Ranger Balance Patch
Philosophy
This patch aims to put each of the ranger subclasses on the same level and fill in some gaps where the class as a whole may be falling behind the other classes. One of it goals is to put the PHB subclasses in line with the model of the subclasses in Xanathar's Guide to Everything. As such, it gives them both an additional ability at 3rd level and adds a list of spells available to the subclass as well. Finally, an additional spell was created to make sure the ranger could keep pace with a fighter or bard in the domain of ranged combat.
Ranger Conclaves
Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature and preserve their favored environments and creatures. The following additions adjust the PHB subclasses to fit a model similar to the XGtE subclasses.
Hunter Conclave
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Disable and Retreat
Starting at 3rd level, when you take the disengage action you may make one melee weapon attack against an enemy within range. This attack may use any weapon you have or even a single arrow or bolt you possess. On a hit, this attack does damage equal to 1d4 + your attack modifier. Additionally, if the attack hits, the target's speed is slowed by 10 feet until the start of your next turn.
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 | snare |
| 5th | magic weapon |
| 9th | haste |
| 13th | freedom of movement |
| 17th | hold monster |
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 Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
Emergency Recall
Beginning at 3rd level, when your animal companion is reduced to 0 hit points but not killed outright, you may use your reaction to alert it to the incoming threat and compel it to return to your side. Your companion instead drops to 1 hit point, and it uses up to its full movement to return to a space within 5' of you (or closest possible) along the path least threatening to its survival.
Once you use this feature, you can't use it again until you finish a short or long rest.
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 | beast bond |
| 5th | beast sense |
| 9th | life transference |
| 13th | deathward |
| 17th | awaken |
More Ranger Spells
These additional spells are an attempt at filling gaps where the ranger might start to fall behind other classes regarding both effectiveness and roleplaying options.
Augmented Quiver
3rd-level transmutation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (a quiver containing at least one piece of ammunition)
- Duration: Concentration, up to 1 minute
You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems drawn to your hand when you reach for it.
On each of your turns until the spell ends, you can use a bonus action to make one attack with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
Credits
I don't take individual credit for creating this patch. I've read so many versions of the ranger at this point, that I apologize if you're idea is here and you would like specific credit. Thanks to anyone who's ever tried to 'fix' the 5e ranger or put their own spin on it. Special thanks to the DnD 5 Community Ranger subreddit and all their great ideas.