Favored Enemies Reworked
The goal
The ranger has been a point of contention for a long time now. Its been reworked and homebrewed to death. The core idea of the class isn't bad, but there is always some issue or another that makes it less than ideal.
This rework uses the UA Revised Ranger and replaces the Lesser and Greater favored enemy features of that class along with changing the Natural explorer feature to balance out the level 1 power of the class.
Use the features presented here in place of the features of the same names within the UA Revised Ranger.
The Changes
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 while 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.
Favored Enemy
Beginning at 1st level, you have lived a storied life and have significant experience studying, tracking, and hunting certain types of enemies. Choose one of the following enemy types and associated features:
- Beasts: Beasts come in two shapes: Savage and relentless or scared and fast. Years of hunting the wilds has prepared you to face down either.
- Enhanced Body: Any time you take Bludgeoning, Piercing, or Slashing damage you may reduce that damage by 1. In addition your movement speed increases by 5 ft. and you ignore natural difficult terrain.
- Fey: You’ve hunted pixies, tricksters, and all manner of strange things your entire life. You’ve rescued children from Hags and grown men from a pack of Satyrs hunting them down. Your prey will not escape you.
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Hunter’s Eye: You learn the spell Hunter's Mark. Additionally, you may cast the spell Hunter’s Mark without expending a spell slot. The level it is cast at is equivalent to your highest level spell slot.
Once used, you may not use this feature again until you complete a short or long rest.
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- Humanoids: Whether it was as a bounty hunter or as a lone wolf prowling for prey you’ve become adept at hunting some of the most dangerous prey imaginable. You’ve seen the evils of man, and punished them for it. You’ve hunted men through the streets or Orcs through their camps. Whether you’re an expert at cleaving your way through a field of goblins or making their entire tribe shiver at the site of a dark corner, your prey fears your name. Choose one:
- Guerrilla Tactics: When you make an attack roll against a creature, that creature may not make opportunity attacks against you until the end of the turn.
- Skirmisher: When you make your first attack on a turn from a hidden position, against a prone enemy, or after you move at least 10 ft. your first attack deals an extra 1d6 damage this turn.
- Skilled Huntsman: You gain proficiency in Stealth, Investigation, and Perception.
- Weak Points: Your critical hit range increases by 1, to 19-20.
- Monstrosity: Everything is prey to something higher on the food chain, and you like to think that you sit at the top. You excel at hunting the worst of nature and man’s creations. You’ve adapted to the focus required to deal with the weird, strange, and unorthodox attacks of your enemies.
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Combat Focus: As a bonus action you can single out one creature. You immediately learn any resistances, immunities, or vulnerabilities that target has and its AC. Additionally, for the next minute you have advantage on saving throws or escape attempts against any effect or ability that type of enemy uses that ISN’T a spell effect. If that type of creature would automatically grapple, restrain, swallow, or otherwise hinder you, you may use your reaction to make an escape attempt immediately against that effect. If you succeed you become immune to that effect until the beginning of your next turn.
Once used, you may not use this feature again until you complete a short or long rest.
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- Undead: You’ve hacked through enough sinew and wasted enough arrows by sinking them into unbeating hearts to know when and where you need to strike in order to cause the most visceral damage possible.
- Vicious Blows: You gain a +1 bonus to all damage rolls.
Greater Favored Enemy
Beginning at 6th level your experiences and place in the world have become a part of you. You draw upon the powers of your past, your friends, and your enemies and turn that power into something you can use. Choose one of the following enemy types and associated features:
- Aberration: When most people look at the night sky they see the wonder of the stars, but you see what could really be out there, far beyond anyone’s sight. They don’t just come from the stars, but the dark and deep places of the earth too. Beneath the waves and the tallest mountains, unimaginable creatures dwell. And you seek them out.
- Aberrations’ Touch: You gain telepathy out to 120 ft. By reading the surface level thoughts of your enemies, your AC increases by 1 as you catch glimpses into their actions. You also gain advantage on all Insight and Animal Handling checks
- Celestial: When a god, or one of his celestials doing his bidding, fights, his power leaves scars on the earth. The forms these scars take are as varied as existence itself. Sometimes they manifest as celestially tinged beasts roaming the lands, and others as fountains of water with healing powers. The one thing you know for certain is that you bear one of these scars.
- Celestial Smite: Once per turn, when you hit a creature with an attack you may expend a spell slot to add 1d8 radiant damage + 1d8 radiant damage per level of the spell slot expended to the attack’s damage.
- Constructs: Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Because they are created each individual piece is made with a purpose in mind, which fortunately makes them easy to break. You know just where to hit to cause the most damage.
- Precision Strikes: You can take a -5 to hit on an attack before making the roll. If you do hit, you may apply one of the following effects to the target in addition to the attacks normal effects. You must determine the effect before rolling to hit:
- Leg Shot: Reduce movement speed by 10 ft for 3 rounds.
- Opening Shot: The next attack against the target has advantage.
- Distracting Shot: The target makes its next attack roll at disadvantage.
- Disorienting Shot: The target’s next attack roll is randomly determined between targets it identifies as enemies within its reach.
- Knockdown Shot: The target makes a save against your spell save DC or gets knocked prone.
- Precision Strikes: You can take a -5 to hit on an attack before making the roll. If you do hit, you may apply one of the following effects to the target in addition to the attacks normal effects. You must determine the effect before rolling to hit:
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Preciscion Strike Cont:
- Knockback Shot: The target moves backwards 15 ft.
- Gamble Shot: Crit range improved by 1. If the attack hits but does not crit, it deals 1d4 additional damage.
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Dragons: When a dragon roars, the bravest of knights cower, but not you. When a dragon breaths destruction over a field strong men die like pigs to the slaughter, but not you. You’ve stood tall, looked death in the eyes, and knew you could beat it. All because you came prepared. Maybe you were raised by a dragon, or just got used to fighting them. The fact remains that you know what you’re getting into.
- Dragon Soul: You become immune to fear. In addition, once per long rest you may choose between Acid, Fire, Cold, Lightning, or Poison damage. You gain resistance to that damage type until you finish a long rest.
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Elementals: From the deepest core of the earth to the clouds in the sky, and from the tiny shapes dancing in a bonfire to the whims of the ocean, elementals are a constant presence in the world. Some rage with fury and destruction while others dance with glee and mirth. You’ve come to find a kinship with these elemental beings.
- Storm Strikes: Choose between Bludgeoning, Fire, Cold, Lightning, or Thunder damage at the end of each long rest. Your attacks deal an addition 1d4 damage of the chosen type.
- Elemental Sign: In addition, a harmless elemental sign adorns your body. This can be something like a rough rock-like patch of skin like a bracer on your arm, your hair constantly blowing in a light wind, small patches of frost lingering where you touch things, or the faint tinge of flame in the back of your eyes.
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Fiends: Demons, devils, and all other manner of evil creatures come in an unending number of forms. The wars of hell rage on, and new weapons are forged by the powerful daily. You never know who or what you’ll be up against, the only thing you know for certain is that their power’s stem from pure maliciousness. You must turn that against them.
- Malicious Interdiction: As a bonus action expend a spell slot and concentrate for up to 3 rounds to place a mark upon a target. This mark can appear however you wish, but most often takes the form of an intricate shining seal on their forehead. Each time you or an ally deals damage to this creature the seal stores the energy of your malice, storing 1 point of psychic damage per spell slot expended. At the end of any turn you can use your reaction to activate the interdiction dealing all of the stored damage as psychic damage. If you end your turn 3 times without activating this feature or lose concentration it detonates automatically. You may use this feature once per short rest.
- Giants: The story of a small man beating a giant exists in every culture and creed. It’s always a tale of how cleverness can overcome power, or how might is not always right. In your experience though, being bigger in this world does give you an edge. It helps if you get strong and fast enough to overcome that edge.
- Napoleon Complex: You are treated as one size larger for determining your carrying, lifting, and dragging capacity. When a character larger than you hits you with an attack while you are within 20 ft of them, you can use your reaction to dash towards them, avoiding attacks of opportunity, and slip between their legs appearing behind them and avoiding the attack. You may do this twice per short rest.
Art Credits
Base class is the UA Revised Ranger By Wizards of the Coast
Images randomly taken from the internet:
- Neophyte Ranger - Final Fantasy.
- Ranger - zy Hwang.










