article, and gettable with 4 ranks in a Craft skill), so you’ll probably need to go looking for a crafter who can make one for you unless your DM just abstracts away that sort of thing. This one is rated higher than dragoncraft bow because you can combine it with special materials like serren wood.

Serren Bow (S): BoED p. 38. This is a special material (and as a result is mutually-exclusive with dragonbone), and it costs 4,000gp to make a bow from it. The result is that the bow nonmagically counts as a ghost touch weapon without having to worry about increasing your effective enhancement bonus. It’s unclear whether or not it imparts this quality on its ammunition; the text seems to me that it implies it would but it doesn’t actually say anything about it. If it doesn’t grant ghost touch to ammunition, then this is F-rated unless you’re incorporeal yourself. If it does though, and you’re buying a bow at later levels, and you aren’t using a Hank’s energy bow or a bow enhanced with the force weapon special ability, you should absolutely get this. It’s just good to have, relatively cheap for its effect, and useful against some of the most annoying enemies in the game.

Arrows

One of the main perks of projectile weapons is, unfortunately for those who dislike fiddliness in gameplay, the fact that you can get and use a lot of cheap, effective pieces of both mundane and magical ammunition. Like with shuriken throwers, the ability to just pick up, say, 50 +1 bane arrows for each major type you expect to face and thus fire off stronger and more-damaging shorts with them is just really strong. Archers in 3.5 are worse off in the damage department than melee martials, and leveraging this will allow you to keep up better. I talk about magical arrows in the consumables section of the handbook, but as far as mundane arrow variants go, the notable ones are as follows. Most arrows can also be made of the special materials discussed later in this chapter, which is great for overcoming material-based DR. If you’re looking for the arrows that I didn’t mention here, you can find them in Races of the Wild, the Arms & Equipment Guide, Dragon Magazine #330, Dragon Magazine #349, and the Dragon Compendium.

Blunt Arrow (B): RotW p. 163. Costing 1gp per 20 arrows, these deal nonlethal bludgeoning damage instead of lethal piercing damage, at the cost of a halved range and only a ×2 critical stat. If you’re looking to take someone out nonlethally they don’t lose you much to use, and while they don’t work on things like undead skeletons, they are nonetheless an option for dealing with DR/bludgeoning.

Dyed Fletching (D): Dr330 p. 92. This is more of a random flavor thing and something I think DMs should allow for free, but if you want a uniquely-identifying dye that gives people a +1 bonus on Knowledge checks to identify your work, you can spend 8 silver pieces per 20 arrows to have it!

Flight Arrows (D): Dr349 p. 29 or DrCom p. 110. These are sold as single, masterwork arrows for 8gp each and they add +25ft to your range increment when firing them. They’re alright, though somewhat costly for what they do.

Hardwood Arrows (C): Dr330 p. 92. So, arrows that hit their target are always unusable afterwards, and arrows that miss have a 50% chance of being unusable (either lost or destroyed) and a 50% chance of being retrievable. If you’re penny-pinching consumables, especially at higher levels with magic arrows, this can be slightly relevant, but I have never been in a campaign where it was. Nonetheless, arrows with hardwood shafts (costing 10gp per 20 arrows modified) have only a 25% chance of being unusable after missing, which can recoup costs more reliably if you’re the sort of weirdo (like me) who enjoys using consumables. I’m not sure if these can be combined with other special arrows; they’re framed as only modifying the shaft of the projectile, but might be mutually-exclusive because they’re their own thing?

Laenar Arrows (D): Dragon Annual #5 p. 28. Costing 31gp per 20 arrows, these weigh 25% less and have a 10% further range increment. They’re much cheaper than flight arrows, but add a little less to your range unless you’ve already massively boosted your bow’s range increment in other ways. They’re okay I guess, though you generally won’t need that much range.

Razorfeather Arrows (D): MM5 p. 169. These don’t have a listed price, instead only listing the methods needed to make them and the cost of the raw materials. However, that’s enough to derive a price with the Craft rules. Razorfeather arrows cost 7,500gp for 50 (they’re made in lots of 50), or 150gp each, and are masterwork, adamantine arrows with a nonmagical keen effect applied to them. Adamantine ammunition on its own costs 60gp each, or 3,000gp for 50, less than half as much. Is making your bow attacks 19-20/×3 worth 4,500gp per 50 arrows comparatively? Honestly, I don’t actually think so. In the end, it’s not that meaningful a change, and for the same price as 50 razorfeather arrows you could get nearly a whole set of +1 bane arrows. Still, if you do happen to fight a steelwing and loot its corpse for feathers, getting the 250 harvestable feathers crafted into arrows is well worth it.

Serpentstongue Arrow (A): RotW p. 164. Costing 3gp per 20 arrows, these deal both slashing and piercing damage. Since bows (with their many lower-damage attacks in a round) can get ruined by DR, being able to cheaply overcome DR/slashing can be very useful, especially in undead-heavy campaigns. Extremely cheap and extremely useful.

Signal Arrows (D): Dr349 p. 29 or DrCom p. 110. Costing 5gp per 20 arrows, these are similar to the singing arrows below in that they make a specific noise when fired. Unlike the singing ones, signal arrows make birdcall sounds. They’re not necessarily actually useful, but I think they’re kinda neat, and if you’re in a campaign where the logistics of mundane communication on a battlefield Matters™, then they are quite interesting for that function.

Singing Arrows (D): Dr349 p. 29 or DrCom p. 110. Costing 20gp per 20 arrows, these are specially made so they loudly play out a song or signal from air passing around them in flight. They’re not super useful but they’re neat for the same reasons signal arrows are.

Smoking Arrows (S or D): Dr349 p. 29 or DrCom p. 110. Costing 30gp per arrow, these arrows are… weird. Basically, they’re smokesticks you can fire from a bow as an attack. That’s really good! The ability to stick a 10-foot cube of opaque smoke to someone with the last arrow of a full attack can supremely mess up their next turn. However, there is no action listed for igniting it, just like there’s no action listed for igniting a smokestick. If your DM plays them as going off automatically or with minimal action costs, then these are S-rated. Otherwise, they’re D-rated and probably better off used only for signals.

Star Arrows (C): Dr330 p. 92. Costing 10gp per 20 arrows, these ones glow with torchlight in a 5-foot radius and shadowy illumination in a 15-foot radius after being fired. This is genuinely useful for marking enemies who’re trying to be stealthy in the dark, especially if you have darkvision and your allies don’t. I don’t think it’d work that way against invisible enemies, though; I suspect that an arrow sticking out of someone would qualify as equipment and turn invisible as well, but talk to your DM about that.

Swiftwing Arrow (D): RotW p. 164. Costing 20gp per 20 arrows, these deal one damage die step lower, but halve the penalty for shooting at multiple range increments. If you’re sniping at long distances, they’re an efficient way to boost your attack bonus, but you probably won’t be using them otherwise.

Thundering Arrows (D): Dr349 p. 29 or DrCom p. 110. Costing 2gp per arrow and dealing no damage on hit, these arrows have a thunderstone built into them and are treated as if you’d successfully thrown such an item, prompting a DC 15 Fort save against being deafened temporarily on a hit. Deafen can mess people up, but the low save DC is awful and they’re probably, like the signal and singing arrows, more useful as a communication device than a weapon. It’s really funny to me how much cheaper these are than normal thunderstones, though. Like, what? Neat, but what?

Serren Arrows (S): BoED p. 38. These are a special material that costs +4,000gp to make 50 arrows from, and grants those arrows a nonmagical ghost touch property. Honestly, given that the arrows themselves cost as much as getting a serren wood bow, I question getting these. However, in the context where you already have a special material lined up for your bow and are not firing force arrows or using a Hank’s energy bow, it can be worthwhile to get a set for a rainy day, especially at higher levels.


Crossbow & Bolt Ratings

Unlike bows, crossbows suck are nearly all distinct weapons, and also have various inconvenient restrictions on their usage. Every crossbow requires a notable action cost to reload (unless you have a feat for it), and they have fewer options and perks than bows do. In addition, only three crossbows (the core ones, light, heavy, and hand) are listed in the various crossbow support feats, so if you’re using a non-core crossbow you’re generally going to need to request a houserule (or allowance of aptitude weapons) from your DM to make them even playable, due to crossbows generally requiring Rapid Reload to full attack. With that in mind, there are some niche cases where crossbows are better than bows; you can fight with two at once using the Two-Weapon Fighting rules (though you need some kind of third arm to reload them, or the spring-loaded gauntlet and a Rapid Reload houserule), getting way more attacks off from feats.

Note that you still take a penalty for firing crossbows with one hand on top of the TWF penalty (generally –2 for light crossbows and equivalents, and –4 for heavy crossbows and equivalents). You’re going to have to wade through a lot of drawbacks if you want to make crossbows “work.” Still, it can be done, so let’s talk about it. I’m going to start with the light crossbow just to get it out of the way.

Light Crossbow (B): SRD. Yeah, this is one of the best crossbows. Yeah, I rated the poor thing only a B. This is a simple ranged projectile weapon that deals 1d8 piercing damage, has a 19-20/×2 critical stat and has an 80-foot range increment. You need to take a move action to reload it (or a free action with the Rapid Reload feat), which provokes attacks of opportunity. You can fire a light crossbow one-handed, taking a –2 penalty to do so, and you can fight with two of them if you have a way to reload both with your hands full, treating them as one-handed weapons. It’s not great. Still, this is your baseline. Let’s move on.

Double Crossbow (A or D): Dr349 p. 26. So this one is super weird. In the Races of the Dragon web enhancement, they introduced light, heavy, and hand double crossbows, which work differently from the one in Dragon #349 and are kinda nonsense rules-wise. There is an argument for primary source precedence for the earlier article, and there is an argument for the later article being a rules update that takes priority. There’s also the argument that since these are differently-named weapons, they’re different regardless. Anyway, the RotD enhancement was April 2006, Dr349 was November 2006, and I’m going to approach these separately.

Races of the Dragon (D): All three of the crossbow variants in the web article are exotic weapons with weird and janky rules; the way they work is that if you have them fully loaded and are proficient, you can fire both bolts as a full-round action with a –2 penalty. Can you use this with a full attack? Who knows, the text is weird. The design note says that the Exotic Weapon Proficiency feat gives a benefit “identical to Rapid Shot” here, but also describes something that does not look like Rapid Shot. In theory, if it works like that, the way this works is that you can use an exotic proficiency to get +1 attack per round, at the cost of a –2 penalty on all attacks (and for the light and hand crossbow versions, you can individually load them as free actions if you have Rapid Reload). Notably, this one works to apply precision damage on all the attacks, unlike the other one.

Dragon Magazine (A): In contrast, the one from Dragon only comes in a light crossbow variant and is just called a “double crossbow.” It’s a simple weapon, and is treated as a light crossbow that happens to have two bolts that load separately. The rules text only says “if the double crossbow is fully loaded, you can shoot both bolts at a single target. You make one attack roll at a –2 penalty to determine whether or not both bolts strike the target.” Critical hits only apply once, and precision damage only applies once. It’s ambiguous about whether or not Rapid Reload works here—it says it has “the strength of a light crossbow” on each of its prods and strings, so presumably you can load both as a free action. A liberal ruling here would be that it doubles your attacks and applies a –2 penalty on all of them, similar to Two-Weapon Fighting. Honestly? I think that’s neat, and one of the better ways to make crossbows work well. As a ranger, you’re getting a flat damage boost from favored enemy that would apply to both, and you’d probably want to pick up stuff like Knowledge Devotion and Crossbow Sniper (if it works for this one) as well, but not go for sneak attack/Craven/similar options. Talk to your DM about how they think this one works.

Great Crossbow (B or F): RoS p. 153. This is a two-handed exotic ranged projectile weapon that deals 2d8 piercing damage, has an 18-20/×2 critical stat, and has a 120-foot range increment. It takes a full-round action to reload though, which makes it completely useless for your purposes, except in the case of being allowed to get a +1 aptitude one and combine it with the Hand Crossbow Focus feat. Aptitude makes the weapon count as any weapon for the purposes of feats, and Hand Crossbow Focus lets you reload a hand crossbow as a free action. In that context, it’s one of the better crossbows due to its genuinely high raw stats. Without that specific combination, the great crossbow is F-rated.

Hand Crossbow (A): SRD. Of the core options, this is the best of the bunch. The hand crossbow is a one-handed exotic ranged projectile weapon that deals 1d4 piercing damage, has a 19-20/×2 critical stat, and has a 30-foot range increment. The reason it’s better than the others isn’t because of its stats but because of Hand Crossbow Focus, a combination Weapon Focus/Rapid Reload feat from Drow of the Underdark. Unlike the other crossbows, these are actually pretty solid for fighting with two weapons, though you need a third hand to reload them both. They count as light weapons and aren’t penalized extra for shooting one-handed, so this is probably your best option if you’re looking to shoot a lot of attacks and aren’t getting any DM rulings or houserules to support it.

Spring-Loaded Gauntlet (A): A&EG p. 8. This is a one-handed exotic ranged projectile weapon that deals 1d4 piercing damage, has an ×2 critical stat, and has a 20-foot range increment. It’s a crossbow built into a gauntlet, leaving your hands free and open to do whatever you need (including reloading another spring-loaded gauntlet). Unlike a hand crossbow, it counts as a one-handed weapon for Two-Weapon Fighting, but it’s able to be used that way with fewer hoops to jump through. It takes a move action to reload. The catch? As a non-core crossbow, it’s not on the crossbow feat whitelist. Talk to your DM if you want to use this—if you get a houserule that it’s treated as a light crossbow for those feats, good, and if you can get a houserule that it’s treated as a hand crossbow for those feats, it’s S-rated. The ideal TWF crossbow setup, in the context of houserules, would be a spring-loaded gauntlet in your primary hand and a hand crossbow in your off-hand, leaving you always with one hand free to reload either (reloading the hand crossbow with the gauntlet hand, or holding the hand crossbow in the gauntlet hand and reloading the gauntlet with the off-hand).

Crossbow Modifications & Special Materials

Since crossbows have some specific crossbow-only variant options, I’ve listed them here instead of presenting them with the rest of the weapon modification options in a later section.

Bayonets & Combination Blades (D): CSco p. 109. These are special blades that can be attached to bows and crossbows, counting as a punching dagger (for bows), a short sword or shortspear (for crossbows), or a dagger (for hand crossbows). You take a –2 penalty on attack rolls with them, which makes them just universally worse than steel crossbows and elvencraft bows. I guess you might be able to add another wand chamber with them, potentially? But otherwise, skip them.

Gnome Crossbow Sight (S): A&EG p. 36. This is a 150gp attachment that can go on any crossbow, and lets you treat enemies as two range increments closer (minimum to the first range category). Functionally, it triples your crossbow’s range. RAW, it’s arguable that it also extends the range of things like sneak attack (since you’re “[treating] targets as if they were two range increments closer”), though that’s obviously up to your DM since the text is talking about range penalties, not precision distances.

Long-Range Crossbows (A): Dr358 p. 42. This is a special masterwork weapon modification that adds 100gp to the price and gives you a +20-foot bonus to the range increment of the crossbow. Making a crossbow with this requires the Artisan Craftsman feat (introduced in the same article, and gettable with 4 ranks in a Craft skill), so you’ll probably need to go looking for a crafter who can make one.

Steel Crossbow (S): Dr349 p. 28. This is the elvencraft bow of crossbows, and has all the benefits of that. In spite of the name, this is a modification and not a special material, so you could theoretically have an adamantine steel crossbow or the like. Anyway, a steel crossbow threatens in melee (as a light mace for light crossbows and a heavy mace for heavy crossbows; there’s no indication of how it works with hand crossbows, and for double crossbows, which “have the weight” of heavy crossbows, it’d probably be the heavy mace option). The modification costs 300gp, and the melee aspect is treated separately for magical enhancements. Talk to your DM about if you can get a second wand chamber added to your crossbow with this.

Crossbow Bolts

One of the main perks of projectile weapons is, unfortunately for those who dislike fiddliness in gameplay, the fact that you can get and use a lot of cheap, effective pieces of both mundane and magical ammunition. As with archers and shuriken throwers, the ability to just pick up, say, 50 +1 bane crossbow bolts for each major type you expect to face and thus fire off stronger and more-damaging shorts with them is just really strong. I talk about magical projectiles in the consumables section of the handbook, but as far as mundane bolts variants go, the notable ones are as follows. Most bolts can also be made of the special materials discussed later in this chapter, which is great for overcoming material-based DR. If you’re looking for the arrows that I didn’t mention here, you can find them in Races of the Wild, the Arms & Equipment Guide, Dragon Magazine #348, Dragon Magazine #349, and the Dragon Compendium.

Mountain Chain (B): Dr348 p. 87. This is not strictly a crossbow bolt, but a reusable exotic weapon that can be fired from any normal crossbow. For the attack when fired, it halves the range increment of the crossbow, but makes a ranged trip attack (presumably including a touch attack rather than a normal one, which means you don’t really need proficiency).

Serren Bolts (S): BoED p. 38. These are a special material that costs +4,000gp to make 50 bolts from, and grants those bolts a nonmagical ghost touch property. Since crossbows don’t have an equivalent to the Hank’s energy bow, if you’re not using a force crossbow and are at a level where you can afford these, you should absolutely get a pack of them just to deal with annoying incorporeal foes.

Shatter Bolt (A): DrCom p. 112. These are incredibly fragile crossbow bolts costing 75gp per bolt, but have a critical stat of 18-20/×3 when fired from a hand, heavy, or light crossbow. The drawback of them (beyond the cost) is that they’re made of fragile glass that breaks 50% of the time when you get hit for 10 or more damage. If you’re using these, you have to be using an extradimensional space to store your crossbow bolts and only draw them before firing, or you’ll very quickly lose your ammunition. Nonetheless, a keen crossbow shooting shatter bolts will have a pretty high boost to average damage over time, so keep them in mind, especially at higher levels.

Tanglefoot Bolt (S): Dr349 p. 29. Costing 60gp per bolt, these have a halved range increment and deal no damage, but instead apply the entangling effect of a tanglefoot bag on hit. This is absolutely phenomenal, letting you reliably debuff enemy attacks, AC, and movement with minimal action cost, just slot one into your full attack and go from there.

Tumbling Bolt (3.0) (A): A&EG p. 6. These cost 5gp per bolt, and deal an extra 2 damage at the cost of having a halved range increment and an ×2 critical stat. It’s a cheap benefit for free damage, so you may as well get them once you can afford them. They were updated in 3.5 to have a different effect, see below.

Tumbling Bolt (3.5) (S): Dr349 p. 29. The 3.5 updated version of tumbling bolts still cost 5gp per bolt, but instead of dealing bonus damage with a worse crit, they now halve the opponent’s Dex bonus to AC. Against high-Dexterity enemies, this can amount to a sizable effective bonus to your attack rolls for a super cheap cost. They deal damage and crit normally, and still have a halved range increment.

Unique & Unusual Weapons

Not all weapons fit cleanly into a specific fighting style, especially for rangers (who don’t like light weapons very much even when TWFing). I’ve highlighted some notable ones here, ranging from stuff like armor spikes that let you threaten around you even without holding a weapon to the various weapons that grapple on-hit.

Unusual Weapon Ratings

Hands-Free Weapons

Armor spikes, spiked gauntlets, tail weapons, and the like are mentioned here. Most rangers aren’t going to have a real use for these, though those using non-inclusive reach weapons can get good benefit from them even without access to Power Attack.

Armor Spikes (B): SRD (weapon stats), SRD (rules and pricing), and Und p. 64 (razored armor). Armor spikes can be placed on metal armor, and give you access to a martial light weapon that deals 1d6 piercing damage with an ×2 critical stat. In addition, when you make a grapple check to deal damage, you add their damage to the result if worn. Underdark has a slashing damage equivalent called razored armor, working on identical rules. In a pinch, these make a solid off-hand weapon with Two-Weapon Fighting, though rangers don’t like it very much due to the lack of Favored Power Attack function.

Braid Blade (A): Du120 p. 35. The braid blade is a much-discussed and notoriously broken weapon that, if used reasonably, is in my opinion fine. It’s a light exotic weapon that deals 1d3 damage, has an 18-20/×2 critical stat, and is tied into your hair rather than wielded in the hands. Its special rules are that when you full attack, you can get an attack with the braid blade for free, taking a –5 penalty on your attack roll (or –2 if you have 5 or more ranks in Tumble). That’s like… it’s fine? Getting an extra attack with a low-damage light weapon is strong but not busted, given it costs an Exotic Weapon Proficiency feat. Where the weapon becomes broken is the interpretation that you can have as many braid blades in your hair as you want, getting an attack for each. I think that’s ambiguous, but even if it weren’t, it shouldn’t be allowed. A single braid blade is probably balanced, but multiple is definitely not. Talk to your DM before taking a braid blade on your build, regardless.

Hidden Blades (C): CSco p. 109. Hidden blades are spring-loaded weapons that can be wielded hands-free, but take a –2 penalty on attack rolls due to their positioning. They use the normal rules for Two-Weapon Fighting if wielded alongside other weapons (i.e. you only ever get one set of extra attacks, not one set per weapon), and all function as light weapons. The main utility of the hidden blades in my experience is that they can theoretically store wand chambers (plus, yanno, being hidden). Boot blades are treated as daggers, elbow blades are treated as punching daggers, knee blades are treated as short swords, and sleeve blades are treated as daggers.

Scorpion Claws (F): Sand p. 98. These are a pair of light exotic weapons that deal 1d6 slashing or piercing damage, have an ×2 critical stat, and are worn over the hands (they have mechanical elements inside to open or close them, and presumably let your hands be free when they’re open? unclear). While wearing them, you can deal slashing damage with your grapple checks to deal damage, and get a +4 bonus on grapple checks, even if you’re not proficient. If you’re a grappler, this is S-rated. There’s no reason to not have a pair, giving you a cheap typeless bonus.

Spiked Gauntlet (B): SRD. This is a light simple weapon that deals 1d4 piercing damage with an ×2 critical stat and can’t be disarmed. This is worn over your hand, leaving your hand totally free otherwise and letting you threaten adjacent squares even without another weapon.

Tail Blade (A): SS p. 46. This is a one-handed exotic weapon that is wielded by attaching it to your tail. You need to have a tail to use it, and it deals 1d8 slashing damage with a 19-20/×2 critical stat. The tail blade explicitly uses the Multiweapon Fighting feat rather than Two-Weapon Fighting. What does that mean? There’s no way to be fully sure, and you’ll have to talk to your DM about it. Some people interpret MWF’s “this feat replaces the Two-Weapon Fighting feat for creatures with more than two arms” line to mean that if you qualify for it and have TWF already, it swaps out automatically. Some people interpret it as being separate feats. Honestly? This is a weird option, and the balance is kinda messed up as a result. Look at the two scenarios here:

  1. If Multiweapon Fighting and its Improved/Greater variants automatically replace TWF and its variants while you wear this, then with a single exotic proficiency you get up to three extra attacks in your full attack if you were building for TWFing already. Honestly, I think that’s probably too strong, and turns “having a tail from your race” from a flavor thing to powerful mechanical benefit.
  2. If Multiweapon Fighting and its Improved/Greater variants must be taken separately, then you’re having to spend an extra three or four feats to get extra attacks, which is far, far too weak, especially on an already feat-starved Two-Weapon Fighting build.

Honestly? I think that I would houserule that these work as an extra weapon for TWFing, and skip the Multiweapon Fighting stuff entirely. Go “if you have a tail blade and you’re proficient, you can get one (1) extra attack by imposing the usual TWF penalties for a one-handed off-hand weapon (stacks with your actual hands’ attacks, but only gives you one bonus attack, period).” An exotic proficiency for a bonus attack seems fair to me.

Tail Club (A): SS p. 46. This is a variant of the tail blade that deals 1d8 bludgeoning damage with an ×2 critical stat, and has a separate proficiency from the tail blade. You can only use one or the other on a given tail, but if you’re fighting more enemies that have DR/bludgeoning than DR/slashing, this is a better choice.

Nets

These are a weird category of weapons that don’t work like normal weapons, and instead are (usually) various entangling and debuffing thrown options. All of these are functionally a variant of the net, so I’m putting that one first.

Net (B): SRD. This is an exotic thrown weapon that attacks as a ranged touch attack with a maximum range of 10 feet. On a hit against a creature within one size category of you, they’re automatically entangled, and if you hold the trailing rope, they can’t move further than 10 feet away from you without winning an opposed Strength check. Since it’s a ranged touch attack, proficiency barely matters, so if you have Quick Draw it’s sometimes potentially worth weaving a folded net in as one of your iteratives to apply the (not insignificant) entangled debuff. The enemy can only escape the net by making an Escape Artist or Strength check as a full-round action, which is an absolutely amazing trade of actions for you.

Butterfly Net (B): A&EG p. 24. This is an exotic melee weapon that works exactly like a net (including having a maximum target size of up to one size bigger than you), except it isn’t thrown (uses a melee touch attack instead), and instead holds them within your reach. It also gets a +2 bonus on the touch attack against Tiny or smaller targets, which is hilarious because you can’t, by RAW, use it on Tiny or smaller targets unless you yourself are Small size. If you’re looking to play a “tank” style character that isn’t a lockdown tripper, this is A-rated, as you can use it in your off-hand and just grab hold of an enemy to keep them adjacent to you until they burn a turn to escape.

Lasso (B): BoED p. 34. This is an exotic thrown weapon that works almost exactly like a net. The difference is that the lasso has a maximum range of 30 feet (but a 10-foot range increment, so you’re gonna eat some penalties at max range), and does not reduce speed when entangling a foe. Still, it will debuff their attacks and AC normally, and can keep them within 30 feet if grabbed. Unlike the net, the lasso has no size limit for its targets.

Razor Net (B): DrCom p. 115. This is identical to a net except it deals 1d6 slashing damage whenever the opponent tries to escape the net.

Grappling Polearms

There are a bunch of these scattered around, but most of them kinda suck. I’ve highlighted the three best ones here.

Pincer Staff (B): Und p. 65. This is an exotic two-handed weapon that deals 1d10 bludgeoning damage with an ×2 critical stat and has 10-foot reach. Any time you hit a creature within one size category of yourself with the staff, you get to make a grapple attempt as a free action without provoking attacks of opportunity, and if you succeed, the staff holds them and deals its damage each round automatically until the enemy escapes.

Sasumata (B): Dr331 p. 26. This is an exotic two-handed weapon that deals 1d4 nonlethal bludgeoning damage with an ×2 critical stat and has 10-foot reach. Any time you hit a Medium or Small-sized creature with it, you get to make a grapple attempt as a free action without provoking attacks of opportunity. If you succeed, you’re grappling them, and you also add the ability to knock them prone as if by a trip to your grapple options.

Sharktooth Staff (B): SS p. 46. This is an exotic two-handed weapon that deals 2d6 slashing damage with an ×3 critical stat. Any time you hit a creature within one size category of yourself with the staff, you get to make a grapple attempt as a free action without provoking attacks of opportunity, and if you succeed, the staff holds them and deals its damage each round automatically until the enemy escapes.

Other Unusual Weapons

Nothing else in the game does what these do.

Gnome Calculus (A): A&EG p. 6. This is an exotic ranged projectile weapon with a 50-foot range increment that fires alchemical items as ammunition. When used alongside an alchemical item (generally your best pick is a tanglefoot bag), you get to use the range increment of the weapon but otherwise use the properties of the item. Since it’s a weapon you can put magical enhancements on it, as well. It’s unclear what action it is to draw and load ammo; since it’s “ammunition” it’s arguable that it’s a free action since it’s unstated, but you’re gonna need to ask your DM. Nonetheless, as an exotic weapon that exclusively makes ranged touch attacks, you lose very little by having one on hand to fire off consumables, if you’re the sort to use them.

Gnome Quickrazor (D): RoS p. 154. This is a light exotic weapon that deals 1d4 slashing damage with a 19-20/×2 critical stat. The unique perk of this weapon is that when you attack with it, you draw it as a free action, then sheathe it immediately. This is not, strictly, that useful, but it’s unique enough to mention due to its synergy with the Iaijutsu Focus skill from Oriental Adventures. Google around for discussions of that if you’re curious; rangers are not actually all that good at it so it’s outside the scope of this guide.

Dangerous Forbidden Techniques

The only reason the three weapons listed here are in the guide is to caution you against using them except in the most high-op campaigns. They’re silly, they’re overpowered, and they really shouldn’t be brought into most games.

Forbidden Weapon Lore

For the light weapons in this list, you can cheese them into being usable with Favored Power Attack by using one of one size bigger than is meant for you (which ups them to one-handed weapons). Sure, you’ll take a –2 penalty on attack rolls for an inappropriately-sized weapon, but for the crescent knife and poison ring in particular, the perks of the weapon make up for it and then some.

Crescent Knife (S): Dr275 p. 44. Hailing from very early, unupdated 3.0 Dragon Magazine material (back when it was wholly in-house at WotC, even), the crescent knife is a light exotic weapon that deals 1d3 slashing damage with an ×2 critical stat, and uh. It attacks twice for every attack you make (using the same attack roll and hitting twice, applying all bonuses to each attack, separately). Yeah. Needless to say, this is far too good to use in any reasonable build, especially if cheesing it into being usable with Favored Power Attack.

Kaorti Resin Weapons (S): Random Encounters. Not strictly a weapon, but a weapon special material, kaorti resin weapons are treated as exotic weapons and have their critical multiplier increased to ×4. While critfishing is generally underwhelming in 3.5, critfishing with a keen 18-20/×4 weapon represents, on average over many attacks, a 190% damage multiplier. That is far, far too much for a single exotic proficiency, and frankly will probably bring game-breaking levels of damage to your game.

Poison Ring (S): DrCom p. 115. This is a light simple weapon that deals 1 point of piercing damage (base damage remains 1 regardless of size) with an ×2 critical stat, can hold a poison (mostly irrelevant), and makes its attacks as melee touch attacks. By wielding a bigger-than-usual one, you can now make touch attack Favored Power Attacks forever at very little resource costs. As fantastically cool as the mental image of a character who delivers palm strikes with terrifyingly deadly needles, the ability to make touch attacks in melee with no resource cost is likely far too strong for most games. Even wraithstrike wands eat your swift!


Weapon Special Materials & Modifications

Once you’ve chosen your weapon, you should start considering what special material (or materials) to use, and what weapon modifications you might want. These are not mandatory by any means, but they can make your life easier by allowing you to overcome some types of DR, giving unique benefits, or bringing utility perks. Weapon modifications are similar; not necessary, often nice, sometimes really phenomenally good (cough wand chambers cough).

The upsides of engaging with weapon modification are many, but there is a downside: if you’ve spent money on a specific weapon and later need to swap to another one, that investment won’t transfer over. Likewise, if your group is one of those that emphasizes using dropped loot rather than custom-made or purchased weapons, you’re probably not going to get access to many of the options listed here, at least not for your primary weapon.

This section is not comprehensive; there are a number of special materials and modifications that I intentionally didn’t mention here. Instead, I’ve focused on the highlights: good options and effects unique enough to warrant an entry. Finally, for bows and crossbows specifically, I put their materials and modifications in their weapon entry earlier, since they run on fairly different rules compared to the rest of the weapons.

Weapon Special Materials

Generally, you can only have one of these on a given weapon (no alloys of different metals, sadly!), and it has to be part of the weapon from the very beginning. The main purpose of a special material for weapons is overcoming DR—unlike with armor, most special materials don’t outright change how weapons work. Some do, though, and I’ve mentioned that in their entries.

My philosophy on weapon special materials is that generally, piercing DR is more useful than flat damage. There are a number of materials that give a small boost to damage (generally +1 or +2) that I occasionally see rated fairly highly, but the way I look at it is… like. You’ll, objectively speaking, have dealt more damage on average across the entire campaign with a darksteel sword than an alchemical silver one. However, while one or two damage per hit is nice, it will generally not make or break an encounter. In contrast, for a martial (especially at higher levels putting out 3, 4, 5 attacks per round), when you run into something with hefty DR, that reduction per hit? 5, 10 damage tanked per hit? That actually can change how the encounter flows. A fiend with DR 10/silver or a fey with DR 10/cold iron is reducing your output by significant amounts of damage, enough to give it a turn or two extra worth of survival. That extra turn can lead to dangerous situations and unknown variables, especially against creatures with spells, powerful SLAs, or strong full attacks themselves. Thus, I put a higher rating on things like silver and cold iron than many people do, and a lower rating on things that only add small amounts of extra damage.

Mind, oftentimes the best answer to DR is still just “overpower it with raw numbers” or “use magic instead, and focus on a different enemy while the mages kill that one.” But still, when choosing a special material, overcoming some kind of DR is probably better than adding damage.

Weapon Special Material Ratings

Adamantine (B): SRD. Metal weapons only. An adamantine weapon costs +3,000gp (including a masterwork component) or +60gp for a piece of ammunition. The benefits are significantly increased weapon durability (generally irrelevant) and the ability to overcome DR/adamantine, mostly possessed by construct-type enemies. Adamantine weapons also overcome hardness less than 20, which means you can break through doors, walls, or whatever pretty easily with Power Attack. I don’t think adamantine is that amazing for primary weapons, though you should absolutely, by high levels (or even mid levels) have an adamantine weapon as a tool for ignoring hardness.

Alchemical Silver (A): SRD. Metal weapons only. Alchemical silver weapons cost at most +180gp (or +2gp for ammunition), and deal –1 damage. In exchange, you now overcome the fairly common DR/silver possessed by devils, lycanthropes, and many undead. This is the best core choice for a primary weapon due to its low cost and wide range of effectiveness against dangerous foes. Non-alchemical silver given magical treatments in forging to make it function as a weapon can be found on page 180 of Magic of Faerûn. Such weapons cost +1,000gp and have no damage penalty (indeed, they actually deal +1 damage against anything with DR/silver).

Aurorum (D): BoED p. 38. Metal weapons only. This material costs +4,000gp and makes it so that you can repair the weapon with a full-round action no matter how broken it gets. If your DM likes sundering your gear (which is honestly an out-of-game problem to solve more than an in-game one, in 3.5), this will make that not matter.

Byeshk (D): ECS p. 126. Metal weapons only. Costing +1,500gp, byeshk weapons are only useful in Eberron, where various aberrations that were created by the daelkyr have DR overcome by it. Even in that case, though, you probably shouldn’t get a byeshk weapon unless your campaign is really focused on fighting such creatures.

Cold Iron (A): SRD. Metal weapons only. A cold iron weapon costs twice the base cost of the weapon (just the base cost, not the masterwork component), and overcomes the DR of fey, mid- and high-level demons, and similar creatures. This is a great choice for a primary weapon, though keep in mind that there is a +2,000gp surcharge when you enhance the weapon magically down the line.

Darksteel, Dlarun, and Fever Iron (D): MoF p. 178. These are mostly-identical materials that cost +1,500gp (including a masterwork component) and add 1 point of extra energy damage per hit (electricity for darksteel, cold for dlarun, and fire for fever iron). Is this good? No. But if you have no other material plans and aren’t worried about DR (or don’t want to think about it), it’s free damage for a fairly low cost. It’s something, rather than nothing, but not something I’d recommend in general, especially when hizagkurr (introduced in the same book, and updated in Underdark; mentioned below) exists.

Darkwood (F): SRD. Wooden weapons only. Darkwood gets a callout here specifically for users of shields; a darkwood heavy wooden shield has no armor check penalty and costs 257gp, and since you’re 100% putting shield spikes on, you can have the spikes still be made of an offensive material. If you’re using a shield, this is S-rated for the base shield due to its cheapness for the reduction in ACP. Otherwise, all it does is reduce the weight of wooden weapons, so skip it.

Deep Crystal (D): SRD. Usable for any weapon. Deep crystal weapons cost 1,000gp and are only useful for psionic characters. As a free action, you can spend 2 power points to add +2d6 damage to your next hit. That’s actually really solid for those with lots of pp, but for rangers, unless you’re multiclassing a manifesting class significantly, it’s unlikely to be worthwhile.

Dragonbone Bows (B): Drac p. 117. A bow carved from a dragon bone must be composite (or maybe is always composite; it’s interpretable that this is a rules-legal way to make unusual bows into composite ones, but that’s very much a DM call), and costs 100 extra gp to buy. In exchange, the range increment is 20 feet longer. That’s all. Is it amazing? Nah. But it’s super cheap and boosting range is fun. Making a bow with this requires the Dragoncrafter feat (Drac p. 105), so you’ll probably need to go looking for a crafter who can make a bow like this for you unless your DM just abstracts away that sort of thing.

Ectoplasm (A): Gh p. 44. Usable for any weapon. Ectoplasmic weapons are made of a solid, alchemically-stabilized material that nonmagically counts as ghost touch. They’re consumable though, fading away after a certain time limit (if you buy it at +5gp per pound the weapon lasts 10 days, and at +50gp per pound it lasts for 100 days). You can, further, apply an unguent of timelessness (150gp, SRD) to make it last an extra 365 times as long, almost certainly long enough to be used for an entire campaign. Ectoplasmic items don’t count as masterwork automatically, but can be made as masterwork items normally. Whether you’re picking up such a weapon as a temporary armament for an adventure about fighting incorporeal undead, or using it with an unguent of timelessness long-term, ectoplasmic weapons are quite a good tool in an adventurer’s arsenal. I personally don’t like using magical ones, because the idea of an expensive magic weapon fading away after long enough is terrifying, but in a lot of campaigns the time limit simply won’t matter. You do you.

Flametouched Iron (B): ECS p. 127. Metal weapons only. A flametouched iron weapon costs +1,000gp, and counts as good-aligned for the purposes of overcoming damage reduction. It’s good for the same reason that frystalline, below, is, but it’s a cheaper version that only works for metal weapons.

Frystalline (B): BoED p. 38. Usable for any weapon. A frystalline weapon costs +2,000gp, and counts as good-aligned for the purposes of overcoming damage reduction (but not regeneration by RAW, because of a rules hole). This lets you overcome the DR of both demons and devils up to the mid-late levels, though it falls off at the highest levels due to such DR upgrading to DR/good and material.

Heavy Metal Weapons (B): MoF p. 179 (gold) and p. 180 (platinum). Gold and platinum weapons have identical costs and stats, so I’ve rolled them into one entry. Making a weapon out of specially-forged and hardened gold or platinum increases its damage dice, causes it to weigh twice as much, and turns it into an exotic weapon needing a specific proficiency to use. The damage die increase isn’t the usual size-based table; instead each die is increased individually (after accounting for size’s effect on the weapon), with the following rules:

Base Die New Die
1 1d2
1d2 1d3
1d3 1d4
1d4 1d6
1d6 1d8
1d8/1d10 2d6
1d12 2d8

If you’re already using an exotic weapon and you don’t need to worry about it encumbering you, then heavy weapons are A-rated, because you may as well spend your proficiency on the upgraded version. If you’re using thrown weapons with the Rout feat and the doubled weight puts your thrown weapon into the viability threshold, then this is S-rated, instead. Otherwise, the damage gain is probably not that much for the opportunity cost unless you’ve got significant size increases.

Hizagkuur (S): Und p. 157. Metal weapons only. Hizagkuur weapons cost +2,000gp (including a masterwork component), count as silver for overcoming DR, and deal 1 extra electricity damage and 1 extra fire damage on hit. An excellent upgrade to alchemical silver, and one of the best materials out there. Potentially the best, if you account for its cost and the probability of oerthblood metal being banned.

Kheferu (D): Sand p. 136. Metal weapons only. While not good for all purposes, this material has the unique ability to overcome all the DR of anything with the earth subtype, so in campaigns where you fight that type of creature a lot it’s pretty nice. It has the same pricing rules as cold iron (doubled base cost, +2,000gp for the magical enhancement).

Mournlode (C): MoE p. 141. Metal weapons only. Mournlode weapons cost +700gp, and are counted as both silver and cold iron when attacking undead creatures (so it’ll overcome both types of DR, but only for undead). In a campaign about facing undead primarily this can be a versatile choice for your weapon, but generally it’s probably worse than just getting a silver weapon.

Mundane Crystal (F): SRD. Usable for any weapon. This material has no special properties beyond looking cooler (it’s crystal), but it’s otherwise just treated and costed as metal. It sure is neat though!

Oerthblood (S): Dr351 p. 45. Metal weapons only. This is an absurdly strong special material, easily considered best in slot, and potentially even too strong to be used. Have a frank conversation with your DM about it before going for it. Oerthblood weapons cost +6,000gp and have two effects. First, they have a +1 luck bonus on attack and damage rolls, and second, any time you damage a creature with them, that creature takes a cumulative –1 penalty on saves against magical effects for 1 round. Yes, it stacks per hit. Honestly, I think it’d be balanced, and still S-rated even, if it didn’t stack per hit. But as it is, I caution against using it except in higher-optimization games due to how powerful debuffing saves can be.

Pandemonic Silver (D): CWar p. 136. Metal slashing or piercing weapons only. This is a significant expense for what it does and won’t be useful for most adventurers, but depending on what sort of environments you tend to fight in, it can be well worth it. Pandemonic silver costs +9,000gp for light weapons, +11,000gp for one-handed weapons, and +13,000gp for two-handed weapons. It counts as alchemical silver in all respects (including the –1 damage penalty), and more importantly, whenever you draw it, it makes a save-or-lose scream effect that hits everything within 30 feet of you except yourself. The DC scales from 10 to 28 depending on ambient wind conditions (in most cases indoors it’s DC 10), and many creatures will be immune to it (it’s a sonic, mind-affecting fear effect), but anything that fails a Will save is forced to cower for 1d4 rounds, completely taking them out of the fight. If you’ve got someone in your party who often uses wind-generating spells to boost the DC, or if your DM really likes wind effects and windy environments, this can be pretty powerful. Otherwise, it’s a “fishing for natural 1s” style effect that will probably only be relevant once or twice a campaign, so you’d best avoid it. If you’re using a gnome quickrazor (and drawing/sheathing for every attack), this is S-rated but also probably broken.

Pearlsteel (D): Storm p. 128. Metal weapons only. This is more of a “backup weapon” material, but in underwater adventures or campaigns it’s quite good. Pearlsteel weapons cost +1,500gp and reduce the penalty for slashing and bludgeoning weapons underwater from “damage is reduced to half” to “damage is penalized by –2.” Halved damage underwater is ludicrously rough, so being able to sidestep that with a relatively cheap material is solid. Still, the fact that it comes up so little in most campaigns makes this of limited utility.

Riverine (C): Storm p. 128. Usable for any weapon. Though ludicrously expensive for most weapons, riverine is one of my favorite materials. It costs +2,000gp per pound of the weapon, and in exchange the weapon is made of magical force with some water trapped within. Riverine weapons work like ghost touch ones (because they’re made of force) and are also completely indestructible due to being force effects. Though much more expensive than ectoplasmic weapons (above), riverine weapons have the benefit of not being anxiety-inducing to enhance magically.

Serren Bow (S): BoED p. 38. This is a special material (and as a result is mutually-exclusive with dragonbone), and it costs 4,000gp to make a bow from it. The result is that the bow nonmagically counts as a ghost touch weapon without having to worry about increasing your effective enhancement bonus. It’s unclear whether or not it imparts this quality on its ammunition; the text seems to me that it implies it would but it doesn’t actually say anything about it. If it doesn’t grant ghost touch to ammunition, then this is F-rated unless you’re incorporeal yourself. If it does though, and you’re buying a bow at later levels, and you aren’t using a Hank’s energy bow or a bow enhanced with the force weapon special ability, you should absolutely get this. It’s just good to have, relatively cheap for its effect, and useful against some of the most annoying enemies in the game.

Shiftsilver (A): Dr355 p. 77. Metal weapons only. Shiftsilver weapons cost 1,500gp (including a masterwork component), count as alchemical silver weapons (without the –1 penalty to damage) and have a +2 bonus on damage rolls against creatures with DR/silver. In addition, if you’re a shifter, this is S-rated due to an additional effect. A shiftsilver weapon forged with a shifter’s blood as a component has a +1 untyped bonus on attack rolls when wielded by that shifter. Silver weapons are already good, but that benefit makes this probably the best material for any shifter ranger to use.

Starmetal (B): CArc p. 141. A starmetal weapon costs +5,000gp (including a masterwork component) and counts as adamantine for all purposes. The benefits are significantly increased weapon durability (generally irrelevant) and the ability to overcome DR/adamantine, mostly possessed by construct-type enemies. Adamantine weapons also overcome hardness less than 20, which means you can break through doors, walls, or whatever pretty easily with Power Attack. Unlike adamantine, starmetal also has the extra function of dealing +1d6 damage to extraplanar creatures when you’re on the Material Plane. Extraplanar enemies are pretty common (especially at higher levels), and the damage is solid as an upgrade to adamantine if you wanted the hardness-overcoming benefit.

Thinaun (D): CWar p. 136. Metal melee weapons only. I’m mentioning this because it’s unique, rather than because it’s good. A thinaun weapon costs +10,000gp for a light weapon, +15,000gp for a one-handed weapon, and +20,000gp for a two-handed weapon, and any creature in contact with it when they die has their soul captured and stored in the weapon. Resurrection-style spells have their material components halved to revive someone whose soul is trapped in thinaun, and you can similarly trap foes who have the ability to revive from the dead. It’s very niche, but one of the only effects in the game that will trap a soul this easily, and so it’s worth keeping in mind for the odd chance that it’s useful.

Vakar (D): Dragon Annual #5 p. 28. Metal weapons only. Vakar weapons cost +8,000gp and have two properties. Firstly they get an untyped +1 damage bonus (on all attacks), and secondly, they deal +2d6 damage to elves (but not half-elves) on contact. Elves aren’t exactly super common foes, but if you’re in a campaign about fighting them (such as drow-centric games), this is A-rated. Functionally you’re getting bane (elves) without having to bump up your effective enhancement bonus. If you’re an elf though, make sure you wear gloves; the weapon’s material will do that damage to you as well if you touch the metal parts. The article this appears in also implies that a vakar/silver alloy called “vereel” exists (but does not give it a price), which counts as silver for overcoming DR in addition to the anti-elf properties. We can derive the price of such a material as +11,000gp from the entry in question, but that does still require a DM houserule so keep that in mind.

Weapon Modifications

Weapon modifications aren’t codified across books. Generally, each book introducing them had its own rules for their use, which means that many such modifications can be combined with each other. To make it easier to parse what works together, what’s mutually-exclusive, and so on, I’ve separated this spoiler into subsections elaborating on the different kinds of modifications you can make to your weapons.

Weapon Modification Ratings

Forging Techniques & Intrinsic Modifications

This heading details modifications that are not mutually-exclusive and can be applied fairly freely to your weapon during its creation, provided you have a smith with the right skills and characteristics. Finding a smith able to do this might be a problem, though; in some campaigns that might be abstracted and in others it might be an adventure on its own. If you can afford it (and have a smith who can make the weapon in question), there’s generally no reason not to stack up a bunch of these for small extra benefits onto your weapon.

Special Masterworks: If a weapon specifies that it requires the Artisan Craftsman feat, that’s a feat from Dragon Magazine #358 that requires 4 ranks in the relevant Craft skill and lets a crafter make fancy masterwork weapons.

Planar Requirements: Several of the weapon templates from the Dungeon Master’s Guide II require the weapon to be created on a specific plane of existence. As far as I can tell, these are generally going to be mutually-exclusive, but theoretically you could cheese the requirements with things like acorns of far travel or planar bubble style effects. You’re definitely in the realm of “ask your DM” at that point, though. In a less structured, more open game that could make for a pretty entertaining planar adventure on its own, but for most games, I would probably assume that you can’t combine different planar requirements.

Basket Hilt (C): Dr358 p. 39. Swords only. This is an Artisan Craftsman masterwork modification that adds +50gp to the price of the weapon and gives you a +4 bonus on checks to avoid being disarmed. If you’re worried about being disarmed, a locked gauntlet will do you better, but this isn’t terrible if you want to be able to still let go of your sword freely. These options do stack, though, so that’s pretty good if your DM really likes disarming.

Feycraft (A): DMG2 p. 275. Light and one-handed melee weapons only. Feycraft weapons cost +1,500gp and can only be made by either a fey, or someone under magical influence by a fey during the crafting of the weapon, and deal damage as if they were one size smaller. Feycraft one-handed weapons can be used with Weapon Finesse even though they aren’t light weapons, and feycraft light weapons let you use your Dex instead of Str on attack rolls even if you don’t have Weapon Finesse. If you’re not a Dex-based melee, then this is F-rated.

Githcraft (D): DMG2 p. 276. Bladed weapons only, planar requirement. Githcraft weapons cost +900gp, can only be made by githyanki, and must be crafted on the Astral Plane. Their benefit is that they deal +1 damage against psionic creatures. In a campaign with a lot of psionics going on, this is A-rated.

Gloryborn (A): DMG2 p. 277. Planar requirement. Gloryborn weapons cost +600gp, can only be made by natives of the Heroic Domains of Ysgard, and must be crafted on that plane. Their benefit is that they can look as flashy and impractical as you want, but work well no matter the silly or fantastical design. They also deal +1 damage on charge attacks. Evil-aligned creatures take a –1 penalty on attack rolls with these.

Hellforged (B): DMG2 p. 278. Planar requirement. Hellforged weapons cost +1,500gp, can only be made by natives of the Nine Hells of Baator, and must be crafted on that plane. Their benefit is that they deal +1 damage while flanking. Good-aligned creatures take a –1 penalty on attack rolls with these.

Long-Range Bows & Crossbows (A): Dr358 p. 42. Bows and crossbows only. This is an Artisan Craftsman masterwork modification that adds +100gp to the price of the weapon and gives you a +20-foot bonus to its range increment.

Ornate (C): Dr358 p. 42. This is an Artisan Craftsman masterwork modification that adds +500gp to the price of the weapon and gives you a +2 bonus on Diplomacy or Intimidate checks (chosen on the weapon’s creation) when used in “an appropriate setting” for the flavor of the weapon’s ornateness.

Quicksilver/Iron-Filled (A): Dragon Annual #5 p. 28. This is a super weird one that can be combined with any weapon that isn’t “small” (examples given are daggers and arrowheads). It adds +5,000gp to the price of the weapon, and fills its striking surface with a mix of mercury and iron filings that increase the damage per hit. Maces, morningstars, hammers, and other weapons with larger striking areas deal +2 damage, and items like swords and axes that hit with their edge deal +1 damage. This is a pretty solid damage boost given it has no opportunity cost, though you likely won’t be able to afford it until higher levels.

Razor Sharp (A): Dr358 p. 42. Bladed slashing weapons only. This is an Artisan Craftsman masterwork modification that adds +1,000gp to the price of the weapon and gives a +1 untyped bonus to the weapon’s damage rolls. Like quicksilver/iron-filled weapons, there’s no reason not to take this if buying a weapon at higher levels, though it still may not be the best purchase at lower and mid levels in spite of its cheaper cost.

Serrated (D): Dr358 p. 42. Piercing and slashing weapons only. This is an Artisan Craftsman masterwork modification that adds +600gp to the price of the weapon and causes it to make enemies bleed for 1 damage/round over 1d4 rounds on a successful critical hit. This is… objectively solid, it’s free damage without a ‘slot’, but frankly, don’t bother with this. Even with a high-crit weapon it’s fiddlier tracking than it’s worth.

Soulforged (D): DMG2 p. 279. Planar requirement. Soulforged weapons cost +800gp, can only be made by natives of the Seven Mounting Heavens of Celestia, and must be crafted on that plane. Their benefit is that they deal +2 damage against charging creatures (which is rarely relevant for anyone other than lockdown trippers, but is solid for them). Evil-aligned creatures take a –1 penalty on attack rolls with these.

Dungeonscape Modifications

The weapon chambers added in Dungeonscape have some weird and somewhat ambiguous rules. See it for yourself:

As a rule of thumb, weapons cannot have modifications unless they have a solid hilt or handle that is at least 6 inches in length. For example, a longsword, crossbow, or trident would qualify, but a spiked chain or sling would not. Most pieces of equipment can have only one modification, though double weapons can support two (one on each end).
—Du p. 33

This raises a lot of questions! Longswords count for this, but what about daggers and short swords? Are dagger handles big enough to fit a Dungeonscape modification? What about gauntlets? I can imagine designs where a wand chamber fits into a gauntlet (think like the dwarven gauntlets from The Elder Scrolls V: Skyrim). What about hidden blades? Can I slot a chamber modification into a knee blade, which counts as a shortsword? What if I’m Small size? My weapons are smaller, is the 6-inch limit reduced by a proportional amount, or is it mandatory that it be that exact size? And so on and so forth.

In the end, there is no clear answer for this. I tend to assume that most weapons you’d use as a “primary weapon” are valid for these, but you’re going to have to ask your DM. Likewise, for builds that want access to a lot of things like wand chambers, if you’re allowed to slot them into hidden weapons you can make yourself into a veritable arcane arsenal, but there are no rules specifying clearly whether or not that works! So, talk to your DM. It’s probably best to expect you get at most one to three wand chambers (in weapons and maybe a buckler) depending on your build, but more permissive DMs might let you have more.

Since you can only have one of the Dungeonscape weapon modifications on a given weapon, generally you’re going to be using wand chambers unless you’re avoiding wands entirely. The rest aren’t bad, just overshadowed by the significant utility of actionless wand access. Except for the oil chamber, all of the weapon modifications from Dungeonscape have to be added during the weapon’s initial creation. I’ve listed ratings for all four of them here.

Hilt Hollow (C): Du p. 33. Weapons only. Costing +200gp, a hilt hollow can hold a small object and let you draw it into a free hand as a swift action. It’s a DC 30 Search check to find a hilt hollow, so if you’re hiding something important, it’s going to be out of reach for many enemies.

Oil Chamber (D): Du p. 33. Weapons, armor, and shields. Costing +1,000gp, an oil chamber lets you store an oil, alchemical item, or poison, then spray it over the armor or weapon with the chamber as a swift action. Poisonous items also expose you to the item, so be careful with that. Most of the time, oils are a bit of a trap option, but this can theoretically make them slightly better. It’s remarkably expensive for the effect though, so I’d skip it.

Sanctified (C): Du p. 34. Armor or shields only (the only weapons this works on are shields). Costing +50gp, this adds a divine focus to a shield, so if you’ve multiclassed cleric or druid, you’re able to count it as your casting implement if needed.

Wand Chamber (S): Du p. 34. Weapons and shields only. Costing +100gp, this is one of the best mundane expenses in the game. A wand stored in a wand chamber counts as in your hand at all times the weapon or shield is, letting you cast spells from it without worrying about keeping hands free or the actions needed to draw it.

Built-In Weapons

For when you want to stab when you stab. These modifications are all, themselves, weapons. Each of them have their own sets of rules, but are not mutually-exclusive (except for what weapons they can go on, I guess), if you want to make yourself a horrible frankenweapon.

Bayonets & Combination Blades (D): CSco p. 109. These are special blades that can be attached to bows and crossbows, counting as a punching dagger (for bows), a short sword or shortspear (for crossbows), or a dagger (for hand crossbows). You take a –2 penalty on attack rolls with them, which makes them just universally worse than steel crossbows and elvencraft bows. I guess you might be able to add another wand chamber with them, potentially? But otherwise, skip them. Unlike nearly everything else on this list, these can be added to weapons after they’re constructed.

Close Fighting Blade (D): RotW p. 166. This is a dagger bayonet that can be added to the hilt or haft of any one-handed or two-handed weapon for +100gp. As a free action, you can have the weapon spring out for use in grapples or close quarters. It counts as a dagger, except it has a –2 penalty on attack rolls. Not all that great, but it still does the job if you really want an extra hidden weapon.

Elvencraft Bows (S): RotW p. 116. Elvencraft bows are a unique option that can be applied to any bow, costing 300gp and turning that bow into a melee weapon as well. An elvencraft longbow gets to be used as a quarterstaff, and an elvencraft shortbow is a club. This lets you threaten adjacent squares (useful in a pinch), but more importantly lets you add extra melee weapon modifications; an elvencraft longbow has two “slots” for wand chambers (or maybe three, depending on if you consider the “bow” part separate from its double weapon sides), which is absolutely incredible for rangers. As an archer, you’ve got a number of good ranger spells to put into wands, so you should definitely do this if you’re the sort to use consumables. Magical enhancements on an elvencraft bow are added separately for the melee and ranged components, but it’s still the same weapon being used in each case, and you can freely interweave melee and ranged attacks when full attacking.

Shield Pistol (D): Dr321 p. 35. Shields only (except bucklers). This and the spear pistol are the highlight of the Dragon Magazine #321 gun rules, and even they kinda suck. Still, they’re remarkably unique and could be entertaining to build around at high levels. Shield pistols add +300gp to the cost of the shield (plus any masterwork component if you want the pistol masterwork too), and can be either used to attack at range (don’t do this, they’re bad), or can be fired for free as part of a shield bash attack. On a successful hit with the shield bash, the shield pistol adds its own hit of 1d8 damage, automatically hitting without an attack roll. A crit with the shield bash also multiplies the shield pistol’s shot, and while magic enhancements on the shield/shield spikes do not boost this damage, you can enhance the shield pistol separately. This means that in theory at very high levels you could do something extremely silly with a double-stacked set of enhancement bonuses and hit really hard whenever the shield pistol goes off. Should you do this? Probably not. But it’s a remarkably interesting concept that I had to mention nonetheless. Shield pistols are a standard action to reload, or a move action if you purchased the 50gp breachloading upgrade. You can also add a bayonet to the shield pistol, hilariously (counting as a dagger) for 15gp, though you don’t get free attacks with it (it is, uh, yet another extra weapon attached).

Spear Pistol (D): Dr321 p. 35. Spears and similar piercing polearms only. Like the shield pistol, this costs +300gp to add to a weapon (plus the masterwork if you plan on enhancing it), and fires automatically when you hit in melee with the spear or polearm, dealing 1d8 damage (plus whatever from its own magical enhancements) without needing an attack roll. Reloading it is a standard action (or, as with the shield pistol, a move action if you bought the 50gp breachloading upgrade). Entertainingly, if the weapon this is attached to is a two-handed weapon, you can put a bayonet on it as well, which counts as a shortspear… and can have its own spear pistol (and its own bayonet, counting as a dagger that time). Don’t ask me how that looks, I don’t know either. Just be glad it doesn’t chain infinitely.

Steel Crossbow (S): Dr349 p. 28. This is the elvencraft bow of crossbows, and has all the benefits of that. In spite of the name, this is a modification and not a special material, so you could theoretically have an adamantine steel crossbow or the like. Anyway, a steel crossbow threatens in melee (as a light mace for light crossbows and a heavy mace for heavy crossbows; there’s no indication of how it works with hand crossbows, and for double crossbows, which “have the weight” of heavy crossbows, it’d probably be the heavy mace option). The modification costs 300gp, and the melee aspect is treated separately for magical enhancements. Talk to your DM about if you can get a second wand chamber added to your crossbow with this.

Weapon Accessories

There are only a few of these scattered around, and only two of them are any good. They can be added to any relevant weapon even after the item is made.

Gnome Crossbow Sight (S): A&EG p. 36. This is a 150gp attachment that can go on any crossbow, and lets you treat enemies as two range increments closer (minimum to the first range category). Functionally, it triples your crossbow’s range. RAW, it’s arguable that it also extends the range of things like sneak attack (since you’re “[treating] targets as if they were two range increments closer”), though that’s obviously up to your DM since the text is talking about range penalties, not precision distances.

Weapon Capsule Retainer (A): CAdv p. 121. Melee or thrown weapons only. This attachment comes in two versions, a +100gp single-capsule version and a +450gp three-capsule version. You can fill these capsules with whatever alchemical, magical, or poisonous liquids you have on hand, and cover the weapon with them as a swift action. For the triple-capsule retainer you can choose to open any or all of the capsules with the same action. The best use of this is with two of the alchemical items in the same book; ghostblight is a 100gp alchemical item that, when put on a weapon, gives it ghost touch for 3 rounds, and quicksilver is a 50gp item that, when put on a weapon, makes it count as alchemical silver (including the –1 damage penalty) for 3 rounds. Trollbane (Du p. 37) is also potentially useful, letting a single attack bypass regeneration per dose. If you use poisons, this is S-rated, since the triple retainer lets you apply up to three poisons to a weapon simultaneously as a swift action.


Mundane Armor

Armor is a lot simpler to cover than weapons are, so hopefully this section will be shorter. Rangers have proficiency with light armor and with shields. Some multiclassed rangers might have medium or heavy armor, but even if you can use them, you generally shouldn’t because several of ranger’s class features turn off when you do. Light armor though? Wear it, use it. AC is not that good as a defense, but you should still get what free AC you can.

Wait, AC is bad?

Yeah, AC is bad. The thing about AC is that it intentionally (per the developers) scales more slowly than attack bonuses. In practice, you’re nearly always going to get hit with the first attack of a creature’s turn, especially at higher levels. Boosting AC past the amount you get for “free” from armor and Dexterity is so expensive as to be cost-prohibitive for nearly all characters. Thus, AC is more of a measure of how good you are at tanking iterative attacks, secondary natural weapons, and the like.

So what do I do?

Choosing armor is basically an exercise in figuring out what armor gives you the most AC without capping your Dex bonus’s benefit, with minimal cost and armor check penalty. After that, you’re going to want to look into non-AC defenses such as miss chances, debuffs, reach or mobility (an enemy that has to move more than 5 feet to hit you can’t full attack you most of the time), and action-based defenses like counters or immediate action spells. It’s a sad truth of the system, in spite of the “tin can tank” dreams of many players (including myself).

Light Armor

Rangers start with light armor proficiency and unless you’ve traded away combat style, are going to stay in light armor for their entire career. Unlike weapons, there is no functional difference between armors of different aesthetics or styles beyond their raw stats, so I’ve put the armors that matter into a table of prices and stats to make this easier.

Armor from the core rulebooks can be found on the SRD, as can the rules for mithral armor.

Table of Worthwhile Light Armor
Light Armor Rating Cost AC Bonus Max Dex ACP Spell Failure Weight (lb.) Source Notes
Leather C 10 gp 2 6 0 5% 15 Core
Studded Leather B 25 gp 3 5 –1 10% 20 Core
Leather Scale B 35 gp 3 6 –2 15% 20 OA p. 76
Chain Shirt A 100 gp 4 4 –2 20% 25 Core
Masterwork Studded Leather B 175 gp 3 5 0 10% 20 Core
Masterwork Chain Shirt A 250 gp 4 4 –1 20% 25 Core
Twisted Silk B 400 gp 3 7 0 5% 15 Dr348 p. 87 Unclear if you can apply special materials.
Leafweave Studded Leather B 765 gp 3 6 0 10% 15 RotW p. 168 Special material applied.
Studded Impact A 765 gp 3 5 –1 10% 20 MoE p. 139 Grants DR 1/piercing, but reduces your speed by 10ft for 1 round after you get hit.
Masterwork Studded Impact A 915 gp 3 5 0 10% 20 MoE p. 139 Grants DR 1/piercing, but reduces your speed by 10ft for 1 round after you get hit.
Leafweave Studded Impact S 1,655 gp 3 6 0 5% 20 MoE p. 139/RotW p. 168 Special material applied; grants DR 1/piercing, but reduces your speed by 10ft for 1 round after you get hit.
Mithral Chain Shirt S 1,100 gp 4 6 0 10% 12.5 Core Special material applied.
Darkleaf Breastplate S 2,450 gp 5 4 –2 20% 30 ECS p. 120 Special material applied.
Wooden Breastplate S 2,600 gp 5 4 –2 20% 30 Dr279 p. 49 Special material applied.
Masterwork Darkleaf Breastplate* S 2,600 gp 5 4 –1 20% 30 ECS p. 120 Special material applied.
Masterwork Wooden Breastplate* S 2,600 gp 5 4 –1 20% 30 Dr279 p. 49 Special material applied.
Duskwood Breastplate S 3,200 gp 5 4 –2 20% 30 MoF p. 178 Default is already masterwork.
Mithral Breastplate S 4,200 gp 5 5 –1 15% 15 Core Special material applied.
Mithral Tesselated Armor (+2)† S 15,560 gp 8 (+2) 3 –1 15% 25 A&EG p. 95 Special material applied; specific magic item; +2 enhancement and 1/day hypnotic pattern ability.
Celestial Armor (+3) A 22,400 gp 5 (+3) 8 –2 15% 20 SRD Specific magic item; +3 enhancement and lets you fly (as spell) 1/day.
Mithral Celestial Armor (+3)† A 23,400 gp 5 (+3) 10 0 5% 10 SRD Special material applied; specific magic item; +3 enhancement and lets you fly (as spell) 1/day.
Mithral Black Swan Armor (+2)† S 31,562 gp 7 (+2) 4 –2 20% 20 Dr278 p. 109 Special material applied; specific magic item; +2 enhancement and resist 10 to acid/cold/fire/electricity.

*This armor doesn’t include a masterwork component by RAW, so you’d need to spend an extra 150gp on it if you want to later enhance it magically. That would also reduce the ACP by a further 1, though. This may not fly at your table, but it’s worth keeping in mind (I imagine most tables would just treat it as including the masterwork as part of its cost and stats).

†Adding a special material to certain types of specific armor is sometimes controversial; it works by RAW but it may not fly at your table.

Heavier Armor

If you’re using armor heavier than light armor, you should probably just aim for a full plate. If you have the Sword of the Arcane Order feat, you can get a minor schema of golden dragonmail (CoV p. 55) for only 6,000gp, which gives you 5 hours/day worth of a +1 mithral full plate that’s not only sized and shaped for you, but automatically counts you as proficient as well. Much cheaper than actually getting proper heavy armor, much less mithral armor.

Shields

For shields, you have only a couple actual choices. This isn’t because most shields are bad, but because there are barely any shields in the game compared to armor. Not everyone will want a shield, but it’s possibly worth considering a buckler (or an animated shield at later levels), depending on your build. I’ve rated the highlights for shields in the following spoiler.

Shields Worth Using

Though most shields are only relevant for characters using one-handed weapons or fighting with two weapons, the buckler can be a solid choice in spite of its attack penalty, especially when accounting for its ability to hold a wand chamber. Still, all the ratings here assume you’re actually looking to use a shield, rather than being a general-purpose rating that competes against using two-handed weapons.

Buckler (B): SRD. Bucklers grant a +1 shield bonus, have a –1 armor check penalty, impose a 5% spell failure chance, and are totally hands-free. You can use a buckler while holding a weapon in the hand it’s attached to, though you take a –1 penalty on attack rolls while doing so.

Buckler Beetle (B): A&EG p. 15 or Dr319 p. 42. This isn’t actually a proper shield, but a living creature. It costs 6,600gp, acts as a +1 buckler after being worn for a full day, and, on command (a standard action), flies around in your square negating one ranged attack per round as if by the Deflect Arrows feat. It’s honestly kinda rad? Not amazing, but definitely super unique, and a cheap defense at higher levels since it’s no longer penalizing you once it’s off your arm.

Heavy Wooden/Steel Shield (A): SRD. The best core shield for rangers who’re using shields, with a +2 shield bonus, –2 armor check penalty, and 15% arcane spell failure. This takes up the whole hand, but can be used to bash as a one-handed weapon. A darkwood heavy wooden shield costs 257gp and has no armor check penalty, so that’s probably your best option for sword-and-board characters.

Hide Shield (D): Sand p. 99. The cooler tower shield. This has a +3 shield bonus, +4 Dex bonus, –3 armor check penalty, and 30% arcane spell failure. Like a buckler, it imposes a –1 penalty on attack rolls while using it, but like a heavy shield it wholly takes up the hand used to hold it. You can’t bash with a hide shield, but you can use it to gain full cover like a tower shield. It’s up in the air how this works; ask your DM. I’ve seen interpretations that the line “by giving up your attacks for the round, you gain total cover” means you have to take an equivalent action to attacks to gain that cover, but I’ve also seen interpretations that say it means you simply have to not attack (i.e. doing literally anything else in your turn) and then automatically gain total cover. In the latter case, this is A-rated; it’s not the best shield for shield users (since it can’t bash), but it’s got genuine utility at that point. Otherwise, it’s very niche.

Light Wooden/Steel Shield (F): SRD. Basically a worse buckler, having the same +1 shield bonus, –1 armor check penalty, and 5% spell failure chance. Instead of being totally hands-free, a light shield is only mostly hands-free: you can use the arm for holding objects, but can’t use it for holding weapons. However, light shields can be used to shield bash, which… would be okay for any other class, but not rangers, since a light shield bash is a light weapon.

Armor & Shield Special Materials

Generally, the best special materials for armor are ones that reduce an armor’s weight class and ACP. This isn’t always true, however! Sometimes you’ll want other types of armor, either because you don’t need the benefits of a penalty/weight-lowering material or because the material gives you something uniquely good. As with the weapon special materials, this is not comprehensive; while I did go and look up every special material in the game, I’m only mentioning the ones that are actually worth considering here (especially since a lot of the “still kinda solid” materials are only any good on armor that rangers can’t or don’t want to use).

Armor & Shield Special Materials

Adamantine (B): SRD. Metal armor only. Adamantine armor costs +5,000gp for light armor (including a masterwork component) and grants you DR 1/—. Normally I don’t consider adamantine armor worth getting, but since ranger is one of the few places in the game where you can find a high-Str, low-Dex light armor user, it’s actually relevant that you might want it over mithral. Oerthblood is better, sure, but adamantine can be solid enough for tiny damage mitigation.

Fever Iron (D): MoF p. 178. Metal armor only. Fever iron armor costs +2,000gp (including a masterwork component) and grants you fire resistance 2. Is this good or cost-effective? As a defense, no. However, by RAW, any amount of fire resistance makes you immune to taking damage from lava. If your DM is willing to let that fly, fever iron armor actually has an interesting niche (letting you swim in lava).

Darkleaf/Wooden Armor (S): Dr279 p. 49 or ECS p. 120 (darkleaf variant). Metal armor only. Wooden armor is slightly worse than mithral for arcane spellcasters, but better for rangers (and druids can use it, if it matters). Not including a masterwork component, it costs +750gp for light armor, +2,250gp for medium armor, and +6,000gp for heavy armor. Like mithral, wooden armor downgrades the armor’s category by one step (minimum light), and then it also reduces its armor check penalty by 2, increases max Dex by 1, and reduces arcane spell failure by 5%. It’s not, strictly, just wood; it’s described as “carefully cured and beautifully carved pieces of darkwood, supplemented by alchemically treated leaves.” An identical version of this material was later printed in the Arms & Equipment Guide as “elven darkleaf” armor, with the same stats and pricing scheme, then updated in the Eberron Campaign Setting as “darkleaf.” Note that as this armor doesn’t include a masterwork component, by RAW you’ll need to spend an extra 150gp on it if you want to later enhance it magically. That would also reduce the ACP by a further 1, though. This may not fly at your table, but it’s worth keeping in mind (I imagine most tables would just treat it as including the masterwork as part of its cost and stats).

Darkwood (F): SRD. Darkwood gets a callout here specifically for users of shields; a darkwood heavy wooden shield has no armor check penalty and costs 257gp, and since you’re 100% putting shield spikes on, you can have the spikes still be made of an offensive material. If you’re using a shield, this is S-rated for the base shield due to its cheapness for the reduction in ACP. Otherwise, all it does is reduce the weight of wooden weapons, so skip it.

Ectoplasm (B): Gh p. 44. Usable for any armor. Ectoplasmic armor is made of a solid, alchemically-stabilized material that nonmagically counts as ghost touch. They’re consumable though, fading away after a certain time limit (if you buy it at +5gp per pound the armor lasts 10 days, and at +50gp per pound it lasts for 100 days). You can, further, apply an unguent of timelessness (150gp, SRD) to make it last an extra 365 times as long, almost certainly long enough to be used for an entire campaign. Ectoplasmic items don’t count as masterwork automatically, but can be made as masterwork items normally. Whether you’re picking up such armor as a temporary armament for an adventure about fighting incorporeal undead, or using it with an unguent of timelessness long-term, ectoplasmic armor is quite a good tool in an adventurer’s arsenal, especially due to ghost touch being so expensive for armor.

Mithral (S): SRD. Metal armor only. Mithral is one of the best materials in the game for armor. Including a masterwork component, it costs +1,000gp for light armor, +4,000gp for medium armor, and +9,000 for heavy armor. The benefit of mithral is that it downgrades the armor’s category by one step (minimum light), reduces its armor check penalty by 3, increases max Dex by 2, reduces arcane spell failure by 10%, and weighs half as much.

Mundane Crystal (F): SRD. Usable for any armor. This material has no special properties beyond looking cooler (it’s crystal), but it’s otherwise just treated and costed as normal-but-masterwork. It sure is neat though! If you’re not getting any special material, you can make any armor (even non-metal ones) out of a cool transparent crystalline material for funsies.

Oerthblood (A): Dr351 p. 45. Metal armor only. Unlike for weapons, Oerthblood armor is mostly just pretty good. Light Oerthblood armor costs +10,000gp, grants you DR 1/—, and grants you a +1 luck bonus on saves against all magical effects. Medium and heavy armor costs twice and three times that, and proportionally increases the DR and save bonus to 2/— and +2, respectively. Honestly, this is one of the few armor materials I’d personally consider giving up mithral for on most characters. Getting a slotless luck bonus to saves is nice, and the DR is okay too.

Armor & Shield Modifications

Like weapons, you can apply modifications to armor. They are often quite good, and on some builds (especially arcane caster multiclasses) can feel near-mandatory if you want to use armor at all. Armor modifications aren’t codified across books. Generally, each book introducing them had its own rules for their use, which means that many such modifications can be combined with each other. To make it easier to parse what works together, what’s mutually-exclusive, and so on, I’ve separated this spoiler into subsections elaborating on the different kinds of modifications you can make to your armor.

Armor & Shield Modifications

Forging Techniques & Intrinsic Modifications

This heading details modifications that are not mutually-exclusive and can be applied fairly freely to your weapon during its creation, provided you have a smith with the right skills and characteristics. Finding a smith able to do this might be a problem, though; in some campaigns that might be abstracted and in others it might be an adventure on its own. If you can afford it (and have a smith who can make the weapon in question), there’s generally no reason not to stack up a bunch of these for small extra benefits onto your weapon.

Special Masterworks: If armor specifies that it requires the Artisan Craftsman feat, that’s a feat from Dragon Magazine #358 that requires 4 ranks in the relevant Craft skill and lets a crafter make fancy masterwork armor.

Planar Requirements: Several of the armor templates from the Dungeon Master’s Guide II require the armor to be created on a specific plane of existence. As far as I can tell, these are generally going to be mutually-exclusive, but theoretically you could cheese the requirements with things like acorns of far travel or planar bubble style effects. You’re definitely in the realm of “ask your DM” at that point, though. In a less structured, more open game that could make for a pretty entertaining planar adventure on its own, but for most games, I would probably assume that you can’t combine different planar requirements.

Caster Armor (F): Dr358 p. 39. Any armor. This is an Artisan Craftsman masterwork modification that costs +400gp for light armor, +800gp for medium armor, and +1,000gp for heavy armor. It reduces the upgraded armor’s arcane spell failure chance by 5%. If you’re multiclassing an arcane spellcaster, this is S-rated. Otherwise, it’s useless for rangers.

Feycraft (F): DMG2 p. 275. Light and medium armor or wooden shields only. Feycraft armor costs +500gp and can only be made by either a fey, or someone under magical influence by a fey during the crafting of the armor. Armor and shields made this way weigh 10% less and have their arcane spell failure chance reduced by 5%. It also grants a +1 bonus on Bluff checks to lie. If you’re multiclassing an arcane spellcaster, this is S-rated. Otherwise, it’s useless for rangers.

Fireshaped (A): DMG2 p. 275. Metal armor and shields only, planar requirement. Fireshaped armor costs +300gp, can only be made by natives of the Elemental Plane of Fire, and must be crafted on that plane. Wearing it grants you a +2 untyped bonus on saves against fire effects (fairly common across all levels).

Githcraft (F): DMG2 p. 276. Any armor or shield, planar requirement. Githcraft armor costs +600gp, can only be made by githyanki, and must be crafted on the Astral Plane. Armor and shields made this way have their arcane spell failure chance reduced by 5% and grant you a +1 bonus on Concentration checks. If you’re multiclassing an arcane spellcaster, this is S-rated. Otherwise, it’s useless for rangers.

Gloryborn (C): DMG2 p. 277. Any armor or shield, planar requirement. Gloryborn armor costs +150gp, can only be made by natives of the Heroic Domains of Ysgard, and must be crafted on that plane. Their benefit is that they can look as flashy and impractical as you want, but work well no matter the silly or fantastical design. You get +1 to AC while charging when wearing gloryborn armor.

Ornate (C): Dr358 p. 42. Any armor. This is an Artisan Craftsman masterwork modification that costs +400gp for light armor and +600gp for heavier armor, and gives you a +2 bonus on Diplomacy or Intimidate checks (chosen on the weapon’s creation) when used in “an appropriate setting” for the flavor of the weapon’s ornateness.

Reinforced (S): Dr358 p. 39. Any armor. This is an Artisan Craftsman masterwork modification that costs +800gp for light armor, +1,000gp for medium armor, and +1,200gp for heavy armor. It increases the armor’s AC bonus by 1 but also increases its weight by 10%.

Segmented (S): Dr358 p. 39. Any armor. This is an Artisan Craftsman masterwork modification that costs +200gp for light or medium armor and +300gp for heavy armor. It increases the armor’s max Dex bonus by 1.

Dungeonscape Modifications

Since you can only have one of the Dungeonscape modifications on a given item, generally you’re going to be using wand chambers unless you’re avoiding wands entirely. The rest aren’t bad, just overshadowed by the significant utility of actionless wand access. Except for the oil chamber, all of the armor and shield modifications from Dungeonscape have to be added during the item’s initial creation.

Oil Chamber (D): Du p. 33. Weapons, armor, and shields. Costing +1,000gp, an oil chamber lets you store an oil, alchemical item, or poison, then spray it over the armor or weapon with the chamber as a swift action. Poisonous items also expose you to the item, so be careful with that. Most of the time, oils are a bit of a trap option, but this can theoretically make them slightly better. It’s remarkably expensive for the effect though, so I’d skip it.

Sanctified (C): Du p. 34. Armor or shields only. Costing +50gp, this adds a divine focus to your armor or shield, so if you’ve multiclassed cleric or druid you’re able to count it as your casting implement if needed.

Wand Chamber (S): Du p. 34. Weapons and shields only. Costing +100gp, this is one of the best mundane expenses in the game. A wand stored in a wand chamber counts as in your hand at all times the weapon or shield is, letting you cast spells from it without worrying about keeping hands free or the actions needed to draw it.

Built-In Weapons

For if you consider the best defense to be an alright enough offense. These are added during the construction of the armor.

Armor Spikes (B): SRD (weapon stats), SRD (rules and pricing), and Und p. 64 (razored armor). Armor spikes can be placed on metal armor, and give you access to a martial light weapon that deals 1d6 piercing damage with an ×2 critical stat. In addition, when you make a grapple check to deal damage, you add their damage to the result if worn. Underdark has a slashing damage equivalent called razored armor, working on identical rules. In a pinch, these make a solid off-hand weapon with Two-Weapon Fighting, though rangers don’t like it very much due to the lack of Favored Power Attack function. Races of the Wild has a variant of these called “netcutter spikes” that also give you +4 on Strength checks and Escape Artist checks to escape entangling effects for an extra 200gp, which can be a nice perk in some campaigns.

Shield Pistol (D): Dr321 p. 35. Shields only (except bucklers). This and the spear pistol are the highlight of the Dragon Magazine #321 gun rules, and even they kinda suck. Still, they’re remarkably unique and could be entertaining to build around at high levels. Shield pistols add +300gp to the cost of the shield (plus any masterwork component if you want the pistol masterwork too), and can be either used to attack at range (don’t do this, they’re bad), or can be fired for free as part of a shield bash attack. On a successful hit with the shield bash, the shield pistol adds its own hit of 1d8 damage, automatically hitting without an attack roll. A crit with the shield bash also multiplies the shield pistol’s shot, and while magic enhancements on the shield/shield spikes do not boost this damage, you can enhance the shield pistol separately. This means that in theory at very high levels you could do something extremely silly with a double-stacked set of enhancement bonuses and hit really hard whenever the shield pistol goes off. Should you do this? Probably not. But it’s a remarkably interesting concept that I had to mention nonetheless. Shield pistols are a standard action to reload, or a move action if you purchased the 50gp breachloading upgrade. You can also add a bayonet to the shield pistol, hilariously (counting as a dagger) for 15gp, though you don’t get free attacks with it (it is, uh, yet another extra weapon attached).

Shield Spikes (A): SRD (weapon stats), SRD (shield bash rules), and Und p. 64 (razored shields). You can add shield spikes to a shield to make its bash attack deal piercing damage and get +1 effective size, or shield razors (Und p. 64) to do the same thing for slashing damage.

Armor Accessories

Unlike with weapons, there are a lot of armor accessories around, and while most of them are niche stuff, some of them are actually really good (like the dastana). These can be added to any relevant armor or shield even after the item is made.

Camouflage (C): Und p. 66. This costs +300gp and can be added to any armor, granting a +2 bonus on Hide checks in a specific kind of terrain (aquatic, forest, hill, marsh, mountain, plains, or underground). It’s more broadly-applicable than the dye version below, but has a worse bonus.

Camouflage Dye (D): RoF p. 158. This costs +300gp and, when used on padded, leather, hide, or studded leather armor, grants a +4 bonus on Hide checks within a specific forest region (chosen when the dye is made). If you’re adventuring in predominantly-woodland areas instead of dungeons, this is a really cheap, effective stealth boost.

Dastana (S): OA p. 75 (original) and Dr318 p. 42 (3.5 update clarifications). These cost 25gp baseline and add +1 to your armor bonus (stacking with the armor bonus of padded, leather, and chain shirt armor, thus making a chain shirt equivalent in AC to a breastplate) but also add –1 to your armor check penalty. However, if you make them masterwork, it removes the ACP adjustment (as usual for armor). This is the only piece of “piecemeal” armor that still works in 3.5, and has been explicitly clarified with regards to how it works in the Dragon Magazine #318 update. Dastana still stack with the listed armor, but if you have a magic version of them and a magic version of the armor, you only get the higher enhancement bonus. You do get the benefits of both the armor special abilities of your worn armor and the dastana, though. This is fantastic for getting access to one or two armor abilities much more cheaply than you otherwise could. Dastana get a top grade.

Chahar-Aina (C): OA p. 75 (original) and Dr318 p. 42 (3.5 update clarifications). These cost 75gp baseline and work like an extra set of dastana (in fact, you can stack them with a dastana). However, wearing them on top of padded, leather, or chain shirt armor makes that armor count as medium armor, RAW regardless of its special materials. For most rangers, this isn't a good option, but keep it in mind if you've traded away combat styles and want even more armor special abilities.

Forestward Shroud (D): RotW p. 167. This costs +100gp and when worn over any kind of armor, negates the penalties of undergrowth and heavy undergrowth on Tumble and Move Silently. Similarly to camouflage dye, if you’re doing a lot of woodland adventuring, this is a cheap and effective skill boost (heavy undergrowth penalizes those skills by a massive –5).

Keel (D): Storm p. 106. This costs +50gp and gives you a +2 bonus on Swim checks. Nice enough if you have cause to expect to need to make such checks often, but skip it otherwise.

Locked Gauntlet (A): SRD. A locked gauntlet costs 8gp and gives you +10 against disarm checks regarding the hand it’s in. However, locking and unlocking the gauntlet around a weapon takes a full-round action, so it may not always be practical to use. Still, if your DM likes enemies that use combat maneuvers, this is amazing for protecting your viability in combat.

Muffling (C): Und p. 66. This costs +300gp and can be added to any armor, granting a +2 bonus on Move Silently checks. This isn’t as important for stealth as Hide is, but it’s still a cheap source of a stacks-with-everything bonus.

Restful (B): Du p. 38. This costs +500gp and makes it so you can sleep in the armor without becoming fatigued (even if it’s medium or heavy). In addition, it cuts the Listen check penalty while sleeping from –10 to –5, which is great if your DM likes night ambushes.

Riding Straps (C): RoS p. 157. These cost +200gp and give you a +1 bonus on Ride checks. If you’re a mounted combatant, it’s one more small bonus you can add to your Ride checks, for a fairly cheap cost since it stacks with everything.

Shield Sheath (B): RoS p. 158. This costs +25gp and adds a sheath for a light weapon on the inside of any non-buckler shield. You can draw a weapon in a shield sheath as a free action as long as you already have the shield ready.

Thistledown Suit (F): RotW p. 167. This costs +250gp and can be added to under any armor that “normally incorporates an underlying layer of quilted fabric,” which includes chain shirts and normally-medium/heavy armor made of metal. Arguably it should also include studded leather, because the only realistic equivalent to that armor is brigandine (which also had underlayers of cloth), but that’s not listed. Anyway, it adds 1 to the armor’s ACP, but reduces its arcane spell failure chance by 5%. If you’re multiclassing an arcane spellcaster, this is S-rated. Otherwise, it’s useless for rangers.


Magic Item Basics

The lifeblood of 3.5, for good or ill. If you’re playing 3.5, at some point you’re going to have to engage with the magic items system, because the game’s numbers and expectations are built on the assumption that you have. There is a lot to cover here, as a result. Before I begin to list items and ratings, I have some stuff to talk about first.

Necessary Items

If you’ve ever read Ernir’s fantastic List of Necessary Magic Items thread, you’ll be familiar with this concept. Basically, there is a list of things that the game—explicitly or implicitly—expects you to have by certain levels. If you don’t have access to these things, you can end up blindsided by deadly effects and dangerous situations. Ernir goes into way more detail on the exact things in question, so I’ll leave that to his thread. However, I’ll be highlighting in this chapter when an item is particularly good at solving these issues for rangers.

Common Item Effects

Page 233 of the Magic Item Compendium made explicit a common practice of adding the “generic” bonuses to items without a surcharge. When you have a magic item of a given slot, you’re allowed to add a number of numerical boosts to that item for just the cost of the bonus (and vice-versa; an item that only gives such a bonus can be given a proper effect without an extra cost beyond the price of that effect). These functionally roll things like rings of protection, enhancement bonus ability score items, and the like into more interesting and useful items. With the MIC, you do not have to worry about “if I want a cool belt, I can’t get a Strength bonus.” You can just buy both effects and roll them together!

The specific effects (and the slots they can be added to) that can be added using this rule are as follows:

  • Deflection bonus to AC (+1 to +5) can be added to body, ring, and shoulder slot items.
  • Raw AC bonus (à la bracers of armor, +1 to +8) can be added to arms and body slot items, but not to an item that already grants an armor bonus.
  • Enhancement bonuses to natural armor (+1 to +5) can be added to body and torso slot items.
  • Enhancement bonuses to Strength (+2/4/6) can be added to arms, hands, and waist slot items.
  • Enhancement bonuses to Dexterity (+2/4/6) can be added to arms, hands, and feet slot items.
  • Enhancement bonuses to Constitution (+2/4/6) can be added to throat, torso, and waist slot items.
  • Enhancement bonuses to Intelligence (+2/4/6) can be added to face and head slot items.
  • Enhancement bonuses to Wisdom (+2/4/6) can be added to head and throat slot items.
  • Enhancement bonuses to Charisma (+2/4/6) can be added to head and shoulder slot items.
  • Energy resistance (5 to 30) can be added to body, ring, shoulder, and torso slot items.
  • Resistance bonuses on saving throws (+1 to +5) can be added to shoulder and torso slot items.

You can even overlap these sorts of benefits on a given item, if multiple of the above apply. As a ranger, you want to be boosting your save bonuses and primary ability scores before anything else on the list. After that, energy resistances and smaller boosts to your secondary ability scores are good. Deflection bonuses to AC, bracers of armor effects, and enhancement bonuses to natural armor are trap options for you due to being massively overcosted for their benefit, and should be avoided if possible.

Upgrading & Combining Items

Though not it was not originally explicitly codified in the Dungeon Master’s Guide, the Magic Item Compendium put proper rules to paper that you can upgrade and improve magic items by paying the difference between the current item and the new enhancements’ costs. This even applies to specific items; for example, a sword of life stealing (SRD) has a market price of 25,715gp. Since it’s a +2 longsword, if you wanted to add the holy quality to it (+2 effective bonus), you would need to pay the difference between a +2 longsword and a +2 holy longsword (32,000gp – 8,000gp), thus having a price of 24,000gp for the upgrades. Unique enhancements such as those found on specific weapons and armor are not considered when upgrading armor and weapons in this way; only the enhancements given +X equivalents are counted.

The Magic Item Compendium also says that you can combine magic items in the same way. When doing this, you pay the price of both magic items, plus 50% of the price of the cheaper one (or ones, for multiple combined items). For example, if you’re combining a cloak of displacement (50,000gp) with a cloak of elvenkind (2,500gp) and, I dunno, a cloak of arachnida (14,500gp), you’ll have a price formula that looks like this:

cloak of displacement + ( 1.5 × cloak of arachnida ) + ( 1.5 × cloak of elvenkind ) = total price

or

50,000gp + ( 1.5 × 14,500gp ) + ( 1.5 × 2,500 gp ) = 74,750gp

The book directs you to only combine items of the same slot in this way, and it is still subject to DM approval, but for the purposes of this guide I will tend to assume that it’s possible to add effects this way to your existing items. This assumption makes cheaper utility effects much better than they might otherwise be, since they have relatively little opportunity cost to add to more expensive items.

Note: This surcharge doesn’t apply when you’re doing something like enhancing a magic staff or magic shield as a weapon, since that’s just treated as two separate things entirely (they are allowed to coexist on the ‘slot’ without an extra cost).

Specific Items & Deconstructing Effects

In addition to the numerical weapon special abilities, magic armor, shields, and weapons have lists of specific items (example, the weapons from the SRD). These can be purchased and upgraded normally using the above rules by RAW, but a common houserule is to allow them to be “deconstructed” using the same style of calculation to have their unique effects applied to other weapons, even together with other unique effects. This is, as far as I know, not supported by any specific rule; it’s just something that kinda makes sense to allow in many cases? There’s not really a big reason why a life-drinker axe couldn’t be a life-drinker sword, after all.

To find out the deconstructed price of an effect, you just run the same kind of calculation you use when upgrading it in reverse. For example, to go back to the sword of life-stealing example we used above, we’d take its 25,715gp market price and subtract out the price of the +2 longsword component of it (8,315gp including masterwork and base cost). The result looks like this:

sword of life-stealing+2 longsword = “life stealing” flat cost enhancement

or

25,715gp – 8,315gp = 17,400gp

Then, if we wanted to add that to a different weapon, say, a +1 vicious holy greataxe, we’d add the price as usual for upgrading an item:

+1 vicious holy greataxe + “life stealing” flat cost enhancement
= +1 vicious holy greataxe of life stealing

or

32,320gp + 17,400gp = 49,720gp

Simple! Sometimes it runs into some weirdness where a specific item’s price might include a high enhancement bonus, but have a unique extra effect that’s balanced at the level you can afford it, but not when deconstructed. As with any houserule, this is entirely up to the DM and group to adjudicate. For the magic armor/shields/weapons sections of this chapter, I have separate sections for specific items that are worth using stock (entirely RAW) and for specific items that are only worth considering if you’re allowed to deconstruct their effects.

Updates & Nerfs

While the Magic Item Compendium is a great book, Wizards of the Coast made a decision to significantly nerf a great many items when reprinting them. There are a ton of interesting and useful magic items scattered through the history of D&D 3.5, often with powerful passive effects, that the MIC changed into use-activated (generally a swift action) daily-limited items. While most of the time that book also lowered the prices of the items, sometimes they didn’t? And, frankly, sometimes the nerf wasn’t even needed, especially since the majority of nerfs were to stuff martials use instead of casters.

For cases where an item’s usage has been changed significantly in a less powerful reprint, I’ve included a reference and rating for both versions. The default rating in the lists will be the most recent printing, but check the descriptions for details on earlier versions when relevant.

Magic Weapons

When enhancing a magic weapon, you have to start with a masterwork weapon plus a +1 enhancement bonus before you can add any extra effects (total minimum price 2,300gp + the base weapon price). The basic rules for magic weapons can be found here. Generally, it’s not worth enhancing a weapon’s raw bonus past +1, because weapon special abilities are just better. Plus, the price increases quadratically with total bonus, you’re paying more for each ability every time you up the raw enhancement bonus. It just isn’t cost-effective.

Anyway, most of the time you’re looking at the same weapon enhancement considerations regardless of fighting style (except with regards to the melee/ranged divide). I’ve put ratings for notable numerical enhancements in the first two spoilers, followed by specific magic weapons and deconstructed effects in the next two.

Note that the baseline effective damage for weapon special abilities “+1d6 damage per plus.” That doesn’t necessarily mean that flaming and similar effects are good though. Just that they’re the average. Basically, if you’re taking an ability for damage and getting less than that, you’ve made a poor choice. Plus, you should never pick one of these special abilities first; there are always more build-important and style-enabling options to take before that. At the end of the day though, you’ll generally eventually run out of strong things to put on your weapon so you may as well take damage once you hit that point.

As a rule of thumb, you can also treat effects that add attack bonuses to melee weapons as equivalent to damage equal to three times the bonus, thanks to Favored Power Attack. Attack bonus-granting abilities are slightly better than that (due to versatility) but it’s still a useful comparison. For example, a discipline weapon granting you +3 on your attack rolls on the right build is basically equivalent to a +1 special ability that grants +9 to damage… while also giving you attack bonus while you don’t want damage. That’s really good, and noticeably above the floor established by flaming. Bows and thrown weapons have a somewhat worse comparison since their Power Attack equivalents are 1:1 bonus and damage, but a similar principle applies.

As per usual for this chapter, this is not comprehensive. While I did go through every book on my booklist for weapon abilities, many (hell, most) of them were pretty bad and not worth mentioning. There are a few bad ones I’ve mentioned to call out that you should not take them, but in general, this list is more about being useful for building a ranger than it is including every single option available. If it were a full weapons guide I would have considered rating every single ability to be in-scope… maybe I’ll make one down the line. But for now, it’s not, so I’m not.

General Weapon Special Abilities

These can go on both melee and ranged weapons.

+1 Weapon Special Abilities

Aptitude (unratable): ToB p. 148. This makes the enhanced weapon count as all weapons for the purposes of feats that work for specific weapons (such as Weapon Focus, Rapid Reload, or various style feats), as well as giving you proficiency in the weapon. Whether or not it’s useful is entirely build dependent, in a “if you have to ask if you need it, you probably don’t” kind of way. Sometimes it can lead to somewhat nonsensical results, such as applying Hand Crossbow Focus to a great crossbow and freely reloading, but most of the time it’s Probably Fine to use (even in that example, it's still generally balanced, just weird). Still, there are edge cases where it’s been used in various Theoretical Optimization builds, so talk to your DM about their comfort with this ability rather than spooking them with it.

Bane (B): SRD. Bane weapons increase their enhancement bonus by +2 and deal +2d6 damage against a specified type (or subtype, for outsiders and humanoids). If you fight a specific type often, this is fantastic and can bring more effective damage than any other weapon ability at this price. However, you probably shouldn’t put bane on a weapon unless you’re in a specifically-targeted campaign or at very high levels (at which point you’re probably somewhat running out of good stuff to upgrade with, and also have a good idea of what you’re going to be fighting for the campaign’s finale). Even so, bane (humans), bane (undead), and bane (evil outsiders) are all pretty often worthwhile even at mid levels, due to the common-ness of such enemies.

Binding (C): MIC p. 29. This lets you impose a dimensional anchor effect for 10 minutes on a successful hit. This works 2/day, must be activated as a swift action, and is wasted if you miss the attack you activated it for. It’s still pretty solid in the lategame, as teleporting enemies are deeply annoying.

Blessed (D): MIC p. 29 or BoED p. 113. This causes your weapon to become good-aligned for overcoming DR, and also, 3/day, you can use a swift action to grant the weapon the auto-crit-confirming effect of bless weapon for 1 round (though if you do, it turns off the benefit of keen if you have it). The MIC version of this is… well, it’s alright, I guess. The original printing in the Book of Exalted Deeds is instead C-rated because it always has the bless weapon effect, without needing an action cost or a daily limit.

Defending (D): SRD. This is not something you should ever put on your main weapon, but at very high levels can be a reasonably cheap defensive boost if you put it on, say, a gauntlet. A +1 defending gauntlet costs you 8,302gp and can hold a greater magic weapon spell from a party wizard into more AC and touch AC.

Spellstrike (D): MIC p. 44. This is like defending, except it lets you allocate your weapon’s enhancement bonus from attacks to being a bonus on saves against spells and spell-like abilities. It has the save build considerations as defending, and is frankly even better at it due to saves being more expensive to boost.

Discipline Weapon (S): ToB p. 148. Rating assumes you know a martial stance; it’s F-rated if you don’t. Martial discipline weapons are keyed to a specific Tome of Battle discipline, and give you +1 on attack rolls with the weapon if you know a maneuver or stance from that discipline, as well as an extra +2 (for a total of +3) if you’re either using a maneuver or in a stance from that discipline. It’s one of the most effective attack roll boosters in the game for its cost, provided you’ve got a martial stance.

Dispelling/Greater Dispelling (A): MIC p. 33. These are a pair of +1 enhancements. Dispelling lets you, on a successful hit, apply a CL 5 targeted dispel magic against whatever you hit. This works 3/day and is a free action to activate. Greater dispelling can only be added if you already have dispelling on it (a total of +2 bonus equivalent), and upgrades that to a CL 15 greater dispel magic instead. This is quite good for shredding enemy buffs and dealing with annoying effects. If you’re using a melee weapon though, you should definitely go for the S-rated suppression ability (SRD) instead.

Elemental Damage Enhancements (C): Bear with me here. They're fine. Not good, just fine. The basic elemental damage boost enhancements grant +1d6 damage per hit of a specific energy type, generally. This is… fine. It’s the baseline for what can boost a weapon’s damage. In the end, the point of weapons is to deal damage, and you can do worse than an energy damage addition. Still, you shouldn’t take these until after you’ve taken anything that enables your build or provides more widely-applicable boosts (like merciful). The elemental damage boosters in this category are the following:

  • Corrosive: MIC p. 31. Adds +1d6 acid damage.
  • Flaming: SRD. Adds +1d6 fire damage.
  • Frost: SRD. Adds +1d6 cold damage.
  • Screaming: MIC p. 42. Adds +1d4 sonic damage. This is actually pretty bad, below-par in exchange for being a rarely-resisted element… screaming was printed at +1d6 in half a dozen rulebooks before being nerfed in the MIC. Honestly? I recommend just using the +1d6 version. Yes, it’s slightly better than the others, but these aren’t actually good, they’re just filler for filling out your +10 at later levels.
  • Shock: SRD. Adds +1d6 electricity damage.

Ghost Touch (F): SRD. Lets you attack incorporeal enemies without miss chance. This is objectively good to have, because incorporeal foes can be a huge pain to deal with. However, as the game progressed, WotC added a lot of ways to do this without enhancing your weapon (including some very cheap wondrous items, and the ghostbane alchemical capsules mentioned earlier), so unless you really can’t get those, you should not bother with this.

Hunting (A): MIC p. 36. This increases your favored enemy bonus on damage rolls by 4. If you’ve built right, this is a broadly-applicable flat damage bonus, so it’s quite good and above the par for the cost. Talk to your DM about how this interacts with a girdle of hate if you have one. It increases the bonus, so if it’s allowed to apply before the doubling effect, you’ll get even more benefit.

Illusion Bane (A): MIC p. 36 or DMG2 p. 259. This lets your weapon ignore illusion-based miss chances (such as blur or displacement), including magic items that reproduce those effects. In addition, 1/day as a swift action when you hit a creature with one of those effects, you can try to dispel any and all illusions on the creature like a targeted dispel magic (CL 10, 1d20+10). It’s really quite good. In the original Dungeon Master’s Guide II printing, illusion bane was a +7,000gp flat cost ability, and is S-rated due to not interfering with weapon special abilities to add.

Lucky (D): MIC p. 38. This lets you reroll a missed attack 1/day. Generally this is way overcosted for its effect (there are wondrous items that give similar effects), but if you can put this on ammunition, then it’s A-rated, since at that point you can reroll each attack you make. A phenomenal accuracy boost for archers, though it’s expensive.

Magebane (A): MIC p. 38 or CArc p. 143. This is bane targeted towards arcane spellcasters and invocation users (warlocks and dragonfire adepts), adding +2 to its enhancement bonus and dealing +2d6 damage against them. Arcane spellcasters are super dangerous foes and being able to take them down faster is good. The original Complete Arcane printing is much, much better, instead targeting arcane spellcasters and creatures with arcane spell-like abilities (which is nearly all of them). If you can use that one, it’s S-rated, and one of the best enhancements in the game.

Merciful (B): SRD. This makes the weapon deal +1d6 damage (no type given, so it’s probably the same type as your weapon) and deal nonlethal damage. It won’t work on undead and constructs, but against literally everything else this is one of the better “generic” damage boosts you can get on a magic weapon.

Opposable (D): MotW p. 28. This lets creatures without hands wield the weapon as if they did. It’s A-rated for wild shape rangers and those with companion creatures, but otherwise don’t bother.

Reflex (B): A Magical Assortment (and also here’s some info on this mystery PDF’s origin). This grants you the effect of the Combat Reflexes feat. S-rated for lockdown trippers, especially on a gauntlet or something.

Revealing (S): MIC p. 42. This inflicts a 1-round faerie fire effect on anything hit by the weapon, negating invisibility and illusion-based concealment (as well as darkness) for you and your allies. While not as reliable as seeking and similar effects against more unusual miss chances, this also helps your allies and is just all-around excellent… so long as the first hit sticks. Note that there’s a cheaper, stronger version of this in Delimbiyra’s shining bow if your group allows deconstructing of specific weapon effects.

Shattermantle (D): MIC p. 43. This causes the weapon to reduce its target’s SR by 2 per hit (cumulative) for 1 round. It’s A-rated if you have a spellcaster specializing in offensive spells in your party, especially at later levels and especially for archers, TWFers, and so on. Just a nice enabling option in that case.

Smoking (S): LD p. 180. When activated with a command word (it’s a toggled effect, though not one you want active all the time for obvious reasons), it fills your space with smoke that you’re immune to. Attacks against you take a 50% miss chance, and creatures entering your square are affected as if by stinking cloud (the weapon doesn’t give a save DC, but using the rules for magic items the save DC would be 15). It doesn’t work while moving; if you start moving the smoke vanishes, and then reappears when you stop, and it doesn’t protect you if you’re bigger than Medium. However, it’s one of the most efficiently-costed sources of miss chance in the game, so consider it.

Sure Striking (B): PGtF p. 120. This lets the weapon count as all alignments for overcoming DR. In games where you’re fighting a lot of varied planar foes, this can be pretty solid and reliable. Otherwise, skip it.

Swarmstrike (B): Du p. 40. This isn’t something you want on your primary weapon, but having a +1 swarmstrike weapon is incredibly useful for a lot of campaigns, especially ones that use adventure modules. Swarmstrike weapons ignore a swarm’s resistance or immunity to weapon damage, and have an extra +2 enhancement bonus against swarms. Swarms are an absolute pain for martials to fight, and this will solve that problem for you nicely.

Torturous (B): Gh p. 64. This is a “fishing for natural 1s” debuff effect that’s only really notable for its relative cheapness; on-hit it stuns the target unless they make a DC 12 Fort save. You can apply it a second time (total +2 bonus) to up the save DC to 17, if you want.

Warning (B): MIC p. 46. This grants you a +5 insight bonus on initiative checks while holding it. It’s genuinely alright even on a primary weapon (assuming you don’t need something specific in the cost ‘slot’), but is especially good if your DM rules that it works on gauntlets, hidden weapons, and so on. A +1 warning gauntlet costs you 8,302gp for a +5 initiative bonus in that case, and I’d genuinely give it an S-rating for boosting initiative at later levels.

+2 Weapon Special Abilities

Aligned Enhancements (B): SRD. Holy, unholy, anarchic, and axiomatic are fairly good! As +2 enhancements that deal +2d6 typeless damage on hit (against creatures of the opposite alignment) they’re slightly above the baseline for effect damage, and they also overcome the aligned DR and regeneration of higher-level outsiders. While these will not always be active, in most games, holy will be active often enough to be worth a higher consideration than, say, flaming + frost (also +2d6 damage, but elemental damage can be resisted) if you’re looking for simple raw damage.

Aquan (D): MIC p. 28. This is specifically targeted against creatures with the fire subtype, and is only any good if your campaign has a lot of those. Still, fire subtype creatures are much more common than the other elemental subtypes, so that’s why this one (of the four elemental plane-related enhancements) is here. It lets your weapon automatically overcome any DR of creatures with the fire subtype, and deals +2d6 damage to them.

Balanced (C): A&EG p. 96. This one is incredibly unique, and whether it’s any good will depend massively on build. It also uses 3.0 rules that have to be translated. Back in 3.0, it let you treat a weapon as one size smaller (which meant you had the benefit of either using a weapon sized for a creature bigger than you or reducing the handedness of a weapon by one step). In 3.5, if we update the effect properly, it does the following things:

  • A balanced weapon of your size counts as one handedness step smaller (a two-handed weapon is wielded as a one-handed weapon, and a one-handed weapon is wielded as a light weapon).
  • A balanced weapon of one size bigger than you counts as a weapon of your size (i.e. you could use a Large-sized greatsword without penalty or handedness change if you’re Medium).

Needless to say, this is actually good for TWF rangers, because you want one-handed weapons instead of light weapons. You can conceivably get more damage and some kind of strong utility effect out of this +2 equivalent ability than the baseline, as well as opening unique things like fighting with two rope darts or similar. It’s a neat ability, though very build-dependent in the sense that it creates all-new builds to make.

Banishing (C): MIC p. 28 or BoED p. 113. The MIC version of this is a +2 ability that lets you, 3/day, try to banish an extraplanar creature of 26 HD or fewer when you hit it. The creature gets a Will save (DC 20, penalized by 2 for each condition of its DR the weapon qualifies for, if relevant), and it’s not affected by SR. This is solid, but won’t always stick and is limited usage. In contrast, its original printing in the Book of Exalted Deeds is a +3 ability that’s much better; see below for its listing.

Elemental Burst Enhancements (F): SRD. These count as a base elemental enhancement (dealing +1d6), but also deal an extra 1d10 per extra critical multiplier on a crit (so, 2d10 at ×3 and 3d10 at ×4). Mathematically, these only become comparable to just taking a second energy booster when you have a keen base 18-20/×4 weapon (i.e. a kaorti resin kukri or something), making them extremely bad. Never take flaming burst and similar, they are simply not worth it.

Fierce (A): A&EG p. 96. Rating assumes you’re a Dex-primary build. This lets you transfer any amount of your Dex bonus to AC into damage rolls with the weapon (chosen at the start of your turn and lasting until your next turn). It’s incredible on ranged weapons if you have room for it, scaling well as a flat damage bonus, and can be quite good on Shadow Blade builds for getting double your Dex to damage (at the cost of survivability).

Honorable (B): OA p. 126. This is like holy, except it works against any nongood creatures, nonlawful creatures, and samurai who’ve violated their code of conduct. In exchange for the broader application (especially notable in that it hits true neutral and even non-lawful good alignments), it doesn’t overcome DR/evil. Also, it only works if you yourself are lawful good, because nothing is easy in this world. Solid damage boost though.

Paralyzing (F or B): MIC p. 39 or BoED p. 113. The Magic Item Compendium updated to this is trash, don’t bother with it. If you’re allowed to use the original Book of Exalted Deeds printing though, it’s a solidly B-rated “fish for low rolls” debuff. A BoED paralyzing weapon forces a DC 17 Will save against 1 minute of paralysis on every hit. A creature affected by this gets their SR against it, and can make a new save on each of its turns, but when it sticks it’s real good. Still, it scales poorly even when using the good version (due to multiple points of failure), so it’s more of a midgame thing.

Suppression (S): SRD. The cooler greater dispelling. Every hit you make with the weapon inflicts a targeted dispel psionics power (dispel check 1d20+15), which thanks to psionics–magic transparency, also affects spells. Projectile weapons are A-rated with this instead, because while melee weapons have unlimited daily uses, projectiles can only bestow the effect on ammunition 3/day.

+3 Weapon Special Abilities

Banishing (A): MIC p. 28 and BoED p. 113. The original version of this ability, from the Book of Exalted Deeds, inflicts a banishing effect against any extraplanar creature you hit, each time you hit, Will save DC 24 to negate. Spell resistance applies, but since you get a new chance every time you hit, it will eventually stick. You can suppress or reactivate this ability as a free action if you want to keep an extraplanar creature around. This is a stronger version of the Magic Item Compendium’s +2 ability version (see above for that one’s listing).

Speed (F): SRD. This makes your full attacks include an extra attack, as if you were hasted. It’s objectively very strong, but you can and should get haste from other effects rather than an overcosted weapon special ability. Whether it’s from party casters using the spell to buff you and your allies or a pair of boots of speed (which grant 10 rounds of haste per day for 12,000gp, split up as you like with no action cost), there are just better options.

Spireshard (S): Dr315 p. 46. This weapon prompts a DC 19 Will save on hit or the creature becomes completely unable to cast spells or spell-like abilities for 1d4 rounds. Even at high levels, you’re likely to get this to stick if you make enough attacks against all but the most high-Will foes. A fantastic option for any martial, capable of proactively shutting down the most dangerous abilities in the game for both monsters and humanoids.

+4 & +5 Weapon Special Abilities

There are none worth actually taking.

Flat Cost Enhancements

Dragonshard Pommel Stone (B): FoW p. 121. This is a special dragonshard that can be enchanted as if it was a melee weapon, and can be attached to any masterwork or magic weapon to apply its enhancements to that weapon (overwriting any existing magical abilities, but letting you swap special materials or similar upgrades as you level up). It carries a price surcharge of 1.5×, making it not necessarily ideal for most characters, but it’s nonetheless quite useful if you plan on changing weapons as you go. This is A-rated if you’re using the Dungeon Master’s Guide II bonded item rules (see Chapter VIII: Optional Subsystems), as the increased cost matters less there compared to the utility gained within the subsystem.

Truesilver (A): Gh p. 64 and Ghostwalk Web Enhancement (errata). This costs +1,000gp and changes the weapon’s material to count as silver, without the –1 penalty on damage rolls. This is slightly worse than the hardened silver from Magic of Faerun, but has the benefit of being able to be added to existing weapons (explicitly stated as such).

Aquatic (C): MIC p. 28. This costs +2,000gp and lets you ignore all the penalties and drawbacks for using your weapon underwater. In an aquatic campaign, this is S-rated, but even outside of that it can be a nice, cheap pickup for dealing with occasional underwater fights. If it’s good even once in a campaign, it was probably worth the 2k.

Everbright (D): MIC p. 34. This costs +2,000gp, gives you a 2/day blinding burst (low save DC, standard action), and more importantly, makes your weapon immune to acid damage and rusting. If your DM likes rust monsters and similar, take this. Otherwise don’t bother.

Hideaway (D): MIC p. 36. This costs +2,000gp and lets you shrink the weapon down into “a bundle” the size of a dagger for storage as a swift action. Returning it to normal form is also a swift action.

Finder (B): Und p. 69. This costs +4,800gp and grants you a +4 insight bonus on Search, Spot, and Survival checks while underground (including dungeon crawls).

Spellblade (A): PGtF p. 120. This costs +6,000gp and gives you immunity to a single targeted spell (most notable would be dispel magic if you’re using a lot of self-buffs), and not only that, lets you fire the spell off as a free action in the round following any instance of the spell being negated by this immunity.

Illusion Bane (S): MIC p. 36 or DMG2 p. 259. This listing is for the DMG2 illusion bane, which costs +7,000gp instead of being a +1 equivalent ability. See the entry in the +1 abilities section above for its summary.

Jumping (B): MoF p. 140 and MoF errata. This costs +8,400gp, counts as a ring of feather falling while held, and gives you a +30 bonus on a Jump check 1/round. Jumping kinda sucks due to its janky scaling, but this is quite good for making it viable, especially if you’re using the sudden leap maneuver from Tome of Battle to get around.

Balance (C): OA p. 124 (ability) and Dr318 p. 42 (errata). This costs +9,600gp and grants you a +8 competence bonus on Balance checks when held. While the ability is alright (not amazing, just alright) on its own, what I think is more important about it is that it sets a certain precedent for skill-boosting flat enhancements being added to weapons, with a price formula of 1.5 × (bonus squared × 100gp). Talk to your DM about applying this to other skills!

Flying (A): OA p. 125. This costs +16,200gp and isn’t something you put on your primary weapon, but a secondary weapon. It gives you the ability to fly 3/day for 50 minutes at a time, at the cost of one of your hands while doing so (one arm is held up by the weapon in question, but you’re otherwise unpenalized). Talk to your DM about how this works with stuff that doesn’t get held in hands. It’s possible you could use a braid blade like a propeller beanie and not worry about the drawback at all! It’s not the cheapest option, but it’s still darn good.

Blindsighted (A): Und p. 68. This costs +30,000gp and gives you blindsight out to 30 feet while wielded. However, while active the weapon constantly makes a whispering noise that’s only a DC 10 Listen check to hear, so it will ruin your stealth if you’re a sneaky ranger.

Blurring (B): OA p. 124 (ability) and Dr318 p. 42. This costs +36,000gp and gives you constant 20% concealment, as blur. While more expensive than comparable options (by exactly 1.5 times, even), not taking up an item slot is quite nice, and the same price you’d spend combining a lesser cloak of displacement with a different cloak.

Weapon Crystals

Introduced in the Magic Item Compendium, weapon crystals are a type of swappable flat enhancement you buy separately and can affix to weapons (but only one per weapon). Least weapon augment crystals can be attached to weapons of at least masterwork quality, lesser ones require the weapon to be already magic, and greater ones require the weapon to have a +3 true enhancement bonus, which means you’re going to have to either have greater magic weapon on hand at higher levels, or eat a tax of increased enhancement rather than weapon abilities. Unless specifically noted, greater weapon crystals are universally F-rated in the absence of the greater magic weapon route. Assume that the ratings are for GMW-enabled weapons. The effects of weapon crystals are generally cumulative.

Crystal of Energy Assault: MIC p. 64. These add energy damage that doesn’t stack with energy enhancements the weapon already has of the same type. They cost 600gp for least, 3,000gp for lesser, and 6,000gp for greater, and are probably the most “default” option. There’s no reason not to take a lesser crystal of energy assault unless you’re using the slot on a specific other one. The energy options are acid, cold, electricity, and fire.

  • Least (B): Adds 1 energy damage.
  • Lesser (S): Adds 1d6 energy damage
  • Greater (B): Adds an extra, small debuff on hit that doesn’t stack with itself.

Crystal of Return: MIC p. 65. These cost 300gp for least, 1,000gp for lesser, and 4,000gp for greater, and give you the ability to call the weapon to your hand.

  • Least (A): Lets you draw the weapon as a free action.
  • Lesser (D): Lets you call the weapon to your hand as a move action from up to 30 feet away.
  • Greater (F): Gives the weapon returning if it’s a thrown weapon. If your DM houseruled returning to enable full attacks, this is S-rated for throwers, but otherwise don’t bother.

Demolition Crystal: MIC p. 65. These cost 1,000gp for least, 3,000gp for lesser, and 6,000gp for greater. They’re for fighting constructs.

  • Least (C): Adds +1d6 damage against constructs. It’s fine, but not widely-applicable.
  • Lesser (B): Lets the weapon count as adamantine for overcoming DR/adamantine possessed by constructs.
  • Greater (F): Lets you crit and sneak attack constructs. A-rated if you’re using sneak attack, even if you have to eat the raw enhancement tax for it and a truedeath crystal (see below).

Fiendslayer Crystal: MIC p. 65. These cost 1,000gp for least, 3,000gp for lesser, and 5,000gp for greater. They’re for fighting fiends.

  • Least (C): Adds +1d6 damage against evil outsiders.
  • Lesser (S): Lets the weapon count as good-aligned for overcoming DR. Unless you absolutely expect to never fight fiends, you should get one of these to have on hand just in case due to how many high-CR enemies have DR/good.
  • Greater (F): Crits turn off evil outsiders’ teleportation abilities.

Revelation Crystal: MIC p. 66. These cost 400gp for least, 1,000gp for lesser, and 5,000gp for greater. They’re for fighting invisible enemies.

  • Least (B): When you damage an invisible creature, that creature’s square is highlighted (though it still gets its miss chance).
  • Lesser (S): When you damage an invisible creature, it becomes visible for 1 round. This is the cheapest anti-invisibility option for martials, and is worth having on hand for if you expect invisible creatures, though not necessarily keeping as your main one unless your DM really likes them.
  • Greater (S): When you damage a creature with a miss chance granted by a non-environmental effect, it suppresses that miss chance for 1 round. Absolutely amazing, though less applicable for most characters than a revealing weapon or, if your group allows deconstructed weapon effects, the ability of Delimbiyra’s shining bow.

Truedeath Crystal: MIC p. 66. These cost 1,000gp for least, 5,000gp for lesser, and 10,000gp for greater. They’re for fighting undead.

  • Least (B): Adds +1d6 damage against undead.
  • Lesser (S): Grants the weapon the ghost touch ability. This is the one of the cheapest and most effective ways to permanently access ghost touch.
  • Greater (F): Lets you crit and sneak attack constructs. S-rated if you’re using sneak attack, even if you have to eat the raw enhancement tax for it and a demolition crystal (see above).

Witchlight Reservoir (C): MIC p. 66. This comes only in a greater version, and it can be charged with one of four effects with an easy 8-hour passive thing, which then lets you activate the effect 5 times (as a swift action) before needing recharging. The best of the effects, and the one that makes it worth using, is applying a –2 penalty on Will saves for 1 round on the weapon’s next successful hit. This stacks with other debuffs, so it can be great for setting up an ally’s Will-save effect. Still, it’s a greater crystal, so even using it requires some hoops.


Melee-Only Weapon Special Abilities

These can only go on melee weapons.

+1 Weapon Special Abilities

Brutal Surge (D): MIC p. 30 or DMG2 p. 255. This lets you, 1 + Con bonus (if any) times per day, make a bull rush attempt as a swift action when you hit a creature with your weapon without provoking attacks of opportunity. You don’t move with the target, and you get a +2 bonus from the enhancement (on top of your usual bonuses) if it’s a two-handed weapon. It’s alright, but not necessarily a priority unless you’re a dungeoncrasher fighter, where it’s B-rated. In the original Dungeon Master’s Guide II printing, brutal surge was a +2,000gp flat cost ability that could only be added to bludgeoning and slashing weapons, and only worked 1/day. If you’re allowed to use the original version, this is C-rated (or B-rated for dungeoncrashers).

Charging (B): MIC p. 31. Rating assumes you’re a mounted charger; otherwise it’s F-rated. This adds +2d6 damage to attacks made during mounted charges. Simple and above-par for damage enhancements.

Deflecting (D): CWar p. 134. This lets you, 1/round as a non-action, deflect a ranged weapon attack that hits you by making a DC 20 Reflex save. This isn’t something you want to put on a primary weapon, but like defending and similar options, sticking it on a gauntlet or hidden blade lets you benefit nicely from it.

Eager (D): MIC p. 34. This gives you the ability to draw this weapon as a free action, a +2 bonus on init checks, and +2 to damage in surprise rounds and in the first round of combat. It’s not a great idea to put it on your main weapon unless you really need the Quick Draw effect, but it’s A-rated for putting on a gauntlet or similar weapon, since initiative bonuses are phenomenal.

Extending (A): Dr302 p. 84. Two-handed melee weapons with hafts or chain/whip structures only (explicitly precludes swords). This lets you extend or retract the weapon’s reach 1/round as a free action, at the start of your turn. It doesn’t give you inclusive reach, but will let you up the reach of your melee weapon when you need it. Talk to your DM about whether this is doubled with size increases, there’s arguments in either direction.

Intercepting (A): FoW p. 120. This gives you a free attack against any creature trying to charge, bull rush, overrun, or grapple you, which doesn’t count as an attack of opportunity and happens before the action is resolved. If you use it against a charging/bull rushing/overrunning enemy, you deal double damage on a hit. Charging foes are super common, and grappling foes likewise at higher levels. Free attacks are good stuff, especially free attacks with doubled damage.

Keen/Impact (B): SRD (keen) and MIC p. 37 (impact). Keen can be on piercing and slashing weapons only; impact is the bludgeoning weapon equivalent. This doubles the weapon’s threat range (and doesn’t stack with similar effects). Improved Critical does the same thing, but feats are more expensive than gold pieces. Keen’s viability depends on how much damage you do per hit, so it’s much better at higher levels than lower levels. The thresholds for crittable damage (that is, base weapon and flat bonuses, not bonus dice) where doubling a crit range adds, on average across many attacks, more damage than an elemental damage +1d6 booster, are as follows:

Base Critical Stats ×2 ×3 ×4
20 71 damage 35 damage 24 damage
19-20 35 damage 18 damage 12 damage
18-20 24 damage 12 damage 8 damage

As you can see, you need to do a lot of damage per hit to make keen or impact worth it on a weapon with base 20/×2 critical stats, but if you’ve got an 18-20/×2 weapon it’s a lot more manageable.

Morphing (D): MIC p. 39. This lets a melee or thrown weapon be turned into another other weapon of the same handedness and size, which… well, most of the time it’s not all that good, but it’s notable specifically if you’re looking to use unique magic weapons for their effects and your DM doesn’t use enhancement deconstruction houserules. The shifting weapon ability (see the flat costs section) is a cheaper but less convenient version of this.

Mouthpick (D): LM p. 46. This requires a weapon of Large size (though ask your DM if you can skip that requirement), and anything with a natural bite attack can use their mouth as a “hand,” wielding the weapon as a normal manufactured weapon for all purposes and gaining proficiency in the weapon, but losing the bite attack while doing so. This is S-rated for wild shape rangers and for companion users, but otherwise you likely shouldn’t bother.

Resounding (C): MIC p. 42. Each time you hit with this weapon, it gives you and your allies within 30 feet a +1 morale bonus on attack rolls and saves against fear for 1 round. The duration doesn’t stack with itself, but frankly, it’s a better choice than increased enhancement bonus and I thought it was worth mentioning as a potentially-useful but not great option.

Spell Storing (S): SRD. Rating assumes that you have Sword of the Arcane Order or a full caster in your party willing to play ball. If you don’t have either, this is F-rated. A spell storing weapon lets a spell of 3rd-level or lower that targets a creature be cast into the weapon, and then on-hit, you can discharge the spell as a free action (automatically hitting the creature you struck). Whether you’re delivering potentially fight-winning debuffs like bestow curse or just more damage via shocking grasp or combust, this gives a strong burst option that can be refilled after any given fight. You yourself are likely to struggle to fill it unless you’re a Sword of the Arcane Order ranger, though, so keep that in mind.

Power Storing (A): MIC p. 40. This is a variant of spell storing that works for psionics. Of course, since you yourself don’t have psionics, it’s less good. The A-rating assumes you have a manifester in your party able to charge it. Otherwise, it’s F-rated. Anyway, a power storing weapon works the same way as spell storing, except it holds a power manifested with 5pp or less. Note that unlike spells, powers scale with their power point augments, so you’re often going to get better results with spell storing at higher levels. Note that the original printing in the Expanded Psionics Handbook was a swift action to activate; the MIC actually buffed it by bringing it in line with spell storing’s free action usage.

Sweeping (F): MIC p. 44 or A&EG p. 98. This grants you a +2 competence bonus on Strength checks to trip with the weapon. It’s really not worth the cost. If you’re allowed to use the earlier printing from the Arms & Equipment Guide, this is a solid B-rating for lockdown trippers, as it instead grants a +4 untyped bonus on the checks.

Valorous (S): Una p. 54. This doubles your damage with attacks made while charging. Just outright doubles it. If you’re a pouncecharger, you want this! However, your DM would be entirely reasonable to ban it.

Vicious (A): SRD. This is similar to merciful in that it adds typeless damage to the attack. Unlike merciful, this deals +2d6 lethal damage from a magical energy and also deals 1d6 damage back to you. Doubling the baseline of damage for this cost is pretty good, and frankly, the drawback matters a lot less than you’d think. Yes, taking damage sucks, but you’re taking it in much lower amounts from a vicious weapon than you would from an enemy’s attacks. The only hit point that actually matters is the last one. Consider vicious for your builds if you’re willing to take that risk, especially if you’re also taking merciful (which makes the damage you take from the effect also nonlethal and thus less dangerous).

+2 Weapon Special Abilities

Blurstrike (F): MIC p. 29 or RotW p. 170. This lets you, 10/day as a swift action, cause the first attack you make in the round to treat your opponent as flat-footed. It’s not good on its own, but it’s potentially B-rated if you’re a build that really needs enemies to be flat-footed (such as Iaijutsu Focus stuff). The original printing in Races of the Wild is much better but still not necessarily great. That version is activated as a free action instead, and is A-rated for a build that really wants it.

+3 Weapon Special Abilities

Wrathful Healing (S): EA p. 20. This causes your attacks to heal you for hp equal to half the damage you deal with the weapon. It’s simple, powerful, and excellent; a strong contender for the best weapon ability in the game. This makes you able to play unsafely and feel secure in healing yourself back, lets you no longer worry about spending healing wand charges on yourself, and is a rare combat self-healing ability that’s worth using. Your DM may ban this, and if they do, that's entirely understandable. It's really good.

+4 & +5 Weapon Special Abilities

There are none worth actually taking.

Flat Cost Enhancements

Brutal Surge (C): MIC p. 30 or DMG2 p. 255. Costs +2,000gp. This listing is only if you’re allowed to use the original DMG2 printing of brutal surge. See the +1 weapon special abilities heading for the writeup. A-rated for dungeoncrashers.

DMG2 Elemental Surge Enhancements (A): These each cost +2,000gp and give you the ability to deal +2d6 damage to a target as a swift action when you hit them in melee, a number of times per day equal to your Con bonus. It is arguable that they were updated in the MIC like the brutal surge effect was, but RAW these are accessible separately even without houserules due to the different name on the MIC ones. Also, the MIC energy surge ability is awful, don’t take it.

  • Caustic Surge (A): DMG2 p. 255. Deals acid damage.
  • Flaming Surge (A): DMG2 p. 258. Deals fire damage.
  • Holy Surge (B): DMG2 p. 258. Deals typeless damage, but only against evil creatures, and instead of Con mod times per day it’s Cha mod times per day (which is probably fewer since you’re a ranger).
  • Ice Surge (A): DMG2 p. 259. Deals cold damage.
  • Lightning Surge (A): DMG2 p. 260. Deals electricity damage.
  • Unholy Surge (D): DMG2 p. 258. Deals typeless damage, but only against good creatures, and instead of Con mod times per day it’s Cha mod times per day (which is probably fewer since you’re a ranger).

Sudden Stunning (C): DMG2 p. 261. Costs +2,000gp. Like the elemental surges, the MIC “updated” this to a worse ability in the MIC (called stunning surge). Also like the elemental surges, this one has a different name, so it’s accessible by RAW. However, due to it running entirely on Cha, it’s not exactly good for most rangers even if your DM allows it. This one lets you try to stun a creature you hit with the weapon (DC 10 + 1/2 your HD + your Cha mod) as a swift action a number of times per day equal to your Cha bonus. Note that there’s no “minimum 1” here—if your Cha mod is +0 or negative, you don’t get any uses.

Weapon of the Celestial Host (B): ShG p. 16. Two-handed weapons only. This is added as part of the weapon’s first +1 enhancement bonus, effectively costing +2,000gp on top of that (or +4,000gp total including the enhancement bonus). Its effect is that as a free action you can have the weapon emit a cone of light like a bullseye lantern, and it grants you a +1 shield bonus to AC while wielding it. Evil creatures holding a weapon of the celestial host treat it as a normal masterwork weapon, unable to access any of its powers, even further enhancements.

Shifting (C): SoX p. 147. Like costs +3,000gp and can only be applied to weapons made of blood glass (which itself costs +500gp and adds +1 damage for slashing and piercing weapons). Like morphing, this lets you change the weapon from one shape to another, within the same handedness and size category.

Vanishing (A): MIC p. 45. This costs +8,000gp and lets you 1/day teleport up to 60 feet as a swift action after a successful melee attack. It’s pretty nice for chargers, letting you set up your next turn’s charge (or get to safety if using Shock Trooper) after your full attack.


Ranged-Only Weapon Special Abilities

These can only go on ranged weapons and ammunition. Most of the bestow their magical effects on ammunition fired if placed on a magic projectile weapon.

+1 Weapon Special Abilities

Blood Seeking (B): CWar p. 134. This negates cover bonuses to AC, and lets your weapon shoot around any number of corners as long as you know the coordinates of the target and there’s an unbroken path for the shot to follow. If you don’t have line of sight to the target they have a 50% miss chance, but if you combine this with seeking you can ignore that, too, giving you unparalleled ability to strike anywhere on a battlefield so long as your allies communicate where to shoot. This doesn’t work on undead, plants, constructs, and oozes.

Precise (B): MIC p. 40. This effectively gives you the Precise Shot feat, negating the –4 penalty for shooting into melee. If you can afford it, it’s a great pick (saving a feat is great), though it's competing with some extremely powerful effects, making this one somewhat hard to justify taking before them. Plus, taking this and skipping the feat means you probably lose access to splitting if you’ve got a bow or crossbow by RAW, so keep that in mind.

Quick-Loading (C or D): MIC p. 41. Crossbows only (and the rules text only has verbiage for hand/light/heavy ones, at that). This effectively gives you Rapid Reload and stores 100 crossbow bolts extradimensionally for free action reloading (for hand or light crossbows) or move action reloading (heavy crossbows). It’s fine; you need a way to reload quickly, but since heavy crossbows are dead on arrival regardless, you’re much better off using the crossbow of reloading (see the specific weapons section) if you want that, especially if your DM allows deconstructing specific weapons.

Seeking (S): SRD. One of the best weapon special abilities in the game. This makes your ranged weapon ignore miss chance. Any miss chance, even from total concealment and invisibility (so long as you attack the right square). Miss chance tends to be a far more annoying defense to deal with than AC, so the ability to just bypass it is fantastic.

+2 Weapon Special Abilities

Exit Wound (B): CWar p. 134. This one is weird. To start with, the ability adds +1d6 damage (solid but not great for a +2 ability) against living creatures, and on top of that, any time you hit a living creature with the weapon, the shot bursts through them and attacks the next creature in a straight line behind them (relative to you). This uses the same attack roll and the second target gets a +4 bonus to AC against this attack, but it deals bonus damage, precision damage, and so on freely if relevant. Then, if it hits, it repeats the process until it runs out of creatures in the line (adding an additional +4 AC for each pierced creature) or until it hits an object. It’s neat and solid for spreading your attacks in an area, though not necessarily worth prioritizing over other things.

Force (S): MIC p. 35. Projectile weapons only. Along with splitting and seeking, this is one of the “big three” best-in-slot enhancements for projectile weapons. It grants you the ability to hit incorporeal creatures, and also allows you to ignore both DR and hardness, regardless of what it is. Phenomenal.

+3 Weapon Special Abilities

Splitting (S): CoR p. 42. Bows and crossbows only. This is the reason you use a bow or crossbow over just being melee. Without splitting, the playstyle is just not going to scale well into higher levels. Anyway, splitting only works if you have the Precise Shot feat (not just the precise weapon ability, probably; the MotW text on virtual feats is unclear how far its rules go), and its effect is that when you fire a shot, it splits into two attacks, each against the same target, having their own attack rolls, and keeping the magical properties and damage of the attack. It’s really good, and you should emphasize getting this as soon as you can, perhaps only delaying it for something like seeking or force (if you don’t use special arrows to handle DR).

+4 & +5 Weapon Special Abilities

There are none worth actually taking.

Flat Cost Enhancements

Ranged weapons don’t get any specific ones.


Specific Weapons & Deconstructed Effects

Note that for relics, the cost of enhancing the item further is always determined using the base abilities; the True Believer benefit is an extra layer added on top of a completed item. For example, if you have a dawnstar (base ability +2 morningstar, relic ability adds brilliant energy), it’s treated only as a +2 weapon for adding further abilities. Also note that if you’re using a shield as a weapon, there are also a bunch of specific options for shield users located in the armor section (and priced that way, too).

Specific Weapons

Using one of these will also shape what combat path you plan on. In the absence of the ability to deconstruct effects, you could also theoretically add a morphing quality (+1 equivalent) to a weapon to make it work for a specific style, but that’s only worth it if the specific weapon is really remarkably good. Ratings for these assume you’re using a build that benefits from them; if you’re an archer you probably don’t consider a life-drinker S-rated, and if you’re a melee two-hander you likewise aren’t going to be changing build to pick up a bow of the wintermoon.

Sunsword (S): Rav p. 210. This is a 3,000gp +1 bastard sword that counts as a short sword for proficiency, letting you use it in one hand freely. While the flavor text implies that the sunsword is unique, it’s not; it’s possible to craft more of them (you probably want two if you’re TWFing, for example) using the standard magic item crafting rules. On its own, a sunsword is a solid weapon, a better one-handed sword than most weapons with almost no surcharge, but its true power (and the reason for the high rating) is that you can do a “legacy weapon-lite” style ritual that boosts it, once you’re 9th level or higher. For a given sunsword the ritual costs 11,000gp, and applies the following effects to you while wielding the weapon:

  • You lose 8 hp and take a –2 penalty on skill checks on any day you use the weapon.
  • The weapon counts as good-aligned for all purposes (and gives a negative level to anyone evil trying to use it).
  • The weapon’s enhancement bonus increases to +2, or +4 against evil creatures.
  • Against undead and creatures native to the Negative Energy Plane, the weapon deals double damage (or triple on a crit). It also counts as silvered against undead (which may apply a –1 damage penalty, since it uses “silvered,” a term that refers to alchemical silver, rather than “silver”).
  • 1/day with a command word, you can make a large globe of natural sunlight (excellent for facing sun-vulnerable creatures).

There aren’t explicit rules for how upgrading a sunsword works, but given the way similar weapons (like relics) function, it should probably be treated as a +1 weapon baseline when adding enhancements, since the ritual bond is a separate and personal ability. Needless to say, this is an excellent weapon; doubled damage against undead is fantastic, and it handles its own greater magic weapon-like enhancing while letting you add weapon special abilities freely.

Bow of the Wintermoon (A): MIC p. 48. While this is a relic of Corellon Larethian, you don’t care about the relic effect. A bow of the wintermoon is a +1 composite longbow that costs 3,400gp and has the benefit of automatically adjusting its composite pull rating to your Strength bonus if you’re chaotic good, neutral good, or chaotic neutral. This is a cheaper version of the Hank’s energy bow, which brings the same effect and also some other stuff.

Staff of the Vagabond (B): CC p. 138. This is a 3,600gp masterwork quarterstaff that becomes +1/+1 while you have no non-natural/unarmed weapons on you. If you use it alongside two other items in the vagabond set (some of which are pretty good), it gets the merciful property as well for free on both sides. If you’re a staff user and not using any backup weapons, this can be a nicely cost-effective way to get bonus damage. I recommend the cloak of the vagabond (CC p. 139, 9k for three energy resistances) and the sandals of the vagabond (CC p. 142, 4k for +2 initiative and immunity to exhaustion) to fill out the benefit.

Six-Shooter Crossbow (C): Polyhedron #146 p. 14. This is a 3,650gp +1 hand crossbow that holds up to six bolts at once, and they are all reloaded at the same time (a move action as usual for a hand crossbow). It has no drawstring, and works like a revolver (bolts propelled by magical force). When I first found this item I was like “oh man that’s so cool,” and then I remembered that Hand Crossbow Focus lets you reload as a free action anyway. Still, it’s an interesting bridge to take from low levels to higher levels if you can’t get a reload feat super early into your build.

A black-and-white drawing of a rotary crossbow shaped like a revolver. It has no bowstring, instead having the bolts placed in a drumlike cylinder.

Living Chain (A): MIC p. 53. This is a 4,325gp +1 spiked chain that also grants a +2 bonus on Strength checks to trip someone. Nice if you’re using a spiked chain instead of a rope dart on a lockdown build.

Trident of Serenity (S): RoF p. 172. This is a 5,315gp +1 trident that suppresses all effects within 15 feet that rely on anger or fear (including barbarian rage and all fear effects, functionally making you immune to fear). This is F-rated if you or an ally is a barbarian, though.

Raptor Arrow (S): MIC p. 56. This one is weird and, while super good, generally requires some DM-side adjudication due to a couple oddities. To start with, a raptor arrow is a relic of Ehlonna that costs 6,100gp. By default it’s a +1 arrow that, if you’re neutral good, lawful good, chaotic good, or neutral in alignment, comes back to your bow the round after you fire it, restringing itself automatically. If you take True Believer, it counts as bane against everything you shoot it at, dealing +2d6 damage and increasing the enhancement bonus of the attack by +2. Needless to say, that’s amazing.

The questions start to arise when you think about using multiple raptor arrows at once (which the lore given implies is possible, for the record). What happens if you fire off four in a round? They all come back and string themselves on your bow. Does that cause problems for the next round’s attacks? Is there an action needed to unready ammunition? If your DM rules that there is, then the raptor arrow is only S-rated for Manyshot/Greater Manyshot users, who explicitly (per the art in the books) are using multiple arrows strung at the same time. If your DM allows you to just have the arrows come back and be used normally for full attacks, then this is good for everyone else, too.

The next question arises when you consider enhancements. Raptor arrows are ammunition, but unlike most ammunition, they aren’t destroyed on hit. If you want to further enhance a raptor arrow magically, what pricing should you use? Ammunition is normally upgraded in lots of 50, do you need 50 raptor arrows to upgrade them? Are enhancements given a 1/50 price reduction for the arrows in spite of not being consumable? Your group is going to have to houserule this. Personally, my preferred houserule is “you can enhance as many raptor arrows as you have in the same lot, but you don’t get a reduction in price.” That is to say, if you have four, five, six raptor arrows, you’re enhancing them “as if they’re, collectively, a second weapon (like a TWFer)” rather than as ammunition. It seems like a fair middleground for the benefit. I would also let the player retroactively add the benefits to any extra raptor arrows they buy for the 6,100gp base cost. For adding the effects of specific ammunition to the arrows, you’ll probably want to multiply their cost by 50 (to get the “true” price of the enhancement) and apply it like you’re adding it to a weapon normally.

Finally, the question of how these work with splitting and similar effects should be ruled on preemptively. RAW, splitting would double your number of raptor arrows every time you fire one, which is obviously really nonsense to allow. My recommended houserule is to have the effects as usual (doubling the attack, including magical abilities and the raptor arrow’s True Believer bane effect), but the extra arrows fade from existence after hitting, keeping you value-neutral on the number of arrows you fired.

Crossbow of Reloading (S): MH p. 41. This is a 6,335gp +1 light crossbow that can be reloaded as a free action. Saves you a feat, saves you the need for quick-loading, and is one of the crossbows that doesn’t need houserules to be viable. Best-in-slot for a RAW-only crossbow user.

Delimbiyra’s Shining Bow (A): LEoF p. 152. This is a 6,800gp +1 composite longbow [+4] that, on a successful hit, outlines the target with faerie fire for 4 minutes. It’s basically (but not entirely) a flat cost seeking, that also assists your allies. The only drawback is that there are better unique bows to take.

Lance of the Last Rider (D): CWar p. 135. This is an 8,306gp +1 lance that, when you hit with a mounted charge against another mounted creature, gives you a free bull rush attempt against the creature to try to knock them off their mount. If your DM likes using mounted enemies, this is A-rated, allowing you to turn off those enemies’ dangerous feats and similar skills, but otherwise probably don’t bother.

Trident of the Depths (B): A&EG p. 121. This is an 8,315gp +1 trident that gives you a 30ft swim speed, and also gets a +1 bonus on attack and damage if the weapon is submerged in water (or +2 when submerged in ocean water). Having a swim speed is nice, and it’s cheap for the effect of an always-up one. The bonus on attack rolls while underwater is just gravy.

Ghost Net (C): MIC p. 52. This is an 8,320gp net that doesn’t work on corporeal creatures, but when thrown at an incorporeal creature, both traps them and turns them corporeal for the purposes of hitting them with other things. Functionally, if you’ve got this you can give everyone in your party ghost touch for a bit against a major threat. In addition, if you’ve hit a proper ghost with this, they can’t return to the Ethereal Plane to escape you.

Dawnstar (B): MIC p. 48. This is a relic of Pelor that requires a lawful good, neutral good, chaotic good, or neutral alignment. By default it’s a +2 morningstar that costs 9,308gp. If you have True Believer and 13 HD or more, it also gets the brilliant energy property, making all its attacks against living creatures ignore armor and shields. The value of this varies; ignoring armor and shields is amazing in humanoid-centric campaigns, but less good against campaigns where you’re primarily fighting monsters with heavy natural armor. In undead-centric campaigns, it’s basically useless. Still, when it’s good, it’s real good, especially for two-handed fighting.

Pick of Piercing (B): MIC p. 54. This is more of a tool than a weapon, honestly. It’s a +1 heavy pick that costs 9,308gp and can be 3/day to destroy any force effect with a touch (a free action). This is a solid thing to get for a party at higher levels; if it’s useful even once or twice in a campaign it was probably worth the cost, due to the deep annoyance of things like permanent walls of force and similar things that can show up in high-level dungeon crawls.

Rapier of Unerring Direction (B): MIC p. 55. This is a relic of Fharlanghn with no alignment restrictions. By default it’s a +1 ghost touch rapier that costs 9,320gp. If you have True Believer and 9 HD or more, it also ignores all miss chances (even total concealment), magical or otherwise. A very solid weapon if you have a feat to spare.

Beast Claws (S): SS p. 49. These are a pair of +1 spiked gauntlets that cost 9,610gp for both and, when worn together, turn into a pair of claw natural weapons with the gauntlets’ special abilities. This is basically a version of gauntlets of the talon that doesn’t take your hands slot, since they’re specific weapons rather than a wondrous item. If you already have claw attacks, the enhancement bonus is increased to +2 when worn.

Chainmail Glove of Taarnahm the Vigilant (B): Mintiper's Chapbook. This is a 10,000gp +1 gauntlet that grants you a +1 untyped bonus on initiative checks and also notifies you whenever any creature within 120 feet is intending harm against you, identifying who they are but no other information.

Rapid Wrath (B): Gh p. 66. This is an 11,702gp +1 mighty cleaving shortspear that doubles your speed while you carry it. The rating given is for if you’re using it as your primary weapon; if you’re just carrying it sheathed for the speed boost, it’s A-rated.

Lesser Death Spear (A): CSQ p. 129. This is a 13,905gp +1 longspear that deals +1d6 negative energy damage per hit, and on a successful hit, you can choose to deliver an enervation effect as a non-action (1d4 negative levels). It can use the enervation rider a total of 10 times before it runs out of charges, and can’t be recharged. Yes, this is a consumable… but the fact that you can full attack several enervations onto a creature in a single round makes it a uniquely powerful debuffing tool, especially for its relatively cheap price. Even once it runs out of charges, it stays a +1 longspear that deals +1d6 negative energy damage per hit.

Bow of Elvenkind (C): CC p. 137. This is only useful at all if you’re an elf, and specifically only worth taking if you’ve dipped cleric and worship Corellon Larethian. This is a +1 composite longbow that costs 14,700gp, auto-adjusts its Strength rating if you’re an elf, gains the seeking ability if you’re an elven cleric of Corellon Laethian, and if you use it alongside the quiver of elvenkind (8,000gp, CC p. 144, makes your arrows orc bane if you’re an elf or worship Corellon) you get the Far Shot feat. That’s a solid setup, especially getting seeking without needing to add it as a proper weapon ability, but it’s just… worse than other bows, outside of that specific situation.

Ghost Blade (A): DCS p. 288. Rating assumes you’re using stealth in any way. This is a 15,000gp +1 longsword that gives you a +10 circumstance bonus on Hide and Move Silently checks while drawn, up until you make an attack with it. It’s excellent for sneaky rangers, stacking with the usual stealth-boosting items, and being viable for both TWFers and two-handers. A good sword.

Sword of Murder (S): Dr322 p. 56. This is an 18,310gp +1 scimitar that, if used to kill a sapient creature that was indifferent to you before you attacked them, gives you a +2d6 damage boost with the weapon for 24 hours. Note that creatures that are unaware of you probably count, so if you’re doing scouting and ambushing this is excellent. Casting summon monster for a celestial or fiendish badger also works, albeit it’s pretty rude. I suppose that’s the point.

Arc of Darkness (A): Dr318 p. 96. This is an 18,400gp +1 hand crossbow that deals +1d6 damage on hit against living creatures and ignores all miss chances from concealment (including from displacement and blur).

Halberd of Vaulting (A): A&EG p. 109. This is a 20,310gp +2 halberd that grants you a massive +30 bonus on Jump checks and, if you make a running jump during a charge, doubles your damage on the charge attack. Ask your DM if they want to rule that that applies to the first attack only or every attack in a pounce; it’s S-rated in the latter case.

Hank’s Energy Bow (S): Ask Wizards. This is a 22,600gp +2 composite longbow that automatically changes its pull to match you Strength, fires force arrows (not force, just force; they work on incorporeal stuff but don’t auto-bypass DR) that deal 2d6 damage per shot, and can be used to do ranged Power Attacks. Mathwise, the last benefit isn’t actually that big, but the rest is quite good. Ask your DM if you can get a +1 version instead for 6,000gp cheaper.

Singing Sword (S): MoF p. 144. This is a 24,450gp +1 greatsword that, when drawn, constantly sings a song that grants you a +2 morale bonus on attack and damage rolls as well as a +3 morale bonus on saves against mind-affecting effects. It’s just… really good, numerically, it has no chaff weapon abilities to worry about upping your costs, and is a solid weapon to boot. Not necessarily best-in-slot for every character, but pretty close for many characters.

Quarterstaff of Battle (B): MIC p. 54. This is a remarkably interesting weapon, and is S-rated if you’re using a build that requires a quarterstaff; the lower rating is for generic two-handers. It’s a +1/+1 quarterstaff that costs 24,600gp and grants you the Improved Disarm feat while wielding it. The main benefits, though, are the unique effects. First, 3/day as a swift action, you can grant, to yourself and adjacent allies, complete immunity to ranged weapon attacks from Medium or smaller attackers for 2 rounds (as well as 1st- and 2nd-level spells that make attacks). Second, 1/day as a swift action you can grant both ends of the staff the speed ability for 5 rounds (though it’s a DM call whether or not it gives you an extra attack with both ends). Third, 1/day as a swift action you can declare an attack to be a “battlestrike,” dealing +2d6 damage and applying both stun and prone if it hits (DC 22 Fort negates).

Javelin Staff (B): ASH p. 6. This is a deeply weird weapon; it costs 25,000gp and is a +2 ki focus quarterstaff that can be used as a +2 ki focus javelin at range, grants you a +5 untyped bonus on Jump checks, can be extended or retracted anywhere from 1 inch to 20 feet as a standard action (this explicitly doesn't let it become a reach weapon; it can't be used as a weapon in any length but its base form), and gives you a free trip attempt on every hit you make with it. Nice for melee staff users, but the difficulty in deconstructing the price and requirement to have it be +2 ki focus is rough.

Battleaxe of the Bull (D): A&EG p. 100. This is a 32,310gp +2 battleaxe that grants you the Improved Bull Rush feat, and also, on every two-handed hit against a Medium or smaller creature, pushes them back 5 feet (no roll needed). This is counterproductive for full attacking in most cases, but can be a pretty useful ability for positioning enemies (especially if you haven’t used your 5-foot step and can follow for a second push). However, it’s not ideal for every build, so take care with that. It is useful if you need Improved Bull Rush for prerequisites, though.

Life-Drinker (S): SRD. Rating assumes you have some protection against negative levels (such as being a warforged or a death ward effect). It’s F-rated if you don't. A life-drinker is a +1 greataxe that costs 40,320gp and deals two negative levels to the target, plus one negative level to you, on every hit. This is phenomenal if you can mitigate the drawback, but useless otherwise.

Bow of the Solars (A): BoED p. 114. This is a +2 composite longbow [+4] that costs 100,100gp and turns any arrow it fires into a slaying arrow targeting any creature type you want. Is this expensive as hell? Yes, absolutely. But it turns every attack you make into a DC 20 Fort-save-or-die (even against undead and constructs). Holy crap. That’s amazing once you can afford it.

Dagger of Chaos (S): MoF p. 142. I love this stupid thing. To be clear, the rating for this is specifically this high because of its remarkable utility, rather than its use as a weapon. You do not want this as your primary weapon. A dagger of chaos is a +5 dagger that costs 106,302gp and, upon a successful hit, permanently polymorphs you into a random creature from the Monster Manual (CL 15th). You heard that right. The rules text suggests flipping open to a random page until you get a creature that could be chosen for polymorph, and if it lasts until you either have it dispelled or until you hit again with the dagger. It’s fantastic, hilarious, and incredibly strong; you will eventually get a form good enough to stow the dagger and keep using. And you can give the dagger to allies, too. This is the kind of item that breaks games, but if your DM and group want to mess around with it, it’s genuinely one of the most powerful specific magic weapons in the game. Note that if the new form can’t wield the weapon, it merges with the form’s natural weapons, so you’ll want to add mouthpick or opposable to this if you're fishing for a nonhumanoid form.

Deconstructed Effects

As mentioned before, access to these is itself a houserule, so check with your DM and group before building around one. The deconstructed price I’ve derived is for only the unique effect, not the magical enhancements or flat bonuses.

Organripper (S): SiS p. 20. This is a +1 dagger whose unique effect has a deconstructed price of 1,000gp and causes the weapon to deal +1d6 damage against any creature that’s denied its Dex bonus to AC, flanked by you, or helpless.

Scimitar of the Sirocco (A): RoF p. 172. This is a +1 keen scimitar whose unique effect has a deconstructed price of 1,200gp and doubles the speed of any “horse or equine creature” you’re riding while wielding the weapon.

Deathwand Crossbow (S): A&EG p. 103. This is a +2 light crossbow whose unique effect has a deconstructed price of 2,000gp, and lets you store two wands in the weapon for usage any time you’re wielding it. Basically, this is an extra two wand chambers for your weapon at a premium but still affordable cost. F-rated if you don’t use wands.

Living Chain (S): MIC p. 53 or MH p. 42. Either of these is good, but the Miniatures Handbook printing is better. The MIC version has a deconstructed price of 2,000gp and gives +2 on Strength checks to trip. The MH version has a deconstructed price of 4,000gp and gives a +4 bonus. Either way, it’s a cheap boost for tripper builds.

Spear of Morgur (S): LEoF p. 152. This is a +1 brilliant energy longspear whose unique effect has a deconstructed price of 2,000gp and tags anything hit by it with a faerie fire effect for 1 round.

Spiritwarder (C): Gh p. 66. This is a +1 short sword whose unique effect has a deconstructed price of 2,200gp and, 1/day when something tries to possess you, automatically casts a protection from possession effect on you. It’s… fine? Possession isn’t exactly a common debuff, but if you expect to need to worry about it, this is a great defense against it.

Trident of Serenity (S): RoF p. 172. This is a +1 trident whose unique effect has a deconstructed price of 3,000gp and that suppresses all effects within 15 feet that rely on anger or fear (including barbarian rage and all fear effects, functionally making you immune to fear). This is F-rated if you or an ally is a barbarian, though.

Rapid Wrath (S): Gh p. 66. This is a +1 mighty cleaving shortspear whose unique effect has a deconstructed price of 3,400gp and that doubles your speed while you carry it. This is by far the cheapest and most efficient speed booster in the game, especially since it stacks with additive boosts.

Corsair Cutlass (B): Dr317 p. 54. This is a +1 keen cutlass whose unique effect has a deconstructed price of 3,685gp and lets your weapon ignore half of objects’ hardness.

Crossbow of Reloading (S): MH p. 41. This is a +1 light crossbow whose unique effect has a deconstructed price of 4,000gp and allows the weapon to be reloaded as a free action. Applying this to a non-light crossbow means you can full attack with it. Good stuff.

Delimbiyra’s Shining Bow (S): LEoF p. 152. This is a +1 composite longbow [+4] whose unique effect has a deconstructed price of 4,000gp and outlines any target hit with faerie fire for 4 minutes. It’s absolutely amazing, lets you skip seeking (assuming you can hit once), and even helps your allies ignore miss chances. Get this, as soon as you can. Hell, if your DM lets you get it on a melee weapon, get it there, too. If your DM only allows you to get melee weapon effects on melee weapons, go for the spear of Morgur instead.

Ringsword (S): A&EG p. 115. This is a +3 longsword whose unique effect has a deconstructed price of 4,000gp and grants you an extra ring slot (a ring is slotted into the weapon and applies while wielding it). It’s half the cost of a hand of glory and even stacks with that one’s effect if you have four magic rings you want.

Rabbitslayer (C): DCS p. 152. This is a +4 dagger whose unique effect has a deconstructed price of 5,000gp, and causes the weapon to always find its way back to you (in a way determined by the DM) within 1d20 hours if you lose it or it’s stolen from you. If you willingly give it away to someone else, it bonds with that person and will now apply its effect to them instead, so be careful with that.

Doorbreaker (C): A&EG p. 105. This is a +1 battleaxe whose unique effect has a deconstructed price of 6,000gp, and causes the weapon to deal double damage against wooden objects and plant creatures. Useful in every case? No. But it’s a relatively cheap effect to toss on for the ability to reliably annihilate an entire creature type.

Trident of the Depths (A): A&EG p. 121. This is a +1 trident whose unique effect has a deconstructed price of 6,000gp and grants you a 30ft swim speed as well as a+1 bonus on attack and damage if the weapon is submerged in water (or +2 when submerged in ocean water). Having a swim speed is nice, and it’s cheap for the effect of an always-up one. The bonus on attack rolls while underwater is just gravy.

Dagger of Magius (C): DCS p. 90. This is a +3 dagger whose unique effect has a deconstructed price of 9,998gp, and is made of “magically-hardened silver” (overcomes DR/silver, no price given). It cannot be detected by either magical or mundane searches when carried by “a mage,” which appears to be defined as “capable of casting arcane spells.” This one is really funny to have on especially big weapons if your build allows it… walk into a fancy ball with a greatsword on your back. It can’t be noticed until you draw it. It’s fantastic, hilarious, and very useful in games where you find yourself in places that ban weapons. It’s useless otherwise though.

Brutal Axe (B): A&EG p. 103. This is a +1 keen battleaxe whose unique effect has a deconstructed price of 10,000gp and grants you a free trip attempt whenever you successfully crit a target. If you’re two-handing the weapon, you get to add 1.5× your Strength bonus on the opposed check to trip, making it very likely to succeed. Battleaxes have terrible base crit, which means on its own the weapon just sucks. However, if you put it on an 18-20 critical stat weapon (and, yanno, also have keen), getting on average a free trip every four attacks is quite good for the price, especially at higher levels.

Knight’s Sword (A): A&EG p. 111. Rating assumes you’re a mounted combatant. This is a +2 bastard sword whose unique effect has a deconstructed price of 10,000gp, and lets you double its damage on mounted charges like a lance does (or triple with Spirited Charge). Basically, this lets you use non-lance weapons for mounted charge builds, which opens up many new build opportunities.

Staff of Mighty Sweeping (S): MoF p. 145. Rating assumes you’re a lockdown character. This is a +2 sweeping quarterstaff whose unique effect has a deconstructed price of 10,000gp and grants you the Improved Trip feat. Saves you a must-have feat for the expected price of saving you a feat on an item.

Sword of Opportunity (C): A&EG p. 120. This is a +2 longsword whose unique effect has a deconstructed price of 10,000gp and grants you an extra attack of opportunity per round. For lockdown builds who aren’t Dex-based, this is A-rated.

Lesser Death Spear (S): CSQ p. 129. This is a +1 longspear whose unique effect has a deconstructed price of 10,600gp for +1d6 negative energy damage per hit and a consumable on-hit debuff that is described in greater detail above under the specific weapons heading.

Halberd of Vaulting (S): A&EG p. 109. This is a +2 halberd whose unique effect has a deconstructed price of 12,000gp and grants you a massive +30 bonus on Jump checks and doubled damage on charge attacks if you jump during the charge. Ask your DM if they want to rule that that applies to the first attack only or every attack in a pounce; it’s rated the same way regardless.

Ghost Blade (S): DCS p. 288. Rating assumes you’re using stealth in any way. This is a +1 longsword whose unique effect has a deconstructed price of 12,685gp gives you a +10 circumstance bonus on Hide and Move Silently checks while drawn, up until you make an attack with it.

Luck Blade (A): SRD. The base luck blade is a +2 short sword that grants you a +1 luck bonus on all saves and lets you 1/day reroll any roll as a non-action. Its deconstructed price is 13,750gp. Rerolls and luck bonuses are good stuff, especially when you consider that a stone of good luck (grants a +1 luck bonus on saves/skills/ability checks) costs 20,000gp for a similar (but admittedly wider) effect.

Sap of Stunning (S): Dr322 p. 56. This is a +2 ki focus sap whose unique effect has a deconstructed price of 14,000gp and makes the weapon deal +2d6 nonlethal damage per hit.

Spear of Impaling (D): RoF p. 172. This is a +1 wounding shortspear whose unique effect has a deconstructed price of 14,000gp and causes the weapon to inflict an extra hit upon every successful hit against an elf or dwarf (Reflex DC 19 negates, and the extra hit can’t crit even if the main hit crit). This is S-rated in campaigns primarily about fighting those kinds of creatures (such as drow-centric games).

Arc of Darkness (S): Dr318 p. 96. This is a +1 hand crossbow whose unique effect has a deconstructed price of 16,000gp and grants the weapon +1d6 damage on hit against living creatures, as well as the ability to ignore all miss chances from concealment (including from displacement and blur).

Sword of Murder (S): Dr322 p. 56. This is a +1 scimitar whose unique effect has a deconstructed price of 16,000gp and, if used to kill a sapient creature that was indifferent to you before you attacked them, gives you a +2d6 damage boost with the weapon for 24 hours. Note that creatures that are unaware of you probably count, so if you’re doing scouting and ambushing this is excellent. Casting summon monster for a celestial or fiendish badger also works, albeit it’s pretty rude. I suppose that’s the point.

Twinblade Scourge (C): PGtE p. 79. This is an adamantine/steel +2 goblinoid-bane/+2 keen two-bladed sword whose unique effect has a deconstructed price of 16,000gp and allows you to, 1/day, cast a Quickened rage spell on a creature within 30 feet (duration would be 5 rounds). It’s expensive, but if you’re looking for effects that boost attack rolls further at high levels, this is one of them.

Eagle’s Cry Bow (C): DrCom p. 125. This is a +5 composite longbow [+4] whose unique effect has a deconstructed price of 20,000gp and has a couple perks. Firstly, it doubles the bow’s range increment, and doubles the number of range increments you can fire it at (up to 20× range). Secondly, when you fire the weapon, it makes a noise that grants elves within 30 feet of you (including yourself, if you’re an elf) an inspire courage effect as if by a 15th level bard (+3 morale bonus on attack and weapon damage rolls, and on saves against fear). This is S-rated if you or another martial party member in the party is an elf, and you aren’t getting morale bonuses from other sources. Otherwise, the only use is the range boost, which is entirely campaign-dependent.

Lethe’s Lash (S): PlH p. 80. This is a +1 whip whose unique effect has a deconstructed price of 20,000gp, and causes the weapon to, on every hit against a spellcaster, strip away a single prepared spell or spell slot of the caster’s highest remaining spells. Every hit. A full attack with this can annihilate an enemy caster’s best spells, making it one of the most powerful anti-mage tools in the game.

Silver Sickles of Soranth (A): DoF p. 124. These are a pair of +1 silvered lycanthrope bane sickles whose unique effect has a deconstructed price of 10,000gp per weapon and, if you have two weapons with the effect, grants the Two-Weapon Fighting feat when using them. This is a great pickup at high levels for TWF rangers, as you can drop 20,000gp for saving yourself a feat, retrain out of the feat you already had, and now get both TWF and ITWF from the combination of this weapon effect and gloves of the balanced hand.

Quarterstaff of Battle (S): MIC p. 54. The writeup for this weapon is pretty long, so scroll up to the specific weapons listing for it. The deconstructed price of a quarterstaff of battle is 20,000gp, granting you a powerful defensive ability, a 1/day haste style effect, and a 1/day save-or-stun on-hit.

Sword of Readyness (D): A&EG p. 120. This is a +2/+2 two-bladed sword whose unique effect has a deconstructed price of 20,000gp and grants you the ability to ready full attack actions. It’s hilarious for that, but not necessarily good, because doing so requires you do nothing else in your turn.

Sword of Subtlety (S): SRD. Rating assumes you have access to sneak attack. The base sword of subtlety is a +1 short sword that grants a massive +4 untyped bonus to both attack and damage when used during a sneak attack. Its deconstructed price is 20,000gp. Even if you’re not multiclassing rogue, this can be well worth it at higher levels, turning the hunter’s eye spell (ranger 2) into a massive attack roll booster as well.

Nagpa Staff (S): Dr339 p. 62. This is a cold iron quarterstaff whose unique ability has a deconstructed price of 20,100gp and allows the weapon to count as a minor ring of spell storing (normally 18k) without taking a ring slot.

Singing Sword (S): MoF p. 144. This is a +1 greatsword whose unique effect costs 22,000gp and causes it to, when drawn, constantly sings a song that grants you a +2 morale bonus on attack and damage rolls as well as a +3 morale bonus on saves against mind-affecting effects. This is just… very strong and near-universally applicable as a combat boost. D-rated for sneaky rangers though.

Rapier of Disarming (B): Dr322 p. 56. This is a +2 rapier whose unique effect has a deconstructed price of 24,000gp and grants you both the Improved Disarm feat and a +4 extra bonus on disarm checks while wielded.

Battleaxe of the Bull (A): A&EG p. 100. The deconstructed price of this is 26,000gp and it gives you Improved Bull Rush as a bonus feat, which can save you a feat on some builds. It also has a knockback effect on every two-handed hit; if you’re applying this to a two-handed weapon it’s very build-dependent, and honestly incredible for lockdown tripper builds. Otherwise, be careful with how you use it, lest you knock people outside of your reach in a full attack.

Bow of Force (S): A&EG p. 102. The original force enhancement was a specific weapon effect. A bow of force is a +2 composite longbow [+3] that converts your arrows into force, ignoring DR and incorporeality, just like the force ability. Its deconstructed price is 26,000gp, and if you can convince your DM to let you add this as a flat cost enhancement instead of a +2 equivalent ability, do it, it will save you money and let you add more abilities to your bow.

Ellendrin, The Weeping Blade (B): Dr277 p. 87. This is a +3 longsword whose unique effect has a deconstructed price of 27,000gp and grants you the ability to cast bless 3/day, plus dealing +2d4 damage to any undead or evil outsiders it hits due to the blade constantly dripping holy water. The weapon is described as being made of starmetal, but starmetal didn’t exist back when this was printed. Still, it’s arguable that the cost of the deconstructed part would retroactively be 5,000gp cheaper due to that.

Griffonlance of Goring (S): Mintiper's Chapbook. This is a +1 thundering lance whose unique effect has a deconstructed price of 28,000gp and gives you the Spirited Charge feat (at all times), as well as a +10 circumstance bonus on Ride checks (while riding griffons specifically).

Crone’s Cane (A): Dr300 p. 41. This is a +1 light mace whose unique effect has a deconstructed price of 29,695gp and, on each hit, deals 1d6 Strength and 1d6 Dexterity drain unless they succeed at a Fort save (DC 20). It also visually ages the target to go with the damage.

Life-Drinker (S): SRD. Rating assumes you have some protection against negative levels (such as being a warforged or a death ward effect). It’s F-rated if you don't. A life-drinker is a +1 greataxe whose unique effect has a deconstructed price of 38,000gp and deals two negative levels to the target, plus one negative level to you, on every hit. This is phenomenal if you can mitigate the drawback, but usable otherwise.

Chrysanthemum Blade (D): Dr351 p. 49. Rating assumes you’re multiclassing monk, this is F-rated for normal rangers. This is a +1 cold iron ki focus outsider-bane longsword whose unique ability has a deconstructed price of either 54,000gp (if you view cold iron as applying its 2k surcharge once) or 48,000gp (if cold iron applies its 2k surcharge on each separate enhancement), and makes the weapon count as a special monk weapon for flurry of blows. You can probably do fine with existing monk weapons, but theoretically at very, very high levels there are unique builds that could be done with this.

Sword of Graceful Strikes (D): A&EG p. 120. This is a +3 short sword whose unique effect has a deconstructed price of 54,000gp and grants the ability to use Dex instead of Str for melee damage. It’s… well, it’s a highly desirable, build-defining effect, but the price is so ludicrously high that you’re never going to be able to grab it unless you’re starting at high levels, or as a “winmore” option once you reach them. Still, it’s unique and a rare option, and it’ll stack nicely with Shadow Blade on full-Dex builds.

Fishgutter (B): SS p. 50. This is a +2 scimitar whose unique effect has a deconstructed price of 56,000gp and grants you a continuous freedom of movement effect while wielded.

Rustblade (B): PGtF p. 121. This is a +1 dagger whose unique effect has a deconstructed price of 56,000gp, and inflicts a rusting grasp spell upon any ferrous object struck by the weapon (no use limit).

Bow of the Solars (S): BoED p. 114. This is a +2 composite longbow [+4] whose unique effect has a deconstructed price of 91,300gp and turns any arrow it fires into a slaying arrow targeting any creature type you want. Is this expensive as hell? Yes, absolutely. But it turns every attack you make into a DC 20 Fort-save-or-die (even against undead and constructs). And if you’re at high enough levels where it’s affordable and you’re using a bow, there is no reason not to take this.

Rod of Entropy (A): Dr294 p. 79. This is a +3 unholy heavy mace whose unique effect has a deconstructed price of 110888gp and lets you, 1/day, summon an immobile sphere of annihilation in a square up to 20 feet away. You can summon it into a creature’s space (DC 23 Reflex save to not get instantly tagged by it) or into an empty space to try to force enemies into it. Unlike a normal sphere of annihilation, it cannot be controlled or moved, and it doesn’t move on its own in any way. It lasts for concentration duration plus 1d4 rounds.


Magic Armor

When enhancing a suit of magic armor or a magic shield, you have to start with a masterwork item plus a +1 enhancement bonus before you can add any extra effects (total minimum price 1,150gp + the base armor or shield price). The basic rules for magic armor can be found here. Generally, it’s not worth enhancing armor or shield’s raw bonus past +1, because special abilities are just better. Plus, the price increases quadratically with total bonus, you’re paying more for each ability every time you up the raw enhancement bonus. It just isn’t cost-effective. In contrast, armor abilities can be pretty important for boosting your defenses. While many players don’t bother with them, it’s a good idea to spend some amount of money on defensive and utility options, especially as they’re cheaper than weapons.

Note that if you’re wearing padded armor, leather armor, or a chain shirt, you can get a dastana from Oriental Adventures and double up on ‘slots’ for armor special abilities. This is the most efficient way of getting multiple really high equivalent cost armor abilities, such as if you want both soulfire and freedom. Keep it in mind if you’re trying to gear yourself for multiple powerful defenses; with a dastana you have an effective +18 worth of armor abilities gettable, as well as +9 from a shield (with a buckler, probably).

Armor & Shield Special Abilities

Unless noted, assume that these can go on both armor and shields.

+1 Armor & Shield Special Abilities

Bashing (S): SRD. Ratings assumes you’re using a shield to bash with TWF; otherwise this is F-rated. This makes your shield count as two size categories larger when attacking in a shield bash (stacking with shield spikes as well).

Blurring/Greater Blurring (B): MIC p. 9. Armor only. Blurring armor lets you get 20% concealment for 5 rounds, 3/day as a swift action. Greater blurring is a synergy ability that, combined with blurring, costs a total of +3 equivalent bonus and makes it (functionally) a continuous toggled effect with no daily limits. A good, but expensive way to get a blur effect.

Death Ward (A): MIC p. 10 or CArc p. 142. This lets you ignore a single death effect, energy drain, or negative energy effect (as if by death ward) 1/day as an immediate action. It’s a nice emergency benefit, though you should probably try to spring for the more expensive soulfire at some point. The earlier printing in Complete Arcane is identical except that it doesn’t take an action to activate. The difference isn’t that big, but try to get that one if your DM will allow it.

Displacement (B): MIC p. 10. Armor only. This lets you get 50% concealment for 5 rounds, 1/day as a swift action.

Malleable (C): Und p. 70. This lets you squeeze your space without a movement penalty and without losing your Dex bonus to AC. This is S-rated if put on a Large or larger mount’s barding.

Mobility (D): MIC p. 13. Light armor only. This gives you the Mobility feat while worn, letting you get around some prerequisites via the virtual feat, potentially.

Nimbleness (D): MIC p. 13. This increases the armor’s max Dex bonus by 1 and reduces its ACP by 2. The only reason to take this is if you really need the ACP reduction for some specific breakpoint on Tumble or something.

Twilight (F): MIC p. 15. Armor only. This reduces the arcane spell failure of the armor by 10%, and is A-rated if you’re multiclassing an arcane spellcaster and can’t otherwise get your ASF down to zero.

Vengeful (A): SoS p. 137. Armor only, and can only be applied to armor made of sentira, a material from the same book that costs and works identically to mithral. This armor gives you a +2 morale bonus on attack and damage rolls, as well as a +1 morale bonus on saves, against any creature that either damaged you or targeted you with an effect in the last round.

+2 Armor & Shield Special Abilities

Animated (S): SRD. Shields only. This lets you use the shield without needing a hand, opening up shield goodness to two-handers and non-shield TWFers.

Beastskin (B): MIC p. 7. Armor only. This lets the enhanced armor stick around in wild shape form at the cost of an additional use of wild shape. It’s cheaper and more effective for most builds than wild armor.

Energy Immunity (A): MIC p. 11. This lets you, 1/day as an immediate action, become immune to an energy type of your choice between acid, cold, electricity, and fire for 1 minute.

Empyreal (S): BoED p. 112. Rating assumes you can boost it with a magic vestments spell; it’s B-rated otherwise due to the awkwardness of its opportunity cost (needing to enhance the armor’s flat bonus normally), but is still a solid choice. This lets you transfer the armor or shield’s enhancement bonus into a sacred bonus on all three saving throws, chosen on a round-by-round basis as a free action. You become sickened while wearing this if you’re evil.

Feathered (S or C): A&EG p. 93. This lets you fly (as the spell) for a total of 50 minutes per day. It’s unclear if this is split up as you like, or if it’s one block of 50 minutes. If you can split it as you like, this is S-rated. Otherwise, it’s C-rated, as there are better options available. Regardless, this is still an incredibly cheap source of long-duration flight.

Magnetic (A): Far Corners of the World. Metal armor and shields only. This lets you make a free disarm attempt against any metal weapon that hits you, without provoking attacks of opportunity.

Ocular (B): CoR p. 40. This grants you a +4 competence bonus on Search and Spot checks, and makes you immune to flanking.

Spell Catching (A): FoW p. 118. Non-buckler shields only. This lets you, 1/day as an immediate action, absorb and negate a spell of 3rd-level or lower that targets you. Then, up to 1 hour per spell level later, you can cast the absorbed spell as a standard action. A nice emergency defense to have.

+3 Armor & Shield Special Abilities

Bane Blind (S): MIC p. 7 or A&EG p. 92. This is the listing for the earlier printing of bane blind; see the flat cost enhancements header for more details.

Moderate Fortification (A): SRD. This grants you a 75% chance of ignoring any extra damage from a given crit or precision damage effect. This is in practice roughly as good as the much more expensive heavy fortification, and the one I’d recommend going for over its light fortification variant.

Speed (S): MIC p. 14 or DotF p. 24. This is the listing for the earlier printing of the speed armor/shield enhancement; see the flat cost enhancements header for more details.

Wild (C): SRD. This is a worse beastskin in most ways. It lets you keep your armor bonus and enhancement bonus in wild shape form, but RAW still merges the armor with you and you’d lose the effects of the abilities you added to your armor.

+4 Armor & Shield Special Abilities

Soulfire (S): BoED p. 112. Armor only. This gives you complete immunity to death spells and effects, energy drain, and negative energy effects. Death ward effects are one of the most important defenses you can get at really high levels once save-or-dies start getting thrown around, and this is the best example you can get.

+5 Armor & Shield Special Abilities

Freedom (A): MIC p. 11. Armor only. This grants you a constant freedom of movement effect. It is, as far as I know, the cheapest way to get this as a perpetual buff, but this also comes with a hefty opportunity cost.

Flat Cost Enhancements

Restful (A): Du p. 39. This costs +500gp and lets you sleep in the armor without penalty, while also cutting the Listen penalty while sleeping to –5. It’s a far better version of the restful crystal from the MIC, for the same price.

Durable (D): Du p. 39. This costs +500gp and makes the armor immune to rust effects and acid. Nice if your DM likes rust monsters, otherwise not useful.

Easy Travel (C): MIC p. 10. Armor only. This costs +1,500gp and lets you treat a medium load of encumbrance as a light load. It’s only useful for low-Str rangers, but it can potentially help your class features stay on if needed.

Anti-Impact (C): CWar p. 133. This costs +2,000gp and halves all bludgeoning damage that “affects all or most of the entire body” (like fall damage, constriction, and so on).

Called (A): MIC p. 9. This costs +2,000gp and lets you instantly don your armor or shield as a standard action, as long as you’re on the same plane as it.

Glamered (A): SRD. As a Final Fantasy XIV player I cannot express how much it tripped me up that this isn’t spelled “glamoured.” Anyway, it’s for armor only and costs +2,700gp and can have its form changed to look like normal clothes, but still keeps all its defensive properties while disguised.

Daylight (B): MIC p. 9. This costs +3,000gp and lets you toggle a daylight effect for a total of 30 minutes per day (split up as you like) as a swift action.

Mindarmor (S): MIC p. 13. This costs +3,000gp and gives you the ability to, 3/day as an immediate action, gain a +5 untyped bonus on Will saves against mind-affecting effects until your next turn. It’s an incredible boost against some of the most dangerous debuffs in the game, for a remarkably cheap cost.

Anchoring (B): ShS p. 52. Anchoring costs +3,750gp and grants you a +5 enhancement bonus on checks to resist bull rush, overrun, and trip attempts. Greater anchoring costs +15,000gp and grants a +10 bonus instead. As these checks tend to be modified ability checks, this can be an excellent defensive pickup if your DM likes combat maneuvers.

Shadow and its improvements (A): SRD. Rating assumes you’re a sneaky type; otherwise it’s F-rated. This costs +3,750gp and grants a +5 competence bonus on Hide checks. Its improved version is +15,000gp for a +10 bonus, and its greater version is +33,750gp for a +15 bonus. Functionally, this is a 1.5× cost surcharge on the standard price for a competence bonus on skill checks, but unless your DM allows a custom item (it’s not one of the MIC’s common item effects, after all), this is the best you’ll ever get for really massive Hide-boosting.

Landing (C): MIC p. 12. Armor only. This costs +4,000gp and lets you ignore the first 60 feet of any falls for the purposes of determining fall damage. It also lets you land on your feet regardless of how far you fall, which is probably the more relevant thing for most martials.

Gilled (D): MIC p. 11. Armor only. This costs +6,000gp and lets an aquatic creature breathe freely in air. This is S-rated if you yourself are aquatic, or if you have an aquatic companion, but otherwise irrelevant.

Linked (A): MIC p. 12 or SRD. This costs +6,000gp and can be used to link up with other armor or shields with the ability, granting constant telepathic communication between the items’ users within 10 miles. The Magic Item Compendium version of this… pointlessly nerfed it? In the MIC, you have to refresh the link each time you want to communicate, can only do so 3/day, and it lasts for 1 hour per use. In the original printing in the Expanded Psionics Handbook, the effect stuck around until you decided to turn it off. There’s no balance reason not to use the original, frankly, but the MIC version is still… fine. Just. Annoying to track. What the heck, Wizards?

Speed (D): MIC p. 14 or DotF p. 24. The Magic Item Compendium version of this costs +6,000gp and lets you, 3/day, act as if hasted for 1 round (spending a swift action to do so). It’s generally not at all worth it, there are better options. If you’re allowed to use an updated version of the original printing from Defenders of the Faith, this is instead a +3 equivalent ability that grants you a constant haste effect (all the spell’s benefits, including the bonuses, though definitely not the 3.0 haste extra partial action if you update it properly, lol). That version is S-rated, and the most effective way of getting a perpetual haste effect.

Dark (A): DotU p. 97. This costs +8,000gp and gives you benefits against creatures that have darkvision whenever you’re in light conditions below bright light. If you yourself have darkvision (and/or your party does), it’s pretty good defensively. Firstly, it gives a +5 circumstance bonus on Hide checks against such creatures, and secondly, you get concealment against them. If you normally fight in well-lit areas, this is F-rated.

Woodwalk (D): RotW p. 171. This costs +9,000gp and lets you, 3/day, teleport through a tree as if by the tree stride spell. In campaigns that spend a lot of time in woodland areas this can be a good tool for getting around, but otherwise it’s not that useful.

Bane Blind (A): MIC p. 7 or A&EG p. 92. Armor only. I was genuinely really sad to see them slightly change the wording in the 3.5 update to this, but it’s still pretty strong. This costs +15,000gp and comes keyed to a creature type (or subtype, for outsiders and humanoids). 3/day as a swift action, you can make yourself completely imperceptible to that type for 1 minute (covers all nonmagical senses, even special ones) or until you attack. The earlier printing in the Arms & Equipment Guide is much stronger and worthy of being S-rated. That one grants you a continuous greater invisibility and immunity to scent (but not other senses) against one ranger favored enemy option of your choice (so, you could have it work on evil creatures… or on foreign clerics and merchants). The A&EG bane blind is a +3 equivalent ability and while it’s much more broad in its options, it explicitly cannot be made to hide you from plants, for some reason.

Aporter (B): MIC p. 6. This costs +20,000gp and lets you, 2/day, teleport yourself and your equipment to anywhere within 800 feet (as a dimension door spell) as a standard action.

Mirror Image (A): ShS p. 53. This costs +20,000gp and lets you, 3/day with a command word, get a 6-image mirror image effect that lasts for 6 minutes. Mirror image is one of the best defenses in the game, and while this is slightly expensive, it’s a way to get reliable access without Sword of the Arcane Order and wands.

Fire Warding (D): PlH p. 78. Armor only. This costs +24,000gp and negates your vulnerability to fire if you have one. This is S-rated for frostblood half-orcs specifically, allowing them to get all the benefits they normally do from ranger without the rough vulnerability. There is also a frost warding equivalent, though rangers are very unlikely to be vulnerable to cold.

Planar Tolerance (C): PlH p. 78. This costs +25,000gp and grants you a constant planar tolerance effect, letting you ignore the natural effects of every plane of existence.

Masking (C): MIC p. 12. This costs +40,000gp and grants you a constant nondetection effect (DC 25 for the CL check to overcome it).

Armor & Shield Crystals

Like weapon crystals, armor crystals are a type of swappable flat enhancement you buy separately and can affix to armor or shields (but only one per item). Least augment crystals can be attached to items of at least masterwork quality, lesser ones require the item to be already magic, and greater ones require the item to have a +3 true enhancement bonus, which means you’re going to have to either have magic vestments on hand at higher levels, or eat a tax of increased enhancement rather than armor abilities. Unless specifically noted, greater armor crystals are universally F-rated unless you’re taking the magic vestments route. Assume that the ratings are for spell-enhanced items. The effects of armor and shield crystals are generally cumulative.

Clasp of Energy Protection: MIC p. 24. Shields only. These give you energy resistance to a specific element (acid, cold, fire, electricity, or sonic), up to a limited amount of energy resisted each day. They cost 500gp for least, 1,500gp for lesser, and 3,000gp for greater, and if you don’t have anything better, a lesser clasp of fire protection is probably the safest go-to for your shield.

  • Least (B): Grants resistance 5 and blocks 25/day.
  • Lesser (A): Grants resistance 10 and blocks 50/day.
  • Greater (D): Grants resistance 15 and blocks 75/day.

Crystal of Adaptation: MIC p. 24. Armor only. These are for boosting your environmental defenses, and cost 500gp for least, 1,500gp for lesser, and 3,000gp for greater. A solid choice for planar adventures.

  • Least (C): Grants a constant endure elements effect.
  • Lesser (B): Protects you from planar alignment effects.
  • Greater (C): Protects you from negative and positive energy planar effects.

Crystal of Aquatic Action: MIC p. 25. Armor only. This is for fighting underwater, and costs 250gp for least, 1,000gp for lesser, and 3,000gp for greater.

  • Least (F): Removes the armor check penalty on swim checks.
  • Lesser (B): Grants you a swim speed equal to half your land speed. This is the cheapest way to make sure you never drown if you fall into water in a dungeon.
  • Greater (C): Lets you ignore the movement and attack penalties for weapons underwater, and lets you breathe underwater. If you have magic vestments, this is an extremely cheap and effective way to ignore those issues.

Crystal of Glancing Blows: MIC p. 25. Armor only. This is for countering enemy grapplers, of which there are many. It costs 500gp for least, 3,000gp for lesser, and 5,000gp for greater. It's a solid way to tide you over until freedom of movement effects come online.

  • Least (C): Grants you a +2 competence bonus on grapple checks to resist grapples.
  • Lesser (B): The bonus is now +5.
  • Greater (B): The bonus is now +10.

Crystal of Mind Cloaking: MIC p. 25. Armor only. This is the best “default” armor crystal, because it provides a rare bonus on saves against mind-affecting effects. It costs 500gp for least, 4,000gp for lesser, and 10,000gp for greater.

  • Least (C): Grants you a +1 competence bonus on saves against mind-affecting effects.
  • Lesser (S): The bonus is now +3.
  • Greater (B): The bonus is now +5, and you can reroll a failed save against such an effect 1/day as an immediate action.

Heraldic Crests

These are from Heroes of Battle and The Forge of War, and are basically flat enhancements that require you to have permission, in-setting, from “a lord, high priest, or similar ruler” to activate. Each of them goes on a shield (light, heavy, or tower; it’s unclear if you can put them on bucklers, ask your DM), and each shield can have a single heraldic crest. The ratings here assume you’re already using a shield, either because you’re bashing with it or because you have an animated one at high levels. A shield has to be +1 or better to have a crest.

Heraldic Crest of Bloodlust (C): FoW p. 119. This costs +6,000gp and grants you a +4 morale bonus on attack rolls to confirm critical threats. This translates to roughly a 4% damage increase on average (over many samples), which makes it solid but not amazing when you’re at very high levels and rolling in WBL. It also lets you cast keen edge (CL 5) 1/day as a free action on one of your weapons.

Heraldic Crest of Bolstering (A): FoW p. 119. This costs +16,000gp and grants you a +1 morale bonus on Fort and Ref saves, as well as letting you cast resist energy on yourself 1/day as a free action (lasts 7 rounds, CL 7).

Heraldic Crest of Insight (B): HoB p. 129. This costs +5,000gp and grants you a +2 competence bonus on Spot checks, as well as letting you cast see invisibility 1/day as a free action.

Heraldic Crest of Inspiration (B): FoW p. 119. This costs +11,000gp and doubles the range of any “aura” effects you have that affect allies, as well as letting you cast prayer 1/day as a free action. On its own, it’s B-rated, but if you have auras that actually matter for this, it’s A-rated.

Heraldic Crest of Valiant Defense (S): HoB p. 129. This costs +6,000gp and gives you a +1 deflection bonus to AC, as well as letting you cast shield other on a creature within 30 feet 1/day as a free action.


Specific Armor & Shields

Specific Armor & Shields

Unlike with weapons, taking a specific armor or shield isn’t that big a deal. You’re not losing much opportunity cost-wise, though you may end up with slight price inefficiencies.

Shield of the Winged Crusade (B): DM p. 95. This is a 3,170gp +1 heavy steel shield that lets you, 1/day as an immediate action, teleport 10 feet when you’re in the area of a Reflex-save-granting effect. If it takes you out of the area, it saves you from the effect completely.

Mithralmist Shirt (A): MIC p. 20. This is a 3,400gp +1 mithral chain shirt that lets you make a cloud of 20% concealment in your space 7/day as a swift action. The cloud stays for 1 minute, but doesn’t move with you, making this a powerful but somewhat tricky effect for its price. This is S-rated if combined with a dastana.

Shield of Gaze Reflection (A): Dr305 p. 67. This is a 3,550gp masterwork light steel shield (not +1, just masterwork) that allows you to, 1/day, reflect a gaze attack back at its source (no action needed), forcing the originator to make a save against its own gaze or suffer the effects.

Barricade Buckler (B): MIC p. 16 or S&S p. 55. This is a 4,165gp +1 buckler that lets you, as a swift action, turn it into a 5-foot-square wall of force that blocks everything coming from that side. This works 3/day and lasts for 1 minute or until you activate it again (another swift). The original printing in Song & Silence instead lets you, with a command word, transform it into a tower shield or back. Tower shields generally suck, but if you’re grabbing a buckler as a defensive utility item, you could do worse than spending a bonus 3k on the ability to sometimes get total cover in an emergency, even without proficiency. Regardless of version, this is the same rating.

Rhino Hide (A): SRD. This is a 5,165gp suit of +2 hide armor that grants you +2d6 damage on any attack you make during a charge (including mounted charges). It’s Medium armor, so you’ll want to add a special material to it (dragoncraft from the Draconomicon works for +6,000gp) to make it bump down to light, but man that’s a cheap cost for damage.

Kodate of the Spirit Dragon (A): DM p. 102. This is a 6,165gp +1 buckler that lets you, 2/day as a swift action, become ethereal for 1 round (as an ethereal jaunt spell). It’s an excellent utility option to let you run through walls in a pinch.

Millennial Chainmail (F): MIC p. 20. This is an 8,150gp suit of +1 mithral chainmail that only works for people with chaotic good, chaotic neutral, or neutral good alignments. The only reason to use this is if you already have the True Believer feat for Corellon Larethian (such as for a bow), as it’s a relic of his that grants fast healing 3 while in direct light. It’s A-rated in that niche case.

Owlfeather Armor (B): MIC p. 20. This is an 8,160gp suit of +1 leather armor that grants you a +2 competence bonus on Listen and Move Silently checks, as well as three separate abilities activated as a swift action. First, you can get +4 enhancement to Wisdom for 9 minutes 1/day, second you can get a +5 competence bonus on Spot checks in shadowy illumination for 10 minutes 2/day, and third you can get a 40ft fly speed for 5 rounds 3/day. The special effects work in wild shape, making this A-rated if you’re a wild shape ranger.

Breastplate of Thrane (A): FoW p. 124. This is an 8,350gp +2 breastplate (add +4,000gp to make it mithral for ranger use) that grants you a +2 morale bonus on Will saves and 1/day lets you reroll a failed Will save as an immediate action. It’s also part of an excellent item set that gives you an ally-buffing smite attack.

Unicorn’s Shield (S): Dr340 p. 70. Rating assumes you’re using a shield as a weapon; it’s F-rated otherwise. This is a 9,170gp +2 heavy steel shield that grants you two benefits during charges: first, you get a +2 sacred bonus to AC for 1 round when you charge, and second, any shield bash attacks you make with the shield during a charge deal double damage.

Mithral Tessellated Armor (S): A&EG p. 95. This is a 11,560gp suit of specifically-constructed +2 full plate that counts as medium armor, has an ACP of –4, and has an ASF of 25%. Making a tessellated armor suit out of mithral costs instead 15,560gp and gets you a +2 full plate that counts as light armor and has a +3 max Dex bonus, a –1 ACP, and a 15% ASF. It can also cast hypnotic pattern 1/day, but mostly the benefit of this is that you’ve got way more AC than comparable options for Strength-based rangers, giving you a ton of cheap AC for its effect (all the better if your DM lets you get it at +1 instead of +2 enhancement bonus for 3k cheaper).

Serpent Armor (A): MIC p. 20. This is a 12,160gp suit of +1 leather armor that grants you a +1 resistance bonus on Reflex saves and the Combat Reflexes feat.

Moon-Ivy Armor (C): A&EG p. 16. This is not actually a magic item, but an expensive, specific nonmagical armor type. It costs 16,000gp, has a +4 armor bonus, +6 max Dex, 0 ACP, and 10% ASF. Its claim to fame is that for an extra 500gp, you can add one of three extra plant-based options to it; the notable one is spores that grow at a rate of 1d3 per day (max 10 at a time) and, when hit by a bludgeoning attack, poof into the attacker's space and hit them with a DC 14 Fort-save-or-nauseate. By the time you can afford this, it's only going to work 5% of the time, but it's possibly an interesting defensive option if you're not taking other armor.

Waymaker (A): Dr292 p. 71. Rating assumes you’re dipping dungeoncrasher fighter; otherwise it’s D-rated. This is a 16,170gp +2 heavy steel shield that grants you the Improved Bull Rush feat while used and deals +1d6 slashing damage on a successful bull rush. It also grants you a +4 bonus on the Strength check on top of the Improved Bull Rush feat and your usual bonuses. The only way this could be better for dungeoncrashers is if it was defaulting to +1 instead (3k cheaper).

Griffon Shield (S): ASH p. 4. This is a 20,370gp +2 bashing heavy steel shield that has the ability to, for 5 rounds per day (activated as an immediate action and dismissed as a standard action, if you want to save duration), make a 10-foot diameter Otiluke's resilient sphere effect around you. This is an incredible defensive ability when needed, and the specific item comes with the enhancements you want on a shield basher build anyway. Functionally you're paying 11k for a super strong defensive ability.

Vampire Hide (C): MIC p. 23. This is a 21,175gp suit of +1 studded leather armor that grants you DR 5/silver or magic. DR/magic is actually really quite good for player characters, because many of the biggest dangers (especially at high levels, when enemies start getting more specific DRs) don’t overcome it with their natural weapons. High-level demons? Pouncing dinosaurs? Cut their damage by 5 per hit. It’s nice.

Armor of the Unending Hunt (C): CWar p. 134. This is a 21,500gp suit of +2 mithral chainmail that grants you immunity to fatigue and exhaustion while worn. This is B-rated for rangers who’ve dipped barbarian and gotten a range ability.

Celestial Armor (A): SRD. This is a 22,400gp suit of specifically-constructed +3 chainmail that counts as light armor, has a max Dex bonus of +8, has an ACP of –2, and has an ASF of 15%. It also lets you cast fly on yourself 1/day (CL 5). Making a celestial armor suit out of mithral costs instead 23,400gp and reduces its ACP to 0 and ASF to 5% while increasing its max Dex bonus to +10. Mostly the benefit of this is that it’s extremely good for high-level Dexterity-based rangers, giving you a lot of cheap AC for its effect (all the better if your DM lets you get it at +1 instead of +3 enhancement bonus for 8k cheaper). However, note that unless your Dex bonus is really high, you’re going to get equivalent AC out of a +1 chain shirt with +1 dastana and be able to get more enhancements, so it’s not necessarily the best-in-slot.

Armor of Dragonshape (A): Drac p. 118. Rating assumes you’re a wild shape ranger; F-rated otherwise. This is a 23,165gp suit of +3 dragoncraft hide armor that counts as light armor, grants you an energy resistance 5, and lets you wild shape into Small and Medium dragons with your wild shape ability.

Asura Shield (S): BoED p. 112. Rating assumes you’re TWFing with a shield in your off-hand. This is a 27,180gp +2 bashing spiked heavy steel shield that deals an extra 1d6 fire damage on hit with a bash attack and a further extra 1d6 divine damage on any bash attack against an evil creature. As far as I can tell from the reminder text, I think that the shield also has a +2 enhancement bonus on its shield spikes (based on the damage it’s stated to do, 2d6+2 baseline, on a bash attack). As-is, the shield is incredible for shield bashing characters, but see if you can get your DM to let you get it at a cheaper price by having a downgraded enhancement bonus (at the very least, on the shield itself, and also on the shield spikes if your DM agrees with my interpretation that they were intended to be enchanted too).

Mithral Black Swan Armor (S): Dr278 p. 109. This is a specially-constructed suit of +2 half-plate that costs 27,562gp baseline and counts as chainmail for the purposes of armor type, max Dex, ACP, and ASF. Applying mithral to it will make it light armor that costs 31,562gp and has particularly solid defensive features to go with its now +4 max Dex, –2 ACP, and 20% ASF. The main reason to use this over celestial or tesselated armor if you’re going for a high-cost suit of armor is that it comes with a combined unique enhancement that grants resistance 10 to all four of acid, cold, fire, and electricity.

Deconstructed Effects

As mentioned before, access to these is itself a houserule, so check with your DM and group before building around one. The deconstructed price I’ve derived is for only the unique effect, not the magical enhancements or flat bonuses.

Rhino Hide (S): SRD. This is a suit of +2 hide armor whose unique effect has a deconstructed cost of 1,000gp and grants you +2d6 damage on any attack you make during a charge (including mounted charges).

Shield of the Winged Crusade (A): DM p. 95. This is a +1 heavy steel shield whose unique effect has a deconstructed price of 2,000gp and lets you, 1/day as an immediate action, teleport 10 feet when you’re in the area of a Reflex-save-granting effect. If it takes you out of the area, it saves you from the effect completely.

Shield of Gaze Reflection (A): Dr305 p. 67. This is a masterwork light steel shield (not +1, just masterwork) whose unique effect has a deconstructed price of 3,391gp and that allows you to, 1/day, reflect a gaze attack back at its source (no action needed), forcing the originator to make a save against its own gaze or suffer the effects.

Breastplate of Thrane (S): FoW p. 124. This is a +2 breastplate whose unique effect has a deconstructed price of 4,000gp and grants you a +2 morale bonus on Will saves, plus the ability to 1/day lets you reroll a failed Will save as an immediate action. It’s also part of an excellent item set that gives you an ally-buffing smite attack.

Lion’s Shield (A): SRD. This is a +2 heavy steel shield whose unique effect has a deconstructed price of 4,000gp and lets you, 3/day as a free action, direct the shield to make a full attack using your BAB, biting and dealing 2d6 damage per hit. It probably doesn’t carry your Strength bonus and class features, but if your DM rules it does, this is S-rated.

Kodate of the Spirit Dragon (S): DM p. 102. This is a +1 buckler whose unique effect has a deconstructed price of 5,000gp and lets you, 2/day as a swift action, become ethereal for 1 round (as an ethereal jaunt spell). It’s an excellent utility option to let you run through walls in a pinch.

Unicorn’s Shield (S): Dr340 p. 70. Rating assumes you’re using a shield as a weapon. This is a +2 heavy steel shield whose unique effect has a deconstructed price of 5,000gp and grants you two benefits during charges: first, you get a +2 sacred bonus to AC for 1 round when you charge, and second, any shield bash attacks you make with the shield during a charge deal double damage.

Armor of Dragonshape (S): Drac p. 118. Rating assumes you’re a wild shape ranger; F-rated otherwise. This is a suit of +3 dragoncraft hide armor whose unique effect has a deconstructed price of 6,150gp and lets you wild shape into Small and Medium dragons with your wild shape ability. This is a steal for getting access to a strong feat for wild shaping.

Disarmor (A): A&EG p. 94. This is a suit of +2 scale mail whose unique effect has a deconstructed price of 6,675gp and lets you try to disarm a creature that hits you 3/day (no action needed). The disarm attempt is made as if you had Improved Disarm and with an additional +5 bonus on top of that. Disarming can be a functional loss state for many humanoid martial foes, so this is quite good for defending yourself, especially as it can stop a full attack dead in its tracks.

Owlfeather Armor (B): MIC p. 20. The many effects of owlfeather armor are listed in the specific armors section above, and the deconstructed price of those effects is 7,000gp.

Serpent Armor (S): MIC p. 20. This is a suit of +1 leather armor whose unique effect has a deconstructed price of 11,000gp and grants you a +1 resistance bonus on Reflex saves and the Combat Reflexes feat. It’s really good for lockdown trippers, saving you a feat and qualifying you for feats that need Combat Reflexes via the virtual feats rules.

Armor of Mobility (C): Drac p. 118. This is a suit of +2 leather armor whose unique effect costs 12,000gp to give you the Mobility feat while worn. It’s a cheaper version of the mobility enhancement at higher levels.

Waymaker (S): Dr292 p. 71. Rating assumes you’re dipping dungeoncrasher fighter; otherwise it’s D-rated. This is a +2 heavy steel shield whose unique effect has a deconstructed price of 13,000gp, grants you the Improved Bull Rush feat while used, and deals +1d6 slashing damage on a successful bull rush. It also grants you a +4 bonus on the Strength check on top of the Improved Bull Rush feat and your usual bonuses.

Hellshield (F): DrCom p. 122. If you’re a paladin or somehow have enough UMD to imitate a class, this is S-rated, but it’s F-rated otherwise. Still, it’s good enough that I found it worth a mention for those who do dip paladin. This is a suit of +3 full plate whose unique effect has a deconstructed price of 14,350gp and grants a paladin wearer fire and cold resistance 25 as well as a +4 insight bonus on Sense Motive checks against evil outsiders.

Armor of the Unending Hunt (B): CWar p. 134. This is a suit of +2 mithral chainmail whose unique effect has a deconstructed price of 17,000gp and grants you immunity to fatigue and exhaustion while worn. This is A-rated for rangers who’ve dipped barbarian and gotten a range ability.

Vampire Hide (B): MIC p. 23. This is a suit of +1 studded leather armor whose unique effect has a deconstructed price of 20,000gp and grants you DR 5/silver or magic. DR/magic is actually really quite good for player characters, because many of the biggest dangers (especially at high levels, when enemies start getting more specific DRs) don’t overcome it with their natural weapons. High-level demons? Pouncing dinosaurs? Cut their damage by 5 per hit. It’s nice.

Praesidium Luminata (F): DrCom p. 123. If you’re a paladin or somehow have enough UMD to imitate a class, this is S-rated, but it’s F-rated otherwise. Still, it’s good enough that I found it worth a mention for those who do dip paladin. This is a suit of +1 full plate whose unique effect has a deconstructed price of 21,350gp and grants a paladin an 30-foot aura of sunlight that causes a bunch of effects: good-aligned creatures get a +1 morale bonus on attack rolls, evil creatures take a –1 penalty on the same, it counts as daylight for light sensitivity, all invisible creatures in the area are revealed, and anything shapeshifted can have their true form seen while in the area. Plus, it’s a free action to don the armor. Just a very good pickup for higher-level paladin multiclasses.

Shield of Senses (A): Dr304 p. 79. This is a +1 animated heavy steel shield of fire resistance whose unique effect has a deconstructed price of 22,000gp and, 2/day, automatically cures you of a blindness or deafness condition without an action needed (immediately upon suffering the condition).

Arms of the Jaezred Chaulssin (B): Dr322 p. 81. This is a suit of +4 mithral blueshine chain shirt of nimbleness whose unique effect has a deconstructed price of 62,400gp and grants you a +5 circumstance bonus on Hide checks as well as a +3 luck bonus on all saving throws. It’s quite expensive, but the benefits are pretty nice if you need them.


Other Magic Items

I considered splitting this part of the guide up by type of magic item, like the sourcebooks do. However, after thinking about it, I decided to do something different. Below is a massive list of magic items, rated and summarized, and sorted by use case. I felt that when building a character it’s probably more helpful to be able to go “oh, I need natural weapons” and just have a spoiler tag for “magic items that give natural weapons” than it is to have to sort through them by slot or creation feat. Generally, this section will only specify permanent items. There are only a few cases here where I’ll recommend a consumable to those who don’t want consumables (mostly the emergency defenses). If you’re looking for consumable magic items (including magic ammunition), you’ll want to go to the next part of this chapter.

When choosing magic items, keep in mind your magic item slots! I like to make a list on my sheet (or scratch paper) for the slots when picking items for a character, just to make sure I’m not leaving power on the table. There are a lot of cheap items that can fill unused slots if you go looking… and well, this part of the guide has very many items listed for any given slot, because I went looking in your stead!

The item slots are as follows:

  • Head (hats, helmets, phylacteries)
  • Face (glasses, goggles, lenses, distinct from head)
  • Neck (amulets, medallions, scarabs)
  • Shoulders (cloaks and capes)
  • Torso (vests, shirts, and the like, distinct from body/armor)
  • Body (armor and robes, distinct from torso)
  • Waist (belts and similar)
  • Arms (bracers and bracelets, distinct from hands)
  • Hands (gloves and gauntlets, distinct from arms, gauntlets enhanced as magic weapons don’t take this slot, but gauntlets enhanced as wondrous items do)
  • Feet (boots or shoes)
  • Two Rings (you can put them both on the same hand if you want)

Finally, weapons and many similar items are functionally slotless, but are generally limited to how many hands you have for holding them.

My ratings assume you’re allowed to use the item-combining rules (including surcharges) from the Magic Item Compendium. If you aren’t, then the opportunity cost of cheaper items goes way up and their ratings commensurately will go down except for extremely centralizing ones.

Ranger-Specific Items

Enemy Spirit Pouch (S): MIC p. 97. Costs 2,100gp, neck slot. This is keyed to a specific creature type (or humanoid/outsider subtype) and has two effects. First, while wearing it you get a +1 competence bonus on attack rolls against that type, and second, it increases your favored enemy bonus against that type by 2 (treating “I don’t have that enemy” as +0, so it can expand your list of favored enemies). This is absolutely fantastic for its cost, letting you use Favored Power Attack against more targets and boosting your existing favored enemies. If your DM allows you to combine these into other items, you absolutely should (1.5 × 2,100gp is only 3,150gp, well worth it), and even if you can’t, you can just… get a bunch of these and swap them out. Don’t get one of your own creature type though, it’ll give you a negative level.

Girdle of Hate (S): DrCom p. 136. Costs 16,000gp, belt slot. This is perhaps the strongest item in the game for rangers, outright doubling your favored enemy bonus against a single one of your enemy categories (chosen when you put the belt on, and changeable each time you do). Frankly, there are even times where I think this item might be too strong to allow, but I also think that it’s balanced for most mid-level cases and some high-level ones. Basically, think about how much it’s adding. An item that doubles a +4 or +6 favored enemy (or even +8/+10 at very high levels) at this price is probably fine, but an item doubling, say, an elf ranger who’s done a bunch of finagling to get themselves a +15, +20 bonus against a favored enemy and then doubling that? Probably shouldn’t be allowed. Talk to your DM about how you want to use this. It’s exceedingly good for rangers, and something you ought to shoot for if you can, but it’s not mandatory for making the class work.


General Combat-Centric Items

Melee Combat Items

Note that if you’re using enemy spirit pouches, you already have a small competence bonus on attack rolls, making items that grant them somewhat worse due to the overlap.

Gloves of Spell Disruption (C): MIC p. 107. Costs 1,000gp, hands slot. This increases the Concentration DC for casting a spell you disrupted with a melee attack by 5. S-rated for lockdown characters as long as you’re allowed to combine items.

Bracers of Striking (S): MoF p. 155. Costs 1,310gp, arms slot. These give you the Improved Unarmed Strike feat, and can also be enhanced magically (costing twice as much as normal) to impart those enhancements on your unarmed strikes. You mainly want the super-cheap access to IUS.

Amulet of Teamwork (B): MIC p. 70. Costs 2,000gp, neck slot. This grants you and allies you flank with a +2 bonus on damage rolls against creatures you flank. You can also activate it as a swift action 1/day to grant you and an adjacent ally +5 to AC for 1 round.

Armbands of Reduction (D): A&EG p. 129. Costs 2,000gp, arms slot. These let you go down in size by a step as if by reduce person for 2 hours 1/day. A-rated for Dex-based melees.

Bracers of Opportunity (D): MIC p. 81. S-rated for lockdown trippers. Costs 2,300gp, arms slot. These grant you a +2 competence bonus on attacks of opportunity if you have Combat Reflexes, and also let you, 2/day, make an AoO as an immediate action without spending an AoO use (i.e. if you’re already out of AoOs in the round).

Goggles of Foefinding (D): MIC p. 108. Costs 2,500gp, face slot. This lets you ignore the AC bonus from cover. Unless you’re using a reach weapon, you’re unlikely to be encountering this often as a melee, but it can still matter and this is cheap. Note that it doesn’t let you AoO enemies in cover, so lockdown trippers have no special affinity for this.

Bands of Blood Rage (B): MIC p. 202. Costs 2,600gp, arms slot. These can be activated 3/day as a swift action to put yourself and any willing allies within 30 feet into a blood rage, which can’t be ended except by going unconscious or being hit by a magical calm effect. During a blood rage from this item, a creature gets a +5 morale bonus on melee weapon damage rolls but takes 5 points of damage at the end of their turn. This is really good, but potentially dangerous; you will absolutely put out more damage than you take with this item, but it can come at a notable attrition cost depending on level and build. This is a “boss battle” item that you activate to make sure you and your allies get your murder on at the end of an adventuring day, rather than an “every combat” item.

Belt of Growth (A): MIC p. 73. Costs 3,000gp, belt slot. This lets you, 1/day as a standard action, increase your size by one category (as if by enlarge person; ask your DM if it works on non-humanoids here) for 10 minutes.

Heartseeking Amulet (A): MIC p. 110. Costs 3,000gp, neck slot. This is more of a low-level item than a high-level one, but it’s quite good. 3/day as a swift action, you can make your next melee attack this round a touch attack. Favored Power Attack fully and kill something.

Sandals of the Tiger’s Leap (A): S&F p. 77. Costs 3,500gp, feet slot. These let you make a flying kick while charging, dealing double damage with one unarmed strike you make during the charge. You have to have 5 ranks in Jump or Tumble to use the item.

Gauntlets of War (B): CC p. 139. Costs 4,000gp, hands slot. This grants you a +1 bonus on weapon damage rolls, or +3 if you worship a deity that grants the war domain and are using their favored weapon. I recommend using imarvintpa’s deity finder to shop around for a god that uses your weapon if you don’t already have a deity.

Ring of Might (S): MoF p. 146. Costs 4,000gp, ring slot. This gives you the Improved Unarmed Strike feat and makes your unarmed strikes deal 1d8 damage.

Armbands of Might (A): MIC p. 72. Costs 4,100gp, arms slot. These grant you a +2 bonus on Str checks, Str-based skill checks, and on melee damage rolls where you used Power Attack to impose at least a –2 penalty on your attacks. Given ranger’s melee damage runs significantly on Favored Power Attack, this will almost always be up, though the damage boost is relatively low.

Bracers of Reaping (B): Du89 p. 59. Costs 5,100gp, arms slot. These grant you a +2 competence bonus on attacks and +1 competence bonus on damage with scythes and sickles. These are actually pretty solid as an extra bonus, but due to enemy spirit pouches existing, you’re probably not interested in such an overlapping bonus to attack rolls. These are mostly notable because they give precedent for bracers of archery equivalents existing for other pairs of weapons than shortbows and longbows.

Ring of the Righteous (A): Rav p. 212. Costs 5,400gp, ring slot. This can be activated 1/day as a standard action to give you a +4 sacred bonus to Str and 25 temp hp for 5 minutes.

Mantle of Rage (A): A Magical Assortment (and also here’s some info on this mystery PDF’s origin). Costs 6,000gp, shoulders slot. This lets you rage 1/day as a 1st-level barbarian.

Strongarm Bracers (B): MIC p. 139. Costs 6,000gp, arms slot. These let you wield weapons as if you were one size bigger (doesn’t stack with powerful build). It’s a small damage boost that increases if you’re also getting size ups elsewhere. You need an actual larger weapon, though, so it may be awkward to change gears if you already had a specific weapon you spent money on.

Gloves of the Balanced Hand (S): MIC p. 105. Costs 8,000gp, hands slot. These grant you the Two-Weapon Fighting feat (or the effect of Improved Two-Weapon Fighting if you already have it). This is amazing for TWF characters, but even for non-TWFers, it’s quite good as a very high-level pickup when you’ve got cash to spare. On any melee two-hander or omnimauler, this can get you an extra attack in any given full attack fairly cheaply if you have Improved Unarmed Strike (or a bracers of striking/ring of might/fanged ring/monk’s belt).

Fanged Ring (B): DM p. 101. Costs 10,000gp, ring slot. This grants you the Improved Unarmed Strike and Improved Natural Attack (unarmed strike) feats. It’s slightly cheaper than a monk’s belt (and worse for unarmored builds), but the main reason it’s good is because your belt slot will likely be more important than a ring slot for filling with other items. This would be rated more highly if the bracers of striking and ring of might didn’t exist.

Ring of Earth’s Grasp (C): DrCom p. 127. Costs 10,000gp, ring slot. This gives you a +4 untyped bonus on Climb checks, grapple checks, and any Str-based checks where grip strength is a factor (resisting disarming is explicitly listed; it’s unclear if offensive combat maneuvers would be; I think logically they should? Talk to your DM).

Gauntlets of Heartfelt Blows (D): DrCom p. 136. Costs 12,000gp, hands slot. These add fire damage equal to your Cha bonus (if any) on all your melee attacks. Most rangers won’t have much use for this, but if you are a Cha-based ranger, they’re excellent.

Mask of Fury (A): Dr324 p. 76. Costs 12,000gp, face slot. This lets you rage like a barbarian 2/day, though it has a requirement of either (1) having been wounded within the last hour or (2) wounding yourself for 3 damage as a standard action to trigger the first condition.

Monk’s Belt (B): SRD. Costs 13,000gp, waist slot. These give you the unarmed damage and AC bonus (including Wis to AC while unarmored) of a 5th-level monk, which includes Improved Unarmed Strike. This would be rated more highly if the bracers of striking and ring of might didn’t exist.

Vestments of Divinity (B): MIC p. 214. This isn’t actually a specific item, but an item set of mostly “just solid” items that you generally wouldn’t take on your own, that happen to be relatively cheap and have a quite solid set bonus for that cost. At 2 items in the set, you get a +1 sacred bonus on saves against effects originating from evil creatures, and at 5 items in the set, your melee attacks deal +1d6 damage against evil creatures. Adding the effects of these items to your existing ones in the slots is very cheap and gives you a nice boon.

Ephod of Authority (F): MIC p. 215. Costs 800gp, torso slot. This increases your cleric level for turn undead by 1. Useless for rangers beyond the set bonus.

Lenses of Revelation (D): MIC p. 215. Costs 1,400gp, face slot. At-will you can use a detection effect on a target that tell you if they’re an undead or evil outsider (or neither).

Cord of Favor (C): MIC p. 215. Costs 3,000gp, waist slot. These grant you a +5 competence bonus on Sense Motive Checks and let you cast divine favor 3/day spontaneously by burning a 1st-level divine slot/spell.

Badge of Glory (C): MIC p. 214. Costs 3,400gp, throat slot. 2/day as a swift action you can deal +half your level in damage on your next melee attack against an evil creature.

Phylactery of Virtue (C): MIC p. 215. Costs 6,500gp, head slot. This gives you a +2 morale bonus on saves against death effects, energy drain, and negative energy effects, and lets you 2/day cast death ward by sacrificing a 4th-level divine spell. It’s the best of the bunch, but only comes into its own at very high levels for rangers.

Ranged Combat Items

Note that if you’re using enemy spirit pouches, you already have a small competence bonus on attack rolls, making items that grant them somewhat worse due to the overlap.

Armbands of Reduction (A): A&EG p. 129. Costs 2,000gp, arms slot. These let you go down in size by a step as if by reduce person for 2 hours 1/day.

Gauntlets of Extended Range (A): MIC p. 103. Costs 2,000gp, hands slot. Rating assumes you’re a thrower, it’s F-rated otherwise. These double the range increment of thrown weapons. Low range can often be a serious drawback of even the good thrown weapons, so this is quite nice to have.

Bands of Extended Range (A): CPsi p. 113. Costs 2,000gp, hands slot. These are a differently named earlier printing of the gauntlets of extended range. By RAW, since these are different items, you could theoretically combine them with the gauntlets using the usual rules for combining items to get a 4× multiplier on range. Talk to your DM about it? It’s cheap, useful, and probably balanced.

Third Eye Surge (A): MIC p. 143. Costs 2,100gp, face slot. This has a couple daily charges that you can burn as a swift action to get an insight bonus on Str/Dex checks, skills based on those ability scores, and weapon damage rolls for 1 round. What matters for ranged weapon users is that, functionally, this item lets you 1/day get a +4 insight bonus on all weapon damage rolls, allowing for a very cheap alpha strike capability with your many shots.

Goggles of Foefinding (A): MIC p. 108. Costs 2,500gp, face slot. This lets you ignore the AC bonus from cover. Ranged characters will encounter this very often, so it’s quite good for them.

Gauntlets of War (A): CC p. 139. Costs 4,000gp, hands slot, archers only. This grants you a +1 bonus on weapon damage rolls, or +3 if you worship a deity that grants the war domain and are using their favored weapon (the only relevant ranged weapon is a longbow here). I recommend using imarvintpa’s deity finder to get a list. Since bows tend to need more damage boosts than other weapons, the rating is higher here. This is only D-rated for archers who use relics, though, since Ehlonna and Corellon don’t grant the war domain, and F-rated for throwers.

Bracers of Archery (C): SRD. Costs 5,000gp/25,000gp, arms slot. The lesser version of these give you a +1 competence bonus on attacks with bows, and the greater version gives you a +2 competence bonus on attacks and +1 competence bonus on damage with bows. These are actually pretty solid as an extra bonus, but due to enemy spirit pouches existing, you’re probably not interested in such an overlapping bonus.

Gloves of Endless Javelins (S): MIC p. 194. Costs 7,000gp, hands slot. I feel a little weird about rating this so highly, but let’s be real: it is by far the most effective way of making a thrown weapon build work by RAW. As a free action, you can generate a +1 javelin made of pure force (works on incorporeal foes, but does not automatically overcome DR, it’s a +1 javelin made of force, not a +1 force javelin) and then throw it, and can repeat this any number of times. Easy full attacks, TWF full attacks, whatever. Javelins weigh enough for use with Rout, only take one hand to throw, and will do the job. Not being able to enhance these as a proper weapon sucks, and honestly, it’d be very reasonable for a group to houserule that this can be itself enhanced like a weapon. Talk to your group, but keep in mind the risk of a “no” answer. This is still a strong enabler for throwers even in the worst case.

Horizon Goggles (C): CMag p. 133. Costs 8,000gp, face slot. These grant you the Far Shot feat.

Quiver of Elvenkind (D): CC p. 144. Costs 8,000gp. Any nonmagical arrow drawn from this becomes a +1 arrow (irrelevant), or a +1 orc bane arrow if you’re an elven worshiper of Corellon Larethian. It’s useful in heavily orc-focused campaigns, but otherwise kinda mediocre.

Helm of the Hunter (C): MIC p. 194. Costs 9,000gp, head slot. This helmet gives you a +5 competence bonus on Spot checks and the Far Shot feat. If used alongside a winged vest or gloves of endless javelins, you also get a constant feather fall effect.

Chainmail Glove of Taarnahm the Vigilant (F): PGtF p. 123. Costs 10,000gp, hands slot. This gives all your melee weapons throwing and returning. The only reason I’m mentioning this is because, theoretically, you might be able to ask your DM to houserule returning to work instantly. If you do, this is a good item for enabling thrower builds.

Quiver of Energy (B): MIC p. 172. Costs 15,000gp, archery and crossbows only. This is keyed to a specific element (acid/cold/electricity/fire) and can hold up to 20 arrows or bolts. Any projectile stored in the quiver for at least one round deals +1d6 energy damage on hit when drawn and fired.

Goggles of the Ebon Hunter (D): MIC p. 108. Costs 18,000gp, face slot. These grant you 30ft darkvision and a +1 competence bonus on ranged attack and damage rolls.

Haste & Extra Actions

Haste and similar abilities grant you an extra attack in a full attack at your highest bonus. It’s phenomenal for any martial using full attacks (which, as a ranger, is probably you).

Bracers of Quick Strike (C): MIC p. 81. Costs 1,400gp, arms slot. These let you, 1/day as a swift action, make an extra attack in a full attack. A baby version of bracers of blinding strike. You can’t get multiple of these and swap them out after a use, sadly.

Bracers of Blinding Strike (B): MIC p. 198. Costs 5,000gp, arms slot. These grant a +2 competence bonus on initiative checks and let you, 3/day as a swift action, make an extra attack in a full attack. They’re like the baby version of a belt of battle… fine, but massively overshadowed.

Belt of Battle (S): MIC p. 73. Costs 12,000gp, waist slot. This grants a +2 competence bonus on initiative checks and lets you, a limited number of times per day, get extra actions in exchange for your swift. You can use this to 1/day full attack twice. It’s one of the best martial items in the game. If you're in a game where you can combine items, get this. Otherwise, it's probably worse for you than a girdle of hate.

Boots of Speed (A): SRD. Costs 12,000gp, feet slot. This lets you act as though hasted for 10 rounds per day, partitioned out as you like. Generally this is more than enough to make your full attacks really count across multiple encounters.

Ring of Speed (A): Dr312 p. 88. Costs 12,000gp, ring slot. This is a boots of speed but in a ring slot, otherwise working identically.

Ring of Haste (S): D&D Fight Club. Costs 30,000gp, ring slot. This grants you an at-will, self-only haste effect. It’s probably reasonable for a DM to just treat it as continual.

Initiative Boosters

Going first means killing enemies before they kill you. You want to go first when possible, especially at high levels.

Sandals of the Vagabond (A): CC p. 142. Costs 4,000gp, feet slot. These grant you a +2 luck bonus on initiative checks and make you immune to exhaustion, while also improving the benefit of other vagabond items.

Bracers of Blinding Strike (B): MIC p. 198. Costs 5,000gp, arms slot. These grant a +2 competence bonus on initiative checks and let you, 3/day as a swift action, make an extra attack in a full attack. They’re like the baby version of a belt of battle… fine, but massively overshadowed.

Ring of Anticipation (S): DotU p. 100. Costs 6,000gp, ring slot. This gives you a +2 competence bonus on Listen and Spot checks, and makes it so that you roll 2d20 take highest for initiative checks. If you get only a single init-boosting item, this is the one to get. It’s fantastic.

Ring of the Evil Eye (A): DrCom p. 127. Costs 6,000gp, ring slot. Technically this is a cursed item. It grants you a +2 untyped bonus on initiative checks and a +6 untyped bonus on Spot checks, but also makes it so if a scrying spell targets you, it automatically succeeds.

Belt of Battle (S): MIC p. 73. Costs 12,000gp, waist slot. This grants a +2 competence bonus on initiative checks and lets you, a limited number of times per day, get extra actions in exchange for your swift. You can use this to 1/day full attack twice. It’s one of the best martial items in the game. If you're in a game where you can combine items, get this. Otherwise, it's probably worse for you than a girdle of hate.

Bands of the Iron Monkey (C): DrCom p. 132. Costs 15,000gp, arms slot. These give you a +2 untyped bonus on initiative checks and the Deflect Arrows feat.

Bypassing Invisibility/Concealment

Ideally you should handle this with some kind of seeking or faerie fire effect on your weapon since there are many of those, but if you can’t, these are good for answering annoying miss chances.

Ghost Hood (B): Rav p. 215. Costs 2,160gp, head slot. This lets you cast see invisibility on yourself (lasts 30 minutes) 1/day.

Scout’s Headband (A): MIC p. 132. Costs 3,400gp, head slot. This grants a +2 competence bonus on Spot checks and has daily charges that can be used to get darkvision, see invisibility, or true seeing (depending on how many used). It’s the cheapest way of getting access to true seeing when you need it.

Dragon Mask (B): MIC p. 94. Costs 4,000gp, face slot. This grants you see invisibility for 5 minutes 2/day as a swift action.

Hand of Glory (B): SRD. Costs 8,000gp, neck slot. This lets you cast daylight and see invisibility each 1/day, and also lets you wear an extra ring (on the hand). At high enough levels where money stops being an object for small amounts, this is probably A-rated to combine into whatever your main necklace is.

Blindfold of True Darkness (A): MIC p. 75. Costs 9,000gp, face slot. This trades your vision for blindsight out to 30 feet when worn. It’s the cheapest and most effective way to get blindsight, letting you bypass visual effects, stealth, and invisibility trivially.

Crystal Mask of Visual Insight (B): MIC p. 92. Costs 10,000gp, face slot. This lets you ignore all concealment (but not invisibility) against creatures within 30 feet when activated. The effect lasts for 1 round, is activated as a swift action, and can be used any number of times per day. Not the best, but good enough to make do if you don’t have another way to bypass miss chances.

Ring of See Invisibility (B): CSQ p. 130. Costs 15,000gp, ring slot. This lets you see invisible, ethereal, and astral (somehow) creatures within 130 feet, continuously.

Truelight Lantern (A): MoE p. 116. Costs 36,000gp. This is a lantern that can, 1/day, make a true seeing effect in a 120ft cone. Everything in the area is shown as it is, as if viewers had true seeing cast on them.

Hathran Mask of True Seeing (B): Una p. 57. Costs 75,000gp, face slot. This grants you a constant true seeing effect.

Helm of Vision (C): DotF p. 26. Costs 91,600gp, head slot. This grants you a constant true seeing effect and a +1 insight bonus to AC.

Other Useful Combat Items

Mostly unsorted except by price; this is a bunch of items without a direct specific niche that are nonetheless potentially quite useful for many rangers.

Boots of the Mountain King (S): MIC p. 78. Costs 1,500gp, feet slot. These let you ignore the movement penalties and skill check modifications for light and dense rubble, as well as for moving up slopes and stairs. This is really important in campaigns with complex dungeon terrain, since it means you can now charge through all that stuff (and likewise, pounce).

Gloves of Fortunate Striking (C): MIC p. 105. Costs 2,000gp, hands slot. 1/day you can activate these as an immediate action to reroll an attack roll you just made. A-rated for martial initiator multiclasses who’re focusing on strikes.

Crown of White Ravens & Variants (S): ToB p. 149. Costs 3,000gp (adept), 15,000gp (scholar), or 45,000gp (master); slot varies. The crown of white ravens and its other-discipline equivalents let you get access to a martial maneuver, usable 1/encounter, of a level depending on the tier of the item. Even just getting the adept versions is fantastic, since there are many good low-level maneuvers. One notable cheese you can do with this is to use such an item to qualify for Martial Stance without needing to spend a feat on Martial Study first (though you’ll lose access to your stance if you don’t have the item on). There’s also the argument that you can just choose the stance itself with a crown of white ravens.

Skirmisher Boots (B): MIC p. 136. Costs 3,200gp, feet slot. Rating assumes you’re a Swift Hunter build; otherwise it’s F-rated. This gives you a +2 bonus on damage rolls when using skirmish, and also, 2/day, lets you make an extra attack as a swift action while skirmishing.

Dryad’s Helm (A): Dr340 p. 69. Costs 4,000gp, head slot. This item imposes a cumulative –1 penalty on a creature’s attack rolls against anyone other than you for 1 round (max –5), whenever you hit them with a melee attack. It’s not only a nice tanking option, but if you and your allies both have this, you can put out universal, fairly high attack penalties without an action cost, provided you hit enough times.

Ring of the Righteous (A): Rav p. 212. Costs 5,400gp, ring slot. This can be activated 1/day as a standard action to give you a +4 sacred bonus to Str and 25 temp hp for 5 minutes.

Torque of Lucid Raging (D): Du126 p. 95. Costs 9,000gp, neck slot. This is A-rated for rangers multiclassing barbarian and keeping rage. It removes the restrictions on what you can do while raging (letting you use patient skills, cast spells, and the like freely).

Bracers of Whirlwind (C): Dr347 p. 72. Costs 9,800gp, arms slot. These bracers let you turn into a whirlwind 1/day for 15 minutes (move action to deactivate), functioning like that of a Large air elemental. Note though that you’d still set the save DC based on your own stats (10 + 1/2 HD + Str bonus), potentially giving you a powerful area effect in scenarios where you don’t necessarily want to attack normally (and, yanno, giving you a 100ft fly speed during it, which is nice for mobility).

Bracers of Murder (B): DotU p. 98. Costs 10,000gp, arms slot. These grant you a +2 profane bonus on attack and damage rolls against flat-footed enemies, and also makes it so any sneak attack or sudden strike you have rerolls 1s on damage dice.

Shrink Collar (A): A&EG p. 81. Costs 10,000gp, neck slot. This reduces you down to Small size (regardless of your normal size) without changing your ability scores. Unless you’re a lockdown trip build or similar that needs the size ups, it’s a small functionally-untyped bonus on attack rolls and to AC. Excellent, but not necessarily a priority.

Horn of Plenty (S): MIC p. 162. Costs 12,000gp, and 1/day can make a heroes’ feast for 12 people. This means a +1 morale bonus on attack rolls, immunity to fear, immunity to poison, some temp HP, and curing of all diseases for 12 hours. This is a phenomenal party buff, and accessible fairly early if you pool some resources.

Arm of Nyr (S): DotF p. 26. Costs 12,800gp and is slotless, but it’s also a prosthetic arm so you do need to lose an arm for this. An arm of Nyr is a magical prosthesis that only works for good-aligned characters, and grants you a +2 untyped bonus to both Strength and Dexterity when using the arm as well as a +2 deflection bonus to AC.

Rogue’s Vest (D): MIC p. 130. Costs 18,000gp, torso slot. This is A-rated for sneak attackers and Swift Hunter rangers. It grants a +2 competence bonus on Hide and Move Silently, a +2 competence bonus on Reflex saves, and +1d6 damage when making a precision damage-type attack.

Skin of Celestial/Fiendish Embrace (B): MIC p. 170 or CPsi p. 110. Costs 24,000gp. These can be activated 1/day as a swift action to give you most of the benefits of the half-celestial template or half-fiend template for 15 rounds. You don’t get the ability score adjustments or SLAs, but you get the rest as if you had 15 HD. The original printings from Complete Psionic are A-rated and instead costs 48,000gp, take a standard action to activate, and grant you the full template, including SLAs.

Sparring Dummy of the Master (S): A&EG p. 138. Costs 30,000gp, and is more of a “party fund” type thing. This item is weird. You need to have a monk level to use it (or UMD to imitate a class each time you do), and if you train with it every day for four weeks (8 hours a day), you permanently upgrade your 5-foot steps to become 10-foot steps. Downtime cost and hoops to jump through notwithstanding, this is fantastic for combat mobility if you and your party can make it function.

Standard of Heroism (A): CWar p. 136. Costs 40,000gp. This can be attached to any two-handed hafted weapon, and grants you and allies within 30 feet a +2 morale bonus on attacks, saves, and skill checks.

Ring of the White Wyrm (A): Frost p. 111. Costs 64,000gp, ring slot. This gives you at-will ice-only spider climb, a 2/day freezing fog (as solid fog but also applies grease to the ground, which you are immune to), and a 1/day wall of ice power at CL 13, as well as cold resistance 10 and the ability to become a half-white dragon 1/day for an hour (getting all the benefits, including the massive +8 Str bonus and the natural weapons). Honestly, even just the solid fog+grease SLA would give this thing a high rating; the rest just makes it even better.


Natural Weapons, Getting & Using

Getting Natural Weapons

As natural weapon builds are based on getting as many as possible, cheap-ish items that get you one or more of them will be high-rated. This thread by Person_Man on Giant in the Playground is also a great resource for finding sources of natural weapons. You should also check the grafts listings, waaaay later in this chapter.

Bracers of Striking (S): MoF p. 155. Costs 1,310gp, arms slot. These give you the Improved Unarmed Strike feat, and can also be enhanced magically (costing twice as much as normal) to impart those enhancements on your unarmed strikes. You mainly want the super-cheap access to IUS.

Gauntlets of the Talon (S): MIC p. 103. Costs 4,000gp, hands slot. Like most relics, you don’t care at all about the relic benefit. These gauntlets give you two primary claw natural weapons that deal 1d6 base damage, provided you’re lawful good, lawful neutral, or neutral good. This is the cheapest way of getting claws that I know of.

Ring of Might (S): MoF p. 146. Costs 4,000gp, ring slot. This gives you the Improved Unarmed Strike feat and makes your unarmed strikes deal 1d8 damage.

Clockwork Mask of the Mind Flayer (S): Legend of the Silver Skeleton p. 21. Costs 8,000gp, face slot. This gives you four natural weapon tentacles that cannot be used alongside other weapons or natural weapons, but all attack at your full bonus as a standard action. This is kinda a “I want to be a natural weapon user, but have a minimal investment build” option, akin to picking up a two-handed weapon. The tentacles also have improved grab, and an illithid-like extract ability (though you are extremely unlikely to ever make the latter stick).

Horned Helm (A): MIC p. 112. Costs 8,000gp, head slot. This gives you a secondary gore attack dealing 1d8 damage and counting as a magic weapon for DR.

Fanged Mask (A or F): MIC p. 99, MoF p. 158, or Dragon Annual #5 p. 103. Costs 8,300gp, face slot. By strict RAW, the MIC printing of the fanged mask is basically useless; it states you can “activate it” to make a bite attack, thus precluding its bite attack from working in a full attack. If your DM hews to that ruling, then consider it F-rank. The fanged mask’s bite attack deals 1d6 damage, counts as a magic weapon, and 3/day can impose a DC 13 Fort save against a 1-round stun on a successful hit (no extra action needed). The earlier printing in Magic of Faerûn is better, costing 8,302gp, not having the weirdness around its activation, and counting the bite attack as a +1 weapon (though it only has a base damage of 1d4, so it evens out there). The original printing in Dragon Annual #5 is even better than that, doing the same thing but costing only 4,302. Regardless of which you use, if it’s allowed to function as an always-up bite attack, this is A-rated.

Beast Claws (S): SS p. 49. These are a pair of +1 spiked gauntlets that cost 9,610gp for both and, when worn together, turn into a pair of claw natural weapons with the gauntlets’ special abilities. This is basically a version of gauntlets of the talon that doesn’t take your hands slot, since they’re specific weapons rather than a wondrous item. If you already have claw attacks, the enhancement bonus is increased to +2 when worn.

Fanged Ring (B): DM p. 101. Costs 10,000gp, ring slot. This grants you the Improved Unarmed Strike and Improved Natural Attack (unarmed strike) feats. It’s slightly cheaper than a monk’s belt (and worse for unarmored builds), but the main reason it’s good is because your belt slot will likely be more important than a ring slot for filling with other items. This would be rated more highly if the bracers of striking and ring of might didn’t exist.

Monk’s Belt (B): SRD. Costs 13,000gp, waist slot. These give you the unarmed damage and AC bonus (including Wis to AC while unarmored) of a 5th-level monk, which includes Improved Unarmed Strike. This would be rated more highly if the bracers of striking and ring of might didn’t exist.

Improving Natural Weapons

Wyrmfang Amulet (D): MIC p. 148. Costs 1,350gp, throat slot. This lets your unarmed strikes and natural weapons count as magic for overcoming DR. It’s much worse than even an amulet of mighty fists, but is also cheap enough to be useful at very low levels if you’re a natural weapon user worried about DR/magic neutralizing you in rusty dagger shanktown.

Necklace of Natural Weapons (S): SS p. 58. Costs 600gp plus the cost of the enhancements, neck slot. This applies a magic weapon enhancement pile to one of your natural weapons. You can multiply the total price (including the 600gp surcharge) by any number when making or enhancing it to have it apply to that many natural weapons at once.

Sandals of the Tiger’s Leap (S): S&F p. 77. Costs 3,500gp, feet slot. These let you make a flying kick while charging, dealing double damage with one unarmed strike you make during the charge. You have to have 5 ranks in Jump or Tumble to use the item.

Amulet of Mighty Fists (B): SRD. Costs 6,000gp to 150,000gp, neck slot. This grants a +1 to +5 enhancement bonus to all your natural weapons. It’s not actually that good for anyone but really wide omnimauler builds (like, 4+ natural weapons); otherwise you’re much better off taking a necklace of natural weapons.

Ghoul Gauntlets (D): MIC p. 104. Costs 10,000gp, hands slot. These let you, 1/round, inflict a Fort save (DC 13) against 1d6+2 rounds of paralysis on a successful hit with a natural weapon (or do so as a standard action touch attack). It’s… alright. Not good, but alright if you’re looking for something to add one more possible win condition to any given full attack.


Necessary Defenses

Miss Chances

Having a miss chance is a far better defense than high AC (not the least of which because both apply), and you should absolutely try to have one by late-mid levels and higher. Not mentioned here is the 3,400gp mithralmist shirt, a great choice for miss chances in your armor slot.

Ring of the Darkhidden (S): MIC p. 122. Costs 2,000gp, ring slot. This makes you invisible against darkvision while in the dark, even while attacking. It’s incredible, and something even non-sneaky rangers should consider.

Shadowy Diadem (B): DM p. 103. Costs 4,400gp, head slot. 3/day as a swift action, this lets you get 20% concealment and immunity to energy drain for 10 rounds.

Minor Cloak of Displacement (B): SRD. Costs 24,000gp, shoulders slot. This gives you a constant 20% concealment. It’s alright, and probably the standard for always-up miss chances. Still, the various cheaper options (especially in the armor section) will often outpace it if you’re willing to manage daily uses.

Ring of Vanishing (B): MIC p. 128. Costs 30,000gp, ring slot. This lets you become completely imperceptible for 2 rounds to anything but see invisibility type effects, as if by greater invisibility but working against other senses too. It can be activated 3/day as a swift action. This is S-rated if you’re a sneak attack user.

Major Cloak of Displacement (A): SRD. Costs 50,000gp, shoulders slot. This is the deluxe miss chance item, giving you 15 rounds per day (split up as you like, on a round-by-round, no-action-needed basis) of 50% miss chance as if by displacement. This is enough to handle most relevant combat rounds if you’re able to manage it effectively.

Death Effects & Energy Drain

Dying instantly sucks, as does losing levels. You want protection against both.

Shadowy Diadem (B): DM p. 103. Costs 4,400gp, head slot. 3/day as a swift action, this lets you get 20% concealment and immunity to energy drain for 10 rounds.

Ring of Parting Prevented (S): Rav p. 211. Costs 10,080gp, ring slot. This lets you cast death ward on yourself 1/day as an immediate action, lasting 7 minutes.

Yragerne Signet (A): Dr359 p. 76. Costs 15,200gp, ring slot. This grants you constant protection from evil and protection from good effects, and lets you 1/day cast death ward on yourself as well.

Ring of Death Ward (D): Dr342 p. 68. Costs 60,000gp, ring slot. This grants a continuous death ward effect, and is more expensive than the likes of soulfire armor so you probably shouldn’t get it. Still, in the case where you absolutely can’t fit this kind of defense anywhere but a ring slot, this can work.

Fear Effects

Fear effects are extremely common and extremely dangerous, mucking up you and your allies’ plans if even one person gets tagged with a higher-rank one. Immunity to fear (or immunity to mind-affecting, which includes fear) is thus paramount, especially at higher levels.

Ring of Resolve (A): DotU p. 100. Costs 5,500gp, ring slot. This grants you a +4 morale bonus on saves against spells and SLAs with the fear descriptor (but not other effects), and also lets you, 1/day as an immediate action, reflect a fear spell/SLA against its caster (you don’t need to make a save at all).

Horn of Plenty (S): MIC p. 162. Costs 12,000gp, and 1/day can make a heroes’ feast for 12 people. This means a +1 morale bonus on attack rolls, immunity to fear, immunity to poison, some temp HP, and curing of all diseases for 12 hours. This is a phenomenal party buff, and accessible fairly early if you pool some resources.

Banner of the Storm’s Eye (S): MIC p. 151. Costs 15,000gp, shoulders slot or can be mounted on a pole (including a polearm) and held. This suppresses all fear effects within 20 feet of you and prevents creatures within 20 feet from being stunned or confused.

Mind-Affecting Effects

Mind-affecting effects are a super wide range of many dangerous and many not-so-dangerous effects. The most debilitating of them are mind control powers, which turn you into a dangerous liability in combat. Many of the other debuffs carried by mind-affecting effects can be covered by items blocking specific conditions, but mind control can’t.

Hathran Mask of Mental Armor (B): Una p. 57. Costs 4,000gp, face slot. This grants you a +4 resistance bonus on saves against mind-affecting effects. It does overlap (not stack) with cloak of resistance bonuses, but it’s a nice low/mid-level defensive item.

Banner of Law/Chaos/Good/Evil (S): HoB p. 133. Costs 8,000gp. This can be mounted on a two-handed weapon, and grants all allies within 30 feet a protection from alignment effect (chosen when the item is made), so long as they aren’t the alignment being protected from.

Yragerne Signet (A): Dr359 p. 76. Costs 15,200gp, ring slot. This grants you constant protection from evil and protection from good effects, and lets you 1/day cast death ward on yourself as well.

Phylactery of Protection from Evil (D): Dr342 p. 68. Costs 30,000gp, neck slot. This grants a continuous protection from evil effect, preventing you from being mind controlled (but not from other mind-affecting effects). Note that this is much more expensive than the magic item guidelines say it should be (that would be 4,000gp for a continuous protection from evil), but if your DM doesn’t allow that kind of custom item and you only have a neck slot, this one is available.

Ring of Mental Fortitude (C): DMG2 p. 263. Costs 110,000gp, ring slot. This and anything similarly-costed is a hyper-deluxe option. This ring makes you immune to mind-affecting effects.

Third Eye Conceal (C): SRD (there’s an MIC version but it’s identical). Costs 120,000gp, face slot. Grants you total immunity to divinations, clairsentience powers, and mind-affecting effects, as a psionic mind blank power.

Other Major Debuffs

These are items for defending against blind, daze, stun, paralysis, and other effects that just take you out of the fight for one or more rounds.

Third Eye Freedom (S): MIC p. 141. Costs 2,600gp, face slot. This lets you get freedom of movement for 1 round 1/day as an immediate action. Cheap and effective for saving your life in a pinch.

Third Eye Clarity (S): MIC p. 141. Costs 3,000gp, face slot. This lets you negate a confusion, daze, stun, or fascinate debuff against you 1/day as an immediate action. This is one of the only sources of daze immunity in the game.

Raptor’s Mask (A): MIC p. 210. Costs 3,500gp, face slot. This grants you a +5 untyped bonus on Spot checks and makes you immune to effects that would leave you blinded or dazzled. RAW, I think that actually blocks the entire effect if an effect has a blind or dazzle rider; talk to your DM about that interpretation I guess. Its set bonus is also quite good, giving reactive resistance or immunity to fire a couple times per day if you have the crown of flames, talon sceptor, and/or phoenix cloak.

Tooth of Shax (S): ToM p. 79. Costs 10,080gp. This is a tooth of Dahlver-Nar, which is a slotless, unique item that afflicts you with the sign and influence of the vestige it’s named for. Talk to your DM about getting one of these, as they’re functionally “artifacts with price tags (and game balance)” lorewise. Anyway, it lets you cast freedom of movement 1/day (CL 7).

Vest of Freedom (S): MIC p. 198. Costs 12,000gp, torso slot. This lets you, 3/day as a swift action, get 3 rounds of freedom of movement. With proactive use (or emergency use in a grapple) it’s going to do the job for nearly every character, though it won’t save you reactively from many effects.

Ring of Freedom of Movement (S): SRD. Costs 40,000gp, ring slot. This is slightly more expensive than a suit of freedom armor, but grants a constant freedom of movement effect without pushing other armor enhancements to later. A good trade for many characters.

Skin of Movement (S): The Mind's Eye. Costs 40,000gp. This grants a constant freedom of movement effect without needing an item slot, though it cannot be used with other psychoactive skins.

Save Boosters

When you can’t get immunity, your next line of defense against effects are your saves. The cheapest boost is the cloak of resistance equivalents from the common item bonuses rules, but beyond that you can further buff your saves with other items.

Headband of Conscious Effort (B): MIC p. 109. Costs 2,000gp, head slot. This lets you make a Concentration check instead of a Fort save 1/day as an immediate action.

Breastplate of Thrane (A): FoW p. 124. This is an 8,350gp +2 breastplate (add +4,000gp to make it mithral for ranger use) that grants you a +2 morale bonus on Will saves and 1/day lets you reroll a failed Will save as an immediate action. It’s also part of an excellent item set that gives you an ally-buffing smite attack. If playing with item-deconstruction houserules, the deconstructed price of the effect is 4,000gp.

Crystal Mask of Mindarmor (A): MIC p. 92. Costs 10,000gp, face slot. This grants a +4 insight bonus on Will saves.

Rogue’s Vest (D): MIC p. 130. Costs 18,000gp, torso slot. This is A-rated for sneak attackers and Swift Hunter rangers. It grants a +2 competence bonus on Hide and Move Silently, a +2 competence bonus on Reflex saves, and +1d6 damage when making a precision damage-type attack.

Amulet of Good Fortune (B): Dr322 p. 57. Costs 27,000gp, neck slot. This grants you a +4 luck bonus on a single save as well as low-light vision (for Fort and Ref save variants) or the Blind-Fight feat (for Will save variants).

Standard of Heroism (A): CWar p. 136. Costs 40,000gp. This can be attached to any two-handed hafted weapon, and grants you and allies within 30 feet a +2 morale bonus on attacks, saves, and skill checks.

Emergency Interrupts

Rerolls, immediate action defenses, and the like can be excellent for blocking both specific and generic effects.

Griffon Badge (B): CoS p. 149. Costs 400gp, neck slot. This lets you cast feather fall 1/day as an immediate action.

Chronocharm of the Grand Master (C): MIC p. 68. Costs 500gp, neck slot. The MIC’s chronocharm items can all be worn together on the same necklace without overlapping an item slot, but you can only have one of a given type. You have to wear them for 24 hours before they turn on, so no hot-swapping for extra uses either. Anyway, a chronocharm of the grand master lets you get +5 to AC against a ranged attack 1/day as an immediate action.

Failsafe Ring: Dr350 p. 73. Cost varies, ring slot. These are rings that, when worn, automatically activate a specific spell 1/day the first time you take damage. They can be excellent defensive options, especially as you can swap them out after their daily use is up. The default is mage armor (useless for rangers), but the better options are as follows:

  • Shield (B): Costs 800gp, activates a CL 1 shield effect upon taking damage.
  • Invisibility (A): Costs 4,000gp, activates a CL 3 invisibility effect upon taking damage. This can absolutely neuter a dangerous full attack when ambushed, and is a great tool to use as a ranged martial for countering enemies who try to pounce at or focus-fire you.
  • Fire Shield (B): Costs 22,400gp, activates a CL 7 fire shield effect upon taking damage. Note that it doesn’t trigger on fire damage specifically, but any damage, so be careful not to waste it.

Third Eye Dampening (S): MIC p. 141. Costs 2,500gp, face slot. This lets you, 1/day as an immediate action, make a spell, spell-like ability, power, or psi-like ability deal all its variable numeric effects at the minimum value. It’s really good as an emergency defense, letting you tank stuff even at very high levels that might otherwise have huge, potentially-murderous variance.

Skin of Power Damping (S): MIC p. 171. Costs 10,000gp. This is a slotless version of third eye dampening that works 3/day.

Third Eye Freedom (S): MIC p. 141. Costs 2,600gp, face slot. This lets you get freedom of movement for 1 round 1/day as an immediate action. Cheap and effective for saving your life in a pinch.

Amulet of Fortune Prevailing (B): MIC p. 69. Costs 5,000gp, neck slot. This lets you reroll a save 1/day as an immediate action, after you see the roll but before knowing if you succeeded or failed.

Amulet of Peace (A): SoS p. 139. Costs 5,000gp, neck slot. This is an absurdly good item that rangers are unfortunately bad at using. If you’ve maxed Diplomacy on your build, it’s S-rated. This amulet lets you, 2/day, replace your AC with a Diplomacy check against one attacking creature for 1 round as an immediate action. It can explicitly shut down full attacks!

Breastplate of Thrane (A): FoW p. 124. This is an 8,350gp +2 breastplate (add +4,000gp to make it mithral for ranger use) that grants you a +2 morale bonus on Will saves and 1/day lets you reroll a failed Will save as an immediate action. It’s also part of an excellent item set that gives you an ally-buffing smite attack. If playing with item-deconstruction houserules, the deconstructed price of the effect is 4,000gp.

Mantle of Second Chances (B): MIC p. 115 or DMG p. 269. Costs 12,000gp, shoulders slot. This lets you reroll a single die 1/day as an immediate action. The original printing in the Dungeon Master’s Guide II is instead S-rated, since it has you reroll as a non-action and only costs 6,000gp.

Bands of the Iron Monkey (C): DrCom p. 132. Costs 15,000gp, arms slot. These give you a +2 untyped bonus on initiative checks and the Deflect Arrows feat.

Scarab of Invulnerability (A): MIC p. 132. Costs 40,000gp, neck slot. This can be activated as a swift action 1/day to grant you complete immunity to damage for 1 round. It’s not technically an “interrupt” because you have to use it proactively, but with some foresight it’s really phenomenally good as a defense. You cannot get multiple copies and swap them out; you have to wear it for 24 hours before using it.

Misleading Necklace (C): Dr333 p. 67. Costs 42,400gp, neck slot. This lets you, 1/day as an immediate action, fake your death in response to taking damage from a magical effect. It hits you with a cure serious wounds and an Extended mislead effect (functions as greater invisibility for 22 rounds, so it’s nice to use in combat just for that, frankly), generating a “gruesome and spectacular … complete with smells, sounds, and thermal effects” illusory corpse in your place to really sell the faked death.


Secondary Defenses & Healing

DR, Energy Resistance, & Similar Effects

Various options exist for reducing how much damage you take. Many of them are good, especially elemental defenses. Note that, somewhat unintuitively for how useless it is for monsters, DR/magic is actually really quite good for player characters, because many of the biggest dangers (especially at high levels, when enemies start getting more specific DRs) don’t overcome it with their natural weapons. High-level demons? Pouncing dinosaurs? Cut their damage by n per hit. It’s nice.

Chains of Shield Other (A): Gh p. 70. Costs 2,200gp, arms slot. This is a set of two bracers (one each worn by two people) that can activate a shield other effect 1/day to share damage taken in one direction.

Fiery Tunic (A): MIC p. 99. Costs 5,000gp, torso slot. This grants you fire resistance 5 and, 1/day as a swift action, also gives you the “warm shield” effect of fire shield (CL 7), halving incoming cold damage, giving you evasion against AoE cold effects, and dealing fire damage back in melee when hit. It even gives your melee weapons the flaming property while active for incidental extra damage. Just a fantastic item all around.

Skin of the Celestial/Fiend (A): MIC p. 169/170. Costs 6,000gp. These can be activated as a swift action 1/day to grant you the benefits of the celestial creature or fiendish creature templates (effective HD 10 for the benefits) for 7 rounds.

Crown of Flames (B): MIC p. 209. Costs 8,500gp, head slot. This grants a +2 enhancement bonus to Cha and lets you, 1/day as an immediate action, get the “warm shield” effect of fire shield (CL 8). Ask your DM if you can get one without the +2 Cha, since that’s a common effect. If you can, this is 4,500gp and S-rated. Its set bonus is also quite good, giving reactive resistance or immunity to fire a couple times per day if you have the raptor’s mask, talon sceptor, and/or phoenix cloak.

Cloak of the Vagabond (B): CC p. 139. Costs 9,000gp. Rating assumes you’re using the staff of the vagabond. This grants you resistance 5 to cold and fire, and also to electricity if you have two other vagabond set items.

Retributive Amulet (C): MIC p. 121 or BoED p. 116. Costs 9,000gp, neck slot. This lets you, 3/day as an immediate action, deal half the damage you just took from a melee attack back to the attacker. It’s… fine. The earlier printing in the Book of Exalted Deeds is S-rated instead, being one of the best defensive items in the game. That version costs 56,000gp and is an amulet that grants a +2 sacred bonus to AC and, whenever you’re hit in melee with a weapon (natural or otherwise), splits the damage taken between you and the attacker. Functionally this divides all melee damage you’ll take in half, while also hitting your foes back. Frankly, I think that the BoED version is unreasonably good, but that the nerf in the MIC took it too far. A nice middleground is the differently-named original printing, the retributive armor:

Retributive Armor (S): Dr300 p. 75. Costs 140,000gp, neck slot. This functions as the BoED retributive amulet except it’s way more expensive and thus a lot more balanced.

Shirt of Resilience (C): MIC p. 135. Costs 12,000gp, torso slot. This grants you DR 3/magic.

Solidarity Armbands (B): Dr339 p. 34. Costs 24,000gp for a pair, arms slot (on two creatures). These grant a damage-sharing effect between two creatures wearing the armbands, splitting the damage each takes in half (and conveying the other half to the partner) with no distance limit as long as they’re on the same plane. Unlike a ring of friend shield, these can’t be turned off without removing the armbands, which takes a dispel magic.

Skin of Celestial/Fiendish Embrace (B): MIC p. 170 or CPsi p. 110. Costs 24,000gp. These can be activated 1/day as a swift action to give you most of the benefits of the half-celestial template or half-fiend template for 15 rounds. You don’t get the ability score adjustments or SLAs, but you get the rest as if you had 15 HD. The original printings from Complete Psionic are A-rated and instead costs 48,000gp, take a standard action to activate, and grant you the full template, including SLAs.

Ring of Friend Shield (B): SRD. Costs 50,000gp, ring slot (comes as a pair, one each for two creatures). These let each person use shield other on the other at-will. It’s the deluxe, more convenient version of solidarity armbands.

Ring of the White Wyrm (A): Frost p. 111. Costs 64,000gp, ring slot. This gives you at-will ice-only spider climb, a 2/day freezing fog (as solid fog but also applies grease to the ground, which you are immune to), and a 1/day wall of ice power at CL 13, as well as cold resistance 10 and the ability to become a half-white dragon 1/day for an hour (getting all the benefits, including the massive +8 Str bonus and the natural weapons). Honestly, even just the solid fog+grease SLA would give this thing a high rating; the rest just makes it even better.

Area Attacks

For dragons’ breath, fireballs, and the like.

Boots of Sidestepping (B): Du p. 40. Costs 3,000gp, feet slot. These let you, any number of times per day as an immediate action when caught in a Reflex-based area effect, move 5 feet without provoking AoOs. If this movement takes you out of the area, you ignore the effect.

Spellguard Rings (A): CMag p. 127. Rating assumes you or someone else in the party are casting area effects. Costs 4,000gp, ring slot (a pair of rings, worn by two creatures). This lets a spellcaster wearing the ring activate it 3/day as a free action while casting an area spell, to grant the creature wearing the other ring total immunity to any spell they cast within the next round.

Ring of Instant Escape (B): CMag p. 126. Costs 18,000gp, ring slot. This lets you, 1/day as an immediate action, teleport up to 40 feet when attacked by a Reflex-save-allowing effect. You ignore the effect entirely if this teleport takes you out of its range.

Ring of Evasion (A): SRD. Costs 25,000gp, ring slot. This gives you the evasion ability (especially nice if you traded away yours or multiclassed out of ranger).

Combat Maneuvers

Anti-grapple, anti-trip, and the like. Get a locked gauntlet for anti-disarming.

Boots of Agile Leaping (B): MIC p. 76. Costs 600gp, feet slot. These let you use your Dex instead of Str on Jump checks, and also let you stand up from prone without provoking, as a swift action, if you have 5 or more ranks in Balance.

Steadfast Boosts (C): MIC p. 138. Costs 1,400gp, feet slot. These give you a +4 bonus on checks to avoid being bull rushed, overrun, or tripped, and also treat your two-handed weapons as if readied against charges against you, dealing double damage (though you’ll need to provide your attacks). This is A-rated if you have an intercepting weapon (FoW p. 120).

Medal of Steadfast Honor (B): MIC p. 196. Costs 1,500gp, throat slot. This lets you stand up as an immediate action when knocked prone.

Vanguard Treads (S): MIC p. 145. Costs 3,100gp, feet slot. This is an upgraded version of the boots of the mountain king (an already-good movement-buffing item), letting you ignore all difficult terrain, walk on ice and slippery surface without needing to balance, and even granting you a +8 bonus on checks to resist bull rushes and a +4 bonus on checks to resist grapples that would move you from your square.

Ring of Earth’s Grasp (C): DrCom p. 127. Costs 10,000gp, ring slot. This gives you a +4 untyped bonus on Climb checks, grapple checks, and any Str-based checks where grip strength is a factor (resisting disarming is explicitly listed; it’s unclear if offensive combat maneuvers would be; I think logically they should? Talk to your DM).

Niche Defenses

Rarely-relevant defenses that nonetheless still matter sometimes.

Balclava of Clean Air (C): Dr326 p. 55. Costs 5,000gp, head slot. Misspelling aside, this makes you immune to all inhaled and scent-based effects, such as stench, stinking cloud, and the like. It also negates your own scent ability if you have one.

Belt of the Reinforced Form (A): DotU p. 98. Costs 5,400gp, waist slot. This gives you a +4 bonus on saves against things that would change your form (including transmutation effects), as well as letting you, 1/day, quicken a transmutation spell you cast on yourself.

Necklace of Adaptation (B): SRD. Costs 9,000gp, neck slot. This gives you a shell of clean air that lets you breathe in any locale and gives you immunity to harmful inhaled things.

Cloak of Turn Resistance (S): MIC p. 89. Costs 11,000gp, shoulders slot. Rating assumes you’re a necropolitan; otherwise it’s F-rated. This increases your turn resistance by 4.

Cloud Cloak (B): Far Corners of the World. Costs 31,500gp, shoulders slot. This protects you with an endure elements effect and makes you able to see and move through mist and fog completely unhindered and without obscured vision (even solid fog). This is S-rated if you or a party member can cast solid fog, and honestly is probably capable of breaking campaigns right open in that combination.

Healing & Debuff Cleansing

Non-consumable healing tends to be overcosted and underpowered (wands of cure light wounds are even available for rangers to use, after all), but there are some useful items for that niche.

Magic Bedroll (C): MIC p. 163. Costs 500gp. When you sleep for 8 hours in this bedroll, you heal an extra 1 hp per HD (in addition to the usual resting hp gain). It also gives you endure elements while resting.

Healing Belt (A): MIC p. 110. Costs 750gp, belt slot. This is the gold standard for low-level (and even mid-level) emergency combat healing, letting you heal up to 4d8 at once 1/day (or split out for more healing). It’s not as good as consumables in raw healing but it can save your life! And also, it’s extremely cheap.

This spoiler has a content warning for body horror.

Content Warning: body horror in a B-rated item (it’s a good guy item, even! wow!)

Dukar Hand Coral (B): CoV p. 64. Costs 1,600gp. This is one of the coolest magic items I’ve ever seen, by far. It’s a piece of magic coral that has to be implanted into the palm of your hand (deals 1d4 damage, doesn’t count as a slot), and then it infiltrates your body and forms a symbiotic relationship with you. You now heal an extra 1 hp per HD every night you rest, and the coral will regrow lost body parts (including limbs) given a few days to do so. It’s so cool, super cheap for its effect, and playing against type for D&D items that do this kind of creepy thing, it’s made and used by a good-aligned organization. Neat!

Heward’s Fortifying Bedroll (B): CMag p. 132. Costs 3,000gp. You can get 8 hours of rest in this bedroll in a single hour, 1/day.

Horn of Plenty (S): MIC p. 162. Costs 12,000gp, and 1/day can make a heroes’ feast for 12 people. This means a +1 morale bonus on attack rolls, immunity to fear, immunity to poison, some temp HP, and curing of all diseases for 12 hours. This is a phenomenal party buff, and accessible fairly early if you pool some resources.

Rod of Disenchantment (C): Dr342 p. 72. Costs 50,000gp. This is a deluxe anti-curse, anti-debuff, and anti-enchantment effect. Once every 12 hours, the rod can be used to remove all enchantment effects, transmutation effects, curses, and cursed items from a creature. Something this universal and reusable tends to be hard to get, but, well, it’s still pretty expensive so unless these kinds of things come up often, it’s probably not necessary.


Flight, Movement, & Tactical Teleportation

The Skies

Flight is a complicated mess in 3.5, and in my honest opinion, most campaigns will be much better off if players don’t get their hands on long-duration flight at all. Doing that lets flying enemies be dangerous, unique threats and saves people from having to dredge up Pythagoras from his grave. However, the assumption of many tables is that flight is in play, and so I’ve rated things assuming that. You will, in a standard campaign, always want to get your hands on some kind of flight, just because of how powerful and encounter-centralizing it is.

Ring of Escaping (B): DotU p. 100. Costs 3,100gp, ring slot. This grants you a +5 competence bonus on Escape Artist checks and lets you gain a 60ft fly speed for 1 round 1/day as a swift action.

Tabard of the Nimbral Herald (B): CoV p. 69. Costs 5,400gp, probably a torso slot? Tabards are worn like shirts in some eras but also are often worn over armor in the times when plate mail existed. No idea what slot this should be. Maybe even shoulders. This lets you, 1/day as a free action, grant yourself the effect of the fly spell for 5 minutes.

Cloak of the Dragon (C): CC p. 138. Costs 6,000gp, shoulders slot. If you worship a draconic deity, you can use this 1/day to get a fly speed equal to your land speed for 10 minutes. During the duration, you also get a single-use breath weapon as a half-dragon.

Boots of Levitation (D): SRD. Costs 7,500gp, feet slot. These let you use levitate at-will. They’re the cheapest core way of consistently handling things like pit traps, cliffs, and the like, but aren’t actually a fly speed.

Feathered Armor or Shield (A): A&EG p. 93. This is a +2 equivalent armor/shield ability that lets you fly (as the spell) for a total of 50 minutes per day. It’s unclear if this is split up as you like, or if it’s one block of 50 minutes, but regardless, this is the cheapest and most efficient way of getting long-duration flight.

Feathered Wings Graft (S): FF p. 210. Costs 10,000gp. This isn’t a magic item, but a graft. It’s a fiendish graft gives you a fly speed of twice your land speed, but will slowly corrupt you to an evil alignment, so exalted rangers beware.

Pectoral of Maneuverability (B): Drac p. 83. Costs 12,000gp, torso slot. This increases your existing fly speed’s maneuverability by one step.

Winged Vest (B): MIC p. 195. Costs 12,000gp, torso slot. This lets you get a 60ft fly speed (good maneuverability) 5/day as a swift action. It lasts 5 rounds per activation, and will cover combat flight cheaply for most or all of your daily encounters in most cases. It’s a good choice if your DM doesn’t like the various cheapo Faerûnian flight items.

Winged Mask (S): MoF p. 168. Costs 13,000gp, face slot. This lets you cast fly at-will (RAW, even on other people), lasting 5 minutes per use and causing the mask to glow like a torch while active.

Winged Boots (C): SRD. Costs 16,000gp, feet slot. These let you cast fly on yourself 3/day for 5 minutes per activation.

Broom of Flying (B): SRD. Costs 17,000gp. This is a broom that flies at a speed of 40 feet for 9 hours per day (split as you like). You have to ride it in combat, which… well, it’s unclear how that works. Maybe with the mounted combat rules? If it does use the mounted combat rules, then it’s S-rated for non-companion mounted rangers.

Intelligent Flying Carpet (B): Dr314 p. 38. Costs 27,000gp. This is a carpet of flying that’s a 5-foot square and has a LN alignment, a terrible Ego score (3, to be exact), and can carry you around with its own actions while flying, making it more useful than a normal version.

Ring of Air Walking (A): EE p. 120. Costs 40,000gp, ring slot. This grants you a constant air walk effect, letting you use your land speed to fly. As your land speed is generally easier to boost than your fly speed and maneuverability can make for strange tactical considerations, I find this to be better than other deluxe flight items. If you combine this with boots of the mountain king or vanguard treads you can even run upwards at a 45-degree angle without slowing down (since it’s treated as moving up a hill).

Phoenix Cloak (C): MIC p. 210. Costs 50,000gp, shoulders slot. This grants you a fly speed equal to your land speed with perfect maneuverability. It’s a deluxe flight option, but the main reason to use it over other things is that it’s the 4th item in its item set, and that set grants a 1/day heal effect if you’re knocked to negative HP if you have all four. Two of the other three items are quite solid, so if you’re using them and are at very high levels, this is probably closer to A-rated. Note that the heal effect won’t save you from instant death; if you’re knocked down to –10 in a single hit there’s nothing left to heal.

Wings of Flying (D): SRD. Costs 54,000gp, shoulders slot. This grants you a 60 foot fly speed with good maneuverability, and is the core rulebook deluxe option. It’s not good compared to the rest of the field, but it is still objectively fine at high levels if you don’t have flight yet.

Ring of Solar Wings (C): BoED p. 115. Costs 118,000gp, ring slot. This grants you a 150ft fly speed with good maneuverability. It’s the “best” fly speed you can get out of items (fastest and with a useful maneuverability) in most cases, but it’s very expensive.

The Seas

In most campaigns, water movement is more about “how can I make sure I don’t get murdered if I fall into a water hazard” rather than being a primary movement mode. I’ve rated the items listed here with that in mind: as options to handle occasional jaunts into the water and surviving encounters within.

Amulet of Aquatic Salvation (B): MIC p. 68. Costs 500gp, neck slot. This can be activated 1/day as an immediate action to give you a water breathing effect for 5 rounds.

Lesser Armor Crystal of Aquatic Action (B): MIC p. 25. Costs 1,000gp, attaches to a suit of magic armor. This grants you a swim speed equal to half your land speed, and is the cheapest way to make sure you never sink and drown if you fall into water in a dungeon.

Beruto of the Carp Dragon (B): DM p. 99. Costs 2,200gp, waist slot. This grants you a swim speed equal to your land speed and the ability to breathe water, but takes away the ability to breathe air while worn. It’s a nice option for handling momentary underwater parts of adventures, but isn’t a good emergency tool.

Hathran Mask of Water Breathing (B): Una p. 57. Costs 3,000gp, face slot. This gives you a constant ability to breathe underwater.

Finned Gauntlets (C): MIC p. 100. Costs 3,500gp, hands slot. This grants you a 30ft swim speed.

Ring of Water Breathing (C): MIC p. 128. Costs 6,000gp, ring slot. This gives you a constant ability to breathe underwater.

Ground Movement

These items boost your land movement (or all speeds simultaneously), and often give you extra benefits as well.

Boots of the Mountain King (A): MIC p. 78. Costs 1,500gp, feet slot. These let you ignore the movement penalties and skill check modifications for light and dense rubble, as well as for moving up slopes and stairs. This is really important in campaigns with complex dungeon terrain, since it means you can now charge through all that stuff (and likewise, pounce). Doesn’t work on magical terrain.

Tooth of Savnok (C): ToM p. 79. Costs 2,000gp. This is a tooth of Dahlver-Nar, which is a slotless, unique item that afflicts you with the sign and influence of the vestige it’s named for. Talk to your DM about getting one of these, as they’re functionally “artifacts with price tags (and game balance)” lorewise. Anyway, it lets you ignore movement penalties for armor and encumbrance, though doesn’t let you turn on class features that consider those things a problem.

Panther Mask (C): MIC p. 201. Costs 2,700gp, face slot. This grants you the Run feat and a +5ft enhancement bonus to your land speed.

Vanguard Treads (S): MIC p. 145. Costs 3,100gp, feet slot. This is an upgraded version of the boots of the mountain king, letting you ignore all difficult terrain, walk on ice and slippery surface without needing to balance, and even granting you a +8 bonus on checks to resist bull rushes and a +4 bonus on checks to resist grapples that would move you from your square. Doesn’t work on magical terrain.

Boots of the Unending Journey (B): MIC p. 79. Costs 4,000gp, feet slot. This is a relic of Fharlanghn, but you don’t care about that. The main effect is that it gives a +10ft enhancement bonus to land speed if you have a neutral component in your alignment, as a less-splashy but more-applicable version of boots of skating.

Greaves of Aundair (B): FoW p. 124. Costs 5,000gp, feet slot. These give you a +10ft enhancement bonus to base speed and let you 3/day take a move action as an immediate action, becoming dazed until the end of your next turn after doing so. They’re also part of an excellent item set that gives you an ally-buffing smite attack.

Boots of Skating (B): MIC p. 78 or SRD. Costs 7,000gp, feet slot. These give you a +10ft enhancement bonus to land speed, which is doubled when going down inclines and removed when going up inclines. The original printing in the Expanded Psionics Handbook instead lets you use skate at-will with ML 7, which lasts for 7 minutes and does the same effect but with a +15ft bonus. Which is better is entirely up in the air; using the MIC one is probably simpler for most players due to not needing to be refreshed actively.

Iyaringu of the Earth Dragon (A): DM p. 102. Costs 7,500gp, head slot. This lets you ignore bogs, rubble, and undergrowth, as well as staying standing in any “shaking earth” effects. Unlike the vanguard treads, this does work on magical terrain, so if your DM likes that kind of effect it’s S-rated.

Shadahkar’s Swift Wind (D): Dr324 p. 75. Costs 8,350gp, feet slot. These sandals increase your land speed by 10 feet and give you the Endurance and Run feats, at the cost of a –2 penalty to Dex. This is S-rated for frostblood half-orcs, because it’ll function as a floating feat in practice (giving you the Endurance feat, then swapping it for another feat when worn due to the racial trait).

Rapid Wrath (B): Gh p. 66. This is an 11,702gp +1 mighty cleaving shortspear that doubles your speed while you carry it. The rating given is for if you’re using it as your primary weapon; if you’re just carrying it sheathed for the speed boost, it’s A-rated.

Cyran Gliding Boots (B): Clockwork Wonders. Costs 14,000gp, feet slot. These let you make 10-foot steps instead of 5-foot steps, but mess you up on slopes and force you to balance on slippery surfaces. This is S-rated if combined with vanguard treads or boots of the mountain king to negate its drawbacks.

Teleportation & Instant Movement

Teleportation (or other movement that either skips over terrain or happens as a swift/immediate action) is an incredibly important tool for many martials, letting you get into and out of complicated spots on the battlefield, as well as out of grapples (incredibly dangerous at high levels). Generally, the best ones will be some combination of cheap and low action cost, swifts and immediates rather than standards and moves. Anklets of translocation are the gold standard.

Chronocharm of the Horizon Walker (A): MIC p. 68. Costs 500gp, neck slot. The MIC’s chronocharm items can all be worn together on the same necklace without overlapping an item slot, but you can only have one of a given type. You have to wear them for 24 hours before they turn on, so no hot-swapping for extra uses either. Anyway, a chronocharm of the horizon walker lets you move (not teleport) up to half your speed without provoking AoOs 1/day as a swift action.

Anklet of Translocation (S): MIC p. 71. Costs 1,400gp, feet slot. This lets you teleport up to 10 feet to another space you can see 2/day as a swift action. They’re cheap enough that you can absolutely buy multiple to make sure you always have one available.

Cobra Straps (A): MIC p. 201. Costs 1,400gp, feet slot. This lets you move 5 feet away from your target as a free action whenever you make an unarmed attack during a charge. If you’re fighting unarmed (either with natural weapons or TWFing unarmed strikes) this is nice for positioning yourself.

Quicksilver Boots (B): MIC p. 119. Costs 3,500gp, feet slot. These let you move up to your speed (provoking normally, albeit with 20% concealment) as a swift action 2/day, and let you walk on water while doing so.

Boots of Swift Passage (B): MIC p. 78. Costs 5,000gp, feet slot. These let you teleport up to 20 feet to another space you can see 5/day as a move action.

Transposer Cloak (S): MIC p. 144. Costs 6,000gp, shoulders slot. This lets you, 3/day as a swift action, swap positions with another creature within 30 feet provided it has the same space as you (i.e. if you’re Medium, you can swap with other 5-foot-square creatures). It’s a DC 13 Will save to resist, but the real benefit is swapping with allies. Jump into combat to full attack a creature that advanced on a party member, swap someone else into combat to do the same, whatever. It’s amazing. Get this.

Bracers of Exit (B): A&EG p. 130. Costs 11,200gp, arms slot. These aren’t strictly a teleportation item; instead they let you negate one dimensional anchor effect each day.

Cloak of Mysterious Emergence (B): DM p. 93. Closets 13,000gp, shoulders slot. This lets you dimension door up to 120 feet as a standard action 3/day, or teleport up to 120 miles 1/day by using all three charges.

Boots of Teleportation (C): SRD. Costs 49,000gp, feet slot. These let you cast teleport (CL 9) 3/day.

Other Movement Items

There's only one really notable one, honestly.

Gloves of Burrowing (C): Dr347 p. 74. Costs 81,000gp, hands slot. These give you an earth glide effect like that of an earth elemental, burrowing without leaving a tunnel at half your land speed. You can also, 1/day, use a stone shape effect.


Spellcasting Items & Reusable Spell Items

Metamagic Rods

These are rods that, when held as part of casting a spell, apply a metamagic feat 3/day. You can only apply the effect of one metamagic rod to a given spell, and since you need a hand to hold them, they often aren’t going to be super useful in the middle of a fight for many rangers (there is precedent for them being enhanced as magic clubs and quarterstaves, though). However, some of them, especially Extend rods, are fantastic. It’s notable that rangers can access higher power on a spell by spell basis in a lot of cases with metamagic rods. Lesser metamagic rods only work on 3rd-level spells or lower, which, well, that’s most of a ranger’s spells (or all of them, if you take Sanctum Spell)!

The pricing of metamagic rods vary by metamagic adjustment, as shown in the following table.

Rod Strength +0 Lv +1 Lv +2 Lv +3 Lv +4 Lv
Lesser 2,700gp 3,000gp 9,000gp 14,000gp 35,000gp
Standard 10,500gp 11,000gp 32,500gp 54,000gp 75,500gp
Greater 24,300gp 24,500gp 73,000gp 121,500gp 170,000gp

Not every metamagic feat has a rod, but a DM could easily houserule one into existence given precedent. Ratings here will focus on the ones that confirmedly exist, and only really matter for the lesser (3rd-level and below) and standard (6th level and below) versions of the rods, since rangers can’t use greater rods.

Any metamagic rods listed as being in the SRD can be found at this link.

  • Cooperation (F): CArc p. 146, +0 adjustment, applies Cooperative Spell.
  • Substitution (D): MIC p. 165, +0 adjustment, applies Energy Substitution (energy type decided on rod’s creation.
  • Enlarge (F): SRD, +1 adjustment, applies Enlarge Spell.
  • Extend (S): SRD, +1 adjustment, applies Extend Spell.
  • Sculpting (D): MIC p. 165, +1 adjustment, applies Sculpt Spell.
  • Silent (B): SRD, +1 adjustment, applies Silent Spell.
  • Still (F): SRD, +1 adjustment, applies Still Spell.
  • Empower (C): SRD, +2 adjustment, applies Empower Spell.
  • Reach (C): MIC p. 165, +2 adjustment, applies Reach Spell.
  • Chaining (B): MIC p. 165, +3 adjustment, applies Chain Spell.
  • Maximize (F): SRD, +3 adjustment, applies Maximize Spell.
  • Quicken (A): SRD, +4 adjustment, applies Quicken Spell.

Spellcasting Boosters

1st-level Pearl of Power (A): SRD. Pearls of power normally suck, but since rangers have so few spells per day and their 1st-level spells are pretty solid, these are actually worth using here.

Empowered Spellshard (B): MIC p. 96. Costs 1,500gp (1st), 3,000gp (2nd), or 6,000gp (3rd). These are made keyed to a specific spell of a given level and can be used 3/day to Empower that spell when cast.

Aquamarine of Spell Extending (S): PGtF p. 123. Costs 3,700gp. This gem lets you extend a spell of 6th level or lower 1/day. As you’re unlikely to need to be extending more than a handful of 4th-level spells even at endgame, this is an excellent choice to have on hand.

Ring of Meditation (B): Dr317 pp. 72. Costs 3,750gp, ring slot. This halves the time it takes for you to prepare spells. It’s particularly nice for multiclassed rangers with multiple spellcasting classes, letting you prepare your spells at a normal pace.

Belt of the Reinforced Form (A): DotU p. 98. Costs 5,400gp, waist slot. This gives you a +4 bonus on saves against things that would change your form (including transmutation effects), as well as letting you, 1/day, quicken a transmutation spell you cast on yourself.

Tome of Ancient Lore (B): MIC p. 189. Costs 5,500gp. If you’re not a Sword of the Arcane Order ranger, then this is a book that grants you a +5 competence bonus on both Spellcraft and Knowledge (arcana) checks if you read it at the start of the day for an hour, and that you have a neutral component in your alignment. A nice skill boost in a no-slot item. If you are a Sword of the Arcane Order, this has special considerations for its relic effect and is potentially S-rated; see the spellcasting chapter for more details on this.

Psionatrix (C): SRD (there’s an MIC version but it’s identical). Costs 8,000gp, neck slot. Each psionatrix is keyed to a specific psionic discipline, and grants a +1 enhancement bonus to your save DCs with that discipline. While not obvious why this might be useful to a ranger, the psionics–magic transparency rules call out items in the list of things that work for both spells and powers, and the psionic disciplines have explicit equivalents. A psionatrix of clairsentience boosts divination spells, a psionatrix of metacreativity boosts conjuration spells, a psionatrix of psychokinesis boosts evocation spells, a psionatrix of psychometabolism boosts transmutation spells, and a psionatrix of telepathy boosts enchantment spells.

Ankh of Ascension (C): MIC p. 71 or RoF p. 172. Costs 9,000gp, throat slot. This lets you, 3/day as a swift action, sacrifice a divine spell you’ve prepared to boost the CL of another divine spell you cast this turn of that level or lower by +4. It’s… fine? It’s not great but in theory it can be nice to double up spell slots to increase a buff’s duration. The original printing in Races of Faerûn is much better (A-rated), instead costing 60,000gp and passively boosting the CL of your divine spells by +4.

Domain Icon (A): FoE p. 154. Costs 10,000gp. This is a holy symbol attuned to a specific god and one of their domains, and can only be used if you worship that god. 3/day you can burn a divine spell slot to cast a spell from that domain of the same level or lower. This is S-rated for rangers multiclassing into divine crusader.

Ring of Arcane Supremacy (B): CMag p. 126. Costs 12,000gp, ring slot. This lets you reroll a CL check against spell resistance 3/day as a free action. S-rated for dragon kick builds.

Boccob’s Blessed Book (A): SRD. Costs 12,500gp. Rating assumes you’re a Sword of the Arcane Order ranger; it’s otherwise F-rated. This is a spellbook that can store 1,000 pages of spells without having to pay any money for ink when scribing spells into the book.

Circlet of Rapid Casting (S): MIC p. 86. Costs 15,000gp, head slot. This lets you spend up to 3 of its daily charges to quicken a spell, casting it as a swift action. Normally, this isn’t all that good for mages due to the level limit on its ability, but since rangers have a ton of good low-level self-buffs, this is just excellent for you. Being able to quicken three 2nd-level spells per day without needing a hand for a metamagic rod is an absolute game changer.

Orange Prism Ioun Stone (A): SRD. Costs 30,000gp. This increases your caster level by 1.

Domain Staff (A): CC p. 143. Costs 36,000gp, and is a magic staff (held in one hand, or added to a magic quarterstaff without a surcharge). These are keyed to a single cleric domain and let you, 1/day per spell level, sacrifice a divine spell to cast a spell of the same level or lower from that domain. You can only attune to one domain staff per day, but it’s really good for expanding your arsenal at high levels. This is S-rated for rangers multiclassing into divine crusader.

Bracelets of Spell Sharing (A): DMG2 p. 266. Costs 60,000gp, arms slot for two creatures. This lets any personal-range spell cast on one creature wearing a bracelet to also affect the paired creature, as long as they’re within 60 feet of each other. It halves the duration of these spells, but makes spells that only last 1 round fail. Absolutely phenomenal for sharing buffs, but note that it’s F-rated if you often use 1-round swift action self-buffs.

Wand-Related Items

As I’ve expressed in the spellcasting section, wands are excellent for rangers. Assuming you do use consumables, you’ll be able to get by with wand chambers in most cases, but if you want yourself needing even more wands or wanting to otherwise boost them, here are the items you’d go for. The ratings in this section assume you’re using wands actively; otherwise you should ignore these items entirely.

Metamagic Wandgrip (A): CMag p. 133. Costs 6,000gp. You can slot a wand into this grip and then, the grip can be used 3/day to apply a metamagic feat you know to a wand’s casting, burning extra slots equal to that feat’s spell level adjustment.

Rod of Many Wands (B): CMag p. 128. Costs 27,000gp. This can hold up to three wands, and lets them all be activated at once as a full-round action (burning three extra charges from each). Great for triggering buff wands at the start of a fight.

Bracers of Wands (C): Dr291 p. 51. Costs 60,000gp, arms slot. This is a pair of bracers that lets you store up to three wands per arm (both arms must be worn for this to work), draining one charge from a wand when it’s put in, and lets you access all the wands stored without needing an action or your hands. It’s the super-deluxe version of the various “hey I have extra wands” items, costing a premium but being by far the most convenient to use.

Reusable Spell Effects

These imitate spells, either specific or general ones, and are functionally “extra spells per day” at a cost for many builds.

Faith Token (B): CoV p. 64. Costs 300gp. These are items that let you use a specific cantrip 21/day or two specific cantrips each 1/day. The listed ones are themed after Faerûnian gods, but you can probably swing any given 0th-level spells if you talk to your DM.

Eternal Wands (S): MIC p. 159. Costs 460gp (0th), 820gp (1st), 4,420gp (2nd), or 10,900gp (3rd). These are use-activated “wands” that can be used by anyone who can cast arcane spells (which might or might not be you, but will probably be someone in your party at the very least), activating as a standard action. Unlike normal wands, they have no charges and instead work 2/day. RAW, they’re hard-locked to CL 1, 3, or 5, depending on if they hold a 0th/1st, 2nd, or 3rd-level spell, respectively, but a common houserule I’ve seen is to allow higher-CL versions using the following formula:

eternal wand price = (720 × spell level (max 3rd) × caster level) + 100gp

Talk to your DM about it. Regardless, they’re quite good for accessing various buffs and utility on a party level (or combat effects if you yourself are able to use them).

Minor Schemas (S): MoE p. 122. These are 1/day-usage spell completion items (they work like scrolls) whose price calculation is 400gp × spell level × caster level. You can’t put a spell with an expensive material component or xp component into a minor schema, but any other spell is fair game. Use this to get access to more ranger buffs each day, especially the longer-duration ones.

Tooth of Shax (S): ToM p. 79. Costs 10,080gp. This is a tooth of Dahlver-Nar, which is a slotless, unique item that afflicts you with the sign and influence of the vestige it’s named for. Talk to your DM about getting one of these, as they’re functionally “artifacts with price tags (and game balance)” lorewise. Anyway, it lets you cast freedom of movement 1/day (CL 7).

Ring of Spell Storing (A): SRD. Costs 18,000gp (minor), 50,000gp (normal), or 200,000gp (major), ring slot. This item stores up to 3 (minor), 5 (normal), or 10 (major) levels of spells cast into it, and then lets you cast them out of the spell normally, using the original casting’s stats, but as if you had cast it. This is great for storing spells on off-days, but especially for getting access to personal-range spells from other casters. If you have no such casters in your party, this is D-rated.

Tooth of Leraje (S): ToM p. 79. Costs 21,600gp. This is another tooth of Dahlver-Nar. This one lets you cast greater magic weapon 1/day (CL 20).

Antimagic Torc (B): Und p. 73. Costs 25,000gp, neck slot. This lets you use antimagic field 1/day. This can have legitimate strategic uses, but don’t use it unless you know exactly what you’re doing.

Rod of Magic Siphon (B): DMG2 p. 264. Costs 25,000gp. This lets you cast a CL 20 greater dispel magic 1/day.

Fiendring (A): LEoF p. 152. Costs 30,000gp, ring slot. This lets you turn into any fiendish creature, demon, or devil that can be summoned by summon monster IV or lower. Unlike most shapeshifting effects you get all the form’s abilities, including SLAs. It lasts 12 minutes, and is fantastic for utility.

Tooth of Chupoclops (B): ToM p. 78. Costs 32,760gp. This is another tooth of Dahlver-Nar. This one lets you cast ethereal jaunt 1/day (CL 13).

Ring of Creation (B): LEoF p. 152. Costs 33,000gp, ring slot. This lets you use minor creation 3/day and major creation 1/day.

Tooth of Agares (B): ToM p. 78. Costs 43,200gp. This is another tooth of Dahlver-Nar. This one lets you cast earthquake 1/day (CL 15).


Stealth & Skill-Related Items

Stealth

Items related to Hide and Move Silently, or that modify their usage.

Ring of the Darkhidden (S): MIC p. 122. Costs 2,000gp, ring slot. This makes you invisible against darkvision while in the dark, even while attacking. It’s incredible, and something even non-sneaky rangers should consider.

Mantle of the Predator (B): MIC p. 200. Costs 8,000gp, shoulders slot. This grants you a +5 competence bonus on Hide and Move Silently checks, and also lets you deal +1d6 damage against creatures denied their Dex bonus to AC.

Collar of Umbral Metamorphosis (B): ToM p. 156. Costs 10,800gp, neck slot. This gives you the dark creature template, including the worst version of hide in plain sight. It works for 10 minutes per day, split up into 1-minute chunks. The greater collar of metamorphosis instead costs 22,000gp and grants you the dark creature template at all times. This is the cheapest non-Dragon Magazine way to get HiPS, and is S-rated. Nonetheless, if Dragon is in play, you should really consider if you might want a Piwafwi of Shadows instead since that has the better version of the ability, albeit with a movement restriction.

Ring of Chameleon Power (B): SRD. Costs 12,700gp, ring slot. This lets you get a +10 competence bonus on Hide checks as a free action, and lets you use the disguise self spell, both at-will.

Skin of the Chameleon (B): MIC p. 170 or SRD. Costs 15,000gp. This is a slotless +10 competence bonus on Hide checks, which is costed at 1.5× instead of the usual 2× for slotless items. However, since you really want one of the other competence bonus items, it’s not… actually that good. The original printing in the Expanded Psionics Handbook instead granted an enhancement bonus and costed 18,000gp. That version is A-rated since it stacks with your other items.

Shadowstealer’s Cloak (A): Dr356 p. 69. Costs 18,000gp, shoulders slot. This grants you a +10 competence bonus on Hide checks and makes it so that creatures with the see in darkness ability (devils, mostly) can’t see you in darkness, letting you hide from them normally. It also lets you, if you have a Dex-boosting item worn, take an immediate action to get 20% concealment for 1 round, with a 5-round cooldown.

Piwafwi of Shadows (S): Dr318 p. 97. Costs 19,000gp, shoulders slot. This cloak grants you the hide in plain sight of the shadowdancer class (i.e. the good one for hide in plain sight), as well as a +10 competence bonus on Hide checks. However, you can only move 5 feet while hidden using its Hide in Plain Sight. It’s nonetheless the most cost-effective sneakiness booster in the game.

Ring of Invisibility (A): SRD. Costs 20,000gp. The “I don’t want to invest in sneaking” stealth item. It lets you cast invisibility on yourself at-will, with a 3-minute duration. It won’t hide you from some things like a dedicated sneaking build will, but if you aren’t a sneak it can be a nice pickup to have.

“Piwafwi of Stealing Shadows” (S): Dr318 p. 97 and Dr356 p. 69. Using the rules for combining items, we can combine a shadowstealer’s cloak and piwafwi of shadows with a cost of 19,000gp + (1.5 × 18,000gp) = 46,000gp. This is still pretty good, but you’re obviously “wasting” some money due to both items including a +10 competence bonus on Hide checks. So if we deconstruct the second item it looks like this:

10,000gp + (1.5 × price of the unique effect) = 18,000gp

With this, we derive that the “you can hide in the dark against devils and get concealment if you have a Dex-boosting items” component of the shadowstealer’s cloak has a proper price of 5,333.33gp. Then, we can add that to the piwafwi of shadows and get combined price of:

19,000gp + (1.5 × 5,333.33gp) = 24,333.33gp

A combined price of 24,334gp for these two items seems a lot more fair, given how much of their costs is the overlapping skill boost.

Ring of Vanishing (B): MIC p. 128. Costs 30,000gp, ring slot. This lets you become completely imperceptible for 2 rounds to anything but see invisibility type effects, as if by greater invisibility but working against other senses too. It can be activated 3/day as a swift action. This is S-rated if you’re a sneak attack user.

Burnoose of Moonless Nights (B): Sand p. 133. Costs 33,000gp, shoulders slot. This lets you gain total concealment that isn’t technically invisibility and doesn’t go away while attacking, activated as a standard action 3/day and lasting 10 rounds. It doesn’t work in bright light.

Hat of Anonymity (C): A&EG p. 133. Costs 34,050gp, head slot. This is a deluxe, somewhat unnecessary extra bonus for Hide if you find you really need even more. It grants a constant nondetection effect and a +10 untyped bonus on Hide checks.

Perception

Items related to Listen, Search, and Spot, or that modify their usage.

Chronocharm of the Celestial Wanderer (B): MIC p. 68. Costs 500gp, neck slot. The MIC’s chronocharm items can all be worn together on the same necklace without overlapping an item slot, but you can only have one of a given type. You have to wear them for 24 hours before they turn on, so no hot-swapping for extra uses either. Anyway, a chronocharm of the celestial wanderer lets you reroll a Listen or Spot check 1/day as an immediate action.

Mirror of Overland Travel (B): Dr294 p. 77. Costs 1,400gp. This is a mirror that lets you view the area near you from a bird’s eye view (60 feet up and a 120-foot area around yourself on the ground), granting you a +10 circumstance bonus on Spot checks to do so (which is partially counteracted by the –6 penalty from being 60 feet up). It doesn’t work indoors, but is great for scouting outdoors.

Goggles of Lifesight (C): MIC p. 108 or LM p. 78. Costs 2,000gp, face slot. These let you, as a standard action, tell whether or not creatures you can see within 30 feet are alive, dead, undead, or a construct. This works 3/day in the MIC. The original printing in Libris Mortis just works passively at all times for the same price, and is A-rated. I genuinely don’t understand why they nerfed this. There is also a RAW-not-updated-yet version from 3.0 called eyes of dark aura (S&S p. 56, also 2,000gp) that works like the LM one.

Crystal Anchor of Alertness (D): MIC p. 155 or CPsi p. 114. Costs 2,500gp. This can be stuck in the ground, glowing like a torch when it does and granting allies within 30 feet of it a +5 bonus on Listen and Spot checks. This works 3/day, and only lasts an hour, making it of limited utility. The original printing in Complete Psionic instead works for as long as it’s planted, and can be used any number of times per day, making it an excellent item to use while making camp. I’d give that version an A rating. I cannot express how baffled I have been to see the MIC do this sort of thing to inoffensive items so often and so consistently. Why, Wizards? Why?

Scout’s Headband (A): MIC p. 132. Costs 3,400gp, head slot. This grants a +2 competence bonus on Spot checks and has daily charges that can be used to get darkvision, see invisibility, or true seeing (depending on how many used). It’s the cheapest way of getting access to true seeing when you need it.

Raptor’s Mask (A): MIC p. 210. Costs 3,500gp, face slot. This grants you a +5 untyped bonus on Spot checks and makes you immune to effects that would leave you blinded or dazzled. RAW, I think that actually blocks the entire effect if an effect has a blind or dazzle rider; talk to your DM about that interpretation I guess. Its set bonus is also quite good, giving reactive resistance or immunity to fire a couple times per day if you have the crown of flames, talon sceptor, and/or phoenix cloak.

Ring of Anticipation (S): DotU p. 100. Costs 6,000gp, ring slot. This gives you a +2 competence bonus on Listen and Spot checks, and makes it so that you roll 2d20 take highest for initiative checks. If you get only a single init-boosting item, this is the one to get. It’s fantastic.

Ring of the Evil Eye (A): DrCom p. 127. Costs 6,000gp, ring slot. Technically this is a cursed item. It grants you a +2 untyped bonus on initiative checks and a +6 untyped bonus on Spot checks, but also makes it so if a scrying spell targets you, it automatically succeeds.

Blindfold of True Darkness (A): MIC p. 75. Costs 9,000gp, face slot. This trades your vision for blindsight out to 30 feet when worn. It’s the cheapest and most effective way to get blindsight, letting you bypass visual effects, stealth, and invisibility trivially.

Crystal Mask of Detection (C): SRD (there’s an MIC version but it’s identical). Costs 10,000gp, face slot. This grants a +10 competence bonus on Search checks. A-rated for trapfinder rangers.

Dark Blue Rhomboid Ioun Stone (C): SRD. Costs 10,000gp. This grants you the Alertness feat (+2 on Listen/Spot checks). If you need that feat for prerequisites, this is S-rated.

Falcon Cloak (A): A Magical Assortment (and also here’s some info on this mystery PDF’s origin). Costs 10,000gp, shoulders slot. This grants you a +10 competence bonus on Spot checks and the ability to turn into a falcon for 1 hour per day.

Third Eye Aware (B): SRD (there’s an MIC version but it’s identical). Costs 10,000gp, face slot. This grants a +10 competence bonus on Spot checks.

Crystal Mask of Insightful Detection (B): SRD (there’s an MIC version but it’s identical). Costs 20,250gp, face slot. This grants a +9 insight bonus on both Search and Spot checks. This is A-rated for trapfinder rangers, and if you can combine it with the crystal mask of detection (combined price 35,250gp) you get a massive +19 bonus (+10 competence, +9 insight) on Search checks.

Knowledge

Items related to Knowledge skills or that modify their usage.

Crystal Mask of Knowledge (B): SRD (there’s an MIC version but it’s identical). 2,500gp, face slot. This grants a +5 competence bonus on one Knowledge skill, chosen when it’s created.

Tome of Worldly Memory (A): MIC p. 190. Costs 1,500gp. This grants you a +5 competence bonus on any Knowledge check 3/day, provided you read the book for 1 minute (or 1 standard action, if you have 5 or more ranks in the Knowledge skill in question).

Researcher (A): Dr350 p. 74. Costs 2,500gp. This is a little robot that, when released into a library, gives you an hour-long +5 untyped bonus on Knowledge checks about a field you asked it to dig up. It takes 15 minutes to research, and does so based on accumulated knowledge of how your character thinks and speaks (takes several months to bond with it). It’s also, yanno, adorable. I've include an image below. Look at it! Precious. If you ask it for information too specific for its little brain it gets overwhelmed and has to be comforted like a sad puppy until it can work again. The text also says that you can potentially take it as a familiar, but it’s basically useless as one, it explicitly can’t attack and you get little benefit from it that you wouldn’t already from its default effects.

A small creature that resembles an eyeball placed on a mechanical ring that has six metal legs.

Ring of Research (A): CoS p. 148. Costs 2,500gp, ring slot. This lets you “quickly and unerringly find the right page in the right book or scroll to answer any question,” when in a library that actually has said answer in the first place. Mechanically, it doubles the circumstance bonus gained from libraries (or adds a +2 bonus if none is specified). I want one of these in real life, my goodness.

Book of All Knowledge (S): CC p. 142. Costs 3,000gp. This grants you a +10 insight bonus on a single Knowledge check when read for 2d4 hours, 1/day. If you worship Boccob or another knowledge domain deity, it only takes 1d4 hours.

Gem of Location (C): Dr327 p. 67. Costs 5,000gp. This is a fancy 3D map that shows a specific location’s details, roughly 100 square miles worth. It shows “all permanent structures and natural formations present within the location it maps at the time of its creation” and gives you a +5 circumstance bonus on Knowledge (geography) and (local) about the area mapped.

Tome of Ancient Lore (B): MIC p. 189. Costs 5,500gp. If you’re not a Sword of the Arcane Order ranger, then this is a book that grants you a +5 competence bonus on both Spellcraft and Knowledge (arcana) checks if you read it at the start of the day for an hour, and that you have a neutral component in your alignment. A nice skill boost in a no-slot item. If you are a Sword of the Arcane Order, this has special considerations for its relic effect and is potentially S-rated; see the spellcasting chapter for more details on this.

Other Skills

Generic boosts and less-specialized skills.

Charm of Perfection (S): Du89 p. 22. Costs 160gp. This grants you a +2 competence bonus on checks with a specific skill.

Harper Token (A): CoV p. 66. Costs 300gp. This grants you a +2 competence bonus on checks with a specific skill. It’s almost twice the price of a charm of perfection, but it’s still solid for buffing off-spec skills and it might be easier to swing for some DMs due to being less obscure.

Chronocharm of the Fateweaver (B): MIC p. 68. Costs 500gp, neck slot. The MIC’s chronocharm items can all be worn together on the same necklace without overlapping an item slot, but you can only have one of a given type. You have to wear them for 24 hours before they turn on, so no hot-swapping for extra uses either. Anyway, a chronocharm of the fateweaver lets you reroll a Balance, Climb, or Tumble check 1/day as an immediate action.

Chronocharm of the Laughing Rogue (B): MIC p. 68. Costs 500gp, neck slot, same considerations as the above. A chronocharm of the laughing rogue lets you reroll a Disabled Device check (success or failure) 1/day as an immediate action.

Boots of Agile Leaping (B): MIC p. 76. Costs 600gp, feet slot. These let you use your Dex instead of Str on Jump checks, and also let you stand up from prone without provoking, as a swift action, if you have 5 or more ranks in Balance.

Third Eye Expose (C): MIC p. 141 or SRD. Costs 2,500gp, face slot. This grants you a +5 competence bonus on Sense Motive checks. The original printing from the Expanded Psionics Handbook instead costs 112,000gp and instead makes you completely, unavoidably immune to being lied to (no roll needed). It’s also extremely expensive though, so… about the same rating.

Bully Chains (D): Dr339 p. 36. Costs 2,600gp, torso slot. These are S-rated if you’re making a demoralize build. They grant you a +4 untyped bonus on Intimidate checks and make your demoralize results last for an extra round.

Ring of Escaping (B): DotU p. 100. Costs 3,100gp, ring slot. This grants you a +5 competence bonus on Escape Artist checks and lets you gain a 60ft fly speed for 1 round 1/day as a swift action.

Speaker’s Trumpet (C): Dr339 p. 43. Costs 3,500gp. This lets you be heard by everyone within 100 feet when you speak (regardless of local conditions, and even through magical silence), and grants you a +5 untyped bonus on Diplomacy checks when used.

Skeleton Key (S): Dr359 p. 123. Costs 4,500gp. This can be used as a full-round action to open any lock that can be opened with a physical key (of any size), obviating the need for Open Lock entirely (which is good for trapmonkey rangers, since they get Disable Device but not Open Lock). Comparable in price to a wand of knock but less fiddly.

Cavalryman’s Spurs (C): Dr334 p. 71. Costs 7,000gp, slotless (attaches to any pair of boots). These grant you a +5 untyped bonus on Ride and Handle Animal checks, and gives you a 95% chance of staying in the saddle if knocked out.

Crystal Mask of Discernment (C): SRD (there’s an MIC version but it’s identical). Costs 10,000gp, face slot. This grants a +10 insight bonus on Sense Motive checks. S-rated if your DM likes to have NPCs lie to you using the Bluff rules.

Crystal Mask of Dread (D): SRD (there’s an MIC version but it’s identical). Costs 10,000gp, face slot. This grants a +10 competence bonus on Intimidate checks. S-rated for demoralize builds.

Third Eye Concentrate (D): SRD (there’s an MIC version but it’s identical). Costs 10,000gp, face slot. This grants a +10 competence bonus on Concentration checks. B-rated if you’re using Diamond Mind stuff from the Tome of Battle.

Skin of Nimbleness (B): MIC p. 171 or SRD. Costs 15,000gp. This is a slotless +10 competence bonus on Tumble checks, which is costed at 1.5× instead of the usual 2× for slotless items. The original printing in the Expanded Psionics Handbook is only 10,000gp, and A-rated as a result.


Items for Companion Users & Mounted Combatants

Pearl of Speech (C): MIC p. 118. Costs 600gp, face slot. This is S-rated for companions, letting them get your buddy to speak. This item lets the user speak a single language (chosen on creation) and 1/day can cast command (Will DC 11, it’s bad).

Greatreach Bracers (D): MIC p. 108. Costs 2,000gp, arms slot. These let you extend your reach 3/day as a swift action, which in practice isn’t actually that good (if you need reach, you tend to have reach, after all). However, on mounted lance builds, putting this on your companion can let them attack with you when needed.

Reins of Ascension (B): MIC p. 120. Costs 3,300gp, mount’s neck slot. This has daily charges that can be used to temporarily give the mount a fly speed as a swift action. It’s unclear if you or the mount is the one who spends the swift; I think RAW the mount does but it’s ambiguous.

Bit and Bridle of Griffonriding (D): CoS p. 149. Costs 5,000gp, fits on a griffon’s neck slot. This only works if you’re riding a griffon (which, admittedly, is a great animal companion option), and grants you a +10 circumstance bonus on Ride checks while doing it.

Boots of Charging (B): MH p. 42. Costs 5,000gp, feet slot. While these boots suck for most adventurers, they grant a bonus on the first attack of your charge that scales with size. For really big companion creatures this can be a solid damage boost for a cheap price.

Knight’s Banner (B): FoW p. 122. Costs 5,500gp. This is attached to any two-handed hafted weapon, and grants all mounts ridden by you or allies within 60 feet a +10ft enhancement bonus to speed, and all of their riders a +5 circumstance bonus on Ride checks.

Familiar’s Belt (C): CMag p. 132. Costs 6,000gp, waist slot. This lets you, 3/day, teleport your Tiny or smaller familiar into the pouch (as long as it’s on the same plane). This is S-rated for swarm familiar users, letting you call your swarm to you when needed (as bringing a swarm of animals around is generally a faux pas in polite society).

Horseshoes of a Zephyr (B): SRD. Costs 6,000gp, a mount’s feet slot. These are horseshoes that let the creature (presumably a hooved one? Ask your DM if you can get bootie versions for other creatures) float a few inches above the ground while moving, ignoring terrain and walking on liquid freely.

Cavalryman’s Spurs (C): Dr334 p. 71. Costs 7,000gp, slotless (attaches to any pair of boots). These grant you a +5 untyped bonus on Ride and Handle Animal checks, and gives you a 95% chance of staying in the saddle if knocked out.

Cavalryman’s Saddle (C): Dr334 p. 71. Costs 8,500gp, goes on a mount. This increases a mount’s land speed by 10 feet, grants it a +5 competence bonus on Jump checks, and gives it the benefits of Endurance and Run.

Battle Bridle (A): MIC p. 151 or MoF p. 154. Costs 9,000gp, goes on the mount’s face. This grants you a +5 competence bonus on Ride checks and the Mounted Combat feat (or Ride-By Attack if you already have Mounted Combat). The original printing in Magic of Faerûn cost the same but granted a +10 competence bonus instead. The rating doesn’t really change though, as the main benefit is the feat.

Gloves of Small Grasping (S): Dr308 p. 34. Costs 10,000gp, hands slot. These gloves grant you a +2 enhancement bonus to Dex and let you wield items as if you had the hands of a Medium-sized creature (regardless of the limbs you put them on, or your own size). This is fantastic for companion creatures, letting them wield weapons and otherwise manipulate objects freely.

Shrink Collar (S): A&EG p. 81. Costs 10,000gp, neck slot (goes on the companion). This reduces a creature down to Small size (regardless of its normal size) without changing its ability scores. This is the item that makes big animal companions viable in all situations, it’s absolutely fantastic. The bigger the companion, the more the size swing gives them for attack rolls, and they can now fit inside dungeons and buildings in mini-mode while maintaining their massive physical stats.

Riding Boots (B): MIC p. 121 or DMG2 p. 269. Costs 12,000gp, feet slot. These are like the battle bridle but a little worse. They grant a +5 competence bonus on Ride checks, and the benefit of Ride-By Attack. In addition, your lance’s critical multiplier while charging with Spirited Charge increases to ×4. The original printing in the Dungeon Master’s Guide II is a little better, granting the same benefits but a +4 untyped bonus on Ride checks instead of a +5 competence bonus.

Torc of Animal Speech (C): MotW p. 30. Costs 12,000gp, neck slot. This lets you speak with animals at-will.

Beastfriend Collar (S): Dr356 p. 68. Costs 17,500gp, goes on your neck slot, not your companion’s, to get its effects. This grants a +4 competence bonus on Handle Animal and wild empathy checks, extends the range of your share spells ability for animal companions and familiars by 5 feet per two character levels, and once per 5 rounds, lets you swap places with your companion creature as an immediate action if it’s within share spells range. This is really funny if you have Enspell Familiar (Dr280), which extends your share spells range out to 1 mile.

Gloves of Man (C): SS p. 57. Costs 42,000gp, hands slot. These let a creature use their limbs as hands. The only reason to have this over the much cheaper gloves of small grasping is if you’re using them for a creature or form that is much bigger than Medium and want it to use weapons of its size.


Items for Shapeshifters

Wild shape-affecting items are rated under the assumption that you’re a wild shape ranger or abolisher.

Feral Bracers (A): ShG p. 16. Costs 2,500gp, arms slot. These let you attune them to a specific animal form you can take, and give you 1 temp hp per level when you take that form.

Wilding Clasp (S): MIC p. 190. Costs 4,000gp. These slotless items can be affixed to other items to keep them from merging with your wild shaped form. That’s all, very simple, straightforward, and powerful.

Druid’s Vestment (A): SRD. Costs 10,000gp, torso slot (probably). This gives you an extra daily use of wild shape, if you’re a wild shape ranger.

Gloves of Small Grasping (S): Dr308 p. 34. Costs 10,000gp, hands slot. These gloves grant you a +2 enhancement bonus to Dex and let you wield items as if you had the hands of a Medium-sized creature (regardless of the limbs you put them on, or your own size). This is fantastic for rangers shapeshifting into nonhumanoid forms.

Phylactery of Change (A): A&EG p. 135. Costs 11,200gp, head slot. This lets you, 1/day, transform into anything a CL 7 polymorph could turn you into. It has an endless duration until you want to turn it off or until you take off the item.

Vestment of Verminshape (B): DMG2 p. 273. Costs 20,000gp, torso slot. This lets you take vermin forms with wild shape.

Fiendring (A): LEoF p. 152. Costs 30,000gp, ring slot. This lets you turn into any fiendish creature, demon, or devil that can be summoned by summon monster IV or lower. Unlike most shapeshifting effects you get all the form’s abilities, including SLAs. It lasts 12 minutes, and is fantastic for utility.

Wild Shape Amulet (A): MoF p. 167. Costs 40,000gp, neck slot. This ups your effective druid level for wild shape by 4, or lets you wild shape as a 5th-level druid if you don’t have wild shape.

Gloves of Man (C): SS p. 57. Costs 42,000gp, hands slot. These let a creature use their limbs as hands. The only reason to have this over the much cheaper gloves of small grasping is if you’re using them for a creature or form that is much bigger than Medium and want it to use weapons of its size.

Skin of Proteus (B): SRD. Costs 84,000gp. This lets you use metamorphosis on yourself at-will, turning into a lot of creatures or objects as you please.


Adventuring Utility

Dungeon Crawling

Items for the “going into dungeons, navigating hazards, finding safe places to rest, and exploring rooms” component of D&D. Not every group really uses these rules, but modules generally assume that you do. I’ve rated items in this section with that assumption as well.

Grasping Hook (B): Du p. 41. Costs 500gp. This is a grappling hook that can be commanded to animate and find a place to grab hold of when thrown, making it extremely reliable for climbing.

Bag of Endless Caltrops (F): MIC p. 151 or A&EG p. 129. Costs 800gp. This lets you make a pile of caltrops 5/day as a move action. It’s kinda bad, and doesn’t actually do much for you that buying normal caltrops would. The original printing in the Arms & Equipment Guide is instead A-rated, costing 2,300gp and letting you create a truly endless amount of caltrops. This can be great especially at low levels for protecting rest sites or pre-prepping battlefields.

Spool of Endless Rope (B): MIC p. 186. Costs 1,400gp. This is a spool that holds 500 feet of silk rope and can be wound or unwound to get at it. If the rope is cut the extra rope vanishes and the spool refills. It weighs 1 pound.

Arcane Fence (A): Dr350 p. 72. Costs 2,000gp. This is a set of magic stakes that can be set to create a 20-foot square area warded by an invisible alarm effect. The alarm goes off (and is only audible to those inside the area) if anything enters the area from outside, or if any of the stakes are touched. You can get multiple sets of these and combine them, to make larger or more complex shapes (each stake must be planted within 20 feet of two other stakes for the area to work).

Scout’s Journal (S): Dr334 p. 72. Costs 2,000gp, and includes a magic ring that does not take a ring slot. The activities of the wearer of the ring are mapped and annotated in Common with descriptions of activities and features they notice while scouting. The item can map a total of 100 square miles of space (with extensive notes) before running out of charge and needing to be replaced. If you’re using this just in dungeon crawls, it will likely never run out, and gives you action-free, extremely powerful scouting and communication abilities.

Blankets of Security (B): Du p. 40. Costs 2,200gp for a set of five (+440gp per extra). These are blankets that are linked together such that everyone sleeping under any of them can be instantly woken up with a single command word.

Ring of Sustenance (A): SRD. Costs 2,500gp, ring slot. This lets you only need to sleep for 2 hours to get 8 hours of rest, and also makes it so you don’t need to eat or drink. Great for standing watch at night, especially if you’re building for perception skills.

Survival Pouch (B): MIC p. 187. Costs 3,300gp. This pouch lets you, 5/day, produce one of a bunch of utility items, including things like rope, food, or a whole mule ready to carry things for you.

Skeleton Key (S): Dr359 p. 123. Costs 4,500gp. This can be used as a full-round action to open any lock that can be opened with a physical key (of any size), obviating the need for Open Lock entirely (which is good for trapmonkey rangers, since they get Disable Device but not Open Lock). Comparable in price to a wand of knock but less fiddly.

Eyepiece of the Clear Wall (C): Dr316 p. 44. Costs 15,000gp. This is a little metal cone that lets you see through a solid surface (such as a wall or a treasure chest) 3/day.

Earpiece of the Hollow Wall (C): Dr316 p. 44. Costs 15,000gp. This is a little metal cone that lets you hear through a solid surface as if you were on the other side without penalties.

Portable Breach (C): Dr291 p. 51. Costs 90,000gp. This is an item that can be placed on a wall, floor, or ceiling to make a hole, then removed afterwards. It works like passwall but it’s only 10 feet deep and lasts forever. It’s like the ACME Portable Holes from Who Framed Roger Rabbit.

Planar Adventures

Items for making your forays into other planes less-than-deadly.

This spoiler has a content warning for self-harm.

Self harm in item description for an A-rated item

Torture Bracelet (A): BoBS p. 46. Costs 300gp, and isn’t a magic item so it doesn’t take a slot. This is a clockwork wind-up bracelet full of razor blades that, when used, deals 2d4 damage to you every round for 12 hours. It’s by far the cheapest and most effective way of making sure you never overheal until you explode on the Positive Energy Plane.

Necklace of Adaptation (B): SRD. Costs 9,000gp, neck slot. This gives you a shell of clean air that lets you breathe in any locale and gives you immunity to harmful inhaled things.

Ring of Elemental Adaptation (D): PlH p. 80. Costs 24,000gp, ring slot. This lets you ignore the negative effects of the four Elemental Planes, such as the heat on the Plane of Fire or being suffocated by the infinite earth on the Plane of Earth.

Light & Darkness

Everbright Lantern (B): ECS p. 265. Costs 212gp. This is a bullseye lantern that never goes out, and is better than a slightly cheaper continual flame effect in the same kind of lantern because, as a magic item, it’s not at risk of permanently being negated by an area dispel.

Darklight (A): SoS p. 140. Costs 500gp. This is a magic lantern that can raise or lower light in an 80ft area from total darkness to bright light, or downwards, toggled as a free action. It’s absolutely fantastic for anyone using ring of the darkhidden, and while it doesn’t overwrite magic light and darkness, it can be used to totally snuff out any nonmagical light sources for ambushes if you can see in the dark. The one downside is it uses power points as fuel… but it can be used for a total of 24 hours per pp put into it, and only ticks down time when actively turned on. It will last for a long time.

Watch Lamp (C): MIC p. 147. Costs 500gp, head slot. This makes a magic light (as a torch) that floats next to your shoulder on command, or snuffs it out with the same command.

Flying Lantern (C): Dr341 p. 66. Costs 1,600gp. While not the most efficient light source (that’d be liquid sunlight and angel radiance, both mundane alchemical items), a flying lantern is useful in that it follows slightly behind you and is hands-free. Combine this with something like Lajandra’s lantern below and you have a recipe for a much more usable debuff effect.

Crystal Mask of Darkvision (C): The Mind's Eye. Costs 8,000gp, face slot. This gives you darkvision 60ft.

Lajandra’s Lantern (A): Dr322 p. 18. Costs 9,000gp, good against incorporeal creatures. This is a magic lantern that needs to be lit with magic potions (but it’s absurdly efficient, a potion of cure light wounds lasts 50 hours, split up as you like), and produces the light of a daylight spell. Incorporeal creatures have to make a DC 15 Will save to even enter the light, and anything that succeeds still takes a –4 penalty on attacks, saves, and checks (including initiative) while in the area.

Goggles of Night (C): SRD. Costs 12,000gp, face slot. This gives you darkvision 60ft, and is the cheapest “main splat” option for that.

Truelight Lantern (A): MoE p. 116. Costs 36,000gp. This is a lantern that can, 1/day, make a true seeing effect in a 120ft cone. Everything in the area is shown as it is, as if viewers had true seeing cast on them.

Sustenance

In my experience, few campaigns really do anything with hunger and thirst rules unless you’re specifically going in for the Oregon Trail vibes, at which point you’re probably not looking to use infinite magic items full of food. Still, these are the magic items worth considering for these purposes.

Everfull Mug (D): MIC p. 160. Costs 200gp. This fills with 12 ounces of water or cruddy alcohol 3/day on command.

Everlasting Rations (D): MIC p. 160. Costs 350gp. This is enough food to feed you for one day, and refreshes each day.

Symbol of Transfiguration (C): MIC p. 139. Costs 500gp, neck slot. This lets you cast purify food and drink 3/day and align weapon 1/day (1-round duration, good only), each as a swift action.

Field Provisions Box (C): MIC p. 160. Costs 2,000gp, and each day gives a full day’s worth of sustenance for fifteen people and five horses.

Ring of Sustenance (A): SRD. Costs 2,500gp, ring slot. This lets you only need to sleep for 2 hours to get 8 hours of rest, and also makes it so you don’t need to eat or drink. Great for standing watch at night, especially if you’re building for perception skills.

Fire Bucket (C): Dr331 p. 88. Costs 3,000gp. This is a bucket that will magically fill with 3 gallons of fresh, clean water over the course of one round whenever it’s held.

Clear Spindle Ioun Stone (C): SRD. Costs 4,000gp. This lets you ignore needs for food and water indefinitely.

Communication

Communication, whether between party members or across long distances, can often make or break narratives. It’s nice to have options on hand when you need them, especially if your DM is a stickler about managing player discussion at the table in combat.

Pearl of Speech (C): MIC p. 118. Costs 600gp, face slot. This is S-rated for companion users, letting them get their buddies to speak. This item lets the user speak a single language (chosen on creation) and 1/day can cast command (Will DC 11, it’s bad).

Commander’s Pennant (S): FoW p. 122. Costs 1,000gp. This is a banner that can go on any two-handed hafted weapon, and lets all allies within 120 feet communicate freely with you in normal speaking tones, and vice-versa. You can pick out allies to relay information, or speak to everyone at once.

Earrings of the Wolf (A): Dr334 p. 71. Costs 2,000gp per earring. These slotless items let you verbally communicate with all other attuned wearers of the same item within 1 mile at any time. You can reattune a set (even with a new earring added) by bringing them together with a command word.

Contact Medallion (A): MIC p. 90. Costs 3,000gp, neck slot. This lets you, 3/day as a standard action, contact any person you know and is within 1 mile telepathically for 1 minute (as if by Rary’s telepathic bond).

Speaker’s Trumpet (C): Dr339 p. 43. Costs 3,500gp. This lets you be heard by everyone within 100 feet when you speak (regardless of local conditions, and even through magical silence), and grants you a +5 untyped bonus on Diplomacy checks when used.

Aspect Mirror (S): CSco p. 113. Costs 4,000gp per mirror, and is linked to up to five other mirrors (can be constructed at separate times if needed). You can activate an aspect mirror to open a communication link (sound-only unless specifically made to show image) with any other linked mirrors, freely communicating across long distances.

Clockwork Messenger (B): Dr316 p. 44. Costs 4,500gp. This is a construct raven that’s able to record and deliver a spoken message of up to 1 hour in length to a designated location and creature. It can use freedom of movement on itself to evade capture, and has no range limit so long as you know where the target is.

Other Items

Talisman of the Disk (C): MIC p. 188. Costs 500gp. This lets you make a Tenser’s floating disk at-will that can hold 300 pounds. You can only have one up at once, but if you have Strength-boosting items, they also increase the disk’s capacity.

Travel Cloak (D): MoF p. 166. Costs 1,200gp, shoulders slot. This grants you a cold-only endure elements effect, produces food and water for you daily, and can be turned into a tent.

Orb of Elemental Adaptation (D): MIC p. 167. Costs 2,000gp, and is held-but-not. B-rated in games where weather matters. When activated, this makes a sphere of protection from hot and cold environments (as if by endure elements) for everyone within 30 feet of you for up to seven days straight, before having to take a week off. You don’t need to hold it during those seven days, it just vanishes and becomes a buff centered on you.

Cloak of Comfort (D): CMag p. 132. Costs 3,000gp, shoulders slot. This is a +1 cloak of resistance that also grants you and allies within 30 feet an endure elements effect. A slotted version of the orb of elemental adaptation, in practice. The upgraded version's prices in the book should be overridden by the MIC’s common item bonus upgrade rules.

Artificer’s Monocle (B): MIC p. 72. Costs 4,100gp, face slot. This lets you use detect magic to identify magic items if you have 5 or more ranks in Knowledge (arcana).

Immovable Rod (C): SRD. Costs 5,000gp. A classic adventuring solution in search of a problem. When you place the rod in the air it can’t be moved except by extreme force (8,000 pounds or a DC 30 Str check).

The Necreme (D): Co p. 155. Costs 6,000gp, neck slot. This is a keelboat that is magically controlled by the wearer of a linked amulet, and driven by four skeletons chained to the oars. It moves 2 miles per hour regardless of conditions.

Decanter of Endless Water (C): SRD. Costs 9,000gp. Another iconic adventuring solution in search of a problem. It can make 1, 5, or 30 gallons of water per round, and I’m sure you can find some use for it if you’re in a group that enjoys that kind of solution-finding.

Spy Glass (C): DrCom p. 141. Costs 16,000gp. This lets you look through walls (and only walls; no ceilings, floors, trees, or other surfaces) by pressing it up against them and looking through the glass.

Bottle of Endless Sand (C): Sand p. 132. Costs 21,600gp. This is like a decanter of endless water except it shoots out sand (max rate 5 cubic feet per round, and can also be used to sandblast things).

Keoghtom’s Spidery Map (B): Dr359 p. 72. Costs 26,400gp. This lets you use a find the path effect 1/day, creating a map that explains in exhaustive detail the most direct path to a given creature, location, or object on the same plane as you.

Chair of Propping (D): Dr342 p. 61. Costs 100,000gp, and is a notable “joke item” that’s still potentially useful. This is an indestructible magic chair that, when placed against a door (any kind of door, the example in the article is a magic dungeon entrance that only opens once a year and magically stays shut otherwise), it can only be removed by the person who placed it, or by an interior decorator.


Silver Bullets

Overcoming DR

There are a few items for this, and while they aren’t truly “yeah, end that encounter” or “ignore that monster gimmick,” they can nonetheless be good to have on hand.

Symbol of Transfiguration (C): MIC p. 139. Costs 500gp, neck slot. This lets you cast purify food and drink 3/day and align weapon 1/day (1-round duration, good only), each as a swift action.

Wyrmfang Amulet (D): MIC p. 148. Costs 1,350gp, throat slot. This lets your unarmed strikes and natural weapons count as magic for overcoming DR. It’s much worse than even an amulet of mighty fists, but is also cheap enough to be useful at very low levels if you’re a natural weapon user worried about DR/magic neutralizing you in rusty dagger shanktown.

Golembane Scarab (D): SRD. Costs 2,500gp, neck slot. This lets you detect golems within 60 feet and ignore the DR of golems entirely. It’s cheap enough to buy if you expect to be fighting golems soon, but you shouldn’t bother with this otherwise.

Sacred Scabbard (B): MIC p. 183. Costs 4,400gp. This scabbard lets you cast a bless weapon effect on your weapon when you draw it, 3/day as a swift action. It lasts for 10 rounds per use and only works for good-aligned characters.

Gauntlets of Weaponry Arcane (C): MIC p. 104. Costs 6,000gp, hands slot. These make any weapon you’re holding (even ones not made of metal) count as both magic and silver for overcoming DR. While alchemical silver remains the cheapest and most effective method for doing that, if you’re using another special material and are worried about DR/silver, this will let you deal with it.

Ring of Adamantine Touch (B): MIC p. 121. Costs 6,000gp, ring slot. These make all your melee attacks count as adamantine for overcoming DR. DR/adamantine is more costly to overcome than silver, so this gets a better rating than the gauntlets above.

Angelhelm (B): MIC p. 71. Costs 10,000gp, head slot. This works only if you’re good aligned, and makes all your melee attacks count as good aligned. You can also use each of cure critical wounds, dispel evil, and resist energy (acid/cold only) 1/day.

Offensive Silver Bullets

For when you really want to mess a specific kind of enemy up.

Gauntlets of Ghost Fighting (S): MIC p. 216. Costs 4,000gp, hands slot, good against incorporeal creatures. These are the cheapest and most effective anti-incorporeality item, letting not just your attacks but also any spells you cast ignore the miss chance from the incorporeal subtype. You also do +1d6 damage on melee attacks against incorporeal enemies.

Black Effigy (S): FoE p. 154. Costs 5,000gp. This is an effigy that can be activated 3/day with a prayer and lasts for 1 hour, creating a 100-foot-radius area where Concentration checks to cast spells take a –5 penalty, and items that use charges (and daily uses) cost double the amount. Single-use items and 1/day items just stop working entirely. This is an incredibly powerful effect for its price, capable of shutting down enemy scrolls and similar items (and thus saving loot), but be aware that it’s a double-edged sword if you have those kinds of items yourself.

Silver Collars of Adentrius (A): DrCom p. 141. Costs 7,250gp, good against vampires. This can be thrown at a vampire or vampire spawn (ranged touch attack) and if it hits, it makes them unable to take gaseous form, and instant-kills them if they’re reduced to 0 HP. Great for making sure you can deal with a vampire, without having to worry about staking and coffins.

Lajandra’s Lantern (A): Dr322 p. 18. Costs 9,000gp, good against incorporeal creatures. This is a magic lantern that needs to be lit with magic potions (but it’s absurdly efficient, a potion of cure light wounds lasts 50 hours, split up as you like), and produces the light of a daylight spell. Incorporeal creatures have to make a DC 15 Will save to even enter the light, and anything that succeeds still takes a –4 penalty on attacks, saves, and checks (including initiative) while in the area.

Quiver of Etherealness (B): CPsi p. 115. Costs 15,750, good against incorporeal and ethereal creatures. Any arrow or bolt that stays in this quiver for 1 round or more becomes able to attack incorporeal and ethereal creatures without miss chance (and even across the planar boundary).

Defensive Silver Bullets

For when there’s an option for protecting against a specific threat.

Sepulchral Vest (A): MIC p. 133. Costs 2,000gp, torso slot, good against undead. This lets you, 3/day as an immediate action, get a +5 sacred bonus on saves against effects generated by undead for 1 round.

Dragonskull Talisman (B): DoF p. 127. Costs 4,000gp, neck slot, good against undead. This lets you, at-will, cast hide from undead (30 minutes duration) on you and up to two other creatures that also hold the amulet for the duration.

Shirt of Wraith Stalking (A): MIC p. 216. Costs 6,000gp, torso slot, good against undead. This lets you cast hide from undead at-will at CL 3, except intelligent undead don’t get any chance to bypass it with a save. It lasts 30 minutes per use, and completely protects you from all senses until you touch an undead creature or make an attack.

Shroud of Undeath (A): Dr342 p. 69. Costs 7,500gp and can be worn over other gear (slotless), good against undead. This grants you a continuous hide from undead effect when worn, letting you completely bypass mindless undead (intelligent undead get a DC 15 Will save to see through it).

Other Silver Bullets

For unusual benefits against particular creatures. Most of these are less powerful than the specific ones, or somewhat generalized.

Ring of the Darkhidden (S): MIC p. 122. Costs 2,000gp, ring slot. This makes you invisible against darkvision while in the dark, even while attacking. It’s incredible, and something even non-sneaky rangers should consider.

Chauntean Sphere (B): Mys p. 62. Costs 5,000gp. This can be activated to make plant creatures soothed and have to stay within 200 feet of it (DC 22 Will negates). Plant creatures who actually were growing in the area take a –5 penalty on the save.

Blindfold of True Darkness (A): MIC p. 75. Costs 9,000gp, face slot. This trades your vision for blindsight out to 30 feet when worn. It’s the cheapest and most effective way to get blindsight, letting you bypass visual effects, stealth, and invisibility trivially.

Houn’s Grand Compendium Volume VIII: Draco Conflagratio Horribilis (B): Dr284 p. 101. Costs 11,100gp, good against red dragons, This is a magic book that, once you read it, grants you a permanent +8 bonus on Knowledge checks about red dragons, +4 bonus on initiative checks in fights against red dragons, and +6 bonus on Will saves against the frightful presence of red dragons. The book isn’t used up after you read it, so if you’re gearing up to fight a red dragon this can be an excellent purchase to buff the whole party.

Amulet of Light (C): Dr342 p. 66. Costs 25,000gp, neck slot, good against undead. This amulet radiates a constant consecrate effect, slightly penalizing undead in the area.


Extradimensional Spaces

Easy-Access Spaces

Quiver of Ehlonna (B): SRD. Costs 1,800gp. This quiver has three compartments that can hold a bunch of ammunition, weapons, and larger weapons. It’s solid if you have many such things to use.

Heward’s Handy Haversack (A): SRD. Costs 2,000gp. The only reason this isn’t the best extradimensional space in the game is that the druid’s satchel exists. It can store 8 cubic feet or 80 pounds of stuff, and will always give you the item you want when you reach into it (a move action).

Druid’s Satchel (S): Du92 p. 103. Costs 3,000gp. This is like a handy haversack, except it stores up to 2 cubic feet or 120 pounds of material, and drawing an item from it is a free action. In addition, if you change your form to something else, the bag automatically changes to accommodate the new form (even if it would normally be absorbed, like with wild shape). A strong contender for one of the most powerful items in the game, though that power is somewhat limited in who can use it due to being based in easy, instant access to consumable items like scrolls. Note that unlike a handy haversack, this one uses the rules of the bag of holding as a basis; you can’t put sharp items into it or they’ll puncture the bag—notable if using it to carry weapons.

Ring of Arming (C): MIC p. 122. Costs 5,000gp, ring slot. As a standard action, you can store all armor and weapons you have in the ring, or retrieve them with the same action later.

Belt of Many Pockets (B): CArc p. 147. Costs 11,000gp, waist slot. This has 64 small extradimensional spaces (can hold 1 cubic foot or 10 pounds), and is functionally a deluxe version of Heward’s handy haversack, producing any item stored as a move action. If you have a familiar, you can stick your familiar in one of these pouches regardless of its size (nice for swarm familiars and combat familiars) and it’ll be just fine without food, water, or air.

High-Capacity Spaces

Bag of Holding (B): SRD. Costs 2,500gp to 10,000gp. The standard extradimensional space, not good for combat storage but good for carrying loot.

Enveloping Pit (S): MIC p. 159. Costs 3,600gp. This is a relic of Kurtulmak, but you don’t care about that. More importantly, this is a portable hole that can only be opened by users with a lawful neutral, neutral evil, or lawful evil alignment (if you’re exalted, get a party member to carry it), and goes 50 feet deep instead of 10 feet, quintupling its storage space at a fraction of the price.

Saddlebags of Holding (B): A&EG p. 79. Costs 5,000gp. These are two (they always come in pairs) bags of holding that can hold 30 cubic feet or 250 pounds each. They’re just type I bags of holding designed for mounts to carry.

Dimensional Pocket (A): Dr313 p. 56. Costs 9,000gp. This is a bag of holding that takes the shape of a pocket, and blends into a surface (including your body) when pressed against it. It can hold up to 1,000 pounds or 150 cubic feet of objects, and it can stretch to 1 foot across at the opening.

Bottomless Toy Box (B): Dr299 p. 62. Costs 17,500gp. This is a box that can hold up to 1,000 cubic feet of items, so long as they can fit through the 2’ × 5’ opening of the box. It otherwise functions like a portable hole. Note that a portable hole costs 3k more and only holds 1/4 as much (282.74 cubic feet, to be exact). Still the hole is easier to lug around than the box, so this is rated lower.

Dragonskin Bag of Grendel (B): Dr329 p. 26. Costs 18,000gp. This is a type IV bag of holding (holds 1,500 pounds worth) that, rather than being an extradimensional space, shrinks items down and ignores their weight. This lets you bring it into extradimensional spaces or stick it into a portable hole safely, unique among such bags.

Portable Hole (B): SRD. This is an extradimensional space with only a volume limit, no weight limit. It’s a 6-foot-diameter, 10-foot-deep cylinder (282.74 cubic feet).

Glove of Storing & Imitators

Leeeet’s talk about the glove of storing. In 3.0, this thing was very reasonably priced, as a cheap option for flickering an item into or out of your hand while storing it in the glove. In the 3.5 update, they multiplied the item’s price by like 5 for no clear reason. Variants of the glove got no such change, though, making them much better. Some DMs would argue that you should increase their prices too, but frankly I think the opposite is true: you should reduce the glove of storing’s price down to its 3.0 value, especially as it’s often an enabler for otherwise-janky builds like two-weapon crossbow firing.

3.0 Glove of Storing (S): 3.0 DMG p. 217, but functions identically to the 3.5 one on the SRD. Costs 2,200gp, hand slot (sold separately, but you can wear two of them). This lets you store a single item of up to 20 pounds as a free action, or retrieve it with the same type of action.

Ring of Storing (S): Dr302 p. 82. Costs 2,200gp, ring slot. This works as a glove of storing except that it fits on a ring slot instead of your hands.

Cloak of Weaponry (D): MIC p. 89. Costs 2,300gp, shoulders slot. This can hold a weapon (only a weapon) of up to 25 pounds and is flickered in and out as a swift action rather than a free action. Your swifts are extremely valuable, but in theory if you really need a fifth version of the glove of storing this could be alright.

Glove of the Master Strategist (A): Gh p. 71. Costs 3,600gp, hand slot. This works like a 3.0 glove of storing that also lets you cast true strike on yourself 1/day.

3.5 Glove of Storing (D): SRD. Costs 10,000gp, hand slot (sold separately, but you can wear two of them). Works identically to the 3.0 one. This is not cheap enough to really warrant using except if you’re TWFing crossbows and don’t have a DM willing to allow a 3.0 one or a variant version.

Wand Bracelet (D): MIC p. 147. Costs 12,000gp, arms slot. This isn’t actually dedicated to wands; it’s instead an item that can store up to four small items (no more than 3 pounds) at once, and lets you retrieve any of them as a swift action.


Miscellaneous Items

Trick Coin (D): Dr341 p. 66. Costs 350gp. This is a coin that, when flipped, lands on the side that’d make you win the flip (or make someone not-you lose).

Shiftweave (C): MIC p. 133. Costs 500gp, torso slot. This is an item that contains five sets of nonmagical clothing (chosen when it’s created) and can switch between them, worn properly, as a swift action.

Angriz’s Chest (D): RotD p. 124. Costs 1,000gp. This is a box that keeps dead flesh inside from decaying or progressing time-wise. Use it for when you need to use raise dead on someone.

Trackless Boots (C): DotU p. 101. Costs 1,000gp, feet slot. This penalizes Survival checks to track you by 5 and makes you immune to the scent ability.

Maiden’s Hands (C): Dr300 p. 42. Costs 1,200gp, hands slot. This is a pair of gloves made out of the cut off fingers of a particular humanoid (almost always a woman, since they’re normally made by hags), and if you put them on, you’re affected by alter self to take the form of that humanoid, provided you’re the same size. RAW I’m not entirely sure how ability scores are affected (if at all). It’s got solid enough use cases as a super-cheap non-illusion disguise item regardless, but if it can be used to take a specific person’s physical ability scores, this is potentially S-rated.

Ehlonna’s Seed Pouch (D): MIC p. 158. Costs 1,400gp. This is useless to most rangers, but if you’re an archer ranger who’s using a raptor arrow, you already have True Believer (Ehlonna) and can access it (once you hit 15 HD, that is). It’s A-rated in that case. It gives you three acorns per day that can be used to summon a treant, create a wall of thorns, or be thrown to deal 11d6 fire damage.

Hat of Disguise (C): SRD. Costs 1,800gp, head slot. This lets you cast disguise self on yourself at-will.

Zaelshin Tu (D): PGtE p. 145. Costs 1,800gp, neck slot. This is useful only for characters with the revenant blade prestige class, and it gives you an extra bonus feat from their ancestral guidance feature.

Softhands Gloves (D): RotD p. 125. Costs 2,000gp, hands slot. These eliminate your draconic features for races that have them, letting you blend in in normal society if you want that.

Gloves of Object Reading (S): MIC p. 107. Costs 3,000gp, hands slot. More like gloves of mystery solving or gloves of sequence breaking, really. You can hold these to psychometrically read specific information on the last owner’s identity, no save to them and no failure chance, then repeat again and again for as long as you want. The information acquired is their race, gender, age, alignment, and how they lost the object. The XPH version had a 10% of skipping a given past owner in this sequence, but the MIC version, for once, buffed an item in its reprint, so definitely use that one.

Lords’ Robes (D): CoS p. 150. Costs 3,000gp, body slot (probably? might just go over your gear). This set of “voluminous robes” makes you appear to be 6 feet tall and of indeterminate gender, and can only be bypassed by true seeing.

Tarekazari of the Coiled Dragon (B): DM p. 104. Costs 3,600gp, neck slot. This lets you 1/day do either a speak with dead (three questions) spell on a corpse, that also lets you learn “the names of five generations of the dead creature’s ancestors” in addition to the answers, or alternatively lets you make a corpse permanently unable to be turned into undead.

Ventriloquist’s Mouthpiece (D): DrCom p. 143. Costs 6,000gp. This lets you use ventriloquism at-will as a free action.

Night Caller (S or D): LM p. 79. Costs 7,000gp. This is a whistle that can animate any corpse as a zombie 1/week. RAW, it works on anything, but your DM might rule that it uses the item’s caster level (5) to determine maximum animated HD. If you can animate whatever you kill it’s great, otherwise it’s… not, really, though even getting a 5-HD (doubled to 10) as a recurring minion is potentially an interesting meatshield. Exalted rangers obviously can’t use this. It is notable that the original printing in the Sunless Citadel actually did specify that it only works on corpses in graves, and counts as a CL 5 animate dead. I’m not sure why they removed this text from the 3.5 update.

Nightstick (S): LM p. 78. Costs 7,500gp. Rating assumes you have a way to spend the turn attempts; otherwise it’s useless for you. This is a rod that gives you +4 turn/rebuke undead attempts. RAW it can be stacked, but few DMs will allow that. Even without stacking, if you’re multiclassing cleric and using divine feats, or entering ruby knight vindicator, this is amazing.

Slate Folio (C): Dr327 p. 68. Costs 7,500gp. This is an Amazon Kindle, letting you copy up to five books at a given time (and replace them freely) by placing the slate on top of a book and pressing a button. If you copy a book with magical pages or traps within, the slate notifies you with a warning on the given pages (it doesn’t copy the trap itself, but will tell you where and what the trap is in the original).

Hand of Glory (B): SRD. Costs 8,000gp, neck slot. This lets you cast daylight and see invisibility each 1/day, and also lets you wear an extra ring (on the hand).

Shadahkar’s Swift Wind (D): Dr324 p. 75. Costs 8,350gp, feet slot. These sandals increase your land speed by 10 feet and give you the Endurance and Run feats, at the cost of a –2 penalty to Dex. This is S-rated for frostblood half-orcs, because it’ll function as a floating feat in practice (giving you the Endurance feat, then swapping it for another feat when worn due to the racial trait).

Dark Blue Rhomboid Ioun Stone (C): SRD. Costs 10,000gp. This grants you the Alertness feat (+2 on Listen/Spot checks). If you need that feat for prerequisites, this is S-rated.

Rose of Kings (D): DrCom p. 140. Costs 10,000gp. This is a bowl that, if filled with wine and drunk by up to 12 people, makes these people unable to lie to each other for 1 hour (no save, no other way to resist). Nice for making negotiations and investigations extremely honest in some types of campaigns.

Stalwart Eye (D): RT p. 155. Costs 10,000gp. This is a bird statuette that you can, at-will, see through the eyes of as long as it’s on the same plane.

Ring of Detect Thoughts (D): Und p. 71. Costs 10,800gp, ring slot. This lets you use detect thoughts at-will.

Golden the Clockwork Cat (D): Dr299 p. 64. Costs 12,000gp. This is a mechanical cat that can bond with any arcane spellcaster as a familiar, getting you potential access to a number of possible character options.

Torc of Animal Speech (C): MotW p. 30. Costs 12,000gp, neck slot. This lets you speak with animals at-will.

Gloves of Sand Shaping (C): Sand p. 134. Costs 15,000gp, hands slot. These let you shape sand freely as if you had the sand domain (Sand p. 107).

Inherent Bonus Books (S): SRD (there are six of them, ctrl+F bodily health, gainful exercise, quickness of action, clear thought, leadership and influence, or understanding). Costs 27,500gp to 137,500gp. These are endgame items that give you a +1 to +5 inherent bonus to one of your ability scores (once). You should try to wait for these until you can afford a +4 or +5 one, then add it to your primary stat at very high levels.

Eye of Erramu (D): FLHP p. 12. Costs 36,000gp. This is a camera that lets you store up to ten “scenes” at a time, freely replacing them as you like.


Magic Locations

Magic locations and legendary sites were introduced with formal rules later into 3.5. They aren’t, strictly, magic items or “treasure,” but they’re treated as part of your WBL if you get access to one during a campaign. Whether or not they’re available are entirely up to the DM, as is whether or not they take place as entire adventures or offscreen shenanigans. The main benefits of these things is access to various small bonus feats to handle feat taxes, especially the famous Otyugh Hole’s access to Iron Will. Few of these are going to be totally build-defining, but they’re nice to have and generally good for their prices. This thread on GitP by Jowgen is also an excellent reference for the more useful of these.

Magic Locations

Bussengeist Haunt (C): CSco p. 142. WBL equivalent 1,000gp. This cleanses you of all magical afflicted, as if by break enchantment.

Dragonheart Tomb (D): DMG2 p. 238. WBL equivalent 1,000gp each for two people, requires ability to cast a 2nd-level necromancy spell. This ups your CL for necromancy spells by 1 for one year.

Frog God’s Fane (B): CSco p. 145. WBL equivalent 2,000gp. This grants you Skill Focus (Knowledge [history, nature, or religion]) as a bonus feat, as well as letting you use the chosen skill untrained if you have no ranks.

Terrible Cyst (B): DMG2 p. 248. WBL equivalent 2,500gp, requires 5 HD and an evil alignment. This gives you the smite good ability 1/day, adding damage equal to your level on a roll against a good-aligned creature. You keep this ability until you die.

Heart of Flame (D): DMG2 p. 242. WBL equivalent 3,000gp, requires 5 HD and spellcasting ability. This ups your CL for fire spells by 1 for one year.

Heart of Ice (D): DMG2 p. 242. WBL equivalent 3,000gp, requires 5 HD and spellcasting ability. This ups your CL for cold spells by 1 for one year.

Ironwyrm Vault (B): CSco p. 149. WBL equivalent 3,000gp. This grants you one of Nimble Fingers, Skill Focus (Disable Device, Hide, Move Silently, Open Lock, or Search), Stealthy, or Tactile Trapsmith as a bonus feat.

Necropolis of Dread (A): DMG2 p. 246. WBL equivalent 3,000gp, requires 5 HD. This grants you +4 on saves against fear effects for one year, and ups the DC of your magical feat effects by +1 for the same duration.

Otyugh Hole (A): CSco p. 151. WBL equivalent 3,000gp, 3 requires 3 HD. This grants you one of Extend Rage, Iron Will, Menacing Demeanor, or Skill Focus (Intimidate) as a bonus feat.

Court of Thieves (A): CSco p. 144. WBL equivalent 6,000gp. This grants you a bonus luck feat and some extra criminal contacts in the underground. Luck feats aren’t generally worth taking on their own, but getting a free one is always welcome.

Olidammara’s Shell (D): CSco p. 150. WBL equivalent 1,000gp. This grants you five single-use luck feat rerolls, which will eventually run out, but if you got a luck feat from the Court of Thieves it’s a nice cheap perk to grab.

The Cave of Gems (A): Mys p. 43. WBL equivalent 6,000gp (2,000gp for three weapons). This can be used to permanently add the flaming, shock, or frost ability to three weapons. Whether or not this is counted as also upping the weapon’s effective bonus is ambiguous; I think there’s a reasonable interpretation that it doesn’t, since it gives its own price and value. If your DM rules that it does, this is B-rated; still good, especially late into a campaign, but less good if you plan on upgrading the weapons later.


Grafts & Warforged Components

These aren’t strictly the same kind of items, but they cover the same broad idea. Grafts are not “magic items” in a technical sense, but are priced and purchased like them, permanently adding a prosthesis or magical piece to your body. Accessing a graft requires someone with the Graft Flesh feat, often a specific creature, so availability is much more up in the air than magic items even in “magic mart” campaigns. I recommend skimming or reading the Complete Graft Handbook if you’re using grafts. I’ve made a list in the following spoiler of which grafts are nice for rangers.

Grafts

Note that fiendish grafts slowly corrupt you to evil by virtue of having them; exalted rangers will want to avoid them. Meanwhile, illithid grafts impose a –4 penalty on saves against mind-affecting effects, which isn’t quite as build-defining but is still brutal as a drawback. This penalty isn’t cumulative though, so if you’re getting one you may as well get more.

Mighty Arms (A): FoE p. 158. Costs 1,000gp. This construct graft gives you a slam attack, but has some weird rules that make it arguably exclusive with other grafts beyond the construct grafts in the same book. A solid pick, but with a high opportunity cost.

Illithid Weapon Graft (B): FF p. 213. Costs 1,000gp (plus the weapon). This illithid graft allows you to merge a single one-handed or light weapon with your arm. That weapon becomes a natural weapon and also gets a +1 bonus on attack and damage rolls. This also imposes a –2 penalty on skill checks requiring hands, and explicitly removes the use of the hand “for anything but combat.” Talk to your DM about how this works. Anyway, this can let you get some pretty unique natural weapons (since it turns any weapon into one), but the Will penalty is a heavy drawback.

Fiendish Jaw (A): FF p. 210. Costs 2,000gp. This fiendish graft gives you a gore attack.

Mutineer’s Eye (S): Dr318 p. 54. Costs 4,000gp. This pirate graft increases your sneak attack damage by 1d6 at the cost of a permanent –2 penalty on Spot checks. Rating assumes you have sneak attack; it’s F-rated otherwise.

Spike Stones (S): FF p. 214. Costs 4,000gp. This maug graft adds +1d4 damage to all your unarmed and natural attacks.

Long Arm (A): FF p. 211. Costs 5,000gp. This fiendish graft makes your reach increase by 5 feet when using the arm, and also grants you a claw attack.

Rending Claw (B): FF p. 212. Costs 5,000gp. This illithid graft gives you a claw attack.

Skum Tail (C): FF p. 208. Costs 6,000gp. This aboleth graft gives you a 40ft swim speed.

Goring Horn (B): FF p. 212. Costs 8,000gp. This illithid graft gives you a gore attack and the Improved Bull Rush feat.

Shudder Plate (B): FF p. 213. Costs 8,000gp. This maug graft functionally gives you tremorsense out to 15 feet, but penalizes Move Silently by –4.

Feathered Wings (S): FF p. 210. Costs 10,000gp. This fiendish graft gives you a fly speed of twice your land speed.

Arm of Nyr (S): DotF p. 26. Not technically a graft, but plays one on TV. Costs 12,800gp and is slotless, but it’s also a prosthetic arm so you do need to lose an arm for this. An arm of Nyr is a magical prosthesis that only works for good-aligned characters, and grants you a +2 untyped bonus to both Strength and Dexterity when using the arm as well as a +2 deflection bonus to AC.

Grasping Mandibles (C): FF p. 210. Costs 15,000gp. This illithid graft gives you a bite attack and improved grab.

Enervating/Paralyzing/Weakening Arm (S): LM p. 80. Costs 40,000gp. The unique effects of this undead graft are irrelevant (they’re bad), what matters is that having one gives you a +4 inherent bonus to Strength, which is waaaay cheaper than the usual rate.

Golden Dancing Pegleg (D): Dr318 p. 54. Costs 55,000gp. This pirate graft grants you the Mobility and Spring Attack feats, as well as a +10 competence bonus on Perform (dance) checks.

Clawed Arm (B): FF p. 210. Costs 50,000gp. The more expensive evil-aligned equivalent to arm of Nyr. This fiendish graft gives you +4 to Strength when using the arm and a single claw attack.


Warforged Components

Warforged components are a magic item classification that is intended to be only usable by warforged, but you can by RAW use Use Magic Device to imitate race. This won’t fly with many DMs, but if it does, then you’ll be able to use them even if you’re not a warforged (with likely only one check at DC 25 to attach the item).

Regardless of if you’re a warforged or cheesing it, warforged components cannot be removed without your permission, unconsciousness, or death. They often take item slots, but many don’t. Beyond the specific components, per the Eberron Campaign Setting, any magic item can be made as a warforged component, either at the same price as usual (if it takes a slot normally) or double that price (if it’s slotless). The ratings here assume that accessing the component is trivial; it does not consider any extra build considerations you’d need to make the UMD checks if you’re not a warforged.

Finger Picks (A): FoW p. 120. Costs 500gp, hands slot. These count as masterwork thieves’ tools and also grant an extra +2 circumstance bonus on top of that (+4 total bonus).

Battlefist (A): ECS p. 268. Costs 2,600gp. This increases your existing slam attack’s damage to 1d8 and makes it a +1 weapon (as well as able to be enhanced like a weapon). It also ups your unarmed strike damage by one step if you’re a monk.

Behemoth Belt (A): SoX p. 148. Costs 4,000gp, waist slot. This can be activated to make you grow by a size category for 5 minutes.

Wand Sheath (C): ECS p. 269. Costs 4,000gp. This is basically a wand chamber for your arm, allowing you to slot a wand in and use it without needing to retrieve it. You can probably get two of them if you somehow need that many wands.

Belt of Fortification (S): SoX p. 148. Costs 8,000gp, waist slot. This increases your natural fortification from 25% to 75%.


Consumable Items

Full disclosure: I love consumable items. I love resource management, I love tracking items, I love having useful niche solutions to problems. When I play D&D, I make a spreadsheet tracking everyone else’s WBL and items, because I’m the only one in my group (including the DMs) who actually likes this stuff.

This puts me in a uniquely poor position for writing about consumables for the average player. Most players do not like consumables. Whether it’s because they don’t know when to use them, are worried about if they’ll need it later, or just don’t want to deal with the annoyance of tracking them, most players really dislike that stuff in my experience. And that is perfectly, 100% valid! But it made writing this section hard.

With that in mind, my goals here are twofold. First, I want to make a guide for what consumable options are good for rangers. Second, I want to make consumables even slightly easier for you to engage with. If you really hate consumables, that is absolutely understandable and alright. It’s good to know that you’re leaving power on the table, so to speak, but in practice it generally won’t ruin your build or experience if you don't bother with consumables.

For those who’re more in a middleground, maybe I can convince you to pick up a few of them.

Having polled a bunch of my friends who dislike consumables (some in just tabletop games, some in all games, videogames included), I would like to think I’ve gotten a reasonable handle on the reasons why someone might not like using them. Still, this may not be a perfect section, because as mentioned: not liking consumable items is completely alien to me, which made this hard.

Still, let’s talk about consumables!

Common Issues I Can’t Help You With

Four answers I got in my discussions about this were ones that I really have no way to actually help a person with.

A Problem: The 3.5 item system is a huge pain, annoying to deal with, and just isn’t fun.

Some people don’t like items at all. Dealing with all the fiddly nonsense in the system, tracking what items you need to get at what levels, handling daily uses on things, and accounting for every single gold piece, optimizing the Knapsack Problem, and so on is just aggravating and not their idea of fun. They’ll still use items as needed and spend their WBL, but it’s not something they want to focus on or interact with. If you’re someone who matches this description, I would like to think that this guide in general might have helped by cutting out a significant amount of book-diving to do, but I’m not really counting on it.

A Problem: Tracking consumables and ammunition is a layer of fiddliness I’m unwilling to put up with.

This is a pretty straightforward issue. I don’t have this problem but everyone I know does so, uh, yeah. If you don’t want to have to deal with this, you’re not gonna want to play a character who uses a lot of wands and scrolls. I get it. Probably just skip this section, maybe grabbing a Phant’s luckstone or three for lifesaving emergencies, because that item is just that good. But otherwise, yeah, if consumables aren’t for you, they aren’t for you.

A Problem: Power and abilities gotten from consumables doesn’t feel earned, and doesn’t feel like “part of my build.” It feels more like I cheated the system.

I actually stumble into this emotion myself every so often! Depending on the game, I often want to do things “honestly” (whatever that means, really), not using consumables or emergency options, and just getting by with player skill and permanent character build options. If you have this problem, I imagine you tend to be fine with stuff like healing wands to handle party attrition, but aren’t going to build around temporarily-purchased buffs, special ammunition, and the like. The consumables section might still be worth a read for you, but it probably won’t bring you much benefit.

A Problem: I will forget about them.

The layout of character sheets in D&D is not exactly conducive to remembering the effects of every item you have. If you have a dozen cheapo “this will solve an encounter or save my life one day” items, and you forget they exist because you don’t think about them often, that’s functionally the same as not having them. When the chance for them to shine comes and goes and you only realize half a year later, that feels bad. There aren’t really any good solutions to this beyond “organize better” or “remember better,” neither of which are actually useful as advice. Even when I make character sheets (I use Google Docs and build a new sheet for each character I’m playing, rather than an official one), I have to structure my sheets in ways where my consumables are the first thing I see when I open the sheet and scroll down to the combat section. Without doing that, I’ll forget, and I like using consumables!

There are ways you can manage this problem, but if you have a tendency to forget about things that aren’t in active use all the time, you will be unlikely to make good use (or any use at all) of more niche things. For a character building around wands it might work out that you can set up your sheet to put them front and center, but for a generic character who isn’t based around wands? Sticking “wand of XYZ” in your items section is probably going to be forgotten, I imagine. So… if this problem describes you, I recommend adjusting how you organize things, but it may be just that it’s not in the cards for you to use consumables actively.


Common Issues I Actually Can Help You With

A Problem: I don’t know what’s useful, there are too many items, and most of them are weird and niche.

This guide’s main purpose is to do the book diving for you, so… yeah. Hopefully this section helps point out useful items, whether they’re good to have or more of a “save for a rainy day” thing. For wands, scrolls, and similar items, I recommend going through the spellcasting chapter; rangers have a lot of great spells for wand usage (especially swift action self-buffs), and I’ve noted many of them as such in their ratings.

A Problem: I never know when to use a consumable, and end up holding them out of worry I’ll need them later.

This one is a simple thing to solve, in the end. Start with the mentality that if you get a consumable item, you are now looking for a place to use it. Personally, I use a two-step “check” for when to use a consumable:

  1. Would I get a benefit out of it right now? If “no,” don’t use it. If “yes,” go to step 2.
  2. Do I have a specific reason to expect to need it soon? Not “oh, I can’t use this now, I might need it later” but “I actively believe I will need this for something during this specific adventure.” If “no,” then use the item now. If “yes,” then save the item for the thing you expect to need it for.

These two steps will handle consumable hoarding well. You don’t really lose much by using a consumable slightly inefficiently, and holding items Just In Case is a recipe for never using them.

A Problem: I worry that if I buy consumables, I’m permanently weakening my character due to spending WBL on them.

Okay, so, this one is more complicated than the rest. Most 3.5 players know about “wealth by level,” the expected money you’ll have at a given level (and often used synonymously with the amount of money that a new character at higher levels gets). I sometimes see people also talk about how the treasure rules outlined in the Dungeon Master’s Guide give slightly higher amounts than the WBL table implies, which in theory is meant to be used on consumables.

As a preface to this, though, many DMs don’t use the DMG treasure rules as-written. In addition, there is an “out” presented in the DMG that “extreme” usage of consumables should come out of WBL, and I’ve seen people include “topping up after each fight with a wand of cure light wounds” in that category. If you’re looking to use consumables on your build and are worried about this issue, it’s probably worth showing your DM this spoiler tag and the numbers it pulled, then deciding with them how you want to handle it.

A common outlook I’ve seen among players is that consumables cut into your WBL permanently, and on top of being, yanno, fiddly and often hard to use because “what if I need it later,” that outlook implies that you’re forever weakening your character by using them. This isn’t actually true (officially speaking at least), and in fact, the DMG’s bonus money from treasure is meant to account for the fact that the game expects you to be using some number of consumables (potions, resurrection components, wands, whatever) both as individuals and as a party.

In the hope of making these values somewhat more tangible, I’ve made a table pulling information from the WBL table and the table listed on page 54 of the DMG:

Level WBL Gained This Past Level Treasure Gained This Past Level WBL Total Expected Personal Stash Expected Consumables Fund This Level % of WBL Running Total If Unspent % of WBL
2 900 gp 1,000 gp 900 gp 1,000 gp 100 gp 11% 100 gp 11%
3 1,800 gp 2,000 gp 2,700 gp 3,000 gp 200 gp 7% 300 gp 11%
4 2,700 gp 2,999 gp 5,400 gp 5,999 gp 299 gp 6% 599 gp 11%
5 3,600 gp 3,999 gp 9,000 gp 9,998 gp 399 gp 4% 998 gp 11%
6 4,000 gp 5,332 gp 13,000 gp 15,330 gp 1,332 gp 10% 2,330 gp 18%
7 6,000 gp 6,665 gp 19,000 gp 21,995 gp 665 gp 4% 2,995 gp 16%
8 8,000 gp 8,665 gp 27,000 gp 30,660 gp 665 gp 2% 3,660 gp 14%
9 9,000 gp 11,331 gp 36,000 gp 41,991 gp 2,331 gp 6% 5,991 gp 17%
10 13,000 gp 14,996 gp 49,000 gp 56,987 gp 1,996 gp 4% 7,987 gp 16%
11 17,000 gp 19,329 gp 66,000 gp 76,316 gp 2,329 gp 4% 10,316 gp 16%
12 22,000 gp 24,994 gp 88,000 gp 101,310 gp 2,994 gp 3% 13,310 gp 15%
13 22,000 gp 32,659 gp 110,000 gp 133,969 gp 10,659 gp 10% 23,969 gp 22%
14 40,000 gp 43,323 gp 150,000 gp 177,292 gp 3,323 gp 2% 27,292 gp 18%
15 50,000 gp 56,653 gp 200,000 gp 233,945 gp 6,653 gp 3% 33,945 gp 17%
16 60,000 gp 73,315 gp 260,000 gp 307,260 gp 13,315 gp 5% 47,260 gp 18%
17 80,000 gp 93,310 gp 340,000 gp 400,570 gp 13,310 gp 4% 60,570 gp 18%
18 100,000 gp 119,970 gp 440,000 gp 520,540 gp 19,970 gp 5% 80,540 gp 18%
19 140,000 gp 156,628 gp 580,000 gp 677,168 gp 16,628 gp 3% 97,168 gp 17%
20 180,000 gp 203,283 gp 760,000 gp 880,451 gp 23,283 gp 3% 120,451 gp 16%

At any given level, on average you’ll have accumulated roughly 15-20% of your total WBL, if you didn’t spend anything on consumables. This means that you can in theory be a bit stronger, but in practice, spending that money on consumable items will get you a lot more power.

I know that’s not likely to convince people who dislike consumables to use them, and frankly, that’s perfectly fine! Everyone has different thresholds for fiddly mechanics, gear, and so on.

Still, if you held the misconception that consumables cut into your WBL, I wanted to use this table to clear things up. The DMG assumes you’re going to be buying consumables, and gives you extra money to do so. Not every character will use many consumables, but even getting some scrolls or a wand every so often will generally make your character much more effective as an adventurer (and, especially, as a ranger due to your spellcasting’s limitations). Just… keep it in mind, I guess.

Aaaanyway, all that said, here are my ratings for consumable options, separated into spoilers for specific use cases and types.

Items That Benefit Consumables

In addition to wand chambers (described in the mundane weapons section), these items are great if you're using consumables actively.

Potion Belt (B): FRCS p. 96. A potion belt is a nonmagical item that costs 1gp and holds up to six potions, which you can draw 1/round as a free action. The masterwork version costs 60gp and holds ten potions as well. Potions aren't, generally speaking, worth it compared to scrolls and the like, but if you're going to use potions (especially at low levels), reducing the action needed from your whole turn to just the standard action to drink? Quite nice.

Infinite Scrollcase (B): MIC p. 162. Costs 2,800gp. While far worse than the druid’s satchel at this, the infinite scrollcase can store up to 50 scrolls and bring out the one you want as a move action (or part of a move action; it’s described as akin to drawing a weapon—talk to your DM about if Quick Draw works here). The main benefit of this over a Heward’s handy haversack is the ability to draw a scroll while moving.

Druid’s Satchel (S): Du92 p. 103. Costs 3,000gp. This is like a handy haversack, except it stores up to 2 cubic feet or 120 pounds of material, and drawing an item from it is a free action. In addition, if you change your form to something else, the bag automatically changes to accommodate the new form (even if it would normally be absorbed, like with wild shape). A strong contender for one of the most powerful items in the game, though that power is somewhat limited in who can use it due to being based in easy, instant access to consumable items like scrolls. Note that unlike a handy haversack, this one uses the rules of the bag of holding as a basis; you can’t put sharp items into it or they’ll puncture the bag—notable if using it to carry weapons.

Wand Sheath (C): ECS p. 269. Costs 4,000gp, warforged component. This is basically a wand chamber for your arm, allowing you to slot a wand in and use it without needing to retrieve it. You can probably get two of them if you somehow need that many wands.

Metamagic Wandgrip (A): CMag p. 133. Costs 6,000gp. You can slot a wand into this grip and then, the grip can be used 3/day to apply a metamagic feat you know to a wand’s casting, burning extra slots equal to that feat’s spell level adjustment.

Rod of Many Wands (B): CMag p. 128. Costs 27,000gp. This can hold up to three wands, and lets them all be activated at once as a full-round action (burning three extra charges from each). Great for triggering buff wands at the start of a fight.

Bracers of Wands (C): Dr291 p. 51. Costs 60,000gp, arms slot. This is a pair of bracers that lets you store up to three wands per arm (both arms must be worn for this to work), draining one charge from a wand when it’s put in, and lets you access all the wands stored without needing an action or your hands. It’s the super-deluxe version of the various “hey I have extra wands” items, costing a premium but being by far the most convenient to use.


Consumable Healing & Defensive Items

Self-Healing

Armor of Healing (A): Dr302 p. 73. 1,250gp, torso slot. In spite of the name, this is not armor. In fact, it’s a use-activated wand of cure light wounds worn as a shirt, healing you automatically of 1d8+1 hp (and using one of its 50 charges) at the end of any round you take damage. You can’t turn off the effect without taking the shirt off, but it’s cheaper than a healing belt and can do the job of small amounts of combat healing well, especially at lower and mid levels.

Party Healing

Wand of Cure Light Wounds (A): SRD. Costs 750gp, and can cast a CL 1 cure light wounds 50 times (heals 1d8+1). This is the core standard for noncombat healing, and while it’s notably worse than the wand of lesser vigor, you have the benefit of being able to activate it yourself.

Wand of Lesser Vigor (S): SC p. 86 and SRD. Costs 750gp, and can cast a CL 1 lesser vigor 50 times (fast healing 1 for 11 rounds). This is the better version of a CLW wand. It only works on living creatures.

Wand of Inflict Light Wounds (D): SRD. Costs 750gp, and can cast a CL 1 inflict light wounds 50 times (inflicts 1d8+1). This is what you use if you’re undead.

Wand of Repair Light Damage (D): SC p. 173 and SRD. Costs 750gp, and can cast a CL 1 repair light damage 50 times (repairs 1d8+1). This is what you use if you’re a warforged.

Resurrections

Eagle Stones (S): Dr324 p. 29. Costs 7,650gp. Though there are many raise dead and resurrection consumables around, this is by far the best one, and honestly the only one you should consider using over just hiring a caster at a church. This is a single-use item that casts true resurrection on a single corpse for you before burning out.

Defensive Consumables

Feather Fall Talisman (C): Sh p. 170. Costs 50gp, throat slot. This lets you use a CL 1 feather fall effect once. There’s a 1/day version of this called the griffon badge, check the emergency interrupts section of the non-consumable items.

Safewing Emblem (D): MIC p. 131. Costs 250gp, throat slot. This can be activated as an immediate action to cast feather fall on yourself for any fall of up to 180 feet. It shatters after one use. There’s a 1/day version of this called the griffon badge, check the emergency interrupts section of the non-consumable items.

Distillate of Dew (C): Fey Feature. Costs 400gp. This elixir makes you immune to poison for 4 hours.

Medallion of Io (C): RotD p. 125. Costs 1,000gp. This is a single use item that grants you resistance 10 to one energy type and a +4 bonus on a specific check (generally a skill) for 1 hour.

Phaant’s Luckstone (S): Gh p. 72. Costs 1,000gp. This is a single-use slotless item that, as long as you carry it, lets you make one reroll at any time (as if by the luck domain). It’s absolutely amazing. Get a few of them for when you roll a natural 1 on a save or are otherwise in grave danger.

Clasp of Safeguarding (B): Du p. 40. Costs 1,500gp. This is a single use item that prevents any of your items from being harmed when you roll a natural 1 against an effect.

Whiteshiver Elixir (A): ERG p. 222. Costs 1,500gp. This is a potion that grants you the benefits of the plant type (including all those immunities) for 10 minutes.


Consumable Spell Items

Variable Consumable Spell Items

Consumable spell items are the most versatile and useful type of consumables… mostly because spells are really good. In addition, ranger’s spell list has many options that don’t care much about CL or save DC (such as buffs with fixed durations), so if you’re using consumables, you’re probably using these.

They are broadly split into three categories:

  1. Spell completion (scrolls, requires being a high enough CL to cast the spell and the spell to be on your list; minor schemas also fall into this category, but they aren’t consumable so they’re in the earlier magic items section).
  2. Spell trigger (wands, scepters, and staves, requires only that the spell be on your list).
  3. Command word (runes and bramble men, with their own rules on how they’re used).

Fundamentally, every single one of these item types is S-rated. Like, the practicality and usefulness of them varies by what spells you pick, but the whole point of using consumables, in most cases, is to use these for significant power spikes at the cost of build and play fiddliness.

The different items, their prices, and their activation methods are as follows. For all of these, costly material components get added to the final price, as does 5× any experience costs (in gold pieces).

Scrolls: SRDhttps://www.d20srd.org/srd/magicItems/scrolls.htm. These are spell completion items costing 25gp × caster level × spell level, and are single-use.

Wands: SRD. These are spell trigger items costing 750gp × caster level × spell level, and have 50 charges (can be used 50 times before running out). Only up to 4th-level spells can be put in wands.

Scepters: LEoF p. 153. These are spell trigger items costing 750gp × caster level × spell level, and have 50 charges (can be used 50 times before running out). Only up to 6th-level spells can be put in scepters, and they don’t benefit from various wand-related items and abilities.

Staffs: SRD. These are spell trigger items with a minimum CL of 8 and special pricing rules, and have 50 charges with, generally, multiple spells that can be used with those charges.

Runes: Dr324 p. 26. These are command word activated spell items that have a single use, are activated as a standard action (regardless of the spell within), and cost 75gp × caster level × spell level. You’re treated as if you’d cast the spell yourself, so personal effects and other “you must be the caster for XYZ benefit” effects are on the table. Excellent, powerful, useful.

Bramble Men: Dr300 p. 41. These are a fantastic type of buffing item with some weird, unique rules. Only spells that target creatures can be put in bramble men. When you activate the item (a command word), it doesn’t cast yet, instead it permanently bonds with the next creature who touches it (which might be you). Then, when the bramble man is destroyed, it casts the spell on them regardless of the distance between it and them. This is incredible if you have area effects in your party; dropping a bundle of bramble men before a party wizard casts fireball is an action-free way to dump buff spells onto you and your teammates. They’re always made at the minimum caster level to cast the spell, and cost the following:

  • 125gp for 1st-level spells (CL 1)
  • 450gp for 2nd-level spells (CL 3)
  • 1,575gp for 3rd-level spells (CL 5)
  • 4,200gp for 4th-level spells (CL 7)
  • 6,750gp for 5th-level spells (CL 9)
  • 9,900gp for 6th-level spells (CL 11)
  • 13,650gp for 7th-level spells (CL 13)
  • 18,000gp for 8th-level spells (CL 15)
  • 22,950gp for 9th-level spells (CL 17)

Specific Consumable Spell Items

Sending Stone (B): ELQ p. 11. Costs 500gp. This casts sending once.

Chaniud’s Placard (C): Ghostwalk Web Enhancement. Costs 875gp. The default item is made for Chaniud, but these can be made to call up any god. It’s a single-use commune item. Nice for helping get answers if you need them in a campaign.

Slashing Sand (F): MIC p. 185 or Sand p. 135. This is a single-use item that makes a spike stones effect in four 5-foot squares, lasting 1 hour. The original printing in Sandstorm is instead B-rated, as it instead covers 200 square feet worth of space and lasts 10 hours (enough to cover a rest or plan around a battlefield).

Teleport Stone (A): ELQ p. 11. Costs 2,250gp. This can be attuned to a specific location and lets you teleport to that location as long as it’s within 900 miles of you, before burning out. Attuning it to a place or changing its location to a new place takes 10 minutes.

Dust of Negation (B): LoM p. 214. Costs 3,300gp. This is a single-use item that makes an anti-magic field.

Warpstone (B): Dr317 p. 73. Costs 6,000gp. This can be attuned to a specific location with a touch and lets you teleport to that location (no range limit) before burning out. Attuning it to a place or changing its location can be done with a touch, but leaves an arcane mark where you did so (which can be dispelled, theoretically).

Breachstone (B): Una p. 56. Costs 10,000gp. This lets you make a passwall through a wall 5 times before it runs out of charges.

Dimensional Chalk Holder (C): A&EG p. 22,950gp. Costs 22,950gp. This can create 1d4+1 gate spells (planar travel variant only) before it runs out of chalk.

Volcano Seed (A): Far Corners of the World. Costs 37,650gp. This is a single-use item that makes a volcano, imitating the 9th-level druid spell raise volcano from the same article series. It has a settable timed delay of up to one minute (run fast when you use it), and works without you having to concentrate. Honestly, just click the spell link, it’s gotta be seen to be believed. What a neat way to buy a bomb.


Specific Magic Ammunition

You can enhance ammunition (arrows, crossbow bolts, shuriken, etc) like magic weapons. 50 pieces of ammo get enhanced for the price of a normal magic weapon, and there are some excellent things to get ahold of, such as +1 bane (a bunch of different types) ammo to always have that benefit on-hand. Ammunition enhancement bonuses overlap with that of the weapon firing them, but you get the special abilities of both the weapon and the ammo, so most projectile characters are very well-served getting cheap magic ammo, especially at high levels.

In addition to the standard weapon special abilities, there are a number of specific ones, which I’ll be talking about in this section. Most specific ammo is sold as single pieces rather than in lots of 50, making it easier to come by (particularly for very niche usage). If you’re not the sort to use consumables these are all functionally useless for you, so the ratings here will assume you’re actively willing to use and track consumable items.

Unless you’re using a raptor arrow, all special ammunition is destroyed upon use. If you are using raptor arrows, you’re going to have to talk to your DM about what “fair pricing” looks like when adding special ammo effects to it, since these are all balanced around the idea of being single-use.

Sleep Arrow (B): SRD. Costs 132gp per arrow. These inflict a DC 11 Will save against sleep on-hit, and can be a solid high-level fishing-for-nat-1s debuff option.

Malachite Ammo (S): Expanding Your Mind. Costs +100gp per piece of ammunition (must be added to already-magic ammo, +1 ammo costs +46gp each including the masterwork). This creates a grease effect in a 10-foot-radius area for 1 round on hit.

Fey Arrow (S): A&EG p. 106. Costs 257gp per arrow. These apply a CL 5 faerie fire effect on hit, and are a good substitute for more expensive weapon enhancements to negate concealment or invisibility.

Pixie Memory Arrows (B): SS p. 51. Costs 607gp per arrow. These force a DC 15 Will save against permanently losing all memories until a heal spell or wish-type effect is applied.

Giant-Tooth Arrow (B): Dr345 p. 38. Costs 647gp per arrow. These are +2 giant bane arrows that also penalize the target’s attacks, Reflex, and Concentration checks by –2 until they’re removed as a standard action.

Bolts of Arcane Penetration (B): Dr330 p. 66. Costs 650gp per crossbow bolt. These are +1 phasing crossbow bolts that also ignore deflection bonuses (cover, shield, armor, and deflection are ignored, and you can shoot through thin walls to get them).

Arrow of Eyes (C): A&EG p. 98. Costs 1,047gp per arrow. These are +1 arrows that let you see through them after lodging in a target for 10 minutes, as if by arcane eye (CL 10).

Slaying Arrow (A): SRD. Costs 2,282gp (normal) or 4,057gp (greater) per arrow. These are +1 arrows keyed to a specific creature type on creation that inflict a DC 20 Fort save against instant death (or destruction for undead and constructs) against that type. They’re especially good against undead and constructs due to their low Fort saves.

Spectral Arrow (B): BoVD p. 113. Costs 2,560gp per arrow. This is a +1 brilliant energy arrow that inflicts two negative levels instead of dealing damage. While extremely expensive per shot, your average high-level archer could obliterate most creatures with a quiver full of these things.

Arrow of Disintegration (C): A&EG p. 98. Costs 3,307gp per arrow. These are arrows that apply a CL 11 disintegrate spell (DC 19 Fort) on-hit.

Extractor Shuriken (S): Dr308 p. 53. Costs 6,861gp per shuriken. This is a +1 shuriken that deals 1 point of Int damage on-hit, potentially ending fights with animals and many magical beasts in one or two attacks.

Stun Bolt (S): ShS p. 55. Costs 9,603gp (sold as a box of 50 bolts, not separately). These crossbow bolts prompt a DC 20 Will save against 1d6 rounds of stunning on-hit. This is a mind-affecting effect.

Death Arrow (C): Dr281 p. 80. Costs 9,650gp per arrow. This is a slaying arrow that works on every creature, regardless of type.

Single-Use Spell Ammo

Hailing from Dragon Magazine #295 are a unique, powerful type of special ammo that was written with a default of siege engine ammo, but had a sidebar explicitly allowing you to make normal ammunition for them. Not only that, but these rules allow you to make spell ammunition of any spell, using the following formula as a flat cost on top of a piece of ammunition to get a unique (made as a single piece, not 50) piece of ammo.

spell price = (spell level × caster level × spell effect baseline)

(spell effect baseline is 50gp for spells up to 3rd-level and 100gp for spells above 3rd-level)

The total cost for a single-use spell ammunition item is then gotten by taking the above spell price and adding it to the price of the magic ammunition (40gp + masterwork ammo for a single +1 piece of ammo), while doubling the price of the lower value.

Which spells beyond the ones listed in the article are allowed are explicitly up to the DM to adjudicate, with the implications of the rules being that for targeted and ranged/melee touch spells, hitting the target is what allows the spell to hit, and for area effects, it centers the effect on the target if you hit.

Needless to say, these can get very expensive quickly, but can also be extremely powerful, letting you fire off multiple spells in a full attack for massive action economy gains.

The specific, no-DM-adjudication-needed spell ammunition in the article are the following, implicitly also being +1 ammunition.

Defoliant Ammo (D): Dr295 p. 82. Costs 760gp per piece of ammo. This applies a diminish plants effect within 100 feet of the target.

Wind Wall Ammo (S): Dr295 p. 84. Costs 4,510gp per piece of ammo. This makes a 50-foot-long wind wall spreading out to either side with the target at the center.

Burning Metal/Freezing Metal Ammo (D): Dr295 p. 82. Costs 1,010gp per piece of ammo. This applies a heat metal or chill metal effect on all metal objects within 15 feet of the target (DC 13 Will save negates).

Fire Wall Ammo (A): Dr295 p. 83. Costs 2,810gp per piece of ammo. This makes a 140-foot-long wall of fire facing away from you and spreading out to either side with the target at the center.

Ice Wall Ammo (A): Dr295 p. 83. Costs 2,810gp per piece of ammo. This makes a 70-foot-long wall of ice perpendicular to the ammunition’s path (and centered on it) as far as it can go without reaching the limit or an obstacle.

Quenching Ammo (D): Dr295 p. 82. Costs 2,810gp per piece of ammo. This applies a quench effect (CL 7) in a 30-foot burst around the target.

Force Wall Ammo (B): Dr295 p. 83. Costs 4,510gp per piece of ammo. This makes a 90-foot-long wall of force perpendicular to the ammunition’s path (and centered on it) as far as it can go without reaching the limit or an obstacle.

Iron Wall Ammo (B): Dr295 p. 84. Costs 4,510gp per piece of ammo. This makes a 90-foot-long wall of iron perpendicular to the ammunition’s path (and centered on it) as far as it can go without reaching the limit or an obstacle, and merges with terrain in its path.

Stone Wall Ammo (B): Dr295 p. 84. Costs 4,510gp per piece of ammo. This makes a 90-foot-long wall of stone perpendicular to the ammunition’s path (and centered on it) as far as it can go without reaching the limit or an obstacle, and merges with terrain in its path. It also has arrow slits every 5 feet on the bottom of the wall.

Thorn Wall Ammo (B): Dr295 p. 84. Costs 4,510gp per piece of ammo. This makes a 90-foot-long wall of thorns spreading out to either side with the target at the center.

Reverse Gravity Ammo (C): Dr295 p. 85. Costs 9,810gp per piece of ammo. This makes a reverse gravity effect (CL 14) in a 10-foot area around the target.

Earthquake Ammo (A): Dr295 p. 82. Costs 12,010gp per piece of ammo. This creates an earthquake effect (CL 15) in a 75-foot area around the target.

Disjunction Ammo (S): Dr295 p. 85. Costs 15,310gp per piece of ammo. This create’s a Mordenkainen’s disjunction effect (CL 17) in a 30-foot area around the target.


Silver Bullet Consumables

Mask of the Living (B): Dr337 p. 83. Costs 45gp, and is slotless but can’t be used alongside another face paint. After being applied (takes 10 minutes), you can activate a 10-minute-duration hide from undead effect by snapping your fingers within the next 24 hours.

Silversheen (B): SRD. Costs 250gp, and lets you make a weapon count as alchemical silver for 1 hour.

Powder of Silent Passage (C): Sh p. 170. Costs 300gp. This is a single-use item that temporarily turns off magical alarms in an area so you can pass.

Ectoplasmic Ichor (B): LM p. 78. Costs 500gp. This is a single-use item that makes an item ghost touch for 1 hour.

Slaying Arrow (A): SRD. Costs 2,282gp (normal) or 4,057gp (greater) per arrow. These are +1 arrows keyed to a specific creature type on creation that inflict a DC 20 Fort save against instant death (or destruction for undead and constructs) against that type. They’re especially good against undead and constructs due to their low Fort saves.

Extractor Shuriken (S): Dr308 p. 53. Costs 6,861gp per shuriken. This is a +1 shuriken that deals 1 point of Int damage on-hit, potentially ending fights with animals and many magical beasts in one or two attacks.


Other Consumables

Shifter Braid (S): RoE p. 174. Rating assumes you’re a shifter; cost varies, head slot. These are single-use items that can be activated as a non-action while beginning your shifting, and grant you an effect during that shifting’s duration. The options are enlarge person (100gp), counting your natural weapons as silver (150gp), quickening a divine spell that targets yourself, and using it as part of shifting (a swift action, 500g), and becoming ethereal for 1 round (750gp). They’re all amazing if you’re willing to manage the consumable effects.

Unguent of Timelessness (D): SRD. Cors 150gp per flask. This item makes time permanently pass more slowly for up to eight Medium or smaller objects per flask. Each year of time counts as only a day of time (i.e. 365:1 time ratio). Talk to your DM about how this can be used. In theory, it’s for making items that would last only a limited time (like a rotting corpse, or an ectoplasmic item) last longer, but RAW it would also extend object-targeted buff spells and artificer infusions. I’ve only played in one game that allowed the latter usage, and frankly it was incredibly game-breaking. I would not recommend allowing it, but in a high-enough-op game it could have a place.

Memory Crystal (B): Dr327 p. 67. Costs 200gp. This is a polaroid camera, letting you take a single photograph to store in the crystal permanently.

Quall’s Feather Token: Bird (C): SRD. Costs 300gp. This will deliver a written message to any target, and lasts as long as it takes to get there (it flies like a pigeon).

Living Mask (D): Gh p. 72. Costs 400gp, face slot. This is a single-use item that lasts as long as it’s worn (breaks after taking it off), and makes the wearer look like a living person in fine clothing, regardless of their garb and if they’re undead. It even fools detection divinations. Useful if you’re a necropolitan.

Quall’s Feather Token: Tree (S): SRD. Costs 400gp. This creates a full-grown oak tree on use, including a canopy and root system. The reason I’ve rated it so highly is because, frankly, if it works in any logical way, it can be terrifyingly destructive to wherever you’re planting it. However, this is the kind of thing that will probably only ever work a single time in any given campaign (or group, tbh), so tread lightly.

Bladeshimmer (D): CSco p. 114. Costs 750gp. This is a liquid that, when put on an object (up to 2 square feet of surface, but you can combine multiple vials for bigger objects), makes that object invisible until the substance is wiped off.

Horn of Recording (B): Dr327 p. 67. Costs 750gp. This is a small horn that can record and play back up to 2 hours of sound perfectly.

Contract of Nepthas (C): CArc p. 148. Costs 1,400gp. This is a contract that imposes a bestow curse effect on any signers who break its terms.

Sovereign Glue (B): SRD. Costs 2,400gp per ounce. This is superglue that cannot be broken except with a universal solvent.

Universal Solvent (D): SRD. This is a consumable that can dissolve sovereign glue and other glue-like substances.

Oathbeer (D): Dr334 p. 59. Costs 3,000gp. This is like a contract of Nepthas, except it’s a pint of magic beer that can be sworn over by up to ten people, in the form of a specific oath (and requiring a cleric of a lawful god to be there to officiate it) rather than a written contract.

Flesh of Orcus (C): Gh p. 71. Costs 6,000gp. This can be used to turn someone into a free-willed vampire (it also kills them). While the vampire template is 100% a trap option for players, I can see this having a use if you really need a power boost at the very end of a campaign, gearing up for a final dungeon crawl or boss encounter.

Opal of Tunneling (B): Sand p. 134. Costs 6,350gp. This is a single-use item that creates a 30-foot-long, 10-foot-wide tunnel through solid rock (or similar material) when used, melting the walls into lava while it does.


Useful Nonmagical Items

Nonmagical items tend to get the short end of the stick in 3.5 with regards to usability, for, well, a lot of reasons. Most of them lean into the pseudo-simulationist angle of the base system, which many groups don’t engage much with. If you want a general look at useful mundane and alchemical gear, I suggest Shax’s Indispensable Haversack. As for items that are specifically useful for rangers, and thus stuff I wanted to directly mention, reference the following spoiler.

Useful Nonmagical Items

Locked Gauntlet (A): SRD. A locked gauntlet costs 8gp and gives you +10 against disarm checks regarding the hand it’s in. However, locking and unlocking the gauntlet around a weapon takes a full-round action, so it may not always be practical to use. Still, if your DM likes enemies that use combat maneuvers, this is amazing for protecting your viability in combat.

Dust Eggshell Grenade (S): OA p. 78. Costs 10gp each. These are throwable splash weapons that blind the target hit for 1d4 rounds (no save) and adjacent creatures for 1 round (Fort DC 10 negates). Fantastic even if you aren’t a thrower.

Angel Radiance (A): BoED p. 37. Costs 20gp. This is a spell component (and thus drawable as a free action) that glows as a torch perpetually.

Sundark Goggles (S): RotD p. 123. Costs 20gp. This negates your light sensitivity if you have any. Rating assumes you do; otherwise they’re just sunglasses.

Masterwork Tools (S): SRD. Costs 50gp. Thieves’ tools, books of knowledge, fancy shoes, well-made capes, whatever you can convince your DM to allow, really. Every group is different in what their thresholds are. Some groups only allow the listed tools, some allow things that you can justify with an appropriate item, and some just go “well, it’s in the book, right? +2 circumstance bonus for 50gp. Let’s get on with the game.” Regardless, you should get any masterwork tools you can, for as many skills as you commonly use.

Tanglefoot Bag (A): SRD. Costs 50gp. These are thrown items that entangle on hit and also have a chance to glue the target to the floor. They’re really good for messing up targets all the way to level 20, honestly, though the usefulness does fall off a bit eventually.

Adamantine Hacksaw (A): Du p. 32. Costs 600gp. This hacksaw ignores hardness of 25 or lower, letting you cut through most materials trivially.


A mockup of a videogame cheat menu showing 'Big Head Mode' selected. The other options are 'All Weapons', 'Infinite Ammo', 'Moon Physics', and 'Infinite Lives.' To the right of the menu is a preview showing Soveliss with an enlarged head.

Chapter VIII:
Optional Subsystems


There are many random subsystems and extra rules frameworks scattered around 3.5. I mean, technically, prestige classes are one of those. But uh, yeah. This is more about the systems of systems that most people overlook or ignore (either because they don’t know they exist, or don’t bother with them). Whether or not one of these is in play in your game probably boils down to “did someone at the table want to use it in a build and bring it up?”

So, the interest of making you the person at the table who brings one of these optional subsystems up, this chapter (much shorter than the prior three, I promise!) is about outlining what rangers can do with them.

Up first is something I didn’t know existed until making this guide, but really wish I had way back when: the Dungeon Master’s Guide II’s bond system.

Bonded Magic Items (DMG2 p. 231)

Did you know that WotC published a way less janky way to do a “legacy item” that levels up with you? Neither did I until recently! Located in the DMG2, this system lets you take an item and make a bond with it, flexibly upgrading it as you level with a number of benefits (and some drawbacks).

The way this works is fairly simple compared to Weapons of Legacy and similar systems people tried in early 3.5… here are the rules, summed up in a list:

  1. Every character can have up to one bonded item, The item has to be either masterwork or already magical.
  2. By performing a bonding ritual (of which there are several introduced in the DMG, some easier than others) and sacrificing material costs and experience, a character can upgrade their bonded item.
  3. An item upgraded in this way functions only for that character (and can’t be feasibly resold later, as a result), and has the following rules for upgrading:
    • Upgrading the item costs the same (gp/xp-wise) as crafting an item or upgrading via crafting.
    • You ignore all item creation feat and spell requirements when upgrading a bonded item.
    • If an upgrade requires a specific class feature, a specific non-item creation feat, or a number of skill ranks, you have to have that requirement. Your HD are the item’s CL for prerequisites, as well.
    • The item is upgraded instantly, rather than taking the normal 1 day per 1,000gp of price.
  4. In addition to the stuff you upgraded with, you also get a passive benefit from the ritual you used to upgrade the item. If you use a different ritual later for further upgrades, it overwrites this benefit.
  5. If you take the Truebond feat (DMG2 p. 232) you also upgrade a further extra ability when using your bonded item. These are almost never worth a feat though.

This is a lot like Ancestral Relic, though it’s got some notable upsides and downsides. Ancestral Relic lets you sacrifice existing items at “full value” while this needs you to get raw materials and spend xp (functionally similar gp costs due to the raw materials being half the market price, but you’re still paying experience points here). Ancestral Relic also takes more time; this is a very fast way of upgrading an item, compared to that or crafting, and as such it’s immensely practical for characters like martials with one “big main item” like a weapon.

Anyway, uh, this system has no feat buy-in or anything; any character can do it, and it makes keeping your weapon or another important item topped up as you level. Really nice, and very effective. If you’re the kind of player who likes changing your weapon as you level up, or have expensive special material goals, I recommend using a dragonshard pommel stone (FoW p. 121) as your bonded weapon; you’re still paying less into the item than buying a normal weapon and will then be able to swap it onto new stuff as you go.

The rituals in the DMG2 vary, but the most effective one is the Ritual of Honor, which requires a lawful alignment, has a ritual requirement only of performing a nonlethal sparring match with a creature of your level (such as a party member), and has the minor benefit of granting you +1 on initiative checks while the item is stowed.

Retraining & Rebuild Quests (PHB2 p. 191)

The Player’s Handbook II’s retraining rules are a great addition to the game, letting you change feats, class features, and skills easily as you level, or go on DM-adjudicated quests to completely revise your character if you want to keep continuity (most DMs I’ve played with just let players retcon things if a build is really unfun, though). If your game doesn’t already use the retraining rules, I recommend bringing them up, because it lets options that are more useful at lower and mid levels be swapped out later. One weird consideration, though, is the solitary hunting ACF. One of the options for retraining class features is swapping an ACF for another one, or for its default feature. In theory, a ranger who wants to be a companion user at later levels might start the game with the solitary hunting ability (since it’s gotten at 1 and swaps a level 4 feature), then swap it away when they reach 4th level (or even 6th level, when they can take Natural Bond). This is… honestly, probably fine? It even leads to a fun narrative if you’re going by default flavor, where a ranger who lost his ability to connect with nature adventures and slowly learns to love again before getting a wonderful pet fleshraker to keep him company. Adorable, moving, Oscar-winning. But mechanically a little bit of a switcheroo that many groups might consider cheesy, while also being fairly unintuitive if you hadn’t thought of it before.

Teamwork Benefits

In the later half of 3.5, some books introduced the idea of teamwork benefits. These are special buffs that apply to your entire party, and are gotten by training together with one of the party members being a teacher for the others. You can have one teamwork benefit with your team for every 4 HD the lowest-level party member has (includes stuff like familiars, who use your HD for this, and animal companions, who don’t use your HD and need to spend a trick to get access to your team), and learning a teamwork benefit takes two weeks of training together for it. Each benefit has a set of requirements for the team leader and a set of requirements for the rest of the team, and you can swap who’s leader and who’s follower on a teamwork benefit basis (everyone is able to take both roles as needed).

The teamwork benefits worth using for rangers are as follows:

Teamwork Benefit Highlights

Crowded Charge (S): PHB2 p. 159. Leader must have 8 ranks in Jump, team members must have 1 rank in Jump. This lets you and your allies charge through each other as if you weren’t there, as long as the charges end in an open space.

Cunning Ambush (B): PHB2 p. 159. Leader must have 8 ranks each in Hide and Listen, team members must have 1 rank in Hide. This lets your party use the leader’s Hide ranks and bonuses, sharing a single check when hiding as a group (but using their own Dex and armor check penalty). Great for stealth specialists to not get revealed by their group’s lack of sneaking skills.

Foe Hunting (C): PHB2 p. 160. Leader must have a favored enemy at +4, team members must have 1 rank in Survival and BAB +4. This gives allies who flank with you against creatures of the chosen favored enemy type (including yourself) a +2 bonus on damage rolls against them. Nice for broad FEs, though less impactful than the rest. Group Enmity is the better version of this.

Friendly Fire Evasion (B): DMG2 p. 191. Leader must have 4 ranks in Spellcraft and evasion, team members must have 1 rank in Spellcraft and base Ref save +2. This gives your team evasion against each others’ spells. F-rated if no one in your party is casting area spells.

Group Enmity (A): FoW p. 130. Leader must have a favored enemy and 8 ranks in a relevant Knowledge for IDing that enemy, team members must have 4 ranks in that Knowledge. This is fantastic, granting your team half the benefit of your favored enemy on their skills and combat rolls. RAW, I think it also applies solitary hunting or Tactical Advantage if you have them. It also gives a +2 bonus on attack rolls to confirm crits. You can only have this against a single enemy per team leader. Note that by RAW, you can’t use this with broad non-creature-type favored enemies since they have no associated Knowledge.

Companion Spirits (DMG2 p. 194)

If everyone in your party has 4 HD or more and Int 3 or more, then you can invest experience points together into attracting a team mascot companion spirit. This costs 300gp and 300xp per team member (and so, your familiars or animal companions, who don’t have experience points, won’t count or benefit), and gives everyone a perk from the spirit’s resonance on the team.

At later levels, you can upgrade the spirit’s effects, as shown in the following table:

Lowest Level Party Member Gold Cost (each) XP Cost (each) Spirit
4 300gp 300xp 1st-tier
7 700gp 750xp 2nd-tier
10 1,500gp 1,200xp 3rd-tier
13 3,000gp 1,650xp 4th-tier
16 7,500gp 2,100xp 5th-tier

In practice, these costs are a drop in the bucket, and you can get some nice boons from the new mascot. Every companion spirit has both a General Characteristic and a Specific Characteristic, chosen when your team acquires the spirit.

Companion Spirit Characteristics

General Characteristics

Communication (D): Your team gets communication benefits based on tier, including an eventual Rary’s telepathic bond effect and the ability to scry each other at higher levels. Still, magic items do this better.

Magical Storage (S): Your team can store a single spell per day (burning someone’s spell slots, and it can’t be a personal spell) in the companion spirit, with a max level equal to the spirit’s tier and minimum CL for the spell. Then, on that day, each team member can cast the spell once, separately, as if they were casting it out of a spell trigger item (even if it’s not on their list). This is fantastic for making buff spells go further or getting emergency effects to allies.

Salve (C): This gives your team a scaling pool of healing that can be tapped by a party member, but it’s not great for use in combat (3rd-tier lets you tap it as a move action, 5th as a swift action, honestly you’re better off just storing a close wounds spell in the Magical Storage benefit or something).

Transference (B): This gives your team a new tactical option at each tier, including the ability to grant each other bonuses, trade hp for someone else’s temp hp, or use someone else’s saving throws. It’s solid.

Specific Characteristics

Chain (B): This starts by boosting the party’s Intimidate checks, but quickly upgrades into some shared-access debuff effects (an area crushing despair at 3rd-tier, a lesser geas SLA for everyone 1/day at 4th-tier, and a dominate person SLA for everyone 1/day at 5th-tier). The drawback is that these are all Cha-based, and use the individuals’ Charisma for the effects’ DCs when using the abilities.

Corrosion (C): This gives everyone scaling acid resistance and boosts to poison save DCs.

Flame (B): This gives everyone scaling fire resistance and bonus damage/CL with fire spells, as well as bonus damage when using weapons that deal fire damage.

Frost (B): This gives everyone scaling cold resistance and bonus damage/CL with cold spells, as well as bonus damage when using weapons that deal cold damage

Lens (C): This starts with bonuses on Spot and Listen checks and scales into an interesting “fog of war” benefit, letting you always see what’s around your allies if they’re in line of sight of you, even if you couldn’t otherwise see.

Lightning (B): This gives everyone scaling electricity resistance, a 1/day expeditious retreat SLA at 2nd-tier, and a 1/day self-only haste SLA at 4th-tier.

Rampart (F): This gives everyone access to some scaling temporary AC and concealment effects, but the action costs are awkward to make it work well.

Shadow (D): This gives everyone access to a pool of stealth skill boosts, as well as eventually the ability to go invisible. A little too little and too late.

Shroud (A): This gives everyone a constant gentle repose effect, a 1/day false life SLA at 2nd-tier, and then after that, escalating defenses against death effects, including the ability to cast death ward on themselves (a move action at 4th-tier and a swift action at 5th-tier).

Thunder (D): This gives everyone scaling sonic resistance and some underwhelming SLAs (shatter and shout each 1/day at 2nd and 4th-tiers).

Tower (B): This one’s benefits are various small defensive abilities, but at the highest tier, you get the ability to grant yourself fairly spell resistance that allies can ignore for a couple rounds per team member per day, which is a solid defense.

Apprenticeships (DMG2 p. 175)

Another one from the Dungeon Master’s Guide II, this is a feat that you can take to be taught under a character or NPC with the Mentor feat. It’s more of an NPC-contact subsystem than anything else, requiring various tasks each week while you’re an apprentice. The main mechanical benefit of the subsystem is accessing two skills as class skills from 1st through 5th levels, potentially allowing access into PrCs you can’t qualify for normally. Once you reach 5th level, you keep the benefits of the Apprentice feat (mainly the increased skill rank cap for those skills) but no longer have to work for your mentor. You can also swap your feat for the Mentor feat, giving you a low-level cohort (who becomes a proper cohort once they reach 5th level themselves).

Sculpt Self/Prestige Races (Dr304 p. 46)

Rarely for Dragon Magazine content, this is actually explicitly OGL text, so I uploaded an excerpted scan to for you. Anyway, this is a feat (Sculpt Self) that lets you spend experience points for benefits, similarly to making magic items but at much higher xp costs and no gold costs. This takes one day per 1,000xp spent, and permanently alters your character’s body in a way that can’t be removed. There’s no limit to how many you can take, but generally speaking it’s probably more efficient to spend gold on many of the items. None of these effects are particularly unique or powerful. Still, as the PDF is legally free for me to share thanks to its OGL entry, you may as well check it out and see if anything catches your eye. Note that the second to last page of the article states that the effective cost of a prestige race alteration in gold pieces is 5× the experience cost (and treated as a slotless item, price-wise), and then goes onto say that creating your own options by turning magic item effects into Sculpt Self options, or making up your own with the DM, is viable. In the end, this isn’t a very fleshed-out subsystem, but it has potential niche use in low-loot games or as an alternate gear setup.

Affiliation Benefits

Honestly, I have never seen these actually used in a game. But if your group uses them, more power to y’all! Affiliation benefits are a late-3.5 addition that give rules for joining and benefiting from organizations in mechanical ways beyond the usual small situational benefits or roleplay perks. Many of them are quite strong, some of them are build-defining, most are pretty weak, and all of them are kinda fiddly and can be campaign-warping to introduce (if only because if you’re affiliated with an organization, your adventures can very easily become about that organization). The following spoiler tag includes a list of affiliations that rangers might find mechanically-useful, and their sources. If you’re looking to use an affiliation benefit to enable a build, you’re probably going to need to sit down and talk to your DM about it.

You can have multiple affiliations with different organizations, but per the PHB2, your second affiliation takes a –10 penalty to its score, your third takes a –15 penalty, your fourth takes a –20, and so on. Generally speaking, the affiliation rank-up stuff might be somewhat gameable, but will still require actively working with your DM to make events and adventures that boost your score happen. In addition to whatever I mention here, most affiliations just give you small incidental benefits, many of which are pretty solid (especially since you’re getting them nearly-free from a “build resources” standpoint).

Affiliations for Rangers

Specific Affiliations

These have particular lore and information for how they work and where they fit into settings. The Eberron ones are notable in that they tend to enforce more active participation in organization activities, so keep that in mind too.

Bilge Rats (D): CoStorm p. 91. This requires 3 ranks in Intimidate, humanoid type, and sneak attack/sudden strike +1d6. Affiliation score 16 makes you become a wererat (problematic for leveling, though you can use the savage progression and just not take levels in it, at least), and affiliation score 23 gives you a permanent +2 bonus on attack rolls while sneak attacking. This is great if you’re multiclassing rogue or making heavy use of hunter’s eye, but otherwise mediocre.

Blackwheel Company (A): CoStorm p. 96. This requires a nonchaotic alignment and not being part of any other militaries. Affiliation score 24 gives you an aura that grants allies a +1 morale bonus on attack rolls and all saves, as well as a fighter bonus feat. Affiliation score 30 gives you Leadership as a bonus feat.

Cabal of Shadows (D): CoStorm p. 102. This requires a nongood alignment, and is S-rated for active consumable users. Affiliation score 5 discounts 3rd-level and lower scrolls to 75% price, affiliation score 16 does the same down to 50%, and affiliation score 30 gives you Leadership as a bonus feat and a 1/day greater invisibility SLA.

Church of the Whirling Fury (B): Dr348 p. 68. Rating assumes you’re actually doing Savage Tide or a similar campaign with a lot of demons. Affiliation score 21 gives you a +1 bonus on attack and weapon damage rolls against demons, and affiliation score 30 gives you a +1 sacred bonus on saves against demons, as well as a 1/month swift action ghaele summon.

Covenant of the Calling (B): CoStorm p. 105. This requires a nonevil alignment. Affiliation score 6 gives you access to free 1st- and 2nd-level divine spells in the organization’s areas, affiliation score 16 does the same for up to 4th-level spells, affiliation score 24 gives you access to a one-time free raise dead spell from them, and affiliation score 30 gives you Leadership as a bonus feat and a one-time free resurrection.

Disciples of Legend (A): CC p. 64. This requires 3 ranks in Knowledge (history), and gives you access to a fancy library (+8 on history, +3 on other knowledges) at affiliation score 11, temporary access to the Leadership feat when you need it at affiliation score 21, and an aura that gives other members a +1 morale bonus on attack rolls and saves against mind-affecting effects (which can and should buff your entire party, even if they’re only token members in the organization).

Elves of the High Forest (D): PHB2 p. 173. This requires you have elven blood, and maxing it out (affiliation score 30+) gives you +2 CL to your ranger spells while within the eponymous High Forest.

Fury of the Eye (C): Dr361 p. 20. While not always evil, this organization follows Gruumsh, which makes it not viable for exalted rangers. Affiliation score 4 gives you a +2 bonus on damage rolls while adjacent to two or more allies, affiliation score 19 gives you a barbarian’s rage ability (usable 1/day as a barbarian of half your HD), and affiliation score 30 gives you and your allies a +1 morale bonus on attack rolls and +4 morale bonus on saves against fear.

German Landsknechts (D): Dr356 p. 93. If you have Weapon Focus in the awl pike, greatsword, or halberd, affiliation score 11 gives you Weapon Specialization with that weapon, potentially allowing access to fighter-only stuff. In addition, affiliation score 30 gives you immunity to fear.

The Halls of Secrets (C): Dr361 p. 26. While not always evil, this organization follows Vecna, which makes it not viable for exalted rangers. Affiliation score 4 lets you get +5 on a Knowledge check 1/day, and affiliation score 19 lets you reroll a single attack, save, or check 1/day (no action needed).

Paragnostic Assembly (A): CC p. 72. This requires Int or Wis 13 and 3 ranks in two Knowledge skills. At affiliation score 4 you get a +5 bonus on Knowledge skills when researching stuff, 16 you get a bonus class skill off a short list (probably Spellcraft or a Knowledge skill), at affiliation score 23 your research bonus increases to +10, and at affiliation score 30 you can always take 10 on Knowledge checks. This one is also notable for being extremely easy to max out as long as you’re sending back records of your adventures regularly.

Restenford Sewerworkers Guild (C): PHB2 p. 178. Maxing this out (affiliation score 30+) lets you reroll a failed Spot or Listen check 3/day (no action needed). It’s also a fantastically neat organization, consisting of a union of sewer workers and various underclass laborers that play a dual role as a citywide information network and are led by an awakened gelatinous cube.

Scots-Irish Galloglas (A): Dr356 p. 92. Affiliation score 11 grants you a +2 racial bonus on attack rolls while charging on foot, affiliation score 16 increases that to +4, and affiliation score 23 gives you inspire courage 1/day as a bard of your HD, letting you access a number of potential build paths.

Temple of Carnage (B): Dr361 p. 19. This requires you be nonlawful and will probably eventually make you evil, so exalted rangers can’t take this. Anyway, affiliation score 4 gives you a +1 bonus on all damage rolls, affiliation score 13 lets you reroll a missed attack 1/day if you have multiple enemies, and affiliation score 30 makes it so if you would ever go down to 0 or fewer hit points, you can make a Fort save to ignore the damage and keep fighting (and tanking hits) for rounds equal to your Con mod (minimum 1), dying at the end if you’re not healed up above –10.

Wintervein Dwarves (D): PHB2 p. 181. This is dwarf-only. Getting a 15 in your affiliation score gives you Weapon Focus (dwarven waraxe) and Weapon Focus (dwarven urgrosh), potentially making prerequisites or feat taxes easier. The waraxe isn’t the best weapon but it will do the job, and a free feat is a free feat.

Zelkarune’s Horns (B): Dr348 p. 73. Maxing this out (affiliation score 30+) lets you, 1/month, bring one of the organization’s trained monsters (CR 12 or less of your choice) with you for 1 week as an ally.

Domain Affiliations

Unlike the specific affiliations, these are “generic” and are meant to be used as a catchall for any religious or philosophically-oriented organization that aligns with the domain in question (generally by worshiping a god who grants that domain, though it isn’t required).

Air Domain Affiliation (S): CC p. 29. This is absolutely trivial to max out if you go punching slavers regularly (you get +4 to your score each time you free slaves or prisoners, and you get a +3 bonus automatically from being able to fly, once you hit affiliation 23), and its benefits are great. At affiliation score 23, you can fly as the spell for 10 rounds each day (split as you like), and at affiliation score 30 you can cast overland flight as an SLA 1/day (CL = HD). I think this might be the easiest and most effective way to get flight in the game.

Animal Domain Affiliation (B): CC p. 29. At affiliation score 25, you get to cast a summon nature’s ally SLA 1/day as a swift action to summon one or more animals (using an SNA spell based on your level if you were a full caster, I think).

Good Domain Affiliation (B): CC p. 34. Like the air domain, this one is super trivial to max (you get +2 every time you openly thwart an evil enemy and +1/4 the CR of evil creatures you kill). At affiliation score 22, you get a +1 bonus on attack rolls against evil creatures.

Knowledge (S): CC p. 35. Maxing this out (affiliation score 30+) lets you, 1/day when you identify a creature with a Knowledge check, remove one of its abilities from use for 1 minute. They can negate this with a Fort save (DC 10 + your HD (not half your HD, full HD) + your Int mod).

Luck (B): CC p. 37. Maxing this out (affiliation score 30+) lets you force an opponent to reroll something after you know the result of the roll 1/day.

Magic (S): CC p. 37. You need maxed Spellcraft to make this good, but it is, in itself, a reason to get that skill on your list and max it. Affiliation score 30 lets you, 1/day as a non-action when you identify a spell being cast with Spellcraft, automatically counter the spell without needing to cast a spell of your own.

Strength (B): CC p. 40. Maxing this out (affiliation score 30+) increases your Strength score by 1.

Travel (A): CC p. 41. Maxing this out (affiliation score 30+) lets you, 1/day as a swift action, escape any grapple or bonds holding you and move to the nearest open 5-foot square.

War (A): CC p. 43. At affiliation score 14 you can ignore difficult terrain for 1 round 1/day, at affiliation score 23 you can double your Power Attack damage bonus (+100%, not true doubling) 1/day, and at affiliation score 30 you now apply any feat that applies to a single weapon to all weapons that share its damage type and proficiency category (simple/martial/exotic).

I found affiliations in City of Stormreach, Complete Champion, Dungeonscape, the Player’s Handbook II, Five Nations, Secrets of Sarlona, Shattered Gates of Slaughtergarde, and Dragon Magazines #348/354/356/361 if you want to go see the lists for yourself.

The End

It's the end of the main guide! You made it! All that's left are the appendixes:

Thanks for taking the time to read this guide! I hope you enjoyed reading it even a fraction of how much I enjoyed writing it. And thanks again to my coauthor Taveena and to Dragoonwraith for their extensive assistance in the handbook's creation