Revised Ranger for 5th Edition (v2)

by Doki

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Revised Ranger (5th Edition)

Table of Contents

All Rangers

Pg 1 — Deft Explorer & Favored Foe
Pg 1 — Fighting Style Options
Pg 2 — Ranger Spells
Pg 2 — Spellcasting Focus, & Primal Awareness
Pg 2 — Beast Taming, Fade Away, & Pinpoint

Ranger Conclaves

Pg 3 — Hunter Revisions
Pg 3 — Beast Master Revisions
Pg 4 — Primal Beast Statblocks

All Rangers

Deft Explorer

1st-level ranger feature (replaces Natural Explorer)


You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level

Canny

Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you do not already have it, and you can add double your proficiency bonus to ability checks using that skill.

In addition, thanks to your extensive wandering, you are able to speak, read, and write 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.

Tireless

As an action, you can give yourself a number of temporary hit points equal to 1d10 + 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.

In addition, your exhaustion is reduced by 1 additional level whenever you finish a long rest.

Favored Foe

1st-level ranger feature (replaces Favored Enemy)


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 cast hunter's mark without requiring concentration. Also, you can cast hunter's mark a number of times equal to your Wisdom modifier (a minimum of once) with this feature. You regain all expended uses when you finish a long rest.

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

Fighting Style Options

2nd-level ranger feature (enhances Fighting Style)


When you gain the Fighting Style feature, the following styles are also added to the list of style options available to you:

Blind Fighting

Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as ranger 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.

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 shield or a simple or martial weapon 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 attack and damage rolls.

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.

Ranger Spells

2nd-level ranger feature (enhances Spellcasting)


The following spells expand the ranger spell list.

1st Level

Entangle
Searing smite

2nd Level

Aid
Gust of wind
Magic weapon
Enhance ability
Warding bond

3rd Level

Blinding smite
Meld into stone
Revivify
Tongues

4th Level

Death ward
Dominate beast

5th Level

Awaken
Greater restoration

Spellcasting Focus

2nd-level ranger feature (enhances Spellcasting)


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

3rd-level ranger feature (replaces Primeval Awareness)


You can focus your awareness through the inter-connections of nature: you learn additional spells when you reach certain levels in this class if you do not already know them, as shown in the Primal Awareness Spells table. These spells do not count against the number of ranger spells you know.

Primal Awareness Spells
Ranger Level Spell
3rd detect magic, speak with animals
5th beast sense, 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.

Beast Taming

3rd-level ranger feature


Animal friendship arises from successful use of the Animal Handling skill or the animal friendship spell. The challenge rating of such creatures can't exceed half your proficiency modifier, and they must have the beast creature type.

If the resulting bond is strong the animal will join you on your adventures. You may have a single loyal beast under your command in this way. At the 5th level, you can command a number of beasts equal to your proficiency modifier, and they all obey your commands as best as they can. They take their turns on your initiative, though they don't take an action unless you command them to. Your beasts individually make opportunity attacks, independent of yours.

On your turn, you can verbally or visually command all of your beasts where to move (no action required by you). All beasts must be given the same movement direction.

You can use your action to verbally or visually command each beast to all take the Attack, Dash, or Disengage action.

In all other ways your tamed beasts are normal creatures that require food, water, and sleep.

Fade Away

10th-level ranger feature (replaces Hide in Plain Sight)


You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Pinpoint

14th-level ranger feature


You no longer have disadvantage when making ranged weapon attacks against prone creatures. If a creature within 5 feet of you that you can see is knocked prone, they provoke an opportunity attack from you.

Ranger Conclaves

Hunter Revisions

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, but it doesn't count against the number of ranger spells you know.

Hunter Spells
Ranger Level Spell
3rd ensnaring strike
5th pass without trace
9th conjure barrage
13th freedom of movement
17th hold monster

Hunter's Prey

You can spend 1 hour of downtime during a short rest to prepare equipment and practice different tactics. If you do, you can exchange the feature you selected for Hunter's Prey with a different one.

Defensive Tactics

When you spend time as described in the Hunter's Prey feature, you can also exchange the feature you selected for Defensive Tactics with a different one.

Multiattack

When you spend time as described in the Hunter's Prey feature, you can also exchange the feature you selected for Multiattack with a different one.

Superior Hunter's Defense

When you spend time as described in the Hunter's Prey feature, you can also exchange the feature you selected for Superior Hunter's Defense with a different one.

Beast Master

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, but it doesn't count against the number of ranger spells you know.

Beast Master Spells
Ranger Level Spell
3rd animal friendship
5th barkskin
9th conjure animals
13th dominate beast
17th awaken

Primal Beast

3rd-level beast master feature (replaces Ranger’s Companion)


A beast master can form a bond with a special type of creature that alludes the typical ranger, one whose lineage stretches back to the beginnings of the world. The primal beast is a creature of notable loyalty that aims to aid their beast master however they can.

You may summon your primal beast to a tile you can see within 30 feet of you as an action, provided your primal beast has not already been summoned or dropped to 0 hit points within the last hour. When summoning such a creature, you decide whether it is a Beast of the Air or the Earth, it's size, and their overall appearance.

You may dismiss your primal beast as an action. When dismissing your primal beast while they are at less than half their total hit points, they heal to half of their total hit points (bloodied value). The primal beast regains all of their hit points and hit die after a long rest.

Your primal beast returns to nothing after being over 1 mile away from you for longer than 24 hours. They do not require food, water, or air and only 4 hours of sleep.

The primal beast obeys your commands as best as they can, taking their turn on your initiative, though they don't take an action unless you command them to. The primal beast makes opportunity attacks independent of yours.

On your turn, you can verbally or visually command the primal beast where to move (no action required by you). You can use your action to command them to take the Attack, Dash, Disengage, Dodge, Grapple, Help, or Hide action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the primal beast to take the Attack action. When you turn invisible, your primal beast may turn invisible with you under the same effect rules.

Bestial Training

7th-level beast master feature (replaces Exceptional Training)


Beginning at 7th level, you can use a bonus action to command your beasts to take the Dash, Disengage, Dodge, or Help action.

Stampeding Fury

7th-level beast master feature


Also at 7th level, you can use your bonus action to incite a rage in all of your beasts. Each of them move 10 feet towards a hostile creature and, if in range, make one melee attack.

Once you use this feature you can't use it again until you roll for initiative at the start of combat, or finish a short or long rest.

Animal Kinship

15th-level beast master feature (enhances Share Spells)


Beginning at 15th level, when you cast a spell targeting yourself, you can also affect all beasts under your command with the spell if they are within 30 feet of you.

Additionally, your commanded beasts gain resistance to nonmagical bludgeoning, piercing and slashing damage.

Primal Beast Statblocks


Beast of the Air

Tiny or Small beast, neutral


  • Armor Class 14
  • Hit Points equal to the beast's Constitution score + your Wisdom modifier + five times your level
  • Hit Dice a number of d6 equal to your ranger level
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 13 (+1) 9 (-1) 18 (+4) 12 (+1)

  • Saving Throws Dex +6, Wis +6, Cha +3
  • Skills Acrobatics +6, Perception +6, Stealth +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages understands the languages you speak

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

Primal Rebirth. If this beast has died, you can use your action to expend a spell slot of 1st level or higher. The beast is summoned at the start of your next turn with all their hit points restored. If a spell slot of 3rd level or higher is used, the beast has advantage on attack rolls for 1 minute.

Eye of the Beast. By 7th level, you can use your bonus action to see through your primal beast's eyes until the start of your next turn.

Actions

Shred. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 4 slashing damage.

At 5th level. Add your proficiency bonus to the primal beast's attack and damage rolls.


Beast of the Earth

Medium or Large beast, neutral


  • Armor Class 13
  • Hit Points equal to the beast’s Constitution score + your Wisdom score + five times your level
  • Hit Dice a number of d10 equal to your ranger level
  • Speed 40 ft., and your choice of climb, swim, or burrow 40 ft. (Choose when you summon them)

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 17 (+3) 8 (-1) 14 (+2) 9 (-1)

  • Saving Throws Str +5, Dex +4, Con +5
  • Skills Athletics +5, Perception +4, Stealth +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands the languages you speak

Charge. If the primal beast moves at least 15 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d8 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 Rebirth. If this beast has died, you can use your action to expend a spell slot of 1st level or higher. The beast is summoned at the start of your next turn with all their hit points restored. If a spell slot of 3rd level or higher is used, the beast returns to life with temporary hit points equal to half their total hit points (bloodied value).

Actions

Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.

At 5th level. Add your proficiency bonus to the primal beast's attack and damage rolls.

Join

Me

Forest

Creatures

I brought snacks.

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Version History

Version 2 — March 2021

  • First proper release.

Special Thanks

Doki: Literally couldn't do it without you, me.


Wizards of the Coast: Thanks for 5th Edition.


The Internet: Lots of inspiring designs out there!


Cover Art: Unknown! I'm terribly sorry.


Pg. 1 Art: 01 by Onestepart


Pg. 2 Art: Unknown! It's a great dwarf though.


Pg. 4 Art: Arches by Sebastianwagner