Spell-less Revised Ranger - Class Features
A summary of Revised Ranger class features. Reference Unearthed Arcana: Revised Ranger for more details
Rangers are consummate hunters, trackers and explorers, protecting civilization from threats. The Spell-less variant uses maneuvers to augment their combat and can heal with herbal poultices. Most operate independently from any official organization

The Spell-less Revised Ranger
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - |
| 2nd | +2 | Fighting Style, Spellcasting, Combat Superiority | 2 | 2 | - | - | - | - |
| 3rd | +2 | Primeval Awareness, Ranger Conclave, Poultices | 3 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 3 | 3 | - | - | - | - |
| 5th | +3 | Ranger Conclave Feature | 4 | 4 | 2 | - | - | - |
| 6th | +3 | Greater Favored Enemy | 4 | 4 | 2 | - | - | - |
| 7th | +3 | Ranger Conclave Feature | 5 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement, Fleet of Foot | 5 | 4 | 3 | - | - | - |
| 9th | +4 | Natural Antivenom | 6 | 4 | 3 | 2 | - | - |
| 10th | +4 | Hide in Plain Sight | 6 | 4 | 3 | 2 | - | - |
| 11th | +4 | Ranger Conclave Feature | 7 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - |
| 13th | +5 | Call Natural Allies | 8 | 4 | 3 | 3 | 1 | - |
| 14th | +5 | Vanish | 8 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Ranger Conclave Feature | 9 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | Relentless | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
Proficiencies
Armor - light armor, medium armor, shields
Weapons - simple weapons, martial weapons
Saving Throws - Str, Dex
Skills - Choose 3 of the following:
Animal Handling, Athletics, Insight, Investigation,
Nature, Perception, Stealth, Survival
Hit Points per level
1d10 + Con modifier

Spell-less Revised Ranger Features
Conclave (Subclass)
Choose a Conclave at 3rd level
Ability Score Improvement
Get +2 (total) to your ability scores
Alternatively, choose a feat
4th, 8th, 12th, 16th and 19th levels
1st level
Favored Enemy
Choose a favored enemy type:
Beasts, fey, humanoids, monstrosities or undead
When dealing with favored enemy:
Get +2 to damage with weapons
Get advantage to track (Survival)
Get advantage on Int checks to recall info
Learn a language of your choice (typically one
spoken by your enemy)
Natural Explorer
Get the following benefits:
- Ignore difficult terrain
- Get advantage on initiative
- On the first turn of combat - get advantage to attack creatures that haven't taken an action
When traveling an hour or more:
- Difficult terrain doesn't slow group
- Group can't become lost by non-magical means
- Remain alert to danger, even when foraging, navigating, tracking, etc
- If traveling alone - move stealthily at a normal speed
- Find 2x the food when foraging
- When tracking creatures - know number, sizes and how long ago they passed through
2nd level
Fighting Style
Choose a fighting style:
Archery - +2 to attack with ranged weapon
Defense - +1 to AC when wearing armor
Dueling - +2 to damage if only using a one-handed weapon
Two-Weapon Fighting - add ability modifier to damage of
2nd weapon
Combat Superiority
Maneuvers - start with 2 maneuvers (Battle Master list)
Each maneuver costs 1 superiority die
Can use 1 maneuver per attack
Can replace 1 maneuver each time you learn a new one
Superiority Dice - Start with 4 superiority dice of 1d8
Regain all spent dice on a rest
Saving Throws - If maneuver requires a save:
Maneuver Save DC = 8 + your proficiency bonus +
your Strength or Dexterity modifier
5th level - Learn 1 maneuver
9th level - Learn 1 maneuver and gain 1 superiority die
13th level - Learn 1 maneuver
17th level - Learn 1 maneuver and gain 1 superiority die

3rd level
Primeval Awareness
Establish a link to beasts and the land around you
Communicate with Beasts - beasts recognize you as a
kindred spirit
As an action - communicate with a besat
Know its mood, intent, if affected by magic, its needs and,
if possible, actions needed so it won't attack
Can't use vs creature you've attacked within 10 min
Sense Favored Enemy - spend 1 minute concentrating and
sense if favored enemies are within 5 miles
Sense type, number, general direction and distance
If multiple groups - learn this info for each group in range
Poultices
Spend 1 hr gathering herbs and preparing poultices
Poultices created per day = Wis modifier
Poultices lose potency after 24 hr
Spend 1 min to use one
Target regains 1d6 HP per 2 ranger levels (rounded up)
6th level
Greater Favored Enemy
Choose a greater enemy type:
Aberrations, celestials, constructs, dragons, elementals, fiends or giants
When dealing with greater favored enemy:
Get all the benefits of favored enemy
Get advantage vs spells and abilities of enemy
Learn another language of your choice (typically one spoken
by your greater enemy)
Damage bonus against all favored enemies increases to +4
8th level
Fleet of Foot
As bonus - Dash
9th level
Natural Antivenom
You have advantage to save vs poison
Resist poison damage
Use a poultice to cure 1 poison effect as well as restore HP
10th level
Hide in Plain Sight
When you attempt to hide and don't move that turn -
creatures that try to detect you get -10 to Perception checks
You can stay hidden and motionless on following turns
Ends if you are detected, if you move, fall prone or an effect
or action reveals you
13th level
Call Natural Allies
When in favored terrain - call beasts to aid you:
1 beast - up to CR 2
2 beasts - up to CR 1
4 beasts - up to CR 1/2
8 beasts - up to CR 1/4
Beasts approach from their location (within 1 mile)
and are freindly, attacking hostile creatures
Beasts leave after 1 hr
1x each 24 hr (in same general area)
14th level
Vanish
As bonus - Hide
You can't be tracked by nonmagical means
17th level
Relentless
When rolling initiative, if you are out of superiority dice,
regain 1 die
18th level
Feral Senses
When fighting unseen creatures - you don't suffer
disadvantage to your attacks
You are aware of invisible creatures within 30' as long as they
aren't hidden and you aren't blind or deaf
20th level
Foe Slayer
Add Wis modifier to attack or damage
You can use after roll, but before results
1x per turn
Maneuvers
Spend 1 superiority die to use a maneuver
Commander's Strike
When you take the attack action - give up 1 attack and use
your bonus to give that attack to a friendly creature
As reaction - that creature can immediately make an
attack and adds superiority die to damage
Disarming Attack
When you hit a creature with a weapon - target must
save: Str or drop 1 held item of your choice
Add the superiority die to your damage
Distracting Strike
When you hit a creature with a weapon - add the superiority
die to your damage
The next ally that attacks the same target before the start
of your next turn does so with advantage
Evasive Footwork
When you move - add the superiority die to your AC until
you stop moving
Feinting Attack
As bonus - get advantage to attack 1 creature within 5'
If the attack hits - add the superiority die to your damage
Goading Attack
When you hit a creature with a weapon - add the superiority
die to your damage
Target must then save: Wis or suffer disadvantage to
attack anyone but you until end of your next turn
Lunging Attack
When you make a melee weapon attack - increase your
reach by 5'
If the attack hits - add the superiority die to your damage
Maneuvering Attack
When you hit a creature with a weapon - add the superioriy
die to your damage
As reaction - a friendly creature of your choice that can
hear or see you can move 1/2 its speed without
provoking an attack from target
Menacing Attack
When you hit a creature with a weapon - add the superiority
die to your damage
Target must save: Wis or be frightened of you until the
end of your next turn
Parry
When a creature hits you with a melee attack, as reaction -
reduce damage by superiority die + Dex modifier
Precision Attack
When you attack a creature with a weapon - add the
superiority die to your attack roll
You can use this after the roll, but before the results
Pushing Attack
When you hit a creature with a weapon - add the superiority
die to your damage
Target (up to Large) must save: Str or be pushed up
to 15' away from you
Rally
On your turn, as bonus - a friendly creature of your choice
that can hear or see you gains temp HP =
superiority die + Cha modifier
Riposte
When a creature misses you with a melee attack, as
reaction - make a melee weapon attack against attacker
If the attack hits - add the superiority die to your damage
Sweeping Attack
When you hit a creature with a melee weapon - choose
another opponent within 5' of target and within reach
If original attack roll would hit 2nd opponent, they take
damage = superiority die
Trip Attack
When you hit a creature with a weapon - add the superiority
die to your damage
Target (up to Large) must save: Str or be knocked prone