My Documents
Become a Patron!
# Rangers and Revisions
##### The Ranger |Level| Proficiency
Bonus | Features | Spells Known |1st|2nd|3rd|4th|5th| |:---:|:--:|:------------------------------------------|:-:|:-:|:-:|:-:|:-:|:-:| | 1st | +2 | Ambuscade, Favored Enemy, Natural Explorer| — | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting | 3 | 2 | — | — | — | — | | 3rd | +2 | Ranger Archetype, Primeval Awareness | 4 | 3 | ─ | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 3 | ─ | ─ | ─ | ─ | | 5th | +3 | Extra Attack | 5 | 4 | 2 | ─ | ─ | ─ | | 6th | +3 | Improved Ambuscade | 5 | 4 | 2 | ─ | ─ | ─ | | 7th | +3 | Ranger Archetype Feature | 6 | 4 | 3 | ─ | ─ | ─ | | 8th | +3 | Ability Score Improvement, Fleet of Foot | 6 | 4 | 3 | ─ | ─ | ─ | | 9th | +4 | ─ | 7 | 4 | 3 | 2 | ─ | ─ | | 10th| +4 | Hide in Plain Sight | 7 | 4 | 3 | 2 | ─ | ─ | | 11th| +4 | Ranger Archetype Feature | 8 | 4 | 3 | 3 | ─ | ─ | | 12th| +4 | Ability Score Improvement | 8 | 4 | 3 | 3 | ─ | ─ | | 13th| +5 | ─ | 9 | 4 | 3 | 3 | 1 | ─ | | 14th| +5 | Vigilant | 9 | 4 | 3 | 3 | 1 | ─ | | 15th| +5 | Ranger Archetype Feature | 10| 4 | 3 | 3 | 2 | ─ | | 16th| +5 | Ability Score Improvement | 10| 4 | 3 | 3 | 2 | ─ | | 17th| +6 | ─ | 11| 4 | 3 | 3 | 3 | 1 | | 18th| +6 | Feral Senses | 11| 4 | 3 | 3 | 3 | 1 | | 19th| +6 | Ability Score Improvement | 12| 4 | 3 | 3 | 3 | 2 | | 20th| +6 | Foe Slayer | 12| 4 | 3 | 3 | 3 | 2 |
#### Fan Content Policy *Rangers and Revisions is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.*
\pagebreak
### 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:** Strength, Dexterity
**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 ### Ambuscade Rangers strike first and strike hard. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. When you roll initiative, you can use your reaction to move up to your speed and take either the Disengage, Hide, or Search action. When you reach 6th level in this class, you can make one weapon attack instead of one of the listed actions. \columnbreak
##### Changes from PHB Ranger Rangers and Revisions is meant to update the ranger class with quality of life changes while staying close to the PHB version. Intended to push themes considered core to ranger, and alter what doesn't align. - Ambuscade added at L1 - Only one Favored Enemy you choose at L1 - Natural Explorer gives bonus based on terrain - One additional spell known - Primeval Awareness changed - Land's Stride replaced with Fleet of Foot - Hide in Plain Sight changed - Vanish Replaced with Vigilant - Feral Senses altered - Foe Slayer changed - Subclasses updated to match
### Favored Enemy You have significant experience studying, tracking, hunting, and even talking to 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 have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. ### Natural Explorer You are particularly familiar with one type of natural environment and are adept at surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, Underdark, or urban. You gain one of the following benefits based on your choice. In addition, when you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. ***Arctic.*** When you roll Hit Die as part of a short rest, you can reroll a number of them up to your Wisdom modifier (minimum of one die) and use either result of your choice. ***Coast.*** You gain a swimming speed equal to your walking speed. The amount of time you can hold your breath increases by a number of minutes equal to your Wisdom modifier (minimum of one minute). ***Desert.*** Whenever you make a saving throw to avoid exhaustion due to heat or extended travel, you are considered proficient in the saving throw. You can go twice as long without food or water before you suffer negative effects. ***Forest.*** You can move stealthily at a normal pace. ***Grassland.*** Your walking speed increases by 5 feet. ***Mountain.*** You gain a climbing speed equal to your walking speed. You have advantage on saving throws to avoid falling or being knocked prone. \pagebreak ***Swamp.*** Muddy or otherwise murky water doesn't hinder your vision. You have advantage on saving throws to avoid being poisoned. ***Underdark.*** You gain darkvision out to a range of 30 feet. If you already have darkvision from your race, its range increases by 30 feet. ***Urban.*** When you make an opportunity attack, you can move up to 10 feet as part of the same reaction. ### 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. #### 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. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second 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. See chapter 10 in the Players Handbook for the general rules of spellcasting and chapter 11 for the ranger spell list. #### Spell Slots The Ranger table shows how many spell slots you have to cast your ranger 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 three 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. \columnbreak #### 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
### Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. ### Primeval Awareness Beginning at 3rd level, you can form a connection with the land to determine if certain foes are nearby. As an action, choose one creature type from: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. For 1 minute, you know if any creatures of that type are present within 1 mile of you, and the general direction to the closest creature of that type to you other than your allies that you can see. Once you use this ability, you can't use it again until you finish a short or long rest. ### 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. ### Fleet of Foot Beginning at 8th level, you can use the Dash action as a bonus action on your turn. ### Hide in Plain Sight Starting at 10th level, you can attempt to hide even when you are only lightly obscured. In addition, you gain a bonus to Dexterity (Stealth) checks equal to your Wisdom modifier (minimum of 1). ### Vigilant Starting at 14th level, you can't be surprised while you are conscious, and you can’t be tracked by nonmagical means, unless you choose to leave a trail. \pagebreak ### Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can’t see. 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. You don't have disadvantage on attacks due to not being able to see that target. ### Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. Once on each turn, you can add your Wisdom modifier to one attack roll, damage roll, or ability check you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. ## Ranger Archetypes The ideal of the ranger has many expressions. You can pick any official ranger archetype, or any other that is designed to work with the PHB ranger. Some changes have been made to the official subclasses to better match Rangers and Revisions. Check below to see such alterations. If using a nonofficial subclass, be wary of potential overlap or unforeseen combinations that could occur when used with Rangers and Revisions ### Hunter If using the Hunter archetype with Rangers and Revisions, it is recommended to use the following variant. If you are using the PHB hunter, you gain the Hunter Magic feature at 3rd level. #### Hunter Magic You gain the following spells at the ranger level shown in the table below. Once you gain a spell this way, you always know it and it doesn't count against your number of spells known. If you gain a spell this way that doesn't appear on the ranger spell list, it is nonetheless a ranger spell for you. |**Ranger Level**| **Spell** | |:--------------:|:---------------| | 3rd | *hunter's mark* | | 5th | *pass without trace* | | 9th | *Leomund's tiny hut* | | 13th | *freedom of movement* | | 17th | *commune with nature* | #### Hunter's Prey Starting at 3rd level, once per turn, when you hit a creature with a weapon attack, you can have the attack deal an extra 1d6 damage if the target is below its hit point maximum. When you gain this feature, choose one of the following benefits; when you deal the extra damage, you can use your chosen benefit, and you can't do so again until 10 minutes have passed. **Giant Killer.** You can force the creature to succeed on a Strength saving throw against your spell save DC or be knocked prone. If it is larger than you, the extra damage is doubled. **Horde Breaker.** If the attack is with a melee weapon, you can cleave the target, granting it disadvantage on the next attack it makes before the start of your next turn. You can also deal the extra damage to another creature within the weapon's range. The damage type is the weapon's damage type. **Sniper.** If the attack is with a ranged weapon, you can pierce the target, maximizing the extra damage die, and granting the next weapon attack against it advantage before the end of your next turn. #### Defensive Tactics Beginning 7th level, 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. Additionally, when you use your action to take the Dash action, you gain the benefits of the Disengage action. #### Superior Hunter's Prey At 11th level, the extra damage of your Hunter's Prey feature increases to 1d8. In addition, you gain a bonus based on your chosen benefit, as shown below. **Giant Killer.** The target has disadvantage on the saving throw. **Horde Breaker.** You can deal the extra damage to any number of creature's within the weapon's range. **Sniper.** The next two weapon attacks against the target have advantage before the end of your next turn. #### 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 **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. ### Beast Master If using the Beast Master archetype with Rangers and Revisions, and you don't gain any additional spells, you gain the following feature at 3rd level. #### Beast Master Magic You gain the following spells at the ranger level shown in the table below. Once you gain a spell this way, you always know it and it doesn't count against your number of spells known. If you gain a spell this way that doesn't appear on the ranger spell list, it is nonetheless a ranger spell for you. |**Ranger Level**| **Spell** | |:--------------:|:---------------| | 3rd | *beast bond* | | 5th | *warding bond* | | 9th | *catnap* | | 13th | *dominate beast* | | 17th | *awaken* | \pagebreak ### Gloom Stalker If using the Gloom Stalker archetype with Ranger and Revision, replace the Dread Ambusher and Umbral Sight features with the following. #### Dread Ambusher Starting at 3rd level, you can use your Ambuscade feature without using your reaction. Additionally, after you roll initiative, the first weapon attack you hit before the end of your first turn deals an extra 2d8 damage. At 11th level, this extra damage increases to 2d10. #### Umbral Sight At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. You are adept at evading through the darkness. When you take the Hide action in an area of darkness, you become invisible until you are not in an area of darkness, or until you make an attack, cast a spell, or otherwise break your stealth. ### Horizon Walker If using Horizon Walker with Rangers and Revisions, replace the Planar Warrior feature with the following. #### Planar Warrior At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. Once on each of your turns when you make a weapon attack, you can open a minor planar rift to attack through. All damage dealt by the attack changes to force damage, it deals an extra 1d4 damage on a hit, and its range increases. Its range increases by 20 feet if is is a melee attack, or its normal and long range both double if it is a ranged attack. At 11th level in this class, the extra damage increases to 2d4. Additionally, when you use your Ambuscade feature, you can teleport a number of feet up to your current speed instead of moving. ### Fey Wanderer If using the Fey Wanderer with Rangers and Revision, replace the Dreadful Strikes and Beguiling Twist features with the following. #### Dreadful Gaze Starting at 3rd level, when you use your Ambuscade feature, you can also choose one creature you can see within 60 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, it is charmed or frightened by you (your choice) until the end of your first turn in combat. Success or fail, weapon attacks gain a 1d4 bonus against the target until the end of your first turn. In addition, you have advantage on saving throws against being charmed or frightened. #### Fey Strikes Also starting at 3rd level, when you cast one of your Fey Wanderer Spells as an action on your turn, you can make one weapon attack as a bonus action that turn. \columnbreak #### Protection of Fey Beginning at 7th level, when you make a saving throw against a spell or magical effect, you can do so with advantage. You must choose to do so before making the save. After you succeed a saving throw that you made with advantage using this feature, you can't use this feature again until you finish a short or long rest. ### Swarmkeeper If using the Swarmkeeper with Rangers and Revisions, replace the Gathered Swarm and Mighty Swarm features with the following. In addition, replace any reference to your proficiency bonus to your Wisdom modifier (minimum of 1). #### Gathered Swarm Starting at 3rd level, you have a swarm of magical insects that live on, in, or around you. You can make this swarm visible or invisible at any point on your turn (no action required). As an action, you can have a single insect from the swarm leave you for one minute. When you do so, and as an action on subsequent turns, you can move this insect up to 30 feet and see as if you were in its space. It magically returns to you at the end of the minute, or at the end of your turn if you didn't use your action to move it. As a bonus action, you can have the swarm surround you menacingly for 1 minute. During this time, you are lightly obscured and can add your Wisdom modifier to Intimidation checks. Once you use the swarm in one of these ways, you can't use it in that way again until you finish a short or long rest. #### Surround Also starting at 3rd level, as a bonus action on your turn, you can command the swarm to move to and follow a creature you can see within 120 feet of you for 1 minute. When you do so, and at the start of each of your turns during this time, you can choose one of the following: * The target must make a Dexterity saving throw against your spell save DC. Taking 1d8 magical piercing damage on a failed save, or half as much on a success. * The target must succeed on a Strength saving throw against your spell save DC or be moved up to 5 feet in a horizontal direction of your choice. * The target's vision is lightly obscured until the start of your next turn. This effect ends early if you are incapacitated, the target dies, or you choose to end it (no action required). Once you use this feature, you can't use it again until 10 minutes have passed. #### Encompass At 11th level, your Surround feature improves in the following ways: * The damage increases to 1d10. * If the target fails its saving throw against being moved, you can knock it prone instead. * If the target's vision is lightly obscured from the swarm, it can't see anything beyond 60 feet from it. \pagebreak
### Monster Slayer If using Monster Slayer with Rangers and Revision, it is recommended to use the following variant. #### Monster Slayer Magic You gain the following spells at the ranger level shown in the table below. Once you gain a spell this way, you always know it and it doesn't count against your number of spells known. If you gain a spell this way that doesn't appear on the ranger spell list, it is nonetheless a ranger spell for you. |**Ranger Level**| **Spell** | |:--------------:|:---------------| | 3rd | *entangle*, *hunter's mark* | | 5th | *see invisibility*, *zone of truth* | | 9th | *counterspell*, *magic circle* | | 13th | *banishment* | | 17th | *hold monster* | #### Slayer's Prey By 3rd level, you are adept at exposing your foe's weak spots. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. #### Study Foe Starting at 3rd level, you keep a journal, known as your hunter journal, where you keep a record of creature types you have studied and know how to hunt. You start with your favored enemy creature type recorded in this journal. \columnbreak You can spend 10 minutes examining the body of a creature that died within the last hour. After which, you learn the creature's type and subtype if it has one, and can record this information in your hunter journal. You can use your Slayer's Prey feature against a creature of a type and subtype you have recorded in you hunter journal this way, even if you don't have advantage on the attack roll, but not if you have disadvantage. In addition, you can't be frightened by such a creatures that you can see. #### Supreme Defense Starting at 7th level, your study of creature's tactics has given you great resolve in avoiding them. When a creature you can see forces you to make a saving throw, you can add your Wisdom modifier to the saving throw. Once you use this feature, you can't use it again until you finish a short or long rest. #### Improved Hunt At 11th level, the extra damage of your Slayer's Prey feature increases to 1d8. Additionally, when you have advantage on a weapon attack roll against a creature of a type recorded in your hunter journal, you can forgo the advantage to increase your Slayer's Prey extra damage to 2d8 for that attack. #### Slayer's Counter By 15th level, you can defend against almost any attack. When a creature you can see hits you with a weapon attack, you can use your reaction to gain a bonus to your AC equal to your Wisdom modifier against that attack, possibly changing it to a miss.