### Changes to Class Features #### Favored Enemy (1st level) * Allows the player to switch enemy types after a long rest * Adds limited # of extra attacks against the favored enemy #### Favored Terrain (1st level) * Each terrain option provides a small mechanical benefit * Allows the player to change terrain choice after spending time in a new terrain #### Ranger's Prey (2nd level) * Alternate use of spell slots, targets one creature * Includes exploration, interaction, and combat benefits * Modeled after the Battle Master's *Know Your Enemy* #### Natural Explorer (3rd level) * Modified from original list of benefits * Additional ability: while traveling, you can attempt to avoid a random encounter once per day #### Endurace (6th level) * The player can ignore 1 lvl of exhaustion #### Hide in Plain Sight (10th level) * Uses the language from the **Revised Ranger** ___ ### Conclaves #### Beasts Conclave Models beast companion after the Artificer's iron defender. ##### 3rd Level Features * Adds *Beast Magic* spells : animal interaction / domination * *Companion's Bond* : method for bonding with a beast; establishes turn order, actions, and action economy ##### Magic Companion (7th level) * The companion's attacks are magical now * The companion regains ability to cause poison damage ##### Bestial Fury (11th level) * Limits the additional attacks to two attacks ___ #### Hunter Conclave Allows some conclave features to be changed at each level, and encourages a more flexible melee-and-ranged playstyle ##### 3rd Level Features * Adds *Hunter Spells* : movement, enemy debuffs * *Hunter's Prey* : you can switch your choice at every level ##### Defensive Tactics (7th level) * Adds *Uncanny Dodge* (removed from 15th lvl feature) * You can switch your choice whenever you gain a level ##### Multiattack (11th level) * The player can use both *Volley* and *Whirlwind* actions; total uses = your Wisdom modifier (per long rest) ___ \columnbreak #### Whaler Conclave A conclave focused on hunting / targeting large and larger creatures. ##### 3rd Level Features * Adds *Whaler Spells* * *Your Own White Whale* : extra dmg against Large(r) creatures, one attack per turn * *Harpooner* : throwing range is doubled ##### Brace Against the Tide (7th level) * Additional hit points granted for every lvl in this class ##### Buck the Stars [working title] (11th level) * Advantage on saving throws against being frightened ##### Titan Fell (15th level) * Your extra dmg against Large(r) creatures applies to all of your attacks ___ #### Vigilante Conclave A conclave focused on investigation and engaging in close quarters. ##### 3rd Level Features * Adds *Vigilante Spells* * *Detective* : extra proficiency w/ Investigation skill * *Back Alley Fighting* : inspired by Mearls' HFH and Rogue's Sneak Attack; extra dmg once per turn by having advantage or meeting certain conditions ##### Parkour (7th level) * Monk-like ability to run up walls and ignore falling dmg * Jump distance is also tripled ##### Superior Back Alley Fighting (11th level) * You can apply your extra dmg against 2 targets per turn ##### Active Defenses (15th level) * As a reaction, you can move and then take the Hide action ___ ### Alternate Rangers The end of this document describes two designs for a "spell-less ranger" model -- the **Martial Ranger** and the **Beast Master**, providing alternate features at 2nd, 9th, and 13th levels to replace the original class's spellcasting ability. ___ ### Other Changes #### Proficiencies, Equipment * Added proficiency with the herbalism kit * Component pouch added to starting equipment #### New Spells * Each Conclave gets a set of additional spells * New spells added to the ranger spell list include
***arrow flight*** (1st-level); ***venomous blade*** (2nd-level); ***amulet*** and ***first strike*** (3rd-level) \pagebreakNum
##### The Ranger
Bonus | Extra
Attacks | Features | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | — | Favored Enemy, Favored Terrain | ─ | — | — | — | — | | 2nd | +2 | — | Fighting Style, Spellcasting, Ranger's Prey | 2 | — | — | — | — | | 3rd | +2 | 1 | Ranger Conclave, Natural Explorer | 3 | — | — | — | — | | 4th | +2 | 1 | Ability Score Improvement | 3 | — | — | — | — | | 5th | +3 | 1 | Extra Attack | 4 | 2 | — | — | — | | 6th | +3 | 1 | Favored Enemy improvement, Endurance | 4 | 2 | — | — | — | | 7th | +3 | 2 | Ranger Conclave feature | 4 | 3 | — | — | — | | 8th | +3 | 2 | Ability Score Improvement, Land's Stride | 4 | 3 | — | — | — | | 9th | +4 | 2 | — | 4 | 3 | 2 | — | — | | 10th | +4 | 2 | Favored Terrain improvement, Hide in Plain Sight | 4 | 3 | 2 | — | — | | 11th | +4 | 3 | Ranger Conclave feature | 4 | 3 | 3 | — | — | | 12th | +4 | 3 | Ability Score Improvement | 4 | 3 | 3 | ─ | — | | 13th | +5 | 3 | — | 4 | 3 | 3 | 1 | — | | 14th | +5 | 3 | Vanish | 4 | 3 | 3 | 1 | — | | 15th | +5 | 4 | Ranger Conclave feature | 4 | 3 | 3 | 2 | — | | 16th | +5 | 4 | Ability Score Improvement | 4 | 3 | 3 | 2 | ─ | | 17th | +6 | 4 | Favored Enemy improvement | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | 4 | Feral Senses | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | 4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | 4 | Foe Slayer | 4 | 3 | 3 | 3 | 2 |
#### Quick Build
You can make a ranger quickly by following these sugges-tions. First, make Dexterity your highest ability score, then Wisdom. Second, choose the outlander background.
## Class Features
As a ranger, you have the following class features.
#### Hit Points
**Hit Dice:** 1d10
**— Spell Slots —**
| Level | Proficiency Bonus | Extra
Attacks | Features | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | — | Favored Enemy, Favored Terrain | ─ | — | — | — | — | | 2nd | +2 | — | Fighting Style, Spellcasting, Ranger's Prey | 2 | — | — | — | — | | 3rd | +2 | 1 | Ranger Conclave, Natural Explorer | 3 | — | — | — | — | | 4th | +2 | 1 | Ability Score Improvement | 3 | — | — | — | — | | 5th | +3 | 1 | Extra Attack | 4 | 2 | — | — | — | | 6th | +3 | 1 | Favored Enemy improvement, Endurance | 4 | 2 | — | — | — | | 7th | +3 | 2 | Ranger Conclave feature | 4 | 3 | — | — | — | | 8th | +3 | 2 | Ability Score Improvement, Land's Stride | 4 | 3 | — | — | — | | 9th | +4 | 2 | — | 4 | 3 | 2 | — | — | | 10th | +4 | 2 | Favored Terrain improvement, Hide in Plain Sight | 4 | 3 | 2 | — | — | | 11th | +4 | 3 | Ranger Conclave feature | 4 | 3 | 3 | — | — | | 12th | +4 | 3 | Ability Score Improvement | 4 | 3 | 3 | ─ | — | | 13th | +5 | 3 | — | 4 | 3 | 3 | 1 | — | | 14th | +5 | 3 | Vanish | 4 | 3 | 3 | 1 | — | | 15th | +5 | 4 | Ranger Conclave feature | 4 | 3 | 3 | 2 | — | | 16th | +5 | 4 | Ability Score Improvement | 4 | 3 | 3 | 2 | ─ | | 17th | +6 | 4 | Favored Enemy improvement | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | 4 | Feral Senses | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | 4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | 4 | Foe Slayer | 4 | 3 | 3 | 3 | 2 |
**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 three from Animal Handling, Athletics, Insight, Investigation, Medicine, 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, a quiver of 20 arrows, and a component pouch ___ ### Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, and hunting a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You gain advantage on all Wisdom and Intelligence checks to detect your favored enemy, follow its tracks, and to determine its actions and motives. Starting at 3rd level, if you take the Attack action on your turn, you can make a single additional weapon attack against your favored enemy. The number of additional attacks is \pagebreakNum determined by the Extra Attacks column in the Ranger table, and you regain all expended attacks when you complete a short rest. Starting at 6th level, you gain advantage on all saving throws made against effects created by your favored enemy. Starting at 17th level, once during your turn, if you miss with a weapon attack against your favored enemy, you can make an additional weapon attack against it. ### Favored Terrain You are particularly familiar with one type of natural environ-ment and are adept at traveling and surviving in such regions. Choose one type of favored terrain, and you gain the benefits of that terrain. Once you have completed a long rest while in a new type of terrain, you may spend 1 hour in meditation to change your favored terrain and gain the benefits of that new terrain. At 10th level, you choose a terrain that you have spent time in, and you gain the effects of that terrain permanently. #### Arctic You reduce any cold damage received by a number equal to your Wisdom modifier, and you are unaffected by extremely cold environments. #### Coast Your swim speed increases by 10 feet, and you can hold your breath for twice as long as normal. #### Desert You reduce any fire damage received by a number equal to your Wisdom modifier, and you are unaffected by extremely hot environments. #### Fen You reduce any poison damage received by a number equal to your Wisdom modifier, and are immune to disease and the poisoned condition. #### Forest You gain proficiency in the Wisdom (Perception) skill, and your proficiency bonus is doubled for any ability check you make that uses this skill. You also gain a +5 bonus to your passive Wisdom (Perception) . #### Grassland Your speed increases by 10 feet, and you are unaffected by non-magical difficult terrain. #### Mountain Your climbing speed increases by 10 feet, and you can breathe normally in elevations up to 10,000 feet. #### Underdark If you do not have darkvision, you gain it with a range of 30 feet. If you have darkvision, it is increased by 30 feet. You also gain blindsight with a range of 5 feet. #### Urban You can move through the space of any creature that is your size or larger. You also have advantage on all Charisma checks when attempting to gather information or locate certain people or creatures. \columnbreak ### 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. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### 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. #### Mariner While you are not wearing heavy armor or using a shield, you have a climbing and swimming speed equal to your normal movement, and you gain a +1 bonus to AC. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the additional attack. ***Variant.*** While you are wearing light armor or no armor and engaged in two-weapon fighting, you can make your additional attack as a part of the Attack action. ___ ### 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. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. #### Preparing and Casting Spells 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 *hunter's mark*, 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. You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. \pagebreakNum #### Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells. 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
your Wisdom modifier
**Spell attack modifier** = your proficiency bonus +
your Wisdom modifier
### Ranger's Prey
At 2nd level, you can focus your ire onto a single creature that you can see. By spending 1 minute and a 1st-level spell slot, you can learn certain information about the creature's capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
* Any two ability scores
* Armor Class
* Current hit points
* Challenge Rating or Total class levels (if any)
By spending a higher level spell slot, you can learn one additional characteristic for every spell level above 1st level.
Finally, if you attack this creature within the next hour, you have advantage on a number of attacks against this creature equal to the level of the spell slot you expended.
### Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, the Stalker Conclave, the Horizon Walker Conclave, or the Monster Slayer Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level.
### Natural Explorer
You are a master of navigating the wilderness. Starting at 3rd level, you gain the following benefits:
* Non-magical difficult terrain doesn't slow your group’s movement while traveling at a slow or normal pace.
* Your group has advantage on checks to avoid getting lost.
* You suffer no penalty to Wisdom checks while traveling and engaging in another activity (such as tracking) .
* While traveling alone, you can move stealthily at a normal pace.
* When you forage, you find twice as much food as you normally would.
Finally, while traveling at a slow or normal pace, you can
choose to avoid one random encounter. You can make
choice once per day.
\columnbreak
### 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.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Endurance
By 6th level, your ability to withstand harsh environments and grueling days of travel is unmatched. You can ignore one level of exhaustion.
### Land's Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.
### Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. On your turn, if you do not spend any movement and take the Hide action, 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.
### Vanish
Starting at 14th 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.
### 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.
### Foe Slayer
At 20th level, 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 your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
\pagebreakNum
## Ranger Conclaves
Across the wilds, rangers come together to form conclaves: loose associations whose members share a similar outlook on how to protect nature from those who would despoil it.
___
### Beasts Conclave
Many rangers are more at home in the wilds than in civiliza-tion, to the point where animals consider them kin. Rangers of the Beasts Conclave develop a close bond with an animal companion, then further strengthen that bond through the use of magic.
#### Beast Magic
Starting at 3rd level, you learn one of the following spells: *animal friendship*, *beast bond*, or *speak with animals*. You can learn an additional spell with this feature when you reach 5th level, and again at 9th, 13th, and 17th levels.
Starting at 5th level, you can also choose either *animal messenger* or *beast sense* with this feature, and starting at 13th level, you can choose the spell *dominate beast*.
These spells count as ranger spells for you, but don't count against the number of ranger spells you know.
If a spell gained from this feature has the ritual tag, you can cast it as a ritual.
#### Animal Companion
At 3rd level, you learn to magically bond with a beast of the natural world.
This beast companion can be any single, unaligned beast that is Large or smaller, and has a challenge rating of 1/2 or lower. However, your DM might pick a creature for you, based on the surrounding terrain and on what types of creatures would likely be present in the area.
By spending 1 hour in meditation and expending a spell slot of 1st-level or higher, you call forth a beast from the wilderness and bond with it. You can use this meditation and spell slot to bond to another beast, or to restore your companion to life if it has been slain. You can restore your companion to life even if you don't have access to its body.
When you first gain this feature, you don't need to expend a spell slot to gain a companion.
Your animal companion gains a variety of benefits while it is bonded to you. The companion loses its ability to cause poison damage, as well as its Multiattack action, if it has either feature.
In combat, your companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Attack, Dash, Disengage, or Help action.
In addition, when you take the Attack action on your turn, you can forgo one of your attacks and have your companion use its reaction to make a melee attack. Your companion must be able to see you to take this action.
Your animal companion benefits from your Favored Enemy feature, and you can choose for your companion to make an additional attack against a favored enemy, though the number of times this attack can be made is shared by both you and your companion. Your animal companion also benefits from your Natural Explorer feature.
\columnbreak
your Wisdom modifier
As part of the bond that you share, your companion's features are amended from its original statistics. Its hit points equal your ranger level multiplied by five + your Wisdom modifier. Also, its highest ability score and its Constitution score are set to 14 unless either score is already higher. In addition, your level determines some of your companion's statistics. It uses your proficiency bonus rather than its own, and adds this bonus to its attack and damage rolls, two skills and two saving throws of your choice. Finally, your companion shares your alignment; it has one or two personality traits, and a flaw that you can roll for or select from the Companion's Traits table. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” #### Magic Companion At 7th level, your companion's attacks are considered magical for overcoming resistances and immunities. If your animal companion's stat block originally allowed it to cause poison damage, it regains that ability as well. #### Bestial Fury Starting at 11th level, when you command your companion to take the Attack action, it can make two attacks, instead of one. #### Spell Sharing Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. \pagebreakNum ##### Companion's Traits | d6 | Trait | |:----:|:-------------| | 1 | I'm dauntless in the face of adversity. | | 2 | Threaten my friends, and you threaten me. | | 3 | I stay on alert so others can rest. | | 4 | People see an animal and underestimate me. I use that to my advantage. | | 5 | I have a knack for showing up in the nick of time. | | 6 | I put my friends' needs before my own in all things. | | d6 | Flaw | |:----:|:-------------| | 1 | If there's food left unattended, I'll eat it. | | 2 | I growl at strangers, and all people except my ranger are strangers to me. | | 3 | Any time is a good time for a belly rub. | | 4 | I'm deathly afraid of water. | | 5 | My idea of hello is a flurry of licks to the face. | | 6 | I jump on creatures to tell them how much I love them. | ___ ### Hunter Conclave Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. #### Hunter Spells Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. ##### Hunter Spells | Ranger Level | Spell | |:---|:----------| | 3rd | *expeditious retreat* | | 5th | *enhance ability* | | 9th | *slow* | | 13th | *compulsion* | | 17th | *hold monster* | ___ #### Hunter's Prey At 3rd level, you gain one of the following features of your choice. Whenever you gain a level in this class, you may also change your choice for this feature. **Colossus Slayer.** When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. **Giant Killer.** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. **Horde Breaker.** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. #### Defensive Tactics At 7th level, you gain one of the following features of your choice. Whenever you gain a level in this class, you may also change your choice for this feature. **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 all subsequent attacks made by that creature for the rest of the turn. **Steel Will.** You have advantage on saving throws against being frightened. **Uncanny Dodge.** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. #### Multiattack At 11th level, you gain the following actions. You can take these multiattack actions a number of times equal to your Wisdom modifier, and regain all uses of this feature when you finish a long rest. **Volley.** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. **Whirlwind.** You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. #### Superior Hunter's Defense At 15th level, you gain one of the following features of your choice. **Evasion.** When you are subjected to an effect, such as a red dragon's fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. **Stand Against the Tide.** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. ___ ### Whaler Conclave Originally founded by whalers and corsairs, this conclave now includes rangers from all backgrounds. All share a particular set of skills, dedicated to felling the largest and fiercest creatures of the world. ##### Whaler Features | Ranger Level | Feature | |:---:|:-----------:| | 3rd | Whaler Spells, {3rd Level Feature},
Harpooner | | 7th | Brace Against the Tide | | 11th | Buck the Stars | | 15th | Titan Fell | ___ \pagebreakNum #### Whaler Spells Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Whaler Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Whaler Spells | Ranger Level | Spell | |:---|:----------| | 3rd | *thunderous smite* | | 5th | *enlarge/reduce* | | 9th | *sleet storm* | | 13th | *dominate beast* | | 17th | *hold monster* | ___ #### {3rd Level Feature} No matter what you've chosen as your favored enemy, you are drawn to hunt down the largest. Starting when you join this conclave at 3rd level, the first time on your turn that you hit a Large or larger creature with a weapon attack, you can cause additional damage. If the creature is Large, this damage is 1d4. If the creature is Huge, this damage is 1d6. If the creature is Gargantuan, this damage is 1d8. #### Harpooner It's evident that you've been working on your throwing arm. At 3rd level, the range for any thrown weapon you wield is doubled. For example, if you're wielding a trident, its range is 40/120, instead of 20/60. #### Brace Against the Tide Starting at 7th level, you gain a number of hit points equal to your level in this class. You gain an additional hit point every time you gain another level in this class. #### Buck the Stars Your experience has steeled you against the most fearsome of foes. Starting at 11th level, you have advantage on saving throws against being frightened. #### Titan Fell At 15th level, you can apply the extra damage from *{3rd Level Feature}* to all attacks against Large or larger creatures. ___ ### Vigilante Conclave Background and flavor text for the Urban Ranger, aka Batman. ##### Vigilante Features | Ranger Level | Feature | |:---:|:-----------:| | 3rd | Vigilante Spells, Detective,
Back Alley Fighting | | 7th | Parkour | | 11th | Superior Back Alley Fighting | | 15th | Active Defense | ___ \columnbreak #### Vigilante Spells Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Vigilante Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Vigilante Spells | Ranger Level | Spell | |:---|:----------| | 3rd | *compelled duel* | | 5th | *blur* | | 9th | *haste* | | 13th | *compulsion* | | 17th | *mislead* | ___ #### Detective When you join this conclave at 3rd level, you gain proficiency in the Investigation skill if you don't have it already, and you can double your proficiency bonus to any Investigation check related to your favored enemies or made within your favored terrain. #### Back Alley Fighting At 3rd level, you have mastered closer-quarters combat. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse weapon or a ranged weapon. You don't need advantage on the attack roll if one of the following conditions apply: * You are attacking a target that is considered surprised. * Another ally of the target is within 5 feet of it or you, and the ally isn't incapacitated. * You have already damaged the target on your current turn. You can't use this feature if you have disadvantage on the attack. The extra damage dealt by this feature increases by 1d6 at 9th level (2d6), and again at 17th level (3d6). #### Parkour At 7th level, you gain the ability to move along vertical surfaces on your turn without falling during the move. In addition, you can ignore damage from falling by a number of feet equal to 10 + twice your ranger level. Finally, your jump distance is tripled. #### Superior Back Alley Fighting At 11th level, you have mastered close-quarters combat. You can use your Back Alley Fighting feature against a second target during your turn. In addition, if you hit a surprised target with your Back Alley Fighting feature, you can force it to make a Constitution saving throw, becoming stunned until the end of its next turn on a failure. #### Active Defense Starting at 15th level, you can use your reaction to move up to half your movement speed and take the Hide action. \pagebreakNum ## The Martial Ranger If you prefer to play as a Ranger that does not have the ability to cast spells (think more like a character such as Aragorn from *The Lord of the Rings*), then perhaps this version of the Ranger class is more to your liking. The Martial Ranger gains additional features at 2nd, 9th, and 13th levels to balance the lack of a spellcasting ability. ##### Martial Ranger Features | Ranger Level | Feature | |:---:|:-----------:| | 2nd | Poultices | | 9th | Natural Antivenom | | 13th | Natural Predator | ___ ### Poultices At 2nd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices, and you can do this during a short rest or at the end of a long rest. You can create and carry a number of such poultices equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you, and after 24 hours, any poultices that you haven't used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points. This healing increases by 1d6 at 5th level, and again at 11th and 17th level. ### Natural Antivenom Starting at 9th level, you have advantage on saving throws against poison. Additionally, you can use one of your poultices to cure one poison effect or one disease on the creature you are applying it to, in addition to restoring hit points. ### Natural Predator Beginning at 13th level, you react with swift and decisive action when attacked. You have advantage on initiative rolls, and on your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
> ##### Conclave Magic > Most ranger archetypes include an expanded spell list. For a Martial Ranger that chooses one of these subclasses, you can either omit the feature, or use the following language for the feature instead. > > *"Starting at 3rd level, you learn a spell when you reach certain levels in this class, as shown in the Conclave Spells table. These spells are considered special abilities for each conclave, and therefore don't grant the Ranger any spellcasting ability.* > >*Wisdom is your ability modifier for these conclave abilities. You can use each spell / ability once, and you regain all uses of this feature when you finish a long rest."* \columnbreak ## The Beast Master Ranger With this alternate feature, the core Ranger becomes a companion-based class, rather than a partial spellcaster. If you are drawn to the idea of having an animal companion, perhaps this version of the Ranger is more to your liking. The Beast Master gains additional features at 2nd, 9th, and 13th levels to compensate for the lack of a spellcasting ability. ***Note:*** This alternate Ranger is incompatible with the Beast Conclave included earlier in this document, and with the Beast Master archetype described in the *Player's Handbook*. ##### Beast Master Ranger Features | Ranger Level | Feature | |:---:|:-----------:| | 2nd | Animal Companion | | 9th | Bestial Fury | | 13th | Feral Rage | ___ ### Animal Companion At 2nd level, you gain the *Animal Companion* feature on
p. 6 - 7 of this document, with the following additions. * At 3rd level, your companion benefits from the features you gain at 3rd level from your Conclave (or Archetype, if you're using the *Player's Handbook*) . For example, if you chose the Hunter Conclave, both you and your companion gain the bonus damage or action granted by the *Hunter's Prey* feature; if you chose the Horizon Walker Conclave, your companion can also detect planar portals. * At 6th level, your companion's attacks are considered magical for overcoming resistances and immunities. * At 17th level, your companion gains the **Evasion** ability from the Hunter Conclave's *Superior Hunter's Defense*. ___ ### Bestial Fury Starting at 9th level, when you use your bonus action to command your companion to take the Attack action, it can make two attacks instead of one. ### Feral Rage Starting at 13th level, when your companion takes an action, it can enter a feral rage as a part of that action. This rage lasts for 1 minute, and grants the following abilities to your companion: * It has advantage on all Strength checks and Strength saving throws. * It gains a +2 bonus to damage rolls for its attacks. * If it drops to 0 hit points while raging but is not killed outright, it is not knocked unconscious, but may continue to move and act on its turn for a number of rounds equal to your Wisdom modifier. It must still make death saving throws, dying if it fails all three. Its rage ends early if its turn ends and it hasn't attacked a hostile creature or taken damage since its last turn. The companion can rage once, after which it must finish a short rest to regain the use of this feature. \pagebreakNum ## Additional Ranger Spells The spells listed here are adapted from other homebrewed sources, or original creations. All spells listed here are ranger spells, and should be included in the ranger spell list. #### Amulet *3rd-level abjuration* ___ - **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (any object worth at least 5 gp and a relic of the creature to be affected) - **Duration:** 1 month ___ You create a token that repels one specific creature. You must provide either the creature's name or a description of the creature ("the vampire Srahd von Zarovich," or "the giant one-eyed bear terrorizing the hamlet of Twycross") . Whenever the wearer of this amulet confronts this creature within the next month, the creature has disadvantage on all ability checks or attacks against the wearer, unless it succeeds on a Charisma saving throw. It must make this saving throw for each separate ability check or attack. ___ #### Arrow Flight *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a down feather) - **Duration:** Concentration, up to 1 minute ___ You touch a ranged weapon. For the duration of this spell, the range for this weapon is doubled. ___ #### First Strike *3rd-level divination* ___ - **Casting Time:** special - **Range:** Self (10 ft. radius) - **Components:** V, M (a pinch of sand or chalk) - **Duration:** Instantaneous ___ When asked to roll to determine initiative, you may cast this spell to grant yourself and all allies in a 10-foot radius of you advantage on the initiative roll. ___ #### Venomous Blade *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, M (a drop of poison) - **Duration:** Special ___ You coat one weapon or three pieces of ammunition with a magical poison. This poison remains effective for three successful strikes with the weapon, or one use for each piece of ammunition. When a creature is struck by this weapon or ammunition, it takes an additional 2d4 poison damage, and it must make a Constitution saving throw or be poisoned for 1 minute. ***At Higher Levels.*** When you cast this spell with a 3rd-level or higher spell slot, you may use the blade for one additional strike, or poison two additional pieces of ammunition, for each slot above 2nd. \columnbreak ## Credits The *Ranger Revisited* D&D 5e class was created by Reddit user **JPGenn**. Some content is revises content from *Unearthed Arcana* releases or official material published by Wizards of the Coast, and other content is created solely by the author of this resource. ___ ##### Content Credit [*The Ranger*](https://www.dndbeyond.com/classes/ranger) © WotC
[*The Ranger, Revised*](https://dnd.wizards.com/articles/features/unearthed-arcana-ranger-revised) © WotC
*Happy Fun Hour* (9/11/18) : Mike Mearls
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