Aasimar Hunter Ranger Build Guide
Combine Celestial Revelation's flight with the Hunter's Prey feature at level 3, and you have an Aasimar aerial sniper who never misses their marked targets.
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Why Hunter?
The Aasimar Hunter Ranger is a 6/10 baseline synergy that shoots up to an 8/10 if you play strictly to the unique strengths of the updated Hunter archetype. While most Rangers are forced to burn spell slots and concentration on Hunter's Mark, this build weaponizes the Hunter's Prey feature to generate at-will Advantage on your primary target. By pairing this reliable Advantage with the Aasimar's Celestial Revelation, you become an untouchable airborne striker.
Where this build truly shines is in its action economy and scaling. Because Hunter's Prey doesn't require concentration, you are completely free to concentrate on control spells like Spike Growth or buffs like Guardian of Nature while still gaining massive offensive benefits. Furthermore, your Aasimar Healing Hands gives you a clutch emergency heal that doesn't burn your valuable Ranger spell slots.
We are building this character as a long-range death sentence. You will track your quarry relentlessly using the double proficiency bonus from Hunter's Lore, mark them from 60 feet away with Hunter's Prey, and rain down arrows from the sky with your celestial wings. It's an incredibly focused, self-sufficient build that demands smart positioning and precise feat selection.
Hunter Features
Hunter's Lore
Level 3You gain proficiency in one skill of your choice from the list available to rangers at 1st level. You can also add double your Proficiency Bonus to Intelligence (Nature) checks and Wisdom (Survival) checks.
Hunter's Prey
Level 3You gain the ability to mark your prey. As a Bonus Action, you can designate one creature you can see within 60 feet of you as your prey. You have Advantage on attack rolls against your designated prey, and it can't become Invisible unless it has total cover. This benefit lasts for 1 hour or until you designate another creature.
Defensive Tactics
Level 7You choose one of the following defensive tactics. Escape the Horde: Opportunity attacks against you are made with Disadvantage. Multiattack Defense: When a creature hits you with an attack, you gain a +4 bonus to AC against that creature's attacks until the start of your next turn. Steel Will: You gain proficiency in Wisdom saves. If you're already proficient in Wisdom saves, you gain proficiency in Charisma saves instead.
Superior Hunter's Prey
Level 11You can designate more prey. You can have up to three creatures designated as your prey. You can add your Wisdom modifier to damage rolls against any of your designated prey.
Superior Hunter's Defense
Level 15When a creature within 5 feet of you hits you with an attack while you have a designated prey, that creature takes damage equal to your Wisdom modifier (minimum of 1 damage). You can use your Reaction to make one weapon attack against a creature within 5 feet of you.
Recommended Ability Scores
Aasimar Traits That Benefit Hunter Ranger
Celestial Revelation
Flight provides incredible mobility, letting the Ranger reach otherwise inaccessible positions.
Celestial Resistance
Built-in damage resistance reduces incoming damage, keeping your Ranger alive longer in combat.
Darkvision
Aasimar Darkvision helps Rangers scout ahead and fight in darkness without needing a torch.
Healing Hands
Additional healing ability supplements the Ranger's support capabilities.
Combat Effectiveness
| Level | HP | Melee DPR | Spell DPR |
|---|---|---|---|
| Level 5 | 39 | 7.8 | 0 |
| Level 11 | 81 | 7.15 | 0 |
| Level 17 | 123 | 7.15 | 0 |
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Build Path (Levels 1-20)
Levels 1-4
Start with a Longbow and the Archery Fighting Style. You want an optimal stat spread of STR 12, DEX 15, CON 13, INT 8, WIS 14, CHA 10. Level 3 is where your entire game plan comes online. You get Hunter's Lore, making you the undisputed tracking expert of the party with double proficiency in Survival or Nature. More importantly, you get Hunter's Prey. As a Bonus Action, you mark a target within 60 feet and get permanent Advantage against them. At Level 4, take the Piercer feat to bump your 15 DEX to 16, adding critical hit rerolls that synergize perfectly with your constant Advantage.
Levels 5-10
Level 5 brings Extra Attack and 2nd-level spells like Pass without Trace. At Level 7, you unlock Defensive Tactics. Take Multiattack Defense. Because you'll be flying or shooting from the backline, the only things hitting you will likely be multi-attacking enemy archers or flying monsters; that +4 AC after the first hit is mathematically superior to Escape the Horde for a ranged build. At Level 8, take Sharpshooter. You have the Archery fighting style and at-will Advantage from Hunter's Prey to offset the -5 penalty. You will rarely miss.
Levels 11-16
At Level 11, the build hits its ultimate power spike with Superior Hunter's Prey. You can now mark three targets and add your Wisdom modifier (+2) to every damage roll against them. At Level 12, take an ASI to bump your DEX to 18. Level 15 grants Superior Hunter's Defense. If an enemy manages to close the gap to 5 feet and hits you, they take automatic Wisdom-modifier damage and you can use your Reaction to hit them back. It's a fantastic deterrent against ambushers.
Levels 17-20
At Level 16, max your DEX to 20. For Levels 17-20, you are relying heavily on 5th-level spells like Swift Quiver to maximize the number of attacks you make against your Superior Hunter's Prey targets. At Level 19, take an ASI to bump your Wisdom to 16. This directly increases your damage output on marked targets via your Level 11 feature, improves your spell save DCs, and buffs the automatic retaliation damage of your Level 15 Superior Hunter's Defense.
Recommended Spells
Level 1-2 Spells
Absorb Elements: Essential for surviving elemental AoE attacks since your Celestial Resistance only covers Radiant and Necrotic damage. Spike Growth: Because Hunter's Prey doesn't use concentration, you can drop this massive area denial spell and still get Advantage on your attacks against targets trapped inside it. Pass without Trace: The ultimate stealth enabler. Combine this with your Hunter's Lore to become a ghost in the wilderness.
Level 3-4 Spells
Conjure Animals (or Summon Fey): Clog the battlefield with bodies to keep enemies away from you while you snipe. Guardian of Nature: The Tree form gives you Advantage on DEX-based attacks, which is redundant with Hunter's Prey, but the temporary HP and difficult terrain aura are excellent defensive tools if you get swarmed.
High-Level Spells
Swift Quiver: Two attacks as a Bonus Action. By the time you cast this, your targets are already marked by Superior Hunter's Prey, meaning you're making four attacks per turn, all adding your Wisdom modifier to damage. Steel Wind Strike: A fantastic panic button if you are cornered, allowing you to deal massive force damage and teleport away.
Recommended Feats
Piercer
Take this at Level 4. Your starting DEX is 15, and this half-feat rounds it out to a 16 (+3 modifier). Because Hunter's Prey gives you constant Advantage, your critical hit chance essentially doubles. Piercer lets you roll an extra damage die on those crits and lets you reroll a low damage die once per turn.
Sharpshooter
Take this at Level 8. This is mandatory for the build. The -5 to hit / +10 to damage mechanic is completely negated by the combination of the Archery Fighting Style (+2) and the Advantage from Hunter's Prey. You will melt priority targets.
Resilient (Constitution)
Take this at Level 12 or 16 if you find yourself dropping concentration on Spike Growth or Swift Quiver. It rounds out your odd 13 CON to a 14, giving you more HP and a massive boost to your Constitution saving throws to keep your battlefield control spells active.
Gear Progression
Tier 1 (Levels 1-4)
Secure a Longbow and Studded Leather Armor immediately. Keep a few daggers on hand for absolute emergencies, but your goal is to never be in melee. Buy a Spyglass if your DM allows it to spot targets from afar and prepare your Hunter's Lore tracking.
Tier 2 (Levels 5-10)
Look for a +1 Longbow and Bracers of Archery to increase your flat damage output. A Cloak of Elvenkind pairs incredibly well with Pass without Trace and your Aasimar Darkvision, allowing you to easily reposition in the dark before popping Hunter's Prey.
Tier 3 (Levels 11-16)
The Oathbow is the thematic and mechanical holy grail for this build. While it has its own marking mechanic, it stacks with your Superior Hunter's Prey and Aasimar Celestial Revelation bonus damage to completely annihilate a single boss monster. Also seek out +2 Studded Leather.
Tier 4 (Levels 17-20)
A +3 Longbow is your reliable fallback. Try to acquire a Manual of Quickness of Action to push your Dexterity past 20, or a Tome of Understanding to increase your Wisdom, which directly scales your Superior Hunter's Prey and Superior Hunter's Defense damage.
Party Composition
As an Aasimar Hunter Ranger, your role is a pure, self-sufficient Ranged Striker. Because your Hunter's Prey provides its own Advantage and your Aasimar traits provide flight and resistances, you don't need a lot of babysitting from support casters. You excel at locking onto the biggest threat on the board and deleting them from 600 feet away.
You pair best with a heavy frontline controller, like an Ancestral Guardian Barbarian or a Cavalier Fighter. They can physically block enemies from reaching your position, allowing you to shoot without Disadvantage. You also synergize exceptionally well with a Twilight Cleric; their temporary HP aura keeps your frontline alive, and they can cast Holy Weapon on your bow, turning your four attacks per turn into a radiant meat grinder.
Multiclass Options
Fighter 2
A two-level dip into Fighter is incredibly potent. You pick up the Defense Fighting Style for +1 AC, and Action Surge. Action Surge allows you to cast a heavy control spell like Spike Growth and immediately start firing into it on the exact same turn, or just unload 4-6 attacks on a target you've marked with Hunter's Prey.
Rogue (Scout) 3
Taking three levels of Scout Rogue gives you Expertise in Survival and Nature, which stacks hilariously with the double proficiency from Hunter's Lore—you will literally never fail a tracking check. More importantly, you gain 2d6 Sneak Attack. Because Hunter's Prey guarantees Advantage, you will trigger Sneak Attack on every single turn without needing an ally within 5 feet of the target.
Common Pitfalls
- Casting Hunter's Mark: This is a trap for this specific subclass. Both Hunter's Mark and Hunter's Prey require a Bonus Action to set up. Hunter's Prey gives Advantage (far better for Sharpshooter) and costs no spell slots. Save your spell slots for Absorb Elements and Spike Growth.
- Ignoring Wisdom: Most Rangers can dump WIS to 12. You cannot. Your Level 11 Superior Hunter's Prey and Level 15 Superior Hunter's Defense both deal damage directly tied to your Wisdom modifier. Keep it at 14, minimum.
- Popping Celestial Revelation too late: It takes a Bonus Action to activate your Aasimar transformation. Since you also need a Bonus Action to designate a target with Hunter's Prey, you must activate your wings on round 1, then mark on round 2, or vice versa. Plan your action economy carefully.
- Choosing Escape the Horde over Multiattack Defense: Escape the Horde only helps if you're constantly running out of melee. As a flying Aasimar with a longbow, you shouldn't be in melee anyway. Multiattack Defense at level 7 saves you from enemy archers focusing you down.
More Questions
Does Hunter's Prey stack with Hunter's Mark?
Which Defensive Tactic should I choose at Level 7?
How does Hunter's Lore interact with Skill Expert?
When should I use Healing Hands?
Strengths & Weaknesses
Strengths
- ♦ Hunter grants Hunter's Lore at level 3
- ♦ High hit points for frontline durability
- ♦ Strong species-class synergy enhances core abilities
- ♦ Darkvision for dungeon exploration
- ♦ Good armor class and initiative
Weaknesses
- ♦ Low Charisma limits social interactions
- ♦ May require careful feat selection to optimize
Pro Tips
Always activate Celestial Revelation on round 1, then use Hunter's Prey on round 2 to avoid Bonus Action bottlenecks.
Use Hunter's Lore outside of combat to track enemies before they know you are there.
Take Sharpshooter at Level 8 to capitalize on the constant Advantage provided by Hunter's Prey.
Rely on Spike Growth rather than Hunter's Mark, since Hunter's Prey frees up your concentration slot.
Remember that Superior Hunter's Defense at Level 15 deals automatic damage with no saving throw required.
Other Ranger Subclasses for Aasimar
Other Races for Hunter Ranger
Frequently Asked Questions
Is Hunter a good subclass for Aasimar Ranger?
What makes Hunter different from other Ranger subclasses?
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