CF-UA Integrated Ranger

by rsquared

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Class Features UA Ranger

This document is an attempt to integrate the CF-UA Ranger into the PHB Ranger, with a few tweaks that go beyond WOTC's edits. In general, I really like the CF-UA changes and hope they become official at some point, though there are some elements that clearly were unfinished in their design.

Changes to the Ranger Chassis

The major changes I've made to the CF-UA Ranger are:

  • Removed Hide in Plain Sight and its replacement, Fade Away, in favor of moving Vanish to 10th level. HiPS is quite weak and Fade Away is too explicitly magical. Vanish at 14th level also arrives a little late to be useful.
  • Deft Explorer is neat, but you eventually get all three elements (at 10th level). I've added a "second level" of each option to represent expertise in those skills, and an extra selection at level 14, so a Ranger can specialize in one or two of them (4/6 options). To do so, I cannibalized Lands Stride, which appears at the same time as the 8th level ASI.
  • Similarly, I've spread out the bonus for Favored Foe to follow PHB Ranger progression. The big power is making Favored Foe not use concentration, so that's the 6th level ability - in the CF-UA, getting no-concentration hunter's mark is a huge red flag for Ranger dips. In the late game (14th level), the bonus increases by a die size.
  • Removed one 1st and 2nd level spell from Primal Awareness.
  • Removed the once/turn limitation on Foe Slayer.
    C'mon WOTC.

Adjustments to Beastmaster:

The beastmaster received a revision in CF-UA, which is somewhere between the PHB and Revised Ranger. I've integrated some elements in the RRBM into the CF-UA and revised unclear language in the UA, as well as changed the balance between the Air and Land Beast; as written, the Air beast has better damage/AC and only marginally less HP.

  • Added Bonds, Flaws and ASI improvements from the RRBM. It's quite strange that the CF-UA beast never gains improvements to its stats.
  • Balance: Air beast hit die is a d6, so it gains 4x ranger level instead of 5x. Added Conmod back into the multiplier for the HP calculation to align with every other creature in the game. Reduced Conmod.
  • Earth Beast strength increased to 15 with a d8 damage die so it deals more damage than the Air. Reduced Conmod. At the first ASI, gaining +1 Str/+1 Con is attractive to increase its HP and damage.
  • Ready Companion language clarified: you can forgo an attack to command your beast to act, AND you can use your bonus action to activate Ready Companion. This seems to be the intended mechanic, but it is poorly written.
  • Adjusted Exceptional Training for the new paradigm. Added magical attacks at 7th level.
  • Added options for the Land Beast to mimic a wolf, spider, boar or snake, instead of standard "charger" feature.

Art: Players Handbook, © Wizards of the Coast

The Ranger

Level Proficiency
Bonus
Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Deft Explorer (1), Favored Foe
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Ranger Conclave, Primal Awareness 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Deft Explorer (2), Favored Foe Improvement 4 4 2
7th +3 Ranger Conclave Feature 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Deft Explorer (3), Vanish 6 4 3 2
11th +4 Ranger Conclave Feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Deft Explorer (4), Favored Foe Improvement 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 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

——Spell Slots by Spell Level——

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 3 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) a chain shirt or (b) leather armor
  • (a) one melee weapon or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A ranged weapon and 20 pieces of ammunition

Multiclassing

  • Prerequisites. To qualify for multiclassing into the Ranger class, you must meet these prerequisites: Dexterity 13 and Wisdom 13.
  • Proficiencies. When you multiclass into the Ranger class, you gain the following proficiencies: light and medium armour, shields, simple and martial weapons, and one skill from the Ranger skill list.

Deft Explorer

You are an unsurpassed explorer and survivor. Choose one of the following benefits, and again at 6th, 10th and 14th level. You can choose the same feature up to twice.

Canny

Each time you take this feature, choose one skill: Animal Handling, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, or if you are already proficient in that skill, you add double your proficiency bonus to ability checks using that skill. In addition, you learn two languages of your choice.

Roving

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. You can pass through thorned or otherwise hazardous plants without being slowed and without taking damage from them.

If you take this feature again, your speed again increases by 5 and you are not slowed by difficult terrain. When traveling for an hour or more, difficult terrain doesn’t slow your group’s travel and you cannot become lost except by magical means.

Tireless

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

If you take this feature again, add half your Ranger level to the temporary hit points you gain from this feature. In addition, you have advantage on saving throws you make against effects that inflict exhaustion or unconsciousness.

Favored Foe

Beginning at 1st level, you can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and Wisdom is your spellcasting ability for it. You can use it without expending a spell slot a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of ranger spells you know.

At 6th level, your hunter's mark does not require concentration, and at 14th level, your hunter's mark damage die improves to a d8.

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.

Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

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.

Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a weapon or shield to use this reaction.

Thrown-Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee 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.

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 two 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.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws upon your devotion and 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

Spell Versatility

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, “Equipment,” of the Player’s Handbook for a list of things that count as druidic focuses.

Primal Awareness

Beginning at 3rd level, you can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.

Primal Awareness Spells
Ranger level Spells
3rd speak with animals
5th locate animals or plants
9th speak with plants
13th locate creature
17th commune with nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Ranger Conclave

At 3rd level, you choose a conclave, a collective whose ideals you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Vanish

Starting at 10th level, you can use the Hide action as a bonus action on your turn.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you fight a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it or grant advantage on its attack rolls against you.

You are also aware of the location of any creature within 30 feet of you, provided that the creature isn’t hidden from divination magic and you aren’t blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. You can add your Wisdom modifier to either the attack roll or the damage roll of each attack you make. You can choose to use this feature before or after the attack roll, but before any effects of the roll are applied.

If you have a companion (such as that granted by the Beastmaster Conclave), your companion also benefits from this feature.

Ranger Spells

The following spells expand the ranger spell list.

1st level 2nd Level
aid gust of wind
entangle magic weapon
searing smite enhance ability
warding bond
3rd Level 4th level
blinding smite death ward
meld into stone dominate beast
revivify 5th level
tongues awaken
greater restoration

Ranger Conclave: Beast Master

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.

Ranger’s Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower, using the appropriate Beast of the Air or Beast of the Earth stat block below. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Your beast is proficient in Constitution, Dexterity, and Wisdom saving throws. Its hit point maximum equals the hit point number in its stat block. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

The beast obeys your commands as best as it can, acting during your turn. You can verbally or somatically command the beast where to move (no action required by you). When you use the Attack action, you can forgo a weapon attack to verbally command it to Attack or take another action. If you don't issue a command, the beast takes the Dodge action. You can also command the beast with your bonus action to use its Ready Companion reaction.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction to make an opportunity attack.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”

d6 Trait
1. I’m dauntless in the face of adversity.
2. Threaten my friends, threaten me.
3. I stay on alert so others can rest.
4. People see an animal and underestimate me. I use that to my advantage.
5. I have a knack for showing up in the nick of time.
6. I put my friends’ needs before my own in all things.
d6 Flaw
1. If there’s food left unattended, I’ll eat it.
2. I growl at strangers, and all people except my ranger are strangers to me.
3. Anytime is a good time for a belly rub.
4. I’m deathly afraid of water.
5. My idea of hello is a flurry of licks to the face.
6. I jump on creatures to tell them how much I love them.

Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can command the beast to take the Dash, Disengage, or Help action (no action required by you).

In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Storm of Claws and Fangs

At 11th level, when you forgo an attack to command your companion to take the Attack action, it can make a melee attack against each creature of its choice that it can reach, with a separate attack roll for each target.

Superior Beast’s Defence

At 15th level, whenever an attacker that you can see hits the beast with an attack, you can use your reaction to halve the attack’s damage against it.

Companion Options

While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures.

A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.

The primal beast is a special creature that a Beast Master can choose for the Ranger’s Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When a primal beast is met apart from a Beast Master, the creature takes the form of a regular beast of challenge rating 1/4 or lower, as determined by the DM.


Beast of the Air

small beast, neutral


  • Armor Class 13, plus your Proficiency Bonus
  • Hit Points equal to (4 + ConMod) x Ranger Level (d6 hit die)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 10 (+0) 8 (-1) 15 (+2) 11 (+0)

  • Saving Throws Dex +5, Con +2, Wis +4
  • Skills Two of your choice
  • Senses Darkvision 60 ft. Passive Perception 12
  • Languages understands one language you speak
  • Challenge n/a

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Reactions

Ready Companion. As a bonus action, you can command the beast to make its shred attack or to Hide as a reaction.

Actions

Attack (Shred) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3+PB piercing damage.

Land Beast Options:

Charge

If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Constrict

The beast gains an additional attack, Constrict, which it can use when it takes the Attack action. On a hit, the target takes bludgeoning damage equal to 1d6 + the beast's Strength modifier, and must make a Dexterity saving throw against your spell save DC or become grappled. A creature larger than the beast automatically succeeds on its saving throw. The beast can have only one creature grappled at a time. At the start of its turn, the beast deals bludgeoning damage equal to its Strength modifier to any creature that it is grappling.

This beast's speed becomes 30 feet, climb 30 feet.

Pack Tactics

The beast has advantage on its attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.


Beast of the Earth

small or medium beast, neutral


  • Armor Class 13 (natural armor), plus your Proficiency Bonus
  • Hit Points equal to (5 + ConMod) x Ranger Level (d8 hit die)
  • Speed 40 ft., climb or swim 30 ft. (your choice)

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 11(+0) 8 (-1) 14 (+2) 11 (+0)

  • Saving Throws Dex +4, Con +2, Wis +4
  • Skills Two of your choice
  • Senses Passive Perception 12
  • Languages understands one language you speak
  • Challenge n/a

Keen Senses. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.

One Land Feature. See "Land Beast Options" below.

Reactions

Ready Companion. As a bonus action, you can command the beast to make its maul or bite attack, or to Hide as a reaction.

Actions

Attack (Maul or Bite) Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2+PB slashing or piercing damage.


Relentless

When the beast starts its turn with 0 hit points, it regains 1 hit point. Once it has used this ability, the beast cannot use it again until it has completed a short or long rest.

Rock Throw

The beast gains an additional ranged attack (25/50) using Strength as its ranged attack modifier, dealing 1d6 bludgeoning damage plus the beast's Strength modifier plus your proficiency bonus.

Spider Climb

The beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. While in contact with a web, the beast knows the exact location of any other creature in contact with the same web, and ignores Movement restrictions caused by webbing.

The beast becomes proficient in Stealth, or if it is already proficient in Stealth, it adds twice its proficiency bonus to Dexterity (Stealth) checks.

Venomous

When the beast hits a creature with a bite attack, the target takes 2 additional poison damage.

This beast's speed becomes 30 feet, climb 30 feet.