The Essential Ranger

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The Essential Ranger

Introduction

T he ranger has been a part of Dungeons & Dragons since almost the beginning, and it remains one of the most popular classes in the game. However, feedback on fifth edition D&D has shown that the ranger lags behind the other classes in terms of power and player satisfaction.

In looking at the history of the ranger, the class is very much a victim of the game’s changing core mechanics. In the early days, the ranger started with the basic chassis of the fighter, added elements of other classes, and introduced its own unique mechanics. Over time, though, the game’s core rules have grown more comprehensive and flexible. And as they have, several of the key elements that set rangers apart (including fighting with two weapons, tracking, and stealth) became available to any character.

That change left the ranger leaning on a narrow selection of unique mechanics, most notably those that gave the character a set of benefits against a specific type of opponent. Such a mechanic works well if it augments an already strong foundation for a character class, such as a cleric’s ability to turn undead. However, that kind of benefit is too situational to serve as the class’s signature ability. The ranger has also featured an animal companion in previous editions of the game, but giving a player what amounts to a second character to play is difficult to balance in a satisfying way. It doesn’t feel logical or satisfying to have a companion that sits still unless a ranger actively commands it.

(UA Ranger Options - Wizards of the Coast, 2015)

Design Goals

For the Base Class
  • Main focus: The Ranger must excel at surviving, tracking and hunting, while still having a fairly strong martial presence. The class features should all have the feeling of a master of the wilds and experience surviving in them.

  • Ranger vs Rogues: The Ranger should compare well with the skill-based gains in the rogue class, but focused on survival. Rangers should not feel overshadowed by rogues in their supposed niche. Give rangers access to skill proficiencies and expertise for their survival abilities to feel competitive.

  • Ranger vs Paladins: The Ranger should have similar spell-casting ability and power level to paladins. Making rangers prepared casters and giving them a focus goes a long way. Since paladins get 5 more spells prepared through their Oaths, giving rangers ritual casting feels like a good trade-off.

  • Improving versatility with conservative changes: Replace the base abilities with something that adapts to any campaign but keeps the same ranger identity. Try to limit major changes to the base class to keep the same vision as the creators intended. Prepared spells incentivizes experimentation and versatility.

  • The Ranger is a survivalist that helps the party: Rangers can wander a barren wilderness alone for months, living only on what they find. A group with a ranger must have a significantly easier time surviving in the wilds. Add/modify abilities to achieve this goal.

  • Give Rangers some method of scaling and improve capstones: Making Hunter's Mark into a class feature with similar scaling to Divine Smites makes the most sense. Beefing up the capstones is a must.

  • Avoid Frontloading Multiclassing into this ranger should not be stupidly good. Early levels should be more focused on skill improvements and flavor over mechanical and combat advantages. Transitioning the early flavor into later class power is ideal.

For the Beastmaster:
  • Every class in the game gains the subclass benefits immediately but the beast master is the exception. Make it easier to obtain a starting companion.

  • Add an expanded spell list (Xanathar style)

Animal Companions
  • The companion's attacks must be weaker than PCs, but make them interesting, able to fulfill a different purpose than straight damage.

  • Give the companion more continuity by making revival easier, thus promoting a strong player-companion bond.

  • In combat, the synergy between the ranger and his companion shouldn't apply to the rest of the party.

  • The companion should be limited by archetypes to streamline the choosing process for players, while also allowing the player to reskin as they like.

For the Hunter:
  • Add an expanded spell list (Xanathar style)

  • Add a lvl 3 ability that gives more prowess when "hunting."

Xanathar subclasses
  • All subclasses stay the same. This rework aims to be compatible with them and to not overlap any base ability.
Balancing
  • Currently under playtesting. First pass, it seems the damage is about on par with martial classes, though I'm unsure about the Beast Master.
Credits

PART 1

The Ranger Class

Introduction

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm, Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.

"I SPEND A LOT OF MY LIFE AWAY FROM CIVILIZATION,

keeping to its fringes to protect it. Don't assume that because I don't bend the knee toyour king that I haven’t done more to protect him than all his knights put together." — Soveliss, The Hunter

Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.

A relationship with civilization informs every rangers personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization’s frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether.

They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it. If you’re creating or playing a ranger character, the following sections offer ideas for embellishing the character and enhancing your roleplaying experience.

DEADLY HUNTERS

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization: humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons.

They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does.

Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

INDEPENDENT ADVENTURERS

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be lhe first-and possibly the last-line of defense.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion.

But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain perhaps by the same kind of monster that became your first favored prey? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore.

You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds. What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer? What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change?

HOMELAND

All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland. Think of your character’s backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your enemies are?

d6 Homeland
1 You patrolled an ancient forest, darkened and corrupted by several crossings to the Shadowfell.
2 As part of a group of nomads, you acquired the skills for surviving in the desert.
3 Your early life in the Underdark prepared you for the challenges of combating its denizens.
4 You dwelled on the edge of a swamp, in an area imperiled by land creatures as well as aquatic ones.
5 Because you grew up among the peaks, finding the best path through the mountains is second nature to you.
6 You wandered the far north, learning how to protect yourself and prosper in a realm overrun by ice.

Views of the World

A ranger’s view of the world begins (and sometimes ends) with that character’s outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that’s deeply rooted in disdain, while others pity the people they have sworn to protect— though on the battlefield, it’s impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.

If you haven’t yet thought about the details of your character’s worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?

d6 Views of the World
1 Towns and cities are the best places for those who can’t survive on their own.
2 The advancement of civilization is the best way to thwart chaos, but its reach must be monitored.
3 Towns and cities are a necessary evil, but once the wilderness is purged of supernatural threats, we will need them no more.
4 Walls are for cowards, who huddle behind them while others do the work of making the world safe.
5 Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the wild.
6 Cities breed weakness by isolating folk from the harsh lessons of the wild

The Essential Ranger

The Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Natural Explorer, Favored Terrain, Favored Prey
2nd +2 Fighting Style, Spellcasting, Hunter's Mark 2
3rd +2 Ranger Archetype, Sensory Attunement 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Adaptable Predator, Spot Weakness, Favored Terrain Improvement 4 2
7th +3 Ranger Archetype feature 4 3
8th +3 Ability Score Improvement, Land's Stride 4 3
9th +4 4 3 2
10th +4 Feral Senses, Favored Terrain Improvement 4 3 2
11th +4 Ranger Archetype feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Master Predator 4 3 3 1
15th +5 Ranger Archetype feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Sixth Sense 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Foe Slayer 4 3 3 3 2

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 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + 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, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scalemail 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 Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.

Natural Explorer

You are adept at traveling, tracking and surviving in wild regions. You gain the following benefits:

  • Explorer’s expertise: Your proficiency bonus is doubled for the Survival skill if proficient. If not proficient in Survival, choose any other Ranger skill you're proficient in to be doubled instead.

  • Wilderness Guide: While traveling for an hour or more, difficult terrain doesn’t slow you or your group’s travel, you can always find your way back to the last trail or road you've used unless affected by magical means, and you can move stealthily at normal pace.

  • Resourceful: When you forage, you find twice as much food as normal. Additionally, you have advantage on Wisdom (Survival) checks when looking for shelter.

Favored Terrain

You are particularly familiar with one natural environment. Choose one type of terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Underdark, or Urban and gain its bonus below. When you reach 6th level, and again at 10th level, choose one more terrain that you have traveled.

  • Arctic You gain resistance to cold damage, or DR3 if you already have it, and have advantage on Dexterity (Acrobatics) checks to balance on unstable surfaces.

  • Coast You gain a swim speed equal to your speed. If you already have a swimming speed, it is increased by 10 feet instead. Additionally, you have advantage on Strength (Athletics) checks to swim in rough currents.

  • Desert You gain resistance to fire damage, or DR3 if you already have it, and have advantage on Constitution saving throws to avoid exhaustion from lack of food or water.

  • Forest You have advantage on Wisdom (Survival) checks to determine direction and gain proficiency in Perception. If you already have this proficiency, the bonus is doubled for any ability check with it and for passive Perception.

  • Grassland Your speed increases by 10 feet, and you have advantage on Constitution saving throws to avoid exhaustion due to an extended march.

  • Mountain You gain a climb speed equal to your speed. If you already have a climb speed, it is increased by 10 feet instead. Additionally, you have advantage on Strength (Athletics) checks to climb difficult surfaces.

  • Swamp You gain resistance to poison damage, or DR3 if you already have it, and have advantage on Constitution saving throws against disease.

  • Underdark You learn Undercommon. If you do not have darkvision, you gain it with a range of 30 feet. If you have darkvision from another feature, its range increases by 30 feet instead.

  • Urban You learn languages twice as fast and gain proficiency in Investigation. If you already have this proficiency, the bonus is doubled for any ability check you make that uses it and for your passive Investigation.

Favored Prey

You have experience studying, tracking and hunting any type of foe. Once per long rest, If you spend at least 10 minutes studying a creature or its remains, or ten hours with appropriate literary material, you can choose that type of creature as your Favored Prey if you have none, or replace your current one. If the studied creature is a humanoid, you select its race and one closely related race instead. You have advantage on Wisdom (Survival) and Wisdom (Perception) checks to find your Favored Prey. Available creature types are beasts, fey, monstrosities, and undead.

You have particularly significant experience tracking one type of enemy or two races of humanoids. Choose which becomes your favored enemy and learn one language of your choice spoken by that enemy. You gain benefits against these creatures as if they were your Favored Prey.

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.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have. 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, 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). The spells must be of a level where 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 cure wounds, 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 and sensory focus: at least 1 minute per spell level for each spell on your list.

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

Ritual Casting

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus (found in chapter 5) as a spellcasting focus for your spells.

Hunter's Mark

This feature replaces the Hunter's Mark spell from the Ranger spell list.

Starting at 2nd level, you use your voice to call upon nature's power. You can expend one ranger spell slot as a bonus action to mark a creature of your choice within 90 feet. This ability uses your concentration and lasts up to 1 hour. If the target drops to 0 hit points before this ability ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Until this ability ends, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find your target and deal extra damage whenever you hit it with a weapon attack. The extra damage is 1d6 for a 1st-level spell slot, incrementing the die for each spell level higher than 1st (1d6, 1d8, 1d10, 1d12), up to a maximum of 1d12. If a creature is under the effects of multiple Hunter's Marks, you only gain the benefits of the highest level Mark.

Ranger Archetype

When you reach 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.

Sensory Attunement

Starting at 3rd level, you can clear your mind to put all of your focus on your senses. As an action, you may use your spell concentration to heighten your senses and temporarily gain advantage on Wisdom (Perception) checks regarding sight, hearing or smell for the next 10 minutes.

During this time, changing Favored Prey by studying a creature or its remains takes only 1 minute instead of 10. You must finish a short or long rest to use Sensory Attunement again.

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.

Adaptable Predator

Starting at 6th level, you are becoming a more adaptable hunter. You may change one Favored Prey once per short or long rest. You can now also choose from aberrations, celestials, constructs, dragons, elementals, fiends, and giants.

Additionally, your current Favored Prey and each future Favored Prey are committed to memory, becoming Known Prey. Keep track of your Known Prey. During a short or long rest, you can swap one Favored Prey with any creature type or two humanoid races from your Known Prey.

Changing your Favored Prey in this way does not require study of the creature, its remains, or literary material. You must finish a short or long rest again before you can change a Favored Prey again.

Spot Weakness

By 6th level, you are able to focus your senses to find weakpoints in your Favored Prey. As a bonus action, you may apply 1st-level Hunter's Mark to a Favored Prey within 90 feet without using a spell slot. This uses your concentration and lasts up to 1 hour. A Hunter's Mark applied in this manner cannot be applied to a new creature if the target Favored Prey drops to 0 hit points.

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 as those created by the entangle spell.

Master Survivalist

By 10th level, as a seasoned and trained explorer, surviving in the wilds has become second nature to you. You can no longer be surprised, even when asleep. In addition, you and your party can't be tracked by nonmagical means, unless you choose to leave a trail.

Also, whenever you make a Wisdom (Survival) or Intelligence (Nature) ability check, you can treat a d20 roll of 9 or lower as a 10.

Master Predator

Starting at 14th level, you have honed your hunting ability to a deadly edge. Your Favored Prey are now considered as always under the effects of a 1st-level Hunter's Mark, and you gain advantage on saving throws against spells or abilities used by your Favored Prey provided that you are not blinded or deafened.

You also gain an additional Favored Prey slot, currently held by your 1st-level favored enemy. If you change Favored Prey for one of your two slots, you may not change again or change the other slot until you finish a short or long rest.

Feral Senses

At 18th level, you gain an extraordinary sense of the world around you. You gain advantage on initiative rolls. Also, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

Additionally, you are aware of the location of any invisible creature within 30 feet of you, provided that you aren't blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Your Favored Prey are considered as always under the effects of a max-level Hunter's Mark (1d12). When you make a weapon attack against a creature, you can mark the target as your Favored Prey. This doesn't replace your current Favored Prey, and only affects the target of your attack. There is no limit to creatures marked in this way. The target is considered Favored Prey until it's dead, or you release them yourself.

PART 2

Ranger Archetypes

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of ores to towering giants and terrifying dragons.

Hunter Magic

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, and is always prepared for you. These spells don't count against the number of spells you can prepare each day.

Ranger Level Spell
3rd Longstrider
5th See Invisibility
9th Protection from Energy
13th Freedom of Movement
17th Hold Monster

Hunter's Precision

Starting at 3rd level, you have become extremely adept at bringing down your prey. Your weapon attacks score a critical hit on a roll of 19 or 20 against your Favored Prey.

Hunter's Prey

At 3rd level, you gain one of the following features of your choice:

  • Colossus Slayer Your tenacity can wear down the most potent foes. 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:

  • 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.

Multiattack

At 11th level, you gain one of the following features of your choice:

  • 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 Attack 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.
  • 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

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Master archetype embody a friendship between the civilized races and the beasts of the world. United in focus, both work as one to fight the monstrous foes that threaten civilization and the wilderness alike.

Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Beast Master Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, and is always prepared for you. These spells don't count against the number of spells you can prepare each day.

Ranger Level Spell
3rd Beast Bond
5th Enlarge/Reduce
9th Conjure animals
13th Polymorph
17th Commune with Nature

Animal Companion

Your connection with the wilds and it's inhabitants allows you to establish a powerful link with an Animal Companion, and together you become a formidable team.

This beast may come to you through many different ways: Maybe performing a ritual asking for guidance calls forth this beast. Perhaps he finds you first and seeing you as a kindred spirit, decides to join you on your adventures. Maybe you see it as your totem or guiding spirit and it manifests itself, or you could have raised this animal and it was already your companion. Work with your GM to find what fits best with your character.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 100gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

Animal Companion Features

Choose an animal companion between the Scout, the Stalker, or the Sentinel described at the end of this section. When an animal companion joins you, it gains the following features:

  • Proficiency Bonus: Your animal companion uses your proficiency bonus and adds it to its attack rolls, AC and all saving throws.
  • Hit Points : Your companion's hit points equal your ranger level x (4 + your companion's Constitution modifier) + your Wisdom modifier. When you recover hit points using Hit Die during short rests, your companion recovers the same amount as you do.

  • Hunting Companion: Your companion gains the benefits of your Natural Explorer, Favored Prey, and Hunter's Mark features.

  • Ability Scores: Whenever you gain the ability score improvement feature from the ranger class, your companion gains it as well. It cannot take feats.

Your animal companion in battle

  • In combat, your companion shares your initiative count, but it takes its turn immediately after yours. If it can't see or hear you, the companion acts on its own.

  • The only actions it takes on its turn is the Dodge action or the last action you commanded, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Attack, Dash, Disengage, Help, or Hide action. The companion's movement and reaction don't cost you any actions.

  • If you are incapacitated, the companion will do its best to defend you.

Feral Speech

At 3rd level you have gained an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can you read its basic mood and intent.

You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), actions you can take (if any) to persuade it to not attack, and you gain advantage on Wisdom(Animal Handling) ability checks when trying to calm the animal's emotional state.

You cannot use this ability against creatures that you have attacked within the past 10 minutes.

Exceptional Training

Starting at 7th level, your extensive training with your beast has made it a potent ally. When you command your beast with your bonus action, you may now command it to replace one of its attacks with Disarm, Grapple, or Shove.

Bestial Fury

Beginning at 11th level, your beast companion can make two attacks whenever you use your bonus action to direct it to use the Attack action. Also, its attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Shared Spirit

By 15th level, your companion's spirit and your own are interwoven. The companion does not need to see or hear you to act on your commands. When you cast a spell targeting yourself, you may also affect your beast companion with the spell if the beast is within 30 feet of you.

Additionally, when either you or your companion falls unconscious, the other may use their reaction to aid the fallen, healing them for hitpoints equal to your ranger level. You must finish a long rest before this can be used again.

Animal Companion choices

There are three distinct types of animal companions. Each with its own strengths and weaknesses. The three companion types are:

  • Scout: Scout companions are ideally suited to sneak ahead and alert the ranger to looming dangers or to harass and distract your enemies. Typical scout animals are eagles or owls.

  • Stalker: Stalker companions combine both agility and fighting prowess and are the preferred companions of rangers who rely on stealth. Typical stalker animals are panthers or wolves.

  • Sentinel: Sentinel companions are trusted bodyguards and brothers-in-arms. Sentinels might be slow compared to other companions, but they are strong and tough. Typical sentinel animals are bears or boars.


Scout Companion

Small beast, unaligned


  • Armor Class (10 + Dexterity modifier + Proficiency)
  • Hit Points Ranger Level x (4 + Constitution modifier) + your Wisdom modifier
  • Speed 10 ft., flying 60 ft.

STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 10 (+0) 3 (-4) 17 (+3) 7 (-2)

  • Saving Throws All
  • Skills Acrobatics, Perception, Stealth, Survival
  • Senses Darkvision 120 ft.

Actions

Beak or Talons Melee Weapon Attack (Dex + Proficiency) to hit, reach 5 ft., one target.

Hit: (1d4 + Dex) piercing or slashing damage

Features

3rd Level: Keen Sight. The scout companion has advantage on Wisdom (Perception) checks that rely on sight.

3rd level: Flyby. The scout companion does not provoke opportunity attacks when it flies out of an enemies reach.

7th level: Assisted Fall. The scout companion's flying speed increases by 30 feet. Also, if it is within a distance of you equal to its flying speed and you are falling, it can use its reaction to grab you and slow your descent, reducing any falling damage you take by an amount equal to five times your ranger level.

11th level: Distraction. If the scout companion makes a successful attack against a creature, the next attack made against that creature will have advantage.

15th level: Assisted Flight. If you are within one size of the scout companion, it may use its action to grab you, occupying the same square. For the next minute together, you have flying speed equal to half the scout companion's flying speed, and you both have the effects of Flyby. While together, the companion's only action is to end this feature, and it does not have attacks of opportunity. You must finish a long rest to use Assisted Flight again.


Stalker Companion

Medium beast, unaligned


  • Armor Class (10 + Dexterity modifier + Proficiency)
  • Hit Points Ranger Level x (4 + Constitution modifier) + your Wisdom modifier
  • Speed 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 3 (-4) 14 (+2) 7 (-2)

  • Saving Throws All
  • Skills Athletics, Perception, Stealth, Survival
  • Senses Darkvision 60 ft.
  • Beast DC = 8 + Proficiency + Dexterity modifier

Actions

Bite or Claw Melee Weapon Attack (Dex + Proficiency) to hit, reach 5 ft., one target.

Hit: (1d6 + Dex) piercing or slashing damage

Features

3rd Level: Keen Hearing and Smell. The stalker companion has advantage on Wisdom (Perception) checks that rely on hearing or smell.

3rd level: Pack Tactics. The stalker companion has advantage on an attack roll against a creature if you are within 5 ft. of the creature, and you aren't incapacitated.

7th level: Stunning Speed. The stalker companion's speed increases by 20 feet, it can make a long jump up to 30 feet with a 15 foot running start, and its climb speed increases by 10 feet.

11th level: Pounce. If the stalker companion moves at least 20 ft in a straight line and makes an attack against one creature, the target must make a strength saving throw against the Beast DC or be knocked prone.

15th level: Rampage. The stalker companion can make one attack roll against each adjacent target. You must finish a long rest to use Rampage again.


Sentinel Companion

Medium beast, unaligned


  • Armor Class (10 + Dexterity modifier + Proficiency)
  • Hit Points Ranger Level x (4 + Constitution modifier) + your Wisdom modifier
  • Speed 30 ft., climb 15 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Saving Throws All
  • Skills Athletics, Intimidation, Perception, Survival
  • Senses Darkvision 60 ft.

Actions

Bite or Claw Melee Weapon Attack (Str + Proficiency) to hit, reach 5 ft., one target.

Hit: (1d6 + Str) piercing or slashing damage.

Features

3rd Level: Keen Smell. The sentinel companion has advantage on Wisdom (Perception) checks that rely on smell.

3rd level: Protection. When a creature makes an attack against you and the sentinel companion is within 5 feet of you, the sentinel companion can impose disadvantage on that attack with its reaction.

7th level: Tough Skin. The sentinel companion gains resistance to all types of damage except psychic.

11th level: Bulwark. When the sentinel companion hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.

15th level: Relentless. If the sentinel companion takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. You must finish a long rest to use Relentless again.

Gloom Stalker

Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Gloom Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, and is always prepared for you. These spells don't count against the number of spells you can prepare each day.

Ranger Level Spell
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Horizon Walker

Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and is always prepared for you. These spells don't count against the number of spells you can prepare each day.

Ranger Level Spell
3rd Protection from Evil and Good
5th Misty Step
9th Haste
13th Banishment
17th Teleportation Circle

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Distant Strike

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

Monster Slayer

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, and is always prepared for you. These spells don't count against the number of spells you can prepare each day.

Ranger Level Spell
3rd Protection from Evil and Good
5th Zone of Truth
9th Magic Circle
13th Banishment
17th Hold Monster

Slayers's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Magic-User's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it.

The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can't use it again until you finish a short or long rest.

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Appendix A: Modified Ranger Spell List

This chapter describes the new additions to the Ranger spell list. This list includes Xanathar's spells and the spells added in this revision as well. Changes will be marked with bold format.

1st Level
  • Absorb Elements
  • Alarm
  • Animal Friendship
  • Beast Bond
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Ensnaring Strike
  • Fog Cloud
  • Goodberry
  • Hail of Thorns
  • Hunter’s Mark
  • Jump
  • Longstrider
  • Primeval Awareness
  • Snare
  • Speak with Animals
  • Zephyr Strike
2nd Level
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Cordon Of Arrows
  • Darkvision
  • Find Traps
  • Healing Spirit
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Pass Without Trace
  • Protection from Poison
  • Silence
  • Spike Growth
3rd Level
  • Conjure Animals
  • Conjure Barrage
  • Daylight
  • Flame Arrows
  • Lightning Arrow
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Speak with Plants
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Conjure Woodland Beings
  • Freedom of Movement
  • Grasping Vine
  • Guardian of Nature
  • Locate Creature
  • Stoneskin
5th Level
  • Commune with Nature
  • Conjure Volley
  • Steel Wind Strike
  • Swift Quiver
  • Tree Stride
  • Wrath of Nature

Credits:

Disclaimer: I wasn't able to find the art i used for the Gloom Stalker. The few links that lead me to it were broken and the art doesn't have any signature. If anyone recognizes it, please pm me on reddit.

 

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