Tweaked Ranger Ver. 5.2

by RangerDman

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Tweaked ranger Ver. 5

Tweaked Ranger
Level Proficiency Bonus Features Spells slots per Spell Level 1st 2nd 3rd 4th 5th
1st +2 Favored Foe, Wild Explorer
2nd +2 Fighting Style, Spellcasting, Primeval Mysticism 2
3rd +2 Ranger Archetype, Primal Awareness 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Favored Foe and Wild Explorer Improvements 4 2
7th +3 Ranger Archetype Feature 4 3
8th +3 Ability Score Improvement, Hunter's Instincts 4 3
9th +4 4 3 2
10th +4 Wild Explorer Improvement, Conceal and Vanish 4 3 2
11th +4 Ranger Archetype Feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Favored Foe Improvement, Druidic Arcanum 4 3 3 1
15th +5 Ranger Archetype Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Natural Senses 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Foe Hunter, Wild Explorer Improvement 4 3 3 3 2
HELLO

I made this "alternate" version of the Ranger for the few of us, who rather enjoy the Player's Handbook version, but find it could use a few tweaks here or there (Hence the Name). It's essentially the PHB Ranger but with improvements, buffs, or reworks to every ranger class feature.

All these rules and abilities are optional, so if there is a feature or ability you like, but want to mostly keep to the PHB ask your DM if you can exchange the feat/abilites that you like and keep the rest as is.

The balance may be off so feel free to tweak or customize this for however best works for you and your DM. The following are some of the changes and abilities added to the Ranger.

  • Favored enemy has foe slayer baked in and natural explorer gives individual buffs based on terrain.
  • The Ranger gains a few additonal proficiencies and starting equipment options.
  • The Ranger is now a Preparation Caster and can ritual cast.
  • Primeval Awareness no longer requires a spell slot to use.
  • Land's Stride also gives extra 5 feet walking speed and bonus action dash.
  • Hide in Plain Sight and vanish are rolled up into one ability.
  • The Ranger gains an action surge at level 14 that can give you an extra action or bonus action instead of the Vanish ability.
  • Feral senses now gives limited blind sight and tremor sense.
  • Foe Slayer now works on all enemies and is doubled for favored enemies.
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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: One artisan tool or the herbalism kit, and one gaming set or musical instrument of your choice.

Saving Throws: Strength, Dexterity

Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, 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) scale mail or (b) chain shirt or (c) leather armor
  • (a) two shortswords/Scimitars or (b) one simple melee weapon and one martial melee weapon lacking the heavy property
  • (a) a dungeoneer’s pack or (b) an explorer’s pack or (c) a burglar’s pack
  • (a) A longbow and a quiver of 20 arrows or (b) Any type of crossbow and 20 bolts

Favored Foe

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Additionally once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Wild Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

Additionally you gain a passive benefit based on your chosen terrain

  • Artic: You gain resistance to Cold damage.
  • Coast: You gain a swim speed equal to your walking speed and can hold your breath for an hour.
  • Desert: You have resistance to Fire Damage.
  • Forest: You become proficient in two ranger skills and gain expertise in 1 ranger skill or tool you are proficient in.
  • Grassland: Your base walking speed increases by five feet and you cast Longstrider at will without expending a spell slot. You can also cast either Jump or Zephyr Strike once without expending a spell slot. You regain expended uses on a short or long rest.
  • Mountain: You gain a climbing speed equal to your walking speed and can cast either Feather Fall or Spiderclimb, once without expending a spell slot. You regain expended uses on a short or long rest.
  • Swamp: You gain resistance to Posion damage and have advantage on saving throws against poison and disease.
  • Underdark: You can cast Darkvision at will without expending a spell slot. You can also cast either Blindness/Deafness or Darkness once without expending a spell slot. You regain expended uses on a short or long rest.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.

At 20th level any terrain you spend a least one hour in is considered a favored terrain to you and you gain all the associated benefits while in the terrain.

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.

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Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

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 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.

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 make two weapon attacks as a bonus action instead of one and add your ability modifier to one of the damage rolls of the 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 Spells Rules for the general rules of spellcasting and the Spells Listing 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 cure wounds, 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

Ritual Casting

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your ranger spells.

Primeval Mysticism

Starting at 2nd level, you can focus your awareness through the interconnections of nature: When you reach certain levels in this class, you gain access to the spells listed for that level in the Primeval Mysticism 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.

Primeval Mysticism 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. If you later replace any of these spells, you must replace them with a spell from the ranger spell list of the same level.

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Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate: the Beast Master or Hunter that are detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Primal Awareness

Beginning at 3rd level, you can use your bonus action to focus your awareness on the region around you. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead or if it’s a creature of your favored enemy type. You know the general number of the creature types and their last visited location, when you use this ability.

If the creature is a favored enemy, you know their general threat level (what their CR or level they are) and the general direction they are, relative to you.

You can use this feature a number of times equal to your Wisdom modifier. When you finish a long rest, you regain all expended uses.

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.

Favored Foe

At 6th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose an additional type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Additionally once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

You choose one additional favored enemy, as well as an associated language, at 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Hunter's Instincts

Starting at 8th level, with every enemy you dispatch your survival skills are further honed.

On your turn, immediately after you incapacitate or reduce a creature to 0 hit points you can gain one of the following passive benefits:

  • Until the start of your next turn, your movement speed is doubled and difficult terrain costs you no extra movement.
  • Until the start of your next turn, when any creature attacks you their first attack roll is made at disadvantage and all opportunity attacks made against you have disadvantage.
  • Until the start of your next turn, you gain temporary hit points equal to half your ranger level and your next dexterity saving throw is made with advantage.
  • If no other creature is within 10 feet of you, you can attempt to make a dexterity (stealth) check to hide provided that you are not out in the open and do not move more than a third of your movement speed.
  • You can give another creature advantage on their next attack if they are within 60 feet of you and they do not have disadvantage on the attack. Additionally the attack is considered a critical hit on a roll of 19 or 20.

You can only have one passive benefit active at a time and can only activate it once per turn.

Conceal and Vanish

Starting at 10th level, you become further skilled in the art of concealment and non-detection. You can’t be tracked by nonmagical means, unless you choose to leave a trail and have advantage on Dexterity (stealth) checks while in your favored terrain.

Additionally, you can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, for 1 minute. You become visible if you attack or cast a spell that deals damage to a creature and the creature survives the damage from the attack or spell.

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

Druidic Arcanum

Your connection to the natural and spiritual world deepens your magical abilities. You learn one druid cantrip of your choice and are granted a druidic boon called an arcanum. Choose one 5th-level or 6th-level spell from the druid spell list as this arcanum. After you gain a level in this class or finish a long rest you can exchange the druid spell for another one of 5th or 6th level.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

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Favored Foe

At 14th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose an additional type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Additionally once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Natural Senses

At 18th level, you gain a blindsight with a range of 15 feet and tremorsense of 30 feet, if you are in your favored terrain your blindsight has a range of 30 feet and your tremorsense has a range of 60 feet.

Foe Hunter

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

If the target is one of your favored enemies your attack roll or damage roll bonus is doubled and after a long rest you can exchange one favored enemy type for another one of your choice.

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Tweaked Ranger Conclaves

Tweaked 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.

Beast Master Features
Ranger Level Features
3rd Beast Master Magic, Ranger's Companion, Wild Bond
7th Well Trained
11th Beastial Fury
15th Wild Soul

Beast Master Spells

When you reach certain levels in this class, you gain access to the spells listed for that level in the Beast Master 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. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Beast Master Spells
Ranger Level Spell
3rd Animal Friendship
5th Find Steed
9th Conjure Animals
13th Mordenkainen’s Faithful Hound
17th Awaken

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 1/2 or lower, at level 7 the beast can be of CR level 1 or lower, at level 11 the beast can be of CR level 2 or lower, and at level 15 your creature can be of beast that is no larger than Large and has a CR of 3 or lower.

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. Its hit point maximum equals the hit point number in its stat block plus your ranger level or fives times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, your beast can make one of the attacks when you take the Attack action provided it's within range of the target you are attacking.

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, such as when making an opportunity attack. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

Wild Bond

Starting at 3rd level as a bonus action, you can expend one spell slot to regain 1 d10 hit points per level of the spell slot expended for your beast if it’s within 30 feet of you. At 11th level, the range extends to 60 feet. Additionally, any spell to revive your beast requires no material components.

If the beast dies, you expel it from your service, or is seperated from you, you can obtain a new companion by spending 1 hour magically bonding with a beast that isn’t hostile to you and that meets the requirements. If the beast is a favored foe or in your favored terrain it only takes 10 minutes to bond to it.

Well Trained

Starting at 7th level, when an enemy attempts to attack you or an ally you can see, you can use your reaction to command your beast to move up to half it's movement speed and attack the enemy.

If the beast’s attack is successful the enemy misses that attack roll. You can use this ability a number of times equal to your wisdom modifier and regain all expended uses on a long rest.

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

Beastial Fury

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

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Wild Soul

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 60 feet of you.

Additionally your beast has advantage against being charmed or frightened and any spell you cast that would fail if cast on a creature with an intelligence higher than 4, succeeds on your beast companion regardless of it's intelligence score.

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Tweaked Hunter

Emulating the Hunter archetype 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 for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter Features
Ranger Level Features
3rd Hunter Magic, Hunter's Boon, Hunter's Prey
7th Defensive Tactics
11th Multiattack
15th Superior Hunter's Defense

Hunter Spells

When you reach certain levels in this class, you gain access to the spells listed for that level in the Hunter 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. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Hunter Spells
Ranger Level Spell
3rd Magic Missile
5th Spiritual Weapon
9th Haste
13th Blight
17th Hold Monster

Hunter's Boon

At 3rd level, you gain one of the following passive features of your choice:

  • Battle Stance. You learn an additional fighting style from the fighter’s list.
  • Swift Foot. You gain an additional 5 feet of movement to your walking speed and at 11th level it becomes 10 feet of movement.
  • Will of Steel. You have advantage on saving throws against being charmed or frightened.

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 creature larger than you within 10 feet of you hits or misses you with an attack, you can use your reaction to attack that creature with advantage 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 at advantage with the same weapon against a different creature that is within 10 feet of the original target and within range of your weapon.

Defensive Tactics

At 7th level, you gain one of the following features of your choice:

  • Escape the Horde. You do not provoke opportunity attacks with your movement.
  • MultiAttack Defense. When a creature hits you with an attack, you gain a bonus to AC equal to your wisdom modifer against all subsequent attacks made by that creature for the rest of the turn.
  • Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, 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.

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. You have advantage on the first attack roll.
  • Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You have advantage on the first attack roll.
  • Evisceration . When you use the attack action to make two attacks against a creature, you can make a third attack against the same creature as a bonus action. If either of the first two attacks hit, the third attack is made with advantage.
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Superior Hunter’s Defense

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

  • Primal Sense. As a reaction after being forced to make a Stength or Dexterity saving throw from an attack or effect that you can see, you can give yourself advantage on the saving throw.
  • Stand Against the Tide. When a hostile creature hits or misses you with a attack, you can use your reaction to force that creature to repeat the same attack at advantage 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.
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Primordial Wardsman Ranger

The Primordial Wardsman Conclave is a collection of rangers who are particularly attuned to the different planes of elements. They use their martial prowess and elemental magic to protect both the material and elemental planes from each other.

Primordial Wardsman Features
Ranger Level Features
3rd Primordial Magic, Elemental Spark, Elemental Attunement
7th Elemental Empowerment
11th Primordial Attunement
15th Partial Elemental

Primordial Wardsman Magic

When you reach certain levels in this class, you gain access to the spells listed for that level in the Primordial Wardsman 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. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Primordial Wardsman Spells
Ranger Level Spell
3rd Hellish Rebuke
5th Maximilian’s Earthen Grasp
9th Thunder Step
13th Elemental Bane
17th Conjure Elemental

Elemental Spark

At 3rd level, you have an innate connect to the primordial chaos of the elements. You learn the Primordial language if you don't know it already.

You also learn to cast the effects of the following cantrips: Frostbite, Gust, Magic Stone, Mold Earth, Produce Flame, Shape Water, and Shocking Grasp. You can cast the effects of these cantrips a number of times equal to your Wisdom modifer.

You regain all expended uses on a short or long rest.

Elemental Attunement

You have learned how to attune to the forces of the elements. At 3rd level you can attune to an element of your choice as a bonus action.

When you attune to an element, you do an additional d6 magical damage of the element type on one weapon attack on your turn for up to 1 minute.

Element Type Damage type
Air Force
Earth Bludgeoning
Fire Fire
Lightning Lightning or Thunder
Water Cold

Additionally, while attuned to your chosen element you can use your bonus action to activate a minor passive bonus unique to the element you are currently attuned to until the start of your next turn.

  • Air- Your movement speed is increased by 15 feet, your jump heights are doubled, and you can push an 5 feet away from you after you make a weapon attack.
  • Earth- Your AC increases by 2 and you gain temporary hit points equal to your Wisdom modifier that disappear at the start of your next turn.
  • Fire- Any creature that starts or ends their turn within five feet of you takes 1d4 fire damage.
  • Lightning- Your movement does not provoke opportunity attacks and if a humanoid type creature takes lightning or thunder damage from you it must make a Constitution save against your spell save DC or be stunned until the start of your next turn.
  • Water- All attack rolls made against you are made at disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.

On your turn, while attuned to an element you can use your bonus action to swap to a different element and lose your current damage type. When you do so you immediately gain the new elemental damage type and it's passive bonus until the start of your next turn, but only if it's the first action you take on your turn.

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

Elemental Empowerment

At 7th level, your body is guarded by the elemental forces when you attune to them. When you attune to an element you are resistant to the chosen elemental damage type for the duration of the attunement; while attuned, if you swap to a different element you become resistant to that element instead.

Additionally, when you finish a long rest you can choose one of the following spells: Armor of Agathys, Call Lightning, Earth Tremor, Erupting Earth, Fireball, Fog Cloud, Ice Knife, Shatter, Snilloc’s Snowball Swarm, Thunderwave, Tidal Wave, Wall of Water, Water Breathing, Water Walk.

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Until the next long rest, you can cast your chosen spell at third level without expending a spell slot. Once you have done so you can't cast it again until you finish a long rest or expend a spell slot as normal.

Primordial Attunement

Your attunement to the elements grows even stronger, at 11th level when you attune to an element you gain an additional passive benefit until the start of your next turn.

  • Air- You gain a flying speed equal to your walking speed and can push an enemy 10 feet back after a weapon attack.
  • Earth- You gain a burrowing speed equal to your walking speed and are resistant to bludgeoning, piercing, and slashing damage.
  • Fire- Any creatures of your choice that start or end their turn within ten feet of you takes 2d4 fire damage.
  • Lightning- You can teleport up to 15 feet in an unoccupied space, once on your turn before or after you make a weapon attack.
  • Water- You gain a swimming speed equal to twice your walking speed, can breathe underwater and have advantage on melee weapon attacks while partially or completely submerged in water.

Partial Elemental

At 15th level, your body has been warped by the harsh and chaotic primordial magic you use.

When you are attuned to an element you are immune to that elemental damage type and while conscious you are always under the effects of the Absorb elements spell at first level.

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Spirit Shaman Ranger

The Spirit Shaman Conclave are a collection of warriors who through intense trance or meditation gain the ability to summon a nature spirit to aid in battle. Often they are fighters blessed or ordained by druidic orders to maintain balance the natural world and the world of mankind.

Spirit Shaman Features
Ranger Level Features
3rd Spirit Shaman Magic, Spirit Guide, Spirit Role
7th Mystic Warrior
11th Spirit Designation
15th Transfer Spirit

Spirit Shaman Spells

When you reach certain levels in this class, you gain access to the spells listed for that level in the Spirit Shaman 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. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Spirit Shaman Spells
Ranger Level Spell
3rd Find Familiar
5th Moonbeam
9th Spirit Guardians
13th Guardian of Faith
17th Wrath of Nature

Spirit Guide

At 3rd level, when you choose this conclave, you adopt a Spirit Guide. Spirit Guides often take the form of animal or forest spirits, distant ancestors, fallen warriors, or any other form they may deem apropriate.

As a bonus action you can summon your Spirit for 1 minute. It is spectral and invisible, unless you decide to make it appear visible (no action required by you). While your Spirit is summoned, once per turn you can either do an additional 1d6 force damage on one attack or have the first damage you receive be reduced by 1d6 until the start of your next turn. At 11th level the extra force damage or damage reduction when your Spirit Guide is summoned becomes 2d6.

You can summon your Spirit Guide a number of times equal to your wisdom modifer and all expended uses are regained on a long rest.

Spirit Role

When you first learn of your connection you can designate a role for your Spirit.

At 3rd level while your Spirit is summoned you gain one of the following benefits:

  • Mystic Spirit. You gain proficiency in the Arcana or Religion skill. Additionally you learn 1 druid cantrip that deals damage, when your Spirit is summoned the casting time for that cantrip can be either an action or bonus action.
  • Protective Spirit. You gain temporary hitpoints equal to your ranger level whenever you finish a short or long rest. Additionally when your Spirit is summoned you can use your bonus action to impose disadvantage on the next attack roll against you, until the start of your next turn.
  • Warrior Spirit. You gain proficiency in the Acrobatics or Athletics skill. Additionally while your spirit is summoned, when you use the attack action you can make one other weapon attack as a bonus action.

Mystic Warrior

At 7th level, the magical essence of your Spirit flows through your own mortal body.

You have resistance to damage from spells and your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Spirit Designation

At 11th level your Spirit fully embraces the role you desgnate it. Your spirit improves depending on the role you have chosen for it.

  • Mystic Spirit. Whenever you cast a spell that deals damage or heals hitpoints you can use your bonus action to have that spell deal the maximum amount instead of rolling.
  • Protective Spirit. When you summon your Spirit your AC increases by 1d4 until the minute ends and the spirit disappears.
  • Warrior Spirit. When your spirit is summoned, your weapon attacks score a critical hit on a roll of 19 or 20 and when you use your bonus action to make a weapon attack, you have advantage on that attack.

Transfer Spirit

At 15th level, your spirit can protect your allies as well. When a creature you can see within 30 feet is attacked, you can use your reaction to either inflict 1d6 force damage to the attacker or reduce the damage by 1d6.

Regardless of what option you choose, the creature gains the benefits of your Spirit Guide until the end of their next turn.

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Optional Replacement Abilities

Favored Enemy Options

In exchange for your Favored Enemy (or Favored Foes) Features you can gain access to certain abilities and magic spells from your time studying or hunting your quarry.

Favored Foe Spells

Your mystical connection to enemies you hunt infuses you with the ability to cast certain spells and grants you certain additional benefits . At 2nd, 5th, 9th, 13th and 17th level you gain access to certain spells connected to your favored enemies. Your Favored Enemy — aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. — has an associated list of spells and other bonuses.

Once you gain access to a foe spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

(Alternatively if you or your DM believe having three seperate always prepared spell tables is too much for one character , you can instead choose to only allow one prepared spell table where you can exchange the spells only with other spells from your ranger or chosen foe spells lists.)

Aberrations

You learn the Deep Speech language, gain resistance to Psychic Damage and learn one of the following cantrips: Encode Thoughts, Friends, Mage Hand, Message, or Vicious Mockery.

Ranger Level Foe Spells
2nd Command, Dissonant Whispers
5th Alter Self, Detect Thoughts
9th Enemies Abound, Sending
13th Hallucinatory Terrain, Phantasmal Killer
17th Banishing Smite, Dominate Person
Beasts

You have advantage on one attack roll per turn against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. You also learn one of the following cantrips: Druidcraft, Guidance, Infestation, Primal Savagery, or Resistance.​

Ranger Level Foe Spells
2nd Animal Friendship, Beast Bond
5th Animal Messenger, Find Stead
9th Conjure Animals, Haste
13th Dominate Beast, Guardian of Nature
17th Awaken, Commune with Nature
Celestials

You learn the Celestial language, gain resistance to either Radiant or Necrotic Damage and learn one of the following cantrips: Friends, Guidance, Light, Sacred Flame, or Spare the Dying.

Ranger Level Foe Spells
2nd Bless, Cure Wounds
5th Aid, Prayer of Healing
9th Blinding Smite, Magic Circle
13th Aura of Life, Find Greater Steed
17th Dawn, Dispel Evil and Good
Constructs

You gain proficiency in Tinkerer’s tools or Smithing tools, alternatively you gain proficiency in one skill of your choice. You also gain expertise in one skill or tool you are proficient in and can add your wisdom modifier to one Intelligence based skill check that you aren’t proficient in, once a day. Once you use this ability, you can't do so again until you finish a long rest.

You also learn one of the following cantrips: Blade Ward, Encode Thoughts, Mage Hand, Mending, or Sword Burst.

Ranger Level Foe Spells
2nd Identify, Shield
5th Arcane Lock, Enhance Ability
9th Conjure Barrage, Tiny Servant
13th Mordenkainen’s Private Sanctum, Otiluke’s Resilient Sphere
17th Animate Objects, Wall of Force
Dragons

You learn the Draconic language, gain resistance to one of the following damage types (acid/cold/fire/lightning/poison) and learn one of the following cantrips: Blade Ward, Friends, Resistance, Thaumaturgy, or a cantrip that deals the damage type you are resistant to.

Ranger Level Foe Spells
2nd Feather Fall, Heroism
5th Dragon’s Breath, Zone of Truth
9th Fly, Tongues
13th Charm Monster, Secret Chest
17th Legend Lore, Scrying
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Elementals

You learn the Primordial language, gain resistance to one of the following damage types (acid/bludgeoning/cold/fire/lightning/thunder) and can change the damage resistance at the end of a long rest.

You also learn one of the following cantrips: Blade Ward, Gust, Mold Earth, Resistance, or a cantrip that deals cold, fire, lightning or thunder damage.

Ranger Level Foe Spells
2nd Absorb Elements, Earth Tremor
5th Continual Flame, Maximilian’s Earthen Grasp
9th Elemental Weapon, Protection from Energy
13th Conjure Minor Elemental, Elemental Bane
17th Conjure Elemental, Transmute Rock
Fey

You learn the Sylvan language, have advantage on saving throws against being charmed or frightened and learn one of the following cantrips: Friends, Mage Hand, Minor illusion, Thaumaturgy or Vicious Mockery.

Ranger Level Foe Spells
2nd Faerie Fire, Charm Person
5th Enthrall, Misty Step
9th Blink, Dispel Magic
13th Conjure Woodland Beings, Dimension door
17th Far Step, Seeming
Fiends

You learn the Abyssal or Infernal language, gain proficiency or expertise in either Deception, Intimidation, Persuasion or Performance and can reroll one saving throw against being charmed or frightened. Once you use this ability, you can't do so again until you finish a long rest.

You also learn one of the following cantrips: Friends, Mage Hand, Minor illusion, Thaumaturgy or Vicious Mockery.

Ranger Level Foe Spells
2nd Hellish Rebuke, Wrathful Smite
5th Crown of Madness, Heat Metal
9th Fast Friends, Fireball
13th Charm Monster, Phantasmal Killer
17th Dominate Person, Flame Strike
Giants

You learn the Giant language, and have advantage against strength or dexterity saving throws imposed by any creature of a larger size than you.

You also learn one of the following cantrips: Blade Ward, Magic Stone, Resistance, Mold Earth, or True Strike.

Ranger Level Foe Spells
2nd Catapult, Earth Tremor
5th Enlarge/Reduce, Stone skin
9th Erupting Earth, Major Image
13th Freedom of Movement, Giant Insect
17th Bigby’s Hand, Wall of Stone
Monstrosities

You gain a burrowing, climbing, or swimming speed equal to your walking speed and can use your reaction to reduce any damage you take by an amount equal to your ranger level plus your Wisdom Modifier. Once you use this ability, you can't do so again until you finish a long rest.

You also learn one of the following cantrips: Blade Ward, Infestation, Primal Savagery, Poison Spray or Resistance.

Ranger Level Foe Spells
2nd Jump, Longstrider
5th Alter Self, Enlarge/Reduce
9th Fear, Vampiric Touch
13th Guardian of Nature, Locate Creature
17th Hold Monster, Steel Wind Strike
Oozes

As an action your body, along with any equipment you are wearing or carrying, becomes pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled and you can climb up vertical surfaces. This ability lasts until the end of your next turn and once you use this ability, you can't do so again until you finish a long rest.

You also learn one of the following cantrips: Acid Splash, Blade Ward, Primal Savagery, Poison Spray or Resistance.

Ranger Level Foe Spells
2nd Absorb Elements, Shield
5th Acid Arrow, Spider Climb
9th Meld into Stone, Protection from Energy
13th Death Ward, Freedom of Movement
17th Passwall, Transmute Rock
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Plants

When you finish a short or long rest, your choice, you can gain temporary hit points equal to your wisdom modifier and you gain the ability to roll an extra hit die without expending it, when you spend hit die to recover after a short rest. Once you this ability you can not do so again until you finish a long rest.

You also learn one of the following cantrips: Acid Splash, Blade Ward, Druidcraft, Poison Spray or Thorn Whip.

Ranger Level Foe Spells
2nd Entangle, Goodberry
5th Barkskin, Locate animal or plants
9th Plant Growth, Speak with Plants
13th Blight, Guardian of Nature
17th Commune with Nature, Wrath of Nature
Undead

When you are reduced to 0 hit points but not killed outright, you can roll 1d10 and immediately recover that amount of hit points. You can’t use this feature again until you finish a long rest.

You also learn one of the following cantrips: Chill Touch, Blade Ward, Spare the Dying, Thaumaturgy or Toll the Dead.

Ranger Level Foe Spells
2nd False Life, Inflict Wounds
5th Blindness/Deafness, Gentle Repose
9th Bestow Curse, Speak with Dead
13th Blight, Shadow of Moil
17th Danse Macabre, Negative Energy Flood
Humanoids

You learn any language your two chosen enemy type knows and one additional langauge of your choice. You can also add your wisdom modifier to one charisma check of your choice. Once you use this ability you can not do so again, until you finish a short or long rest.

You also learn one of the following cantrips: Friends, Guidance, Mage Hand, Message, or Spare the Dying.

Ranger Level Foe Spells
2nd Expeditious Retreat, Charm Person
5th Hold Person, Suggestion
9th Slow, Tongues
13th Compulsion, Freedom of Movement
17th Geas, Circle of Power
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Terrain Spells Options

In exchange for your Natural Explorer (or Wild Explorer) Features you can gain access to certain magic options similar to Circle of the Lands druids.

Favored Terrain Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 1st level you learn a cantrip and passive benefit associated with your favored terrain. When you reach 2nd, 5th, 9th, 13th and 17th level you gain access to terrain spells connected to your favored terrain. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

(Alternatively if you or your DM believe having three seperate always prepared spell tables is too much for one character , you can instead choose to only allow one prepared spell table where you can exchange the spells only with other spells from your ranger or chosen terrain spells lists.)

Artic

You gain resistance to cold damage and learn one of the following cantrips: Frostbite, Gust, Ray of Frost, Shape Water, or Thaumaturgy.

Ranger Level Terrain Spells
2nd Armor of Agathys, Ice Knife
5th Snilloc’s Snowball Swarm, Warding Wind
9th Sleet Storm, Wall of Wind
13th Fire Shield, Ice Storm
17th Cone of Cold, Control Winds
Coast

You gain a swim speed equal to your walking speed, and gain the ability to hold your breath for a number of hours equal to your wisdom modifer.

You also learn one of the following cantrips: Gust, Infestation, Lightning Lure, Shape Water or Thaumaturgy.

Ranger Level Terrain Spells
2nd Create or Destroy Water, Fog Cloud
5th Gust of Wind, Warding Wind
9th Tidal Wave, Wall of Water
13th Control Water, Watery Sphere
17th Destructive Wave, Maelstrom
Desert

You gain resistance to fire damage and learn one of the following cantrips: Control Flames, Firebolt, Gust, Produce Flame or Thaumaturgy.

Ranger Level Terrain Spells
2nd Burning Hands, Hellish Rebuke
5th Dust Devil, Heat Metal
9th Create Food and Water, Wall of Sand
13th Fire Shield, Wall of Fire
17th Dawn, Immolation
Forest

You gain proficiency in two unchosen ranger skills, expertise in one ranger skill you are proficient in and learn one of the following cantrips: Druidcraft, Primal Savagery, Shillelagh, Thorn Whip or Thaumaturgy.

Ranger Level Terrain Spells
2nd Entangle, Jump
5th Find Steed, Pass without Trace
9th Conjure Animals, Plant Growth
13th Blight, Conjure Woodland Beings
17th Commune with Nature, Wrath of Nature
Grassland

You gain an additional 15 feet to your walking speed and gain the ability to dodge as a bonus action. Once you use this ability you can't do so again until you finish a short or long rest.

You also learn one of the following cantrips: Gust, Infestation, Primal Savagery, Shillelagh, or Thaumaturgy.

Ranger Level Terrain Spells
2nd Expeditious Retreat, Zephyr Strike
5th Enhance Ability, Find Steed
9th Blink, Haste
13th Freedom of Movement, Guardian of Nature
17th Far Step, Steel Wind Strike
Mountain

You gain a climbing speed equal to your walking speed, and gain the ability to use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your ranger level.

You also learn one of the following cantrips: Blade Ward, Magic Stone, Mold Earth, Thaumaturgy or Thunderclap.

Ranger Level Terrain Spells
2nd Earth Tremor, Feather Fall
5th Maximilian’s Earthen Grasp, Spider Climb
9th Erupting Earth, Meld Into Stone
13th Freedom of Movement, Stone Shape
17th Passwall, Transmute Rock
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Swamp

You gain resistance to Posion damage and have advantage on saving throws against poison and disease.

You also learn one of the following cantrips: Infestation, Poison Spray, Primal Savagery, Thorn Whip or Thaumaturgy.

Ranger Level Terrain Spells
2nd Detect Poison and Disease, Ray of Sickness
5th Protection from Poison, Ray of Enfeeblement
9th Gaseous Form, Stinking Cloud
13th Blight, Giant Insect
17th Cloudkill, Insect Plague
Underdark

You gain blindsight with a range of 5 feet and a tremorsense with range of 15 feet.

You also learn one of the following cantrips: Dancing Lights, Infestation, Mold Earth, Minor Illusion or Thaumaturgy.

Ranger Level Terrain Spells
2nd Faerie Fire, Snare
5th Spider Climb, Web
9th Meld into Stone, Nondetection
13th Greater Invisibility, Hallucinatory Terrain
17th Contagion, Passwall
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Ranger Conclave Capstone Abilities

With your DM's approval you can exchange your level 20 Foe Slayer feature with another Ranger Capstone ability that is unique to the Ranger Conclave you have chosen.

Beast Master

Beast of Myth

At 20th level your beastly companion has a become a veritable spirit of nature rather than a simple animal.

Your beast gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, as well as being immune to being charmed or frightened while it can see you. Also you can cast the following spells on your beast at will, without expending a spell slot or requiring concentration: Beast Bond, Beast Sense, Locate Animals and Plants and Speak with Animals. The range requirement for these spells can be ignored as long as you only target your beast companion and you are both on the same plane of existence.

Additionally after your beast companion takes any of it's actions, it can teleport within 5 feet of you once on it's turn.

Gloom Stalker

Killer in the Shadows

At 20th level, you learn how to creep through the shadows stalking your prey while remaining unseen.

Your darkvision can see through any magical darkness and you gain a blindsight with a range equal to your darkvision radius.

Additionally when you are in an area of dim light or darkness, you can use your bonus action to either become invisible until the start of your next turn or teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. If you use either option, you have advantage on the first weapon attack you make before the end of the turn.

Horizon Walker

Teleportation Mastery

At 20th level, all of time and space are your's to control and change at your discretion.

You can use your Detect Portal feature at will, your Planar Warrior feature now deals 3d8 force damage, and when you use your attack action, you can use your Distant Strike feature to teleport to an unoccupied space within 10 feet of any creature you have attacked or will attack on your turn.

Additionally, you can add any teleportation type spell of fifth level or lower to your Ranger spell list and you also learn the Teleport spell. You can cast Teleport either as an action or bonus action once without expending a spell slot and you can not do so again until you finish a long rest or expel a number of spell slots equal to 7th level, such as a 5th level spell slot and 2nd level spell slot.

Hunter

Signature Strike

At 20th level, you gain one of the following features:

  • Hunter's Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action or bonus action. You can use this feature twice and regain all expended uses on a short or long rest, but you can only use this feature once per turn.

  • Hunter's Rage. As a bonus action, you can enter a rage until the start of your next turn. In addition to all the normal benefit's provided by rage, while raging your movement is increased by 5 feet, on a critical hit you can roll an extra damage die and you can use the reckless attack feature.

  • Primal Smite. When you hit a creature with a weapon attack, you can expend one spell slot to deal either Acid, Cold, Fire, Lightning, Poison, or Thunder damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a favored enemy, to a maximum of 6d8.

  • Sneak Attack Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. If you deal your sneak attack damage, you can dash, disengage, or hide as a bonus action on the same turn.

Monster Slayer

Legend Slayer

At 20th level, you are considered a master hunter and your skill at felling even the most formidable of creatures is now legendary.

When you use designate a creature with your Slayer's Prey ability you also mark it with your Hunter's Sense feature automatically. Any creatures within 60 feet of the target are also marked by your Slayer's Prey ability until the end of your next turn. Additionally, the damage die for Slayer's Prey, Supernatural Defense die and range for your Slayer's Prey feature are all doubled.

Lastly when you designate a creature with Slayer's Prey if you use your Mage-User's Nemesis feature on that creature, the range of the ability is doubled. Your reaction and the use of the ability are not expeneded if the target succeeds on it's saving throw.

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