The Revised Ranger
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. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
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 specific favored foes.
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. Many rangers, though, 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 o f 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.
Version 1.4
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
- Weapons: Simple weapons, martial weapons
- Tools: None
- 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) scale mail or (b) leather armor
- (a) two shortswords or (b) one martial melee weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
Canny
Beginning at 1st level, choose one of these skills that you are already proficient with: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival. Your proficiency bonus is doubled for any ability check you make with that skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write an additional language of your choice. You gain this feature again at 6th level and 10th level.
Poultice
Starting at 1st level, you are able to create potent salves to heal and mend wounds. Everytime you finish a long rest you gain a number of these poultices, equal to your Wisdom Modifier. You can spend an Action to heal yourself or an ally creature for 1d6 hit points. When you gain 5th level with this class, you can use these poultices as a bonus action instead, and your poultices are able any poisons as well when used. If you give this for an ally to use, they can use it as an action to heal themselves or another ally creature. These Poultices last until you take another long rest.
In addition, when you're 5th, 9th, 13th, and then 17th level with this class. your Poultices heal for an additional 1d6
The Revised Ranger v1.4 | by BirdzBrutality
The Revised Ranger
| Level | Proficiency Bonus | Features | Focus Points | Focus Die | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Canny, Poultice | — | — | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Focus, Spellcasting | 2 | 1d4 | 2 | — | — | — | — |
| 3rd | +2 | Ranger Archetype, Prowler | 3 | 1d4 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 4 | 1d4 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 5 | 1d6 | 4 | 2 | — | — | — |
| 6th | +3 | Canny, Adaptive | 6 | 1d6 | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Archetype feature | 7 | 1d6 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement, Land Strider | 8 | 1d6 | 4 | 3 | — | — | — |
| 9th | +4 | — | 9 | 1d8 | 4 | 3 | 2 | — | — |
| 10th | +4 | Canny, Feral Senses | 10 | 1d8 | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Archetype feature | 11 | 1d8 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 12 | 1d8 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 13 | 1d8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Improved Focus | 14 | 1d8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Archetype feature | 15 | 1d10 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 16 | 1d10 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 17 | 1d10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Heightened Awareness | 18 | 1d10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 19 | 1d10 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Foe Slayer | 20 | 1d10 | 4 | 3 | 3 | 3 | 2 |
— Spell Slots per Spell Level —
Focus
At 2nd Level, you are able to hone your inner will to persevere and navigate through the trials of the world, which fuel various focus features. You have a number of focus points that can be used for various features and gain more points as you level. You cannot have more focus points than shown on the table for your level. At 2nd level you can choose two of the below features to spend your focus points on: Huntsman’s Resolve, Slayer’s Ire, Swift Reflexes , and Warden’s Protection. You regain all spent focus points at the end of a Long Rest.
Slayer's Ire
Whenever you hit an enemy creature with a weapon attack roll, you spend 1 Focus use and can roll and add your Focus Die to the damage roll. You can only spend up to 1 Focus per damage roll.
Warden's Protection
Whenever you are hit by an enemy creature's attack roll, you can spend 1 Focus use and can roll your Focus Die to reduce the damage roll. You can only spend up to 1 Focus per damage roll.
Huntsman's Resolve
Whenever you make a saving throw that you are proficient with, you spend 1 Focus use you can roll and add your Focus die to the saving throw. You can only spend up to 1 Focus per saving throw.
Swift Reflexes
You are particularly quick and ready to deal with your foes. you can spend 1 point and add your Focus Die whenever you roll for Initiative.
Attuned Primal Focus
You can convert your Spell Slots into more Focus Points. Converting a Spell Slot to Focus Points. As a bonus action on your turn, you can expend one spell slot and gain a number of focus points equal to the slot’s level.
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.
The Revised Ranger v1.4 | by BirdzBrutality
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 for the general rules of spellcasting and chapter 11 for the ranger spell list.
Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your ranger spells. 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 to cast, 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 spell). The spells must be of a level for which 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 animal friendship, 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 prayer and meditation: 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
Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate; some are listed within the Player's Handbook, and others within Xanathar's Guide. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Archetype Spells
Each archetype has a list of associated spells. You gain access to these spells at the levels specified in the archetype description. Once you gain access to an archetype spell, you always have it prepared. Archetype spells don't count against the number of spells you can prepare each day.
If you gain an archetype spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
Prowler
Starting at 3rd level, you’ve adapted to hunting prey and avoiding unnecessary danger. You gain the following benefits.
- You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
- If you avoid moving when you attempt to Hide, all creatures have disadvantage on Wisdom (Perception) checks to detect you
- You can take the Search action as a bonus action on your turn, and you no longer suffer disadvantage on your Wisdom (Perception) checks imposed by lightly obscured areas (such as dim light, patchy fog, or moderate foliage).
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.
Adaptive
Starting at 6th level, your previous encounters have allowed you to become more versatile. Choose any one of these three Actions; Dash, Disengage, Hide. You can now use your chosen Action as a Bonus Action on each of your turns in combat.
Land Strider
Starting at 8th level, You can pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, your speed increases by 10 feet while you're not wearing heavy armor.
Feral Senses
At 10th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
The Revised Ranger v1.4 | by BirdzBrutality
Improved Focus
Starting at 14th Level, you honed your focus to a near perfected state. Whenever you use a feature that uses a Focus Die, you gain the ability to roll it twice, and take the higher of the two rolls. You cannot use this Feature with your Huntsmen’s Resolve however. In addition, you gain an additional feature from one of the three options below to use for your focus points.
Unerring Assault
Whenever you take the Attack Action on your turn, you can choose to spend 3 Focus Points and gain an additional attack as part of this action. This feature can only be used once on your turns.
Perfected Aim
Whenever you take the Attack Action on your turn, you can choose to spend 3 Focus Points. If you do, you can grant yourself advantage to any attack rolls that you make on your turn.
Nature’s Defender
Whenever an enemy creature makes an attack against you, you can Spend 3 Focus Points to heighten your reflexes. If you do, any attacks against you until the start of your next turn are at disadvantage.
Heightened Awareness
Starting at 18th level, you gain a supernatural and instinctual sight to discern your surroundings. So long as you are conscious and aren't deafened, creatures that you cannot see cannot gain advantage on attack rolls against you due to being hidden or unseen. In addition, you gain advantage on Perception (Wisdom) Checks.
Foe Slayer
Starting at 20th Level, you become an unparalleled hunter of your enemies. Whenever you roll a weapon attack roll, you can add your Wisdom Modifier (minimum of +1) to any attack or damage roll that you do, before or after the roll is made, but before effects are applied. You can only use this feature once on each attack that you make on your turn
Ranger Archetypes
The following archetypes are revised:
Beast Master
The Beast Master gains Archetype Spells in addition to its usual features.
Archetype Spells
You gain archetype spells at the ranger levels listed.
Beast Master Spells
| Ranger Level | Spells |
|---|---|
| 3rd | beast bond |
| 5th | beast sense |
| 9th | conjure animals |
| 13th | guardian of nature |
| 17th | awaken |
Hunter
The Hunter gains Archetype Spells in addition to its usual features.
Archetype Spells
You gain archetype spells at the ranger levels listed.
Hunter Spells
| Ranger Level | Spells |
|---|---|
| 3rd | hunter’s mark |
| 5th | pass without trace |
| 9th | nondetection |
| 13th | locate creature |
| 17th | hold monster |
The Revised Ranger v1.4 | by BirdzBrutality