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# 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
------ Slots per Level -----
| 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 \columnbreak
#### Hit Points per level
**1d10 + Con modifier**
\pagebreak
## 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
\columnbreak
### 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**
\pagebreakNum
### 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
\columnbreak
### 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 \pagebreakNum
### 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
\columnbreak
##### 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