Evaluating every feat for a ranger and finding the best and worst options.
Rangers combine nature magic with martial expertise to track and hunt their foes. They also happen to have a decent amount of utility with a propensity for survival, stealth and movement.
With this broad range of capabilities comes a need to invest broadly in different capabilities. This means ability scores are under fairly high demand with the need for strength and/or dexterity, constitution and wisdom. This makes investing in feats a little harder to manage making your choices even more important.
In this article, I’ve gone through every single feat and evaluated them to help you know which are best and worst for a ranger. I’ve also tried to consider different subclasses and builds in my evaluation which you’ll see in some of my commentary on each feat.
How it works
I’ve evaluated every feat based on how well I think it fits the ranger class, scoring each feat out of 5. I’ve also provided some explanation for why I’ve given this score. All builds are different though, so use this as a guide, but not an absolute authority on what feats you should take and which you shouldn’t.
For example, great weapon master is an excellent feat, but not great on a dexterity build. I’ve based my assumptions around the idea that you have a build that fits the feat (as long as that build is sensible for a ranger). My commentary on each feat should give more explanation here when necessary.
As D&D 2024 expands, so will the feat options. I’ll try to keep updating this guide as this happens. When a feat comes from a source outside of the Player’s Handbook, I’ve also used abbreviations to indicate which source it’s from. These abbreviations stand for:
- HoF: Forgotten Realms: Heroes of Faerun
- ABoH: Astarion’s Book of Hungers
- LFL: Lorwyn First Light
Ranger feats by score
If you just want an at a glance view of how well I’ve scored each feat for a ranger, then I’ve included them all in the tables below for each feat type.
Origin feats by score
| Score | Feats |
|---|---|
| 5/5 | Lucky, magic initiate, musician |
| 4/5 | Alert, spellfire spark, tireless reveler, tough, vampire’s plaything |
| 3/5 | Lord’s Alliance agent, purple dragon rook, savage attacker, skilled, vampire hunter, zhentarim ruffian |
| 2/5 | Child of the sun, crafter, Emerald Enclave fledgling, shadowmoor hexer, tavern brawler |
| 1/5 | Cult of the Dragon initiate, Harper agent, healer, tyro of the gauntlet |
Fighting style feats by score
| Score | Feats |
|---|---|
| 5/5 | |
| 4/5 | Archery, blind fighting, defense, dueling, two weapon fighting |
| 3/5 | Druidic warrior, interception, protection |
| 2/5 | Great weapon fighting, thrown weapon fighting, unarmed fighting |
| 1/5 |
General feats by score
| Score | Feats |
|---|---|
| 5/5 | Fey touched, great weapon master, inspiring leader, mage slayer, polearm master, sentinel, war caster |
| 4/5 | Bloodlust, defensive duelist, dual wielder, durable, genie magic, medium armor master, purple dragon commandant, shadow touched, shield master, skulker, speedy, Zhentarim tactics |
| 3/5 | Charger, chef, crossbow expert, crusher, delicious pain, fairy trickster, light bringer, lordly resolve, mounted combatant, mythal touched, observant, piercer, resilient, ritual caster, sharpshooter, skill expert, slasher, street justice, telekinetic |
| 2/5 | Bomber, cloying mists, cold caster, dragonscarred, enclave magic, grappler, heavily armored, poisoner, spell sniper, street justice, telepathic, vampire touched |
| 1/5 | Actor, athlete, elemental adept, Harper teamwork, heavy armor master, keen mind, lightly armored, love bites, martial weapon training, moderately armored, order’s resilience, putrefy, rebuke, spellfire adept, treacherous allure, weapon master |
Epic boon feats by score
| Score | Feats |
|---|---|
| 5/5 | Boon of combat prowess, boon of desperate resilience, boon of dimensional travel, boon of fate, boon of fluid forms, boon of recovery, boon of the bright sun |
| 4/5 | Boon of fortune’s favour, boon of irresistible offense, boon of looming shadow, boon of speed, boon of the soul drinker, boon of the night spirit, boon of truesight |
| 3/5 | Boon of bloodshed, boon of energy resistance, boon of fortitude |
| 2/5 | Boon of blazing dawn, boon of bountiful health, boon of communication, boon of exquisite radiance, boon of poison mastery, boon of skill, boon of spell recall, boon of the furious storm |
| 1/5 | Boon of misty escape, boon of revelry, boon of terror |
Ranger origin feats

- Alert (4/5) – Always useful to go earlier in combat and being able to swap initiative with an ally makes for something quite tactical if the dithering wizard wants to fireball your foes before you charge into the fray. Dexterity builds tend to do better with this feat as you’re more likely to be able to share an excellent initiative score around the party. In fact, some rangers happen to be particularly adept at initiative, like the gloom stalker.
- Child of the sun (2/5) – LFL – Advantage against blinded for you and nearby allies is situationally decent. Faerie fire is OK, but the action setup is a pain and will reduce your damage output initially but it’s also going to conflict on concentration with the likes of hunter’s mark. Advantage can be easily gained elsewhere and hunter’s mark only needs a bonus action to setup making that better and this inferior.
- Crafter (2/5) – Maybe decent if you want to do a lot of crafting, or to buy cheaper gear, but considering the cheaper gear is non-magical, I just don’t feel you get enough from this and crafting isn’t of much value unless you’re making magical things (scrolls and items).
- Cult of the dragon initiate (1/5) – HoF – Causing frightened for a single turn to a single enemy isn’t that great for the whole action it requires, even with the bonus heroic inspiration. At least you’ll have the wisdom to back this up, but it’s too little gain for too much cost in action economy.
- Emerald enclave fledgling (2/5) – HoF – Speak with animals is decent if your DM’s willing to do something useful with your animal conversation. Beast masters may find this spell useful to talk to their beast say if they’ve been scouting. It’s on the ranger spell list though so I’d be more inclined to grab it from there. There are also much better ways to use your action in combat than using the help action, even if you can slightly move an ally out of danger and you into it.
- Harper agent (1/5) – HoF – Ranged help actions are OK, but your action is much better used with attacks. Everything else is a ribbon feature. Just not a good feat. The only way you might consider this is if you’re playing a hobgoblin that can use a bonus action for the help action.
- Healer (1/5) – An action to do worse healing than a potion of healing. A potion of healing also only requires a bonus action rather than the action needed here. If you desperately want a less costly way of recovering allies from falling to 0HP, grab goodberry from your spell list.
- Lords alliance agent (3/5) – HoF – Inspiring strike might happen in 1 out of 3 average length encounters which isn’t a lot. If you have a couple of martial allies, you may find decent use out of reassert honor. This feat is just about OK on a high attack martial class.
- Lucky (5/5) – Giving yourself advantage and others disadvantage is powerful and really useful for anyone.
- Magic initiate (5/5) – A bit of extra spellcasting and new spells in your repertoire too. It’s also a chance to grab cantrips if you haven’t taken druidic warrior (which usually isn’t your most optimal option anyway).
- Musician (5/5) – Heroic inspiration for most or all allies is really useful and can be granted each short or long rest. That’s a lot of rerolls! This works great on any class.
- Purple dragon rook (3/5) – HoF – The skills aren’t the best on a ranger. The heroic inspiration you grant is much less than the musician feat so I’d just take that. Technically this is an alright feat, but musician does a similar thing so much better.
- Savage attacker (3/5) – Decent enough extra damage and you should be making weapon attacks most turns. Just don’t take it if you’re going for an unarmed build.
- Shadowmoor hexer (2/5) – LFL – You already have hunter’s mark which practically does the same thing as hex. This does grant you an extra use of hex/hunter’s mark, and it is a superior version, especially on a melee ranger, but I’m not sure it gives you that much extra when your supply of hunter’s mark is plentiful enough.
- Skilled (3/5) – Rangers tend to be quite skillful and if you don’t have a party rogue, you’re nearly the next best thing so you may want to bridge the gap with some extra skills.
- Spellfire spark (4/5) – HoF – Your weapon attacks will usually be better than using sacred flame unless you need something with range that can bypass a high AC (maybe because of cover). In which case, sacred flame is a handy backup. The damage reduction however, is really good for a ranger for extra durability. It’s once per turn too, not just once per round so that damage reduction can stack up.
- Tavern brawler (2/5) – Unarmed builds are problematic for a ranger. It requires a strength build, which is already tricky, but also doesn’t work with hunter’s mark. It is possible and if that’s the route you go, tavern brawler will help you out, but there are better martials for unarmed builds (which is most of them other than a rogue).
- Tireless reveler (4/5) – ABoH – Lots of heroic inspiration to bounce off one another. Especially good if you have easy ways of replenishing heroic inspiration, like the musician feat or someone else with tireless reveler. A bit more situational if you don’t have that.
- Tough (4/5) – Some decent extra resilience that’s good for everyone but especially good on a frontline martial that needs the extra durability.
- Tyro of the gauntlet (1/5) – HoF – Both really situational effects that I just don’t see you getting the benefit of very often.
- Vampire hunter (3/5) – ABoH – Technically 2 situational options, but being grappled or in restraints is reasonably common. Necrotic damage will depend on your campaign. Against lots of undead, you can get a fair bit of use from this, but other campaigns could see it a bit wasted.
- Vampire’s plaything (4/5) – ABoH – A free healing potion each long rest is really nice and dash and disengage as bonus actions will go a long way to making you more maneuverable. This means getting to foes quicker and moving to the right parts of the battlefield easily too. The main issue though, is the fairly high demands on your bonus action already (from things like hunter’s mark and other spells).
- Zhentarim ruffian (3/5) – HoF – The initiative boost is quite nice, especially if you have easy access to heroic inspiration (say if an ally has the musician feat). Exploit opening is like savage attacker but only for opportunity attacks. This makes it quite situational. It’s better with something like sentinel that gives you more opportunity attacks or Zhentarim tactics which I guess you’re supposed to combine with this. On its own, this is probably too situational but if you can build into it, this is alright, at least on a melee build.
Ranger fighting style feats
- Archery (4/5) – Solid boost to attack rolls and most rangers are in their element at range so this is a good option.
- Druidic warrior (3/5) – If you want some spellcasting utility from something like guidance or some cantrip options for combat, this can be good. For combat, I’d tend towards grabbing cantrips that can either tackle small AoEs (like thunderclap) or to grab shillelagh for a melee combat boost. It does feel hard to justify this over a fighting style you’ll use more frequently though, especially as magic initiate can grab you a couple of cantrips if you need them.
- Blind fighting (4/5) – Blindsight is really useful in a few rare moments it might come up. The challenge is giving up a more specialised fighting style. I’d probably consider this as a second fighting style (you can grab another fighting style feat whenever you gain feats). Having said that, the skulker general feat will give you the same blindsight ability, plus a dexterity boost and a couple of other effects so you’re better off picking that up.
- Defense (4/5) – Extra AC is always solid.
- Dueling (4/5) – Extra damage when wielding a shield is welcome due to the generally lower damage weapons. This will bring a d8 weapon up to the average damage levels of a d12 weapon.
- Great weapon fighting (2/5) – An average damage increase of 1.5 when this triggers. Compared to dueling, which increases by 2 every time you hit, this is just a decent bit worse, even on the best weapon for it (a greatsword). At least a greatsword has 2 damage dice for this to affect and 1s and 2s will be more likely with d6s than with a d10 or d12. The problem here is you will be reliant on a strength build which is challenging for a ranger to fully optimise for.
- Interception (3/5) – Decent if you have a shield, but takes effort and a reaction to be able to manage.
- Protection (3/5) – Similar to interception really. Need to fight close with an ally a lot to make this work. I think I prefer the whole round of disadvantage this provides to the 1d10 damage reduction, but may depend on how many foes you face.
- Thrown weapon fighting (2/5) – Solid extra damage for a strength build that might often need range. But your problems here are that rangers have to make ability score compromises with a strength build and this will only work when actually throwing weapons, not when in melee range or longer range than about 20-30ft.
- Two weapon fighting (3/5) – Looking at a 3-5 damage increase for 1-2 attacks per turn. If you grab the dual wielder feat and nick weapon mastery, you can easily make this 2 attacks per turn. Using Hunter’s mark will get in the way of 1 if these attacks some turns, but dual wielding will also enhance the extra damage from hunter’s mark.
- Unarmed fighting (2/5) – You’ll need this damage boost if you’re going for an unarmed build but as mentioned before, unarmed builds are challenging on a ranger.
Ranger general feats

- Actor (1/5) – No good on a non-charismatic class. Leave this to your party faces.
- Athlete (1/5) – The best thing about this is the climb speed, and you get one of those at level 6. A bit wasted on a ranger.
- Bloodlust (4/5) – ABoH – Some decent mid-combat healing that doesn’t eat into your action economy plus better healing through your hit point dice. Your constitution should be high anyway so the healing should be good and healing from an attack will be better than healing during a short rest, partly because the need for healing will be higher, but also because you get the constitution boost.
- Bomber (2/5) – ABoH – You probably won’t throw flasks or vials much and thrown weapons aren’t really your forte as strength builds aren’t the best on a ranger and even then, you’re grabbing a feat just to bring your range up to that of other long range weapons which rangers are better building for. If you want to dual wield ranged weapons, crossbow expert is a better option for dual wielding hand crossbows for a ranger.
- Charger (3/5) – Deal more damage or push when moving before an attack can be handy. Making this happen is the hard part. You should get this easily enough a couple of times an encounter. Making it happen more often takes some effort like getting bonus action disengage. Dashing won’t be that common for you, but the extra range is welcome.
- Chef (3/5) – A bit of extra healing on a short rest for the whole party and treats that grant a few temporary hit points. How good this is depends on the length of your adventuring days. I suspect this will feel more impactful at lower levels and less so at higher levels.
- Cloying mists (2/5) – ABoH – Not great for anyone (a single level 1 spell you can’t choose is significantly worse than similar feats like magic initiate, fey touched and shadow touched). At least fog cloud can be useful, but I would rather take magic initiate which is an origin feat.
- Cold caster (2/5) – HoF – Casting something like ray of frost will usually be worse than just making weapon attacks. Beyond that, rangers don’t naturally possess much in the way of cold damage spells.
- Crossbow expert (3/5) – Decent if you want to combine a higher damage ranged weapon like a heavy crossbow with your extra attack or if you want to dual wield hand crossbows.
- Crusher (3/5) – Push is decent on one attack per turn and can stack with push mastery or other weapon masteries. Critical hits aren’t common enough to rely on regularly, but it’s a decent enough bonus when it occurs. Problem for a ranger is bludgeoning melee weapons all use your strength so only works for a strength build.
- Defensive duelist (4/5) – Quite good extra resilience, but only works on a sword and shield or dual wielding build.
- Delicious pain (3/5) – ABoH – A round of resistance to common damage types in bludgeoning, piercing and slashing damage is quite decent. It uses your reaction though, only lasts a round and doesn’t affect the triggering damage. Decent enough for some extra durability.
- Dragonscarred (2/5) – HoF – A resistance is good and attempting to frighten with a bonus action is handy too. Ranger is probably one of your better options for this feat due to the wisdom requirement. Unfortunately, it requires investing in a poor origin feat to give you the capabilities a single feat should do which docks this feat a point.
- Dual wielder (4/5) – Dual wielding can be good on a ranger, especially when using the nick mastery as that doesn’t make demands on your bonus action. This adds another attack when doing this through the use of your bonus action. The challenge you’ll have is the demands on your bonus action from hunter’s mark and other things. This is still a good option though, and will mean even more extra damage from hunter’s mark.
- Durable (4/5) – The self healing is mainly what you want from this. You may need to juggle the demands on your bonus action a bit with this, but you won’t be using it all the time. Improved death saving throws is a nice bonus.
- Elemental adept (1/5) – Not a great feat for anyone and your most common spells likely won’t be using these damage types.
- Enclave magic (2/5) – HoF – Beast sense is best on pet subclasses, like the beast master, allowing you to use them as a scout and see what they see. Combine it with speak with animals though from the emerald enclave fledgling origin feat and you can talk to animals, get them to do tasks for you and see what they see. It has other uses too, but they’ll be rarer. The problem is this requires 2 feats to accomplish what 1 feat probably should have done.
- Fairy trickster (3/5) – HoF – Disengaging into difficult terrain is going to be rare. Flustering strike is quite good though, which compensates. I’d just make sure you go with the dexterity increase.
- Fey touched (5/5) – Misty step is decent for a ranger who can repeat cast it. Bless, silvery barbs, sleep and Tasha’s hideous laughter are all good level 1 spell options for a ranger.
- Genie magic (4/5) – HoF – There’s a lot of flexibility here as you don’t have to pick a spell. The sorcerer list isn’t huge though, but you’ve got some AoE damage dealers like burning hands or thunderwave. Sleep is a pretty good control spell at this level too.
- Grappler (2/5) – Rangers aren’t your best martials for an unarmed or grapple build due to the demands made for a strength build and then also having to invest in feats to make it worthwhile. I’d save this for other martial classes like fighters or barbarians.
- Great weapon master (5/5) – Some strong bonus damage just from normal attacks, plus you can grab a bonus action attack when landing a critical or killing an enemy. That should be reasonably common. Really strong option for rangers using two handed weapons.
- Harper teamwork (1/5) – HoF – There’s rarely a good reason to use help in combat rather than making an attack, even with the extra benefit here. Frightened and paralyzed saving throw successes are unlikely to be common enough to benefit much from either when it needs to affect multiple party members, plus you have to pick up a bad origin feat to grab this too. The exception here is maybe if you happen to be playing a hobgoblin, who can use the help action as a bonus action.
- Heavily armored (2/5) – If you want to go for a strength build, this could be an option for saving on investing in dexterity, but you lose a ranger’s natural stealthiness as well as the benefits from the roving feature if you do this.
- Heavy armor master (1/5) – You don’t have proficiency with heavy armor and if you grab a feat to gain this, you lose benefits elsewhere. This one’s a bit hard to justify on a ranger.
- Inspiring leader (5/5) – The ability is excellent for anyone, but even better on a ranger with a high wisdom.
- Keen mind (1/5) – Rangers are a poor choice for knowledge skills and the study actions is very rarely useful in combat.
- Light bringer (3/5) – ABoH – The healing is nice, but bloodlust is better and light is only OK.
- Lightly armored (1/5) – You already have training with light armor and shields. Pointless for a ranger.
- Lordly resolve (3/5) – HoF – An option for decent resilience/recovery against 3 types of conditions and possession is decent.
- Love bites (1/5) – ABoH – Charmed will stop a creature attacking you, but probably not from attacking your allies. You probably usually want attacks focused against yourself as one of the party martials rather than a spellcaster, for instance.
- Mage slayer (5/5) – Great for breaking concentration on spellcasters and having basically a use of legendary resistance every rest.
- Martial weapon training (1/5) – You already have proficiency with martial weapons so this is pointless.
- Medium armor master (4/5) – A dexterity build will max out on AC with light armor at 17AC. The same applies for wearing medium armor. If you take this, that becomes 18AC so this is +1AC, but at the detriment of your stealth ability, which is a shame for a dexterity build. If you’re happy for +1AC at the expense of your stealth, then this can be solid, but only on a dexterity build.
- Moderately armored (1/5) – You already have medium armor training so this is pointless.
- Mounted combatant (3/5) – Many creatures you face will be medium or smaller so that advantage on attacks makes this worthwhile on its own, but there are extras here too. The challenge is getting a steed. A beast master that’s a small species can ride their primal companion (but this limits what creatures you’ll get advantage against), otherwise, you’ll have to buy a horse or something similar.
- Mythal touched (3/5) – HoF – If you don’t mind some random effects, then this is alright and could be a bit of wild fun. Most effects should be positive.
- Observant 3/5) – Wisdom is a good ability score for a ranger and the skill options are good for a scout too. Search can be useful in combat so making it a bonus action to find hiding enemies can be handy.
- Order’s resilience (1/5) – HoF – Quicker after being knocked prone feels like a ribbon effect. Advantage on strength saving throws is decent, but you also have to be next to an ally. This is a kind of situational feat that requires taking a very situational origin feat which isn’t great. I don’t think it’s worth it.
- Piercer (3/5) – Rerolling damage when using a piercing weapon is decent if that’s the kind of weapon you’re using. Improved criticals will be rarer, but the extra damage is welcome too.
- Poisoner (2/5) – 2-6 doses of poison for 50gp is alright if you have lots of money. The extra damage and short poisoned condition are quite good but your bonus action is under decent demand already but you likely won’t want to use this every turn anyway.
- Polearm master (5/5) – Great for extra uses of your reaction to ensure you’re attacking more often. The bonus action damage is smaller, but a good option when you’re not doing other things like shifting targets for hunter’s mark.
- Purple dragon commandant (4/5) – HoF – Bonus action temporary hit points to dish out is pretty good and advantage when bloodied is especially good the more attacks you have. The temporary hit points can be applied ahead of combat to keep the strain off your action economy.
- Putrefy (1/5) – ABoH – Rangers don’t naturally have any necrotic damage dealing spells. Even if you can build your ranger to have these, poisoned for a turn each rest isn’t that big a deal to gear your build around or even bother getting this feat for.
- Rebuke (1/5) – ABoH – Rangers aren’t really built for radiant damage making this a tough one to make work.
- Resilient (3/5) – Constitution or wisdom are probably your best options here as you already have strength and dexterity proficiency and probably don’t want to be taking any other ability scores. Constitution will help you with concentration saving throws while wisdom saving throws are some of the most common.
- Ritual caster (3/5) – If you want some out of combat spellcasting utility, then this can get you a few interesting spells this way.
- Sentinel (5/5) – Great way to get more attacks per round and keep enemies close or attacking you. Which is decent for a martial class.
- Shadow touched (4/5) – Invisibility is great on a scout class and another spell can be handy too. Something like wrathful smite could be a good option. You can repeat cast these spells too.
- Sharpshooter (3/5) – Great on a projectile ranger, especially if your DM likes to use cover a lot of have large battlefields.
- Shield master (4/5) – A free effort at a push or prone each round and turning a successful dexterity saving throw into no damage is good resilience. A strength build will be best for knocking prone/pushing. Good on a shield-wielding ranger.
- Skill expert (3/5) – Solid if you want to be an expert at a skill.
- Skulker (4/5) – You probably won’t be hiding during combat, making 2 thirds of this feat a little obsolete. Blindsight is situational, but very useful when the need arises. Blindsight is the main attraction here though, so this is good enough if you want some always on capabilities for dealing with blindness and invisibility. Works best on a dexterity build.
- Slasher (3/5) – Speed reduction is basically an extra weapon mastery effect each turn. Improved criticals is decent, but won’t happen loads. It’s decent enough for a martial class just about.
- Speedy (4/5) – Faster movement is useful for a class that values maneuverability. Disadvantage from opportunity attacks will make it easier for you move across the battlefield a little more safely.
- Spellfire adept (1/5) – HoF – Rangers don’t have any radiant spells so not the best option for them.
- Spell sniper (2/5) – Rangers usually won’t be making loads of ranged spell attacks. Weapon attacks tend to be more powerful for them and you need other feats or multiclassing to grab cantrips and more attack-minded spells.
- Street justice (2/5) – HoF – Neither grappling or face skills are a ranger’s usual strengths making this a tricky option to make work for them.
- Telekinetic (3/5) – Mage hand makes great utility for anyone. A bonus action for a telekinetic shove is alright, but you could do this with a weapon attack by dual wielding with the right weapon mastery option and also cause damage. I guess this saves the challenges of dual wielding and can be done at range.
- Telepathic (2/5) – Telepathy is decent, but will work better on a charisma class.
- Treacherous allure (1/5) – ABoH – I think the idea here is to charm someone and then attack them. It’s a lot of setup for advantage on a single attack though, which I don’t think is great.
- Vampire touched (2/5) – ABoH – Like fey touched but with worse spells, especially on a ranger. You can already climb, though admittedly, you typically can’t handle ceilings so well and need your hands. Still feels a bit wasted on a class that’s already a competent climber.
- War caster (5/5) – Spells for opportunity attacks can be solid, but does depend on whether you have any action damage dealers (perhaps through druidic warrior). A cantrip can outperform damage of a single attack. Improved concentration is very handy for a spellcaster that will likely be the target of a lot of attacks.
- Weapon master (1/5) – You probably have all the weapon masteries you need. No need for any more.
- Zhentarim tactics (4/5) – HoF – Easy opportunity attacks is great to increase your ranger’s damage output. Expertise in a changeable skill is good too, especially to help you with stealth and scouting skills. Perception and stealth both make good options here.
Ranger epic boon feats

- Boon of blazing dawn (2/5) – ABoH – Rangers can benefit from getting an alternative damage types for their attacks. How often you’ll face radiant damage or creatures susceptible to sunlight is situational.
- Boon of bloodshed (3/5) – HoF – The advantage should happen a fair bit which is handy. Extra damage when bloodied is decent, but only a small amount once per turn.
- Boon of bountiful health (2/5) – HoF – The extra temporary hit points are not a lot at this level. It kind of works if you have a regular source of temporary hit points, but it doesn’t feel like enough. The improved healing is great for long adventuring days. A few feats (like bloodlust) will use your hit point dice making this quite good in conjunction with these, but not great without. Add an extra point to this score if you have a feat like bloodlust
- Boon of combat prowess (5/5) – An automatic hit once per round is really good for a class that is often trying to hit stuff.
- Boon of communication (2/5) – HoF – This is fine, but you’re better off taking it on a charisma class.
- Boon of desperate resilience (5/5) – HoF – Resistance to everything other than force is really good on a martial and you still have a lot of hit points once bloodied. Combine this with the boon of recovery (if playing at levels beyond 20) to basically have your full hit points while in a state of being bloodied.
- Boon of dimensional travel (5/5) – Really easy to move around the battlefield to wherever you need to be and there’s no action economy cost either.
- Boon of energy resistance (3/5) – More damage resistances is useful for a martial and reaction attacks will be occasionally useful. You’re likely better off getting reaction attacks from something more reliable like sentinel or polearm master, but this damage will likely outperform those at least. This could be a bit situational as you only gain the benefits when facing the right enemies but you can change the resistances each long rest.
- Boon of exquisite radiance (2/5) – HoF – You don’t deal enough radiant damage to bother with this, and preventing creatures turning undead is rarely useful.
- Boon of fate (5/5) – Regular manipulation of d20 rolls is good for anyone and once per rest is definitely nice.
- Boon of fluid forms (5/5) – HoF – Most creatures you could transform into won’t be worth it as they’ll reduce your capabilities (other than some utility). However, a few creatures, like a froghemoth, are worth transforming into. If you pick your forms wisely, this can be really good and a bundle of extra hit points to survive with.
- Boon of fortitude (3/5) – Some decent extra resilience. If you pair this with something like bloodlust, that will let you heal yourself more regularly, or if you regularly eat goodberries, you only need to heal yourself with 1 hit point to get the full bonus healing. Not that it’s a huge amount, especially if you’re just munching goodberries.
- Boon of fortune’s favour (4/5) – HoF – Reroll a saving throw every round. Really great resilience feature.
- Boon of irresistible offense (4/5) – Could be very useful at this level for a class that is likely dealing a lot of bludgeoning, piercing and slashing damage (beyond what magic weapons you can grab) and with plenty of monsters with resistance to this type of damage. The extra damage isn’t that appealing as it won’t occur that often.
- Boon of looming shadows (4/5) – ABoH – Dodge as a bonus action is great for resilience. However, it conflicts with some of your other bonus action options. Good for when you’ve got nothing else to do with your bonus action. The 10ft extra reach is really handy for keeping more enemies in melee range too.
- Boon of misty escape (1/5) – ABoH – Just a terrible feat.
- Boon of poison mastery (2/5) – HoF – Poison damage and the poisoned condition are reasonably common, but rangers dealing poison damage are rare. If you’re just here for resilience, there are better resilience epic boons.
- Boon of recovery (5/5) – Loads of extra resilience here. I think this is much better than the boon of fortitude as your hit points will be high enough to recover to more than 40HP, by quite a bit. The healing option is also really handy.
- Boon of revelry (1/5) – HoF – Not a great spell and even a ranger isn’t able to cast this again anyway.
- Boon of skill (2/5) – You probably already have skills you specialise in and others will have the same. Even with proficiency, at this level, you probably won’t be the best at many of these things. Not sure proficiency in all skills is necessary but it can still be useful.
- Boon of speed (4/5) – More speed is great, escaping grapples is handy but situational. I like the boon of dimensional travel better as the speed is the same but teleportation will get you out of grapples and reach without disengaging. This does have the benefit of being used whenever you like on your turn rather than after you take the attack action though.
- Boon of spell recall (2/5) – A 1 in 4 chance of recovering an expended spell slot when you cast spells. It’s not a lot, even for a class that really needs more spells slots to use.
- Boon of terror (1/5) – HoF – Immunity to the frightened condition is handy, but this relies on a good charisma, which rangers don’t have.
- Boon of the bright sun (5/5) – HoF – Loads of extra temporary hit points for the whole party is just excellent.
- Boon of the furious storm (2/5) – HoF – Lightning and thunder damage isn’t common enough to take this for the resistances alone and you probably won’t deal enough lightning and thunder damage to make this worthwhile.
- Boon of the night spirit (4/5) – Shadows are a pretty good place for rangers to be. Invisibility will give you at least advantage on an attack and some safety if timed right too. It also makes you better at stealth. The damage resistances are quite substantial. Just remember it’s all limited to being in shadows so works best on a ranger using projectiles.
- Boon of the soul drinker (4/5) – HoF – A couple of decent resistances and some pretty big healing. Creatures dying around you shouldn’t be a problem. Good resilience boon.
- Boon of truesight (4/5) – Really good when you face something you can’t see or illusions but that won’t be all the time. It’s important someone can deal with this stuff and this is the most profound way to do it, just be aware you won’t use it loads.
