Revised Ranger

by micsova

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Revised Ranger

Revised Ranger

This is an attempt at revising the ranger class of D&D 5e. The features are based on the description of the ranger in the PHB, UA revisions of the ranger, and suggestions from other members of the D&D community.

Coated with leaves, branches, and soot, a human stalks alone through the shadows of trees, skulking behind a pack of trolls marked by a bounty. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

A half-orc, eyes burning with anger, quickly deflects the magical influence of an vampire. As her comrades rush in to flank the hissing monster, she trains her crossbow at its chest. Muttering under her breath, she looses a bolt.

Holding her hand high, a half-elf whistles to the hawk that circles high above her, calling the bird back to her side. Whispering instructions in Elvish, she points to the owlbear she's been tracking and sends the hawk to distract the creature while she rushes in, pulling the maul off her back.

Wordly Denizens

Rangers specialize in interacting and fighting within the landscape around them. Some explore and wander freely, while others try to simply settle down and live in peace as best they can. Should they find themselves in combat, rangers have learned techniques that can readily adapt to foes to deadly effect.

Thanks to their familiarity with the wilds or the need to survive, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Some will say that it's a pale imitation, but it is just another tool to aid in survival. Regardless of origin, these abilities, like their combat abilities, emphasize speed, stealth, and the untamed power of nature.

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to adapt to and master the physical world around them. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the 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 a merciless foe in the wild 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.

— Spell Slots per Spell Level —

Revised Ranger
Level Proficiency Bonus Features Focus Die Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Battle Ready, Deft Explorer 1d4
2nd +2 Hunter's Focus, Fighting Style, Spellcasting 1d4 2 2
3rd +2 Primal Awareness, Ranger Conclave 1d4 2 3
4th +2 Favored Terrain, Ability Score Improvement 1d4 2 3
5th +3 Extra Attack 1d6 3 4 2
6th +3 Fleet of Foot, Deft Explorer Improvement 1d6 3 4 2
7th +3 Ranger Archetype Feature 1d6 3 4 3
8th +3 Ability Score Improvement, Favored Terrain Improvement 1d6 3 4 3
9th +4 Nature's Veil 1d8 3 4 3 2
10th +4 Elemental Strike, Deft Explorer Improvement 1d8 3 4 3 2
11th +4 Ranger Archetype Feature 1d8 3 4 3 3
12th +4 Ability Score Improvement, Favored Terrain Improvement 1d8 3 4 3 3
13th +5 Mindfulness 1d10 4 4 3 3 1
14th +5 Elemental Strike Improvement 1d10 4 4 3 3 1
15th +5 Ranger Archetype feature 1d10 4 4 3 3 2
16th +5 Ability Score Improvement, Favored Terrain Improvement 1d10 4 4 3 3 2
17th +6 1d12 4 4 3 3 3 1
18th +6 Feral Senses 1d12 4 4 3 3 3 1
19th +6 Ability Score Improvement 1d12 4 4 3 3 3 2
20th +6 Perfect Hunter 1d12 4 4 3 3 3 2

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? 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.

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on heavier weapons would instead make their Strength higher than their Dexterity.) Second, choose the outlander background.

Class Features

As a ranger, you gain the following class features.

Hit Points


  • Hit Dice. 1d10 per ranger level
  • Hit Points at First Level. 10 + your Constitution modifier
  • Hit Points at Higher Level. 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor. Light armor, medium armor, shields
  • Weapons. Simple weapons, ranged weapons, shortswords
  • Tools. Choose one type of artisan's tools, one musical instrument, or the herbalism kit.
  • Saving Throws. Strength, Dexterity
  • Skills. Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) leather armor or (b) scale mail
  • (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

Focus Die

You can focus on a specific task like no other. You gain a Focus Die that can be added to certain things. The Focus Die starts as 1d4 and increases at certain levels as stated in the Ranger Table. If multiple features would allow you to add your Focus Die to the same roll, you may only add it once if it is not a damage roll.

Battle Ready

Your react with swift and decisive action when attacked. Whenever you roll for initiative, you can add your Focus Die to the result.

Deft Explorer

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny (1st Level). Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice

Roving (6th Level). You gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level). As an action, you can give yourself a number of temporary hit points equal to your Focus Die + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Hunter's Focus

Beginning at 2nd level, you can heighten your senses and focus them onto a creature, marking it as your quarry.

You can mark a creature as your quarry using one of three methods:

  • When you hit the creature with an attack.
  • As a bonus action, provided you can see the creature.
  • By studying the creature's tracks for at least 10 minutes.

The target is marked as long as it's on the same plane of existence as you and isn't protected from divination magic. The mark also vanishes if you finish a short or long rest, are rendered unconscious, or use this feature again to target another creature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

While a creature is marked, you gain the following benefits:

Hunter's Sense. You can add your Focus Die to any Wisdom check made to track or find your mark, as well as to discern your mark's personality, emotions, and intent.

Hunter's Strike. When you make an attack against your mark, you can add your Focus Die to either the attack roll or the damage roll. You can wait until after you make your attack roll before deciding which one to add your Focus Die to, but you must decide before the DM says the result of the attack roll.

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.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close-Quarters Shooter

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

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.

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 +2 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. See chapter 10 of the Player's Handbook for general rules of spellcasting and the end of this document for the ranger spell list.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your 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.

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of spells equal to your Wisdom modifier + half your ranger level (rounded down, minimum of 1). The spells must be of a level for which you have spell slots.

For example, if you are a fifth level ranger, you have four 1st level and two 2nd level spell slots. With a Wisdom of 16, your list of spells can include five spells of 1st or 2nd level, in any combination. Casting the spell does not remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in study and 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 an 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

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Primal Awareness

Beginning at 3rd level, you can focus your awareness through the interconnections of nature: you gain access to additional spells at 3rd, 5th, 9th, 13th, and 17th level, as shown in the Primal Awareness Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Primal Awareness Spells

Ranger Level Spell
3rd Speak with Animals
5th Beast Sense
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 to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Gloom Stalker Conclave, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.

Favored Terrain

At 4th level, you have learned the ways to survive in a particular environment, and you carry that knowledge with you on your travels. Choose one of the following options to be your favored terrain. You permanently gain the benefits listed for that terrain. You can choose an additional favored terrain at 8th, 12th and 16th level.

Arctic

You gain resistance to cold damage. You also ignore difficult terrain caused by ice or snow, and can add your Focus Die to any Dexterity (Acrobatics) check made to keep balance on unstable surfaces.

Coast

You can hold your breath for twice as long as normal, and can add your Focus Die to any Strength (Athletics) check made to swim in rough waters.

Desert

You gain resistance to fire damage. You also can add your Focus Die to any Wisdom (Survival) check made to find food or water.

Forest

You ignore difficult terrain caused by plants. You also can add your Focus Die to any Wisdom (Perception) checks you make.

Grassland

Your speed increases by 10 feet. You also can add your Focus Die to Constitution checks to avoid exhaustion caused by extended marching, and on checks to avoid being moved by natural or magical wind effects.

Mountain

You ignore difficult terrain caused by rock, and take half damage from falling.

Swamp

You gain resistance to poison damage and can add your Focus Die to saves against the Poisoned condition. You also ignore difficult terrain caused by thick mud or ooze.

Underdark

You gain darkvision out to 30 feet, or increase your darkvision by 30 feet. You also gain resistance to poison damage and learn Undercommon.

Urban

You ignore difficult terrain caused by rubble. You also can add your Focus Die to any Dexterity (Stealth) and Charisma (Performance) checks to blend into a crowd, and to Wisdom (Perception) checks made to find someone trying to blend into a crowd.

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.

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Extra Attack

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

Fleet of Foot

By 6th level, you have become fast and agile and can maneuver around the battlefield with ease. While you aren't wearing heavy armor, your speed increases by 10 feet and you can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Nature's Veil

Starting at 9th level, you can draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Elemental Strike

At 10th level, you can imbue your Hunter’s Strike with magical energy. When you choose to add your Focus Die to the damage roll of an attack against the target of your Hunter's Focus, you can choose to change your Hunter's Strike damage type to cold, fire, lightning, or thunder. In addition, your attacks against the target of your Hunter's Focus count as magical for the purpose of overcoming resistance.

Beginning at 14th level, you can also choose from acid, poison, necrotic, or radiant damage.

Mindfulness

Starting at 13th level, whenever you make a saving throw, you gain a bonus equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to gain this bonus.

Feral Senses

At 18th level, you develop a sixth sense. You cannot be surprised. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You also gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Perfect Hunter

At 20th level you become an unparalleled hunter, gaining the following benefits:

No Escape. While you have a creature targeted with your Hunter's Focus, you know the distance and direction of the target from you. If your target has left the plane you are on, you know what plane they are on.

Deadly Mark. Any attack roll you make against the target of your Hunter's Focus is a critical hit on a roll of 19 or 20 on the d20.

Killing Blow. When you hit the target of your Hunter's Mark with an attack, you can choose to let your Hunter's Focus vanish after the attack. If you do, the attack deals an additional 7d12 damage to the target. You can't use this feature again until you finish a short rest.

Ranger Conclaves

Beast Master Conclave

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 Conclave develop a close bond with a primal beast, then further strengthen that bond through the use of magic.

Animal Companion

At 3rd level, you can use your action and expend a spell slot of 1st level or higher to create a powerful bond with the spirit of a primal beast. After 1 minute, you choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, your companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your companion can take any action of its choice, not just Dodge.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. By using your action and expending a spell slot of 1st level or higher, you can call forth your companion’s spirit. After 1 minute, your companion's body vanishes and its spirit reforms into a new body with all of its hit points restored. You can return an animal companion to life in this manner even if you do not possess any part of its body. When you create a new body for your companion, you choose whether it takes the form of a Beast of the Land, the Sea, or the Sky. You can use this ritual to create a new body for your companion even if your companion is still alive, but it cannot regain hit points from this transformation.

When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Beast’s Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.

Primal Magic

Starting at 7th level, your animal companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Beast's Focus

At 11th level, your companion gains the benefits of your Hunter's Focus against the target you have marked.

Superior Beast’s Defense

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


Beast of the Land

Medium beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 40 ft., climb 40 ft.

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

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge - Proficiency Bonus (PB) equals your bonus

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.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.


Beast of the Sea

Medium beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 5 ft., swim 60 ft.

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

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge - Proficiency Bonus (PB) equals your bonus

Amphibious. The beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.

Hunter Conclave

Joining the Hunter Conclave 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 to fight the threats you face, from rampaging ogres and hordes of orcs, to towering giants and terrifying dragons.

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.


Beast of the Air

Small beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge - Proficiency Bonus (PB) equals your bonus

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

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

Additional Fighting Style

At 7th level, you can choose a second option from the Fighting Style class feature.

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 or misses
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 are immune to 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 move up to half your speed and make a melee attack against any number of creatures that came within 5 feet of you during this movement. You must make a separate attack roll for each target, and this movement provokes attacks of opportunity as normal.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice:

Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the 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.

Gloom Stalker Conclave

Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Gloom Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.

Underdark Scout

At 3rd level you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack.

You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.

Gloom Stalker Magic

At 3rd level you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.

You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level, as shown in the Gloom Stalker Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Gloom Stalker Spells
Ranger Level Spells
3rd Disguise Self
5th Rope Trick
9th Glyph of Warding
13th Greater Invisibility
15th Seeming

Shadow's Embrace

Starting at 7th level, you can call upon the energies of Shadowfell to bring the darkness to you. You become wreathed in a shadowy aura and for the duration you deal an extra 2d6 cold or necrotic damage. This effect can be cast as a bonus action a number of times up to your Wisdom modifier (minimum of 1) and lasts for 1 minute.

Once cast, you can spend a bonus action to change the damage type or dismiss the spell before the effect ends. You regain use of these casts after finishing a short or long rest.

The damage increases to 3d6 at 11th level, and 4d6 at 15th level.

Iron Mind

At 7th level, you gain proficiency in Wisdom saving throws.

Stalkers Flurry

Starting at 11th level, once on each of your turns when you miss an attack, you can make another attack.

Stalker's Dodge

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

Drakewarden Conclave

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.

Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.

Drakewarden Origin
d6 Origin
1 You studied a dragon’s scale or claw, or a trinket from a dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2 A secret order of rangers who collect and guard draconic lore taught you their ways.
3 A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4 You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.
5 An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6 You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.

Draconic Gift

At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:

Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.

Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Drake Companion

Beginning at 3rd level, you can magically summon the drake that is bound to you as an action. It appears in an unoccupied space of your choice within 30 feet of you.

The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.


Drake Companion

Small Dragon


  • Armor Class 14 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the drake has a number of Hit Dice [d10s] equal to your ranger level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 8 (-1)

  • Saving Throws Dex +1 plus PB, Wis +2 plus PB
  • Damage Immunities determined by the drake's Draconic Essence trait
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Draconic
  • ChallengeProficiency Bonus equals your bonus

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage

Reactions

Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

Bond of Fang and Scale

At 7th level, the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.

In addition, while your drake is summoned, you and the drake gain the following benefits:

Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.

Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.

Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.

Drake's Breath

Beginning at 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 when you reach 15th level in this class.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Perfected Bond

At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).

Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.

Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fey Wanderer Conclave

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

Feywild Gifts
d6 Appearance
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.

Dreadful Strikes

Beginning at 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Fey Wanderer Magic

You gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level, as shown in the Fey Wanderer Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Fey Wanderer Spells
Ranger Level Spells
3rd Charm Person
5th Misty Step
9th Dispel Magic
13th Dimension Door
15th Mislead

Otherworldly Glamour

Starting at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist

At 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Fey Reinforcements

At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell summon fey. You always have it prepared, it doesn't count against the number of spells you can prepare each day, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Misty Wanderer

Beginning at 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Horizon Walker Conclave

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

You gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level, as shown in the Horizon Walker Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Horizon Walker Spells
Ranger Level Spells
3rd Protection From Evil and Good
5th Misty Step
9th Haste
13th Banishment
15th 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, 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 the blink of an eye. When you take 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 Conclave

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

You gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level, as shown in the Monster Slayer Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Monster Slayer Spells
Ranger Level Spells
3rd Protection From Evil and Good
5th Zone of Truth
9th Magic Circle
13th Banishment
15th Hold Monster

Slayer'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 extra damage equal to your Focus Die 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 your Focus Die to the 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 your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Swarmkeeper Conclave

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Gathered Swarm

Beginning at 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

Swarm Appearance
d4 Appearance
1 Swarming insects
2 Miniature twig blights
3 Fluttering birds
4 Playful pixies

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack’s target takes 1d6 piercing damage from the swarm.
  • The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

Swarmkeeper Magic

At 3rd level, you learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level, as shown in the Swarmkeeper Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Swarmkeeper Spells
Ranger Level Spells
3rd Faerie Fire
5th Web
9th Gaseous Form
13th Arcane Eye
15th Insect Plague

Writhing Tide

Starting at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mighty Swarm

At 11th level, your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Swarming Dispersal

You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Revised Ranger Spells



Cantrips (0 Level)
  • Control Flames
  • Druidcraft
  • Gust
  • Magic Stone
  • Mending
  • Message
  • Mold Earth
  • Resistance
  • Shape Water
1st Level
  • Absorb Elements
  • Alarm
  • Animal Friendship
  • Beast Bond
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Ensnaring Strike
  • Entangle
  • Fog Cloud
  • Goodberry
  • Hail of Thorns
  • Jump
  • Longstrider
  • Searing Smite
  • Snare
  • Speak with Animals
  • Zephyr Strike
2nd Level
  • Aid
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Cordon of Arrows
  • Darkvision
  • Enhance Ability
  • Find Traps
  • Gust of Wind
  • Healing Spirit
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Magic Weapon
  • Pass without Trace
  • Protection from Poison
  • Silence
  • Spike Growth
  • Summon Beast
3rd Level
  • Conjure Animals
  • Conjure Barrage
  • Daylight
  • Elemental Weapon
  • Flame Arrows
  • Lightning Arrow
  • Meld into Stone
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Speak with Plants
  • Summon Fey
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Conjure Woodland Beings
  • Dominate Beast
  • Freedom of Movement
  • Grasping Vine
  • Guardian of Nature
  • Locate Creature
  • Stoneskin
  • Summon Elemental
5th Level
  • Commune with Nature
  • Conjure Volley
  • Greater Restoration
  • Steel Wind Strike
  • Swift Quiver
  • Tree Stride
  • Wall of Stone
  • Wrath of Nature

Credits

Cover Art: Guweiz

Inspirations: u/randomwords42, u/forgottenduck, UA Revised Ranger

Artwork: Forgotten Realms Wiki, yansa3524401, omertunc

 

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