REVISED Revised Ranger
Class Features
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and
Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
· (a) scale mail or (b) leather armor
· (a) two shortswords or (b) two simple melee weapons
· (a) a dungeoneer's pack or (b) an explorer's pack
· A longbow and a quiver of 20 arrows
·
Spell Slots per Spell Level
Level Proficiency Features Spells 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer — — — — — —
2nd +2 Fighting Style, Spellcasting, Spellcasting Focus 2 2 — — — —
3rd +2 Archetype, Primeval Awareness, Primal Awareness 3 3 — — — —
4th +2 Ability Score Improvement, Martial Versatility 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type
of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a bonus to damage rolls
with your attacks equal to your proficiency bonus against creatures of the chosen type. Additionally, you have
advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence(knowledge)
checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored
enemy or creatures associated with it.
Hunter’s Sign
At first level a ranger may cast the Druidcraft cantrip at will as well as leaving marks and trail signs behind that can
be hidden to all but the knowledgeable or they can be blatant to anyone and every ranger has a brand he can
magically put on any surface or willing or restrained creature. It can only be removed by the ranger who made it,
Dispel Magic Remove Curse and similar magic, or by physically destroying it.
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This
grants you the following benefits:
· You ignore difficult terrain.
· You have advantage on initiative rolls.
· On your first turn during combat, you have advantage on attack rolls against creatures that have not yet
acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour
or more:
· Difficult terrain doesn’t slow your group’s travel.
· Your group can’t become lost except by magical means.
· Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking),
you remain alert to danger.
· If you are traveling alone, you can move stealthily at a normal pace.
· When you forage, you find twice as much food as you normally would.
· While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed
through the area.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You
can't take a Fighting Style option more than once, even if you later get to choose again.
· Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
· Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see
anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an
invisible creature within that range, unless the creature successfully hides from you.
· Defense. While you are wearing armor, you gain a +1 bonus to AC.
· Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger
spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class,
you can replace one of these cantrips with another cantrip from the Druid spell list.
· Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus
to damage rolls with that weapon.
· Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you
make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a
+2 bonus to the damage roll.
· Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to
the damage of the second attack.
· Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile
creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-
quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
· Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you
can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a
minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
· Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed
and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
· Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your
next turn. While in your defensive stance, you can make opportunity attacks without using your reaction,
and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while
within your reach.
· Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your
Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a
grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can
also deal this damage to the creature whenever you hit it with a melee attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a
druid does.
Spell Slots
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of
these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish
a long rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot
available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of
these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class,
you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it
with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature.
You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land
around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds
and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You
learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety),
and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1
uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your
favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present
and their general numbers, direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at
3rd level and again at 7th, 11th, and 15th level.
Conclave
Beast Master
Fey Wanderer
Gloom Stalker
Horizon Walker
Hunter
Monster Slayer
Swarmkeeper
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature. You may also opt for a feat instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations,
celestials, constructs, dragons, elementals, fiends, or giants. You may also choose from the 1st level favored enemies
list. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy,
including an additional language and bonus damage. Additionally, you have advantage on saving throws against the
spells and abilities used by any of your favored enemies.
Ranger Conclave Feature
7th level Ranger Conclave Feature
Ability Score Improvement
At 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score above 20 using this feature. You may also opt for a feat
instead.
Fleet of Foot
Beginning at 9th level, you can use the Dash action as a bonus action on your turn.
Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that
attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You
lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still
automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are
detected.
Ranger Conclave Feature
11th level Ranger Conclave Feature
Ability Score Improvement
At 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score above 20 using this feature. You may also opt for a feat
instead.
Vanish
Starting at 13th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by
nonmagical means, unless you choose to leave a trail.
Greatest Favored Enemy
At 14th level, you are ready to hunt even deadlier game. Choose a type of greatest favored enemy: aberrations,
celestials, constructs, dragons, elementals, fiends, or giants. You may also choose from the 1st level favored enemies
list. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy,
including an additional language and bonus damage. Additionally, you have advantage on saving throws against the
spells and abilities used by a favored enemy.
Ranger Conclave Feature
15th level Ranger Conclave Feature
Ability Score Improvement
At 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score above 20 using this feature. You may also opt for a feat
instead.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature
you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't
hidden from you and you aren't blinded or deafened.
Ability Score Improvement
at 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score above 20 using this feature. You may also opt for a feat
instead.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your
Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies.
You can choose to use this feature before or after the roll, but before any effects of the roll are applied.