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Spoiler: Multiclassing
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  • Barbarian: Unarmored Defense is nice, and raging could be fun for a melee Ranger, but only if his primary is STR. Danger Sense and the Bear Totem path also make this a solid choice.
  • Bard: No spellcasting synergy. Maybe if you have a good CHA for some reason. Although the skill bumps are nice.
  • Cleric: Good choice if you want to expand your spellcasting since both Ranger and Cleric use WIS.
  • Druid: If you want to be a better caster, this is your other good option.
  • Fighter: Fighting Style, Extra Attacks, Second Wind, Action Surge, Combat Maneuvers… this is a great multiclassing opportunity.
  • Monk: Unarmored Defense is nice, and you get to use DEX to attack with Monk weapons. Four levels in Monk will net you a decent unarmed attack, Ki powers, Deflect Missiles, and a Monastic Tradition. Another level nets you another attack and Stunning Strike.
  • Paladin: Your spellcasting abilities don’t mesh. Probably not worth it when there are better options.
  • Rogue: Sneak attack and skill expertise make this worth it all by themselves. Six or seven Rogue levels are worth it.
  • Sorcerer: Spellcasting with your dump stat is a bad idea.
  • Warlock: Again, spellcasting with your dump stat is a bad idea.
  • Wizard: Don’t cast spells with your dump stat!
Spoiler: Feats
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  • Alert: If you multiclass into Rogue and take the Assassin route this goes sky-blue.
  • Athlete: It’s okay. It makes you a better skill monkey, but that’s it.
  • Actor: If you want to be the face, I don’t know why you chose to be a Ranger.
  • Charger: It’s okay. You get to charge, just like you did in the last system. Nothing special.
  • Crossbow Expert: If you want to use a crossbow, it’s either necessary or broken, depending on how your DM rules it.
  • Defensive Duelist: Great for any melee build, and archers will find it useful when combat gets tight, too.
  • Dual Wielder: Solid if you went the Twin-Weapon route.
  • Dungeon Delver: Great if your DM is a bit trap-happy.
  • Durable: It’s okay. Nothing special, but it’s a good half-feat bonus.
  • Elemental Adept: More of a full-caster feat.
  • Grappler: Good if paired with Tavern Brawler in a STR Ranger, but otherwise I wouldn’t get it.
  • Great Weapon Master: Good if you want to wield a two-handed weapon, but Rangers don’t get much support for that.
  • Healer: More Heals based on a WIS check? Worth it.
  • Heavily Armored: You really shouldn’t need Heavy Armor. At all. In fact, Medium Armor Master makes it completely unnecessary. Don’t get this feat.
  • Heavy Armor Master: This is the only reason to get Heavily Armored, but the benefits aren’t worth sacrificing two Ability increases.
  • Inspiring Leader: You probably won’t have the Charisma to make it work, but if you do it’s not bad.
  • Keen Mind: There’s nothing wrong with it, but there’s also nothing particularly good about it.
  • Lightly Armored: You already have the benefit.
  • Linguist: In my experience, knowing the right language at the right time can save your ass.
  • Lucky: This is an exceptionally powerful feat. Definitely worth taking.
  • Mage Slayer: Good for a melee Ranger who frequently has to deal with mages. Otherwise, skip it.
  • Magic Initiate: Expand your casting ability. I like it.
  • Martial Adept: Might be worth it if you multiclass into Battle Master. Otherwise, I’d skip it. 1d6 per short rest is just not worth giving up the Ability Points.
  • Medium Armor Master: Good for a STR build that relies on Medium Armor, since you won’t have to pump DEX quite as much to get a great AC.
  • Mobile: Amazing for a melee build, still great for archers.
  • Moderately Armored: You already have the benefit.
  • Mounted Combatant: Obviously, this is only good if you are frequently mounted. I’m looking at you, Gnome and Halfling Beast Masters.
  • Observant: It’s a great bonus to two skills that are extremely important to a party.
  • Polearm Master: Great synergy with Sentinel. Only for STR-based builds.
  • Resilient: For a single ability point, you gain a save proficiency. That’s awesome.
  • Ritual Caster: Save your spell slots and gain more spells. This is great!
  • Savage Attacker: More damage is a good thing. Only for melee.
  • Sentinel: A melee Ranger could benefit from this in theory, but it’s really much better for a tank. Moves up to Blue if you have Polearm Master.
  • Sharpshooter: Great benefits for a ranged Ranger.
  • Shield Master: Great if you use a shield, and you won’t even have to take Evasion if you’re a Hunter!
  • Skilled: Almost required for a skill monkey.
  • Skulker: Sneaky stuff can always work to your advantage.
  • Spell Sniper: This is not made for a Ranger.
  • Tavern Brawler: This is only good if you’re playing around with an unarmed character concept.
  • Tough: It’s a fairly good benefit, and it ends up giving you 40 HP at level 20.
  • War Caster: Definitely more helpful to a melee Ranger or one who has multiclassed into a full-casting class. I wouldn’t take it on an archer build.
  • Weapon Master: You already have proficiency with everything.
Spoiler: Racial Feats from Xanathar’s Guide to Everything
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  • Bountiful Luck: Giving someone a free reroll on a critical failure without using any resources is unreasonably awesome.
  • Dragon Fear: If you’re at all familiar with me, you’ll know I like frightening enemies.
  • Dragon Hide: Getting a boost to your AC for half a feat is good all by itself. The damage boost to unarmed and ability point are gravy.
  • Drow High Magic: I will never turn down extra spells. Never. Do you hear me!? Never!
  • Dwarven Fortitude: This is a pretty solid boost to your resilience.
  • Elven Accuracy: This is goooooood. Really good. Like, really, really good. Dang. It’s so good. Why is it so good? It should be less good.
  • Fade Away: Turning invisible as a reaction with no spell slot is damn nice.
  • Fey Teleportation: A half-feat that provides a situational ability with a great slotless teleportation spell. Yay!
  • Flames of Phlegethos: If you want a feat that won’t help you as a Ranger in the least, this is the feat for you.
  • Infernal Constitution: Resisting three kinds of damage and getting advantage on poison saves is nice. Also getting a point in CON is great.
  • Orcish Fury: This is an especially sweet feat for a melee Ranger. As someone who has played a melee bruiser Ranger, I wish I had it.
  • Prodigy: Four situational abilities make a blue. That’s just science.
  • Second Chance: I like mulligans, especially when you’re forcing them on others. At the very least, you can negate 20s.
  • Squat Nimbleness: This is basically an “I don’t want to be grappled,” feat, which is fine. Being grappled can be debilitating, so it might be worth it.
  • Wood Elf Magic: It’s a solid way to boost your casting as a Ranger.