Written by @thisisntabeachitsabathtub
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: Herbalism Kit
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine,
Perception and Stealth.
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 or martial melee weapons
● A druidic focus and (a) a dungeoneer’s pack or (b) an explorer’s pack
● A longbow and a quiver of 20 arrows
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The Ranger Table
Level Proficiency Features Cantrips -Spell Slots Per Spell Level-
Bonus Known
1st 2nd 3rd 4th 5th
1st +2 Favored Foe, Natural Explorer - - - - - -
2nd +2 Spellcasting, Fighting Style 1 2 - - - -
3rd +2 Ranger Archetype, Primal Awareness 1 3 - - - -
4th +2 Ability Score Improvement 2 3 - - - -
5th +3 Extra Attack 2 4 2 - - -
6th +3 Natural Foundations 2 4 2 - - -
7th +3 Ranger Archetype Feature 2 4 3 - - -
8th +3 Ability Score Improvement, Fleet of Foot 2 4 3 - - -
9th +4 - 2 4 3 2 - -
10th +4 Nature’s Veil 3 4 3 2 - -
11th +4 Ranger Archetype Feature 3 4 3 3 - -
12th +4 Ability Score Improvement 3 4 3 3 - -
13th +5 - 3 4 3 3 1 -
14th +5 Vanish 3 4 3 3 1 -
15th +5 Ranger Archetype Feature 3 4 3 3 2 -
16th +5 Ability Score Improvement 3 4 3 3 2 -
17th +6 - 3 4 3 3 3 1
18th +6 Feral Senses 3 4 3 3 3 1
19th +6 Ability Score Improvement 3 4 3 3 3 2
20th +6 Foe Slayer 3 4 3 3 3 2
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Favored Foe
1st level Ranger feature
You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the
hunter’s mark spell, and wisdom is your spellcasting ability for it. You can cast it without expending a
spell slot and without requiring concentration a number of times equal to your proficiency bonus. You
regain all expended uses when you finish a long rest.
When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of
ranger spells you know.
Natural Explorer
1st level Ranger feature
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 nonmagical difficult terrain.
● You have advantage on initiative rolls.
● You gain proficiency in the Nature and Survival skills.
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.
Spellcasting
2nd level Ranger feature
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You have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells
Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
Cantrips
At 2nd level, you know one cantrip of your choice from the ranger spell list. At higher levels, you learn
additional ranger cantrips of your choice, as shown in the Cantrips Known column of the Ranger table.
Spells Known of 1st Level and Higher
The Ranger table shows how many spell slots you have to cast your Ranger spells. To cast one of your
Ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all
expended spell slots when you finish a long rest.
You prepare the list of Ranger spells that are available for you to cast, choosing from the Ranger spell list.
When you do so, choose a number of Ranger spells equal to your Wisdom modifier + half your Ranger
level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Ranger, you have four 1st-level and two 2nd-level spell slots. With a
Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination.
If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting
the spell doesn't remove it from your list of prepared spells.
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
Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid
spells.
Fighting Style
2nd level Ranger feature
You adopt a particular style of fighting as your specialty. Choose one of the following options.
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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 blindsight 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 Ranger spell list. Whenever you gain a level in this class,
you can replace one of these cantrips with another cantrip from the Ranger spell list.
Additionally, when you get the extra attack feature, you can cast a cantrip in place of one of your attacks.
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are
wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the
two-handed or versatile property for you to gain this benefit.
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.
Ranger Archetype
3rd level Ranger feature
You choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class
description or one from another source. Your choice grants you features at 3rd level and again at 7th,
11th, and 15th level.
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Primal Awareness
3rd level Ranger feature
You can focus your awareness through the interconnections of nature: you learn additional spells when
you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness
Spells table. These spells don’t count against the number of ranger spells you know.
Primal Awareness Spells
Ranger Spell
Level
3rd Speak With Animals
5th Beast Sense
9th Speak With Plants
13th Locate Creature
17th Commune With Nature
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way,
you can’t do so again until you finish a long rest.
Ability Score Improvement
4th, 8th, 12th, 16th, and 19th level Ranger feature
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
5th level Ranger feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Natural Foundations
6th level Ranger feature
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Your knowledge of nature has grown, allowing you to understand the deeper fundamentals of how the
natural world interacts with itself. Your proficiency bonus is now doubled for any Nature or Survival
check you make.
Fleet of Foot
8th level Ranger feature
You can use the Dash action as a bonus action on your turn.
Additionally, you gain a climbing and swimming speed equal to your walking speed.
Nature’s Veil
10th level Ranger feature
You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can
magically become invisible, along with any equipment you are wearing or carrying, until the start of your
next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Vanish
14th level Ranger feature
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.
Feral Senses
18th level Ranger feature
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.
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Foe Slayer
20th level Ranger feature
You become an unparalleled hunter of your enemies. You can add your wisdom modifier to the attack
rolls of your weapons and cantrips.
Additional Ranger Spells
Cantrips
Control Flames
Create Bonfire
Dancing Lights
Druidcraft
Frostbite
Green-Flame Blade
Guidance
Gust
Infestation
Light
Mage Hand
Magic Stone
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Mending
Mold Earth
Poison Spray
Primal Savagery
Produce Flame
Resistance
Shape Water
Shillelagh
Thorn Whip
Thunderclap
True Strike
Changelog
27/11/2021 - Changed spellcasting to reflect that they are now a prepared spellcaster rather than a known
caster due to the limitations of the ranger spell list.
23/12/2021 - Removed the specification of Ranger Cantrips on Druidic Warrior in relation to casting
cantrips in place of an attack.
23/12/2021 - Further changed wording of Druidic Warrior for ease of reading.