5e Ranger Class and Subclass Improvements (Revision)

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Ranger Revised Table
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Starting Ranger, Favored Enemy (1), Natural Explorer
2nd +2 Fighting Style, Spell Casting, Spell Casting Focus 2 2
3rd +2 Primeval Awareness, Primal Focus* Ranger Conclave 3 3
4th +2 Ability Score Increase, Martial Versatility 3 3
5th +3 Extra Attack 4 4 2
6th +3 Favored Enemy (2),Predatory Talent 4 4 2
7th +3 Conclave Feature 5 4 3
8th +3 Ability Score Increase 5 4 3
9th +4 Quarry Catcher 6 4 3 2
10th +4 Hide in Plain Sight, Nature’s Veil*, Wilderness Expert 6 4 3 2
11th +4 Conclave Feature 7 4 3 3
12th +4 Ability Score Increase 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Vanish, Favored Enemy (3) 8 4 3 3 1
15th +5 Conclave Feature 9 4 3 3 2
16th +5 Ability Score Increase 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Feral sense 10 4 3 3 3 1
19th +6 Ability Score Increase 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

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

You are proficient with the following items, in addition to any proficiencies provided by your race or background.


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: Choose two from Cartographers, Cook’s Utensils, Leatherworking, Navigation or Wood Carvers tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Slight of hand, Stealth , or Survival

Equipment

You begin playing with the following equipment, in addition to any equipment provided by your background. • (a) Scale mail or (b) Leather armor • (a) Two short swords or (b) Two simple melee weapons • (a) A dungeoneer's pack or (b) A explorer's pack • A longbow with a quiver of 20 arrows, two daggers, and any artisan tools

Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.

Key

Purple- Added or Changed text

Black*-Completely Reworked feature

Natural explorer

(1st-level Ranger feature)

You the following feature. Even when engaged in another activity while traveling (such as foraging, navigating or tracking), you remain alert to danger. Additionally choose one of the following options and gain its benefits as well. You gain a second option at 6th level and access the third option at 10th level. All these features gain additional benefits at 6th and 10th level.

Pathfinder (1)

  • Your group can’t become lost by non-magical means when you have traveled a mile or more in a day with them to gain this benefit.
  • If you are travelling you may gain the benefits of travelling one pace slower than your actual travel pace. For example moving at a normal pace is treated as a slow one.

Forester (1)

  • Difficult terrain doesn't slow your groups travel, you must have travelled a mile or more in a day with them to gain this benefit.
  • Moving through non-magical difficult terrain costs you no extra movement. You can also 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.

Forager (1)

  • When your group forages each you roll a 1d4 and gain that many days worth of food for each person that participated, you must have travelled a mile or more in a day with them to gain this benefit.
  • You can always tell if naturally occuring food from plants and creatures are foul, poisonous or harmful to eat.

5e Improvements

Ranger Class

Favored Enemy (1)

(1st-level Ranger feature)

You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered. Choose a type of favored enemy: Beasts, Fey, Humanoid (Civilised) e.g. Humans, Elves, Dwarfs. Humanoid (Monstrous) e.g. Orcs, Kobolds, Goblins. Monstrosities, Plants, Oozes or Undead. You add +1 to your damage dice with all attacks against them. As well as saving throws against any effect they subject you to. The bonus increases as you gain more Ranger levels. +2 at 5th level. +4 at 9th, +5 at 13th and finally +6 at 17th level.

You have advantage on one chosen check which you are proficient with which would involve your Favored Enemies, such as Athletics to climb and grapple them. You always gain advantage with Survival checks to track your favored enemies and harvest parts from them, as well as Intelligence checks to recall information about them. You also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. When you gain this feature.

You choose an additional Favored enemy at 6th and 14th level as well as an additional language.

Fighting Style

(2nd-level Ranger feature)

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 get 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 and not within 5ft.

Defense: While you are wearing armour, you get 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 get a +2 bonus to damage.

Two-Weapon Fighting: You can draw a weapon that has the light property as part of the attack you make with the weapon. In addition you may add your ability modifier to the damage of any attack made with an off-hand weapon made using two-weapon fighting.

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.

Spell Casting

(2nd-level Ranger feature)

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.

Spell Slots:

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 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher:

You know spells equal to your half your ranger leve l+ Wisdom modifier (rounded down). Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. 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 reflecting in nature and meditation: at least 1 minute per spell level for each spell on your list.

5e Improvements

Ranger Class

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

Spellcasting Focus

(2nd-level Ranger feature)

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.

Spellcasting Enhancement

(2nd-level Ranger feature) The following spells are added to the Ranger Spell list.

Spell Level Spell Name
1st Level Create or Destroy Water, Entangle, Gift of Alacrity, Protection from Evil and Good, Silent Image, Searing Smite
2nd Level Aid, Gust of Wind, Magic Weapon, Enhance Ability, Flame Blade, Invisibility, Skywrite, Warding Bond
3rd Level Create Food and Water, Elemental Weapon, Major Image, Meld into Stone, Revivify, Tongues
4th Level Death Ward, Dominate Beast, Fabricate, Hallucinatory Terrain, Stone Shape
5th Level Awaken, Greater Restoration, Hold Monster, Mass Cure Wounds, Scrying, Skill Empowerment

Ranger Conclave

(3rd-level Ranger feature)

You choose a conclave that you choose to emulate: Hunter, Beast Master, Gloom Stalker or Horizon Walker, Monster Slayer. All detailed at the end of the class description (or for those that don’t need revising in the PHB or Xanathar Guide to everything). Your Choice grants you features at 3rd level and again at 7th, 11th and 15th level.

Primeval Awareness

(3rd-level Ranger feature)

You can attune your senses to determine if any of your favored enemies lurk nearby.

By spending 1 uninterrupted minute using your actions, you can sense whether any of your favored enemies are present within 1 mile. This feature reveals which of your Favored Enemies (of your choice) are present as well as their creatures sizes, their numbers, subtypes, and the creatures' direction and distance from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

You can use this ability equal to your 2+Wisdom ability modifier (minimum of 3) and each time you use the ability you can choose an additional use to extend the radius by an additional 1 mile for every use you choose to expend. You regain all uses back after completing a long rest.

Primal Focus

(3rd-level ranger optional feature, which replaces the Primeval Awareness feature)

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Focus Spells table. These spells don't count against the number of ranger spells you know.

Ranger Level Spell Name
1st Level Speak With Animals
3rd Level Beast Sense
9th Level Speak With Plants
13th Level Locate Creature
17th Level 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.

Ability Score Improvement

(4th-level Ranger feature)

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 any ability score above 20 using this feature.

Martial Versatility

(4th-level Ranger feature)

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

Extra Attack

(5th-level Ranger feature)

You can attack twice, instead of once, whenever you are taking the Attack action on your turn.

Predatory talent

(6th-level Ranger feature)

You have observed and learned from nature's best predators on how to hunt and track your prey. Increasing your capabilities as a hunter. Choose another feature from the Natural Explorer to add, you also additional features to all natural explorer abilities you already know

Pathfinder (2)

  • You can pick up the scent and trail of any creature. When you successfully track other creatures, you also learn their exact number, their sizes, the creature type and subtype, the travelling pace they moved at, and how long ago they passed through the area.

Forester (2)

  • You have the advantage on all saving throws against plant based spells such as the Entangle spell, as well as all naturally occurring plants and plant creatures. If you succeed from a saving throw against caused by Plants you take no damage if would normally take any. Additionally you ignore any movement penalty, effects or damage from magical terrain with natural phenomena.

Forager (2)

  • When you and your companions eat a meal that you foraged or hunted using this feature, for the rest of the day. They may add a 1d4 to any Strength, Dexterity, Constitution or Wisdom based attacks, ability checks or saving throws using this feature once. A creature can gain this once per long rest and only one instance at a time.

Favored Enemy (2)

(6th-level Ranger feature)

You are ready to hunt even easier deadlier game. You may choose from these creatures when selecting a Favored Enemy. Aberrations, Constructs, Celestials, Dragons, Elementals, Fiends, or Giants.

Fleet of Foot

(8th-level Ranger feature)

You have trained to weave out of your foes strikes and how to best position to expose your enemies. You can use the Dash or Disengage action as a bonus action.

When you are in combat which includes one or more of a hostile Favored Enemies. At the start of any of your turns, you may increase your base movement speed by 30ft then move immediately after, if you are capable of doing so. You lose this bonus movement speed after you perform any other actions. Once you use this feature it can’t be done until you begin a new combat.

Quallel Catcher

(9th-level Ranger feature)

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy until the end of your turn, or for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the Favored Enemy and deal damage to it, including when you mark it, you can increase that damage by 1d6.

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

Hide in Plain Sight

(10th-level Ranger feature)

You can remain perfectly still for long periods of time to set up ambushes and you have learned to craft camouflages using naturally occurring plants, terrain, and lighting conditions.

When you are hidden, if you choose to not move, you gain a +5 to Stealth (Dexterity) checks. You lose this benefit if you willingly use your movement speed or are unwillingly moved during someone’s turn. This bonus lasts as long as you take any action that would reveal you from hiding.

You may also spend 1 minute creating a magical bound camouflage for yourself. You must have access to naturally occurring materials such as fresh mud, dirt, plants or soot. To create your camouflage, the camouflage gives you the benefits of being lightly obscured. Having the camouflage gives you an additional +5 to Stealth (Dexterity) checks. The camouflage works in addition to not moving. The camouflage only works when it is of a similar colour and texture of the environment you're hiding in and when you're moving at a stealthy pace. The camouflage is considered worn. The camouflage remains until it is removed, or a new on is applied.

Nature's Veil

(10th-level ranger optional feature, which replaces the Hide in Plain Sight feature)

You 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.

Vanish

(14th-level Ranger feature)

You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by any means, unless you choose to leave a trail.

You become better at skulking your Favored Enemies, you can hide when only lightly obscured against them, and you learn all their senses, for example Blindsight: 30ft, when you successfully hide from them for a turn.

Feral Senses

(18th-level Ranger feature)

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. You are also aware of the location of any invisible or unseen creature within 60 feet of you, provided that the creature isn't hidden from you and you are not both blinded and deafened.

Foe Slayer

(20th-level Ranger feature)

You become an unparalleled hunter, able to bring down your enemies with unmatched skill and precision. Ignoring any of their attempts to stop your weapons from reaching their target.

Once on each of your turns, you can add your Wisdom modifier to the attack roll and the damage roll of an attack you make against your Favored Enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Additionally, you ignore any disadvantage of this attack roll if you choose to use it before the roll.

5e Improvements

Ranger Subclass (Revised Beast Master)

Beast Master

Animal Companion

(3rd-level Beast Master feature)

While wandering the wilds, a ranger encounters many sorts of animals, the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to a certain animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air, Land or Sea. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world. The primal beast is a special creature that a Beast Master can choose for the Ranger’s Companion feature. When choosing such a creature, you decide whether it is a Beast Air, Land or the Sea, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion. A beast follows is friendly towards you and your allies and follows your commands. In combat, the beast acts independently and shares your initiative count, but it takes its turn immediately after yours. The beast can take any action but cannot use the attack action consecutively unless you're incapacitated or you use your bonus action and command it to attack.

Primal Beasts

(3rd-level Beast Master feature)

Choose out of the Beast of the Air, Land or Sea listed in the pages below. \columnbreak

Beast Master Magic:

(3rd-level Beast Master feature)

Ranger Level Spell Name
1st Level Beast Bond
5th Level Enhance Ability
9th Level Conjure Animals
13th Level Dominate Beast
17th Level Awaken

Spirit bond

(7th-level Beast Master feature)

Your Animal Companion bond is strengthened by a planar magic. Choose one of the following benefits.

Feywild bond The Animal Companion has advantage against saving throws against being charmed, and magic can’t put it asleep, the creature no longer needs to sleep to benefit from a long rest and spends it’s time awake nearby as a vigilant protector.

Shadowfell bond When an Animal Companion reaches 0 hit points and falls unconscious, you have advantage on any medicine check to stabilise the creature. If it has been stabilized at least once by you, it may add your Wisdom modifier to any future death saves it makes until conscious again. Your Animal Companion automatically succeeds on a death saving throw when it starts it’s turn stable and within 30ft of you. If your Animal Companion has three successful death saves at the end of its turn, it regains hit points equal to 1 + Constitution modifier (minimum of 1).

Ethereal bond When an unmounted Animal Companion first moves on it’s turn it can enter the ethereal plane when moving this way, when it moves in the ethereal plane it ignores any effects and creatures on the material plane whilst travelling but it can’t move through objects and surfaces. If the beast could be attacked with an attack of opportunity this feature cannot be used. The beast cannot end it’s movement in an occupied space.



Beast of the Land

Large Beast, Unaligned


  • Armor Class 11 + Dexterity + PB (natural armour)
  • Hit Points 6 + Constitution Modifier + five times your ranger level (the beast has a number of Hit Dice [d10s] equal to your ranger level)
  • Speed 40ft. move, climb 40ft.

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

  • Saving Throws [Strength (2+PB)]
  • Skills [Athletics (2 + PB)], [Perception (1 + PB)]
  • Senses Darkvision 60ft, passive perception (13) [10 + Perception]
  • Languages Understands the languages you speak

Features

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a swipe 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.

Living Companion. When the beast reaches 0 hit points it falls unconscious and uses the same dying rules as player characters. If the creature dies you may expend a 1st level spell slot or higher 10 minutes in a special ritual and bring the creature back to life in an unoccupied space within 5ft of you with a number of hit points equal to the spell slot expended.

Primal Bond. The beast uses your proficiency bonus instead of it’s own. Additionally, when you gain a Ranger Ability Score Increase the beast's ability scores in the same way. The beast cannot choose to instead gain a Feat.

Joint Nemesis. The beast shares your Favoured Enemies and gains the benefits listed under the Favoured Enemies feature listed at 1st, 6th and 14th level.


Actions

Swipe. Melee Weapon Attack +4 [Strength modifier + PB]., reach 5ft., one target. Hit. (6) 1d8 + 2 [Strength modifier] slashing damage.



Beast of the Sky

Small Beast, Unaligned


  • Armor Class 11 + Dexterity + PB (natural armour)
  • Hit Points 4 + Constitution Modifier + five times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 10ft. move, 60ft. fly.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 12 (+1) 9 (-1) 14 (+2) 10 (+0)

  • Saving Throws [Dex 3 + PB]
  • Skills Investigation [1 + PB], Perception [2 + PB]
  • Senses Darkvision 60ft, passive perception (14) [10+ Perception]
  • Languages Understands the languages you speak

Features

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

Living Companion. When the beast reaches 0 hit points it falls unconscious and uses the same dying rules as player characters. If the creature dies you may expend a 1st level spell slot or higher 10 minutes in a special ritual and bring the creature back to life in an unoccupied space within 5ft of you with a number of hit points equal to the spell slot expended.

Primal Bond. The beast uses your proficiency bonus instead of it’s own. Additionally, when you gain a Ranger Ability Score Increase the beast's ability scores in the same way. The beast cannot choose to instead gain a Feat.

Joint Nemesis. The beast shares your Favoured Enemies and gains the benefits listed under the Favoured Enemies feature listed at 1st, 6th and 14th level.


Actions

Shred. Melee Weapon Attack +6 [Dexterity modifier + PB], reach 5ft., one target. Hit. (5) 1d4+3 [Dexterity modifier slashing damage].



Beast of the Sea

Medium Beast, Unaligned


  • Armor Class 11 + Dexterity + PB (natural armour)
  • Hit Points 5 + Constitution Modifier + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 40ft move, Climb 40ft

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1)

  • Saving Throws [Wisdom 1 + PB
  • Skills Animal Handling [1 + PB], Perception [1 + PB]
  • Senses Darkvision 60ft, passive perception (13) [10 + Perception]
  • Languages Understands the languages you speak

Features

Amphibious. The beast can breathe both air and water.

Echolocation. The beast has blindsight up to 10ft, this trait does not function if the beast is deafened, or not submerged underwater.

Living Companion. When the beast reaches 0 hit points it falls unconscious and uses the same dying rules as player characters. If the creature dies you may expend a 1st level spell slot or higher 10 minutes in a special ritual and bring the creature back to life in an unoccupied space within 5ft of you with a number of hit points equal to the spell slot expended.

Primal Bond. The beast uses your proficiency bonus instead of it’s own. Additionally, when you gain a Ranger Ability Score Increase the beast's ability scores in the same way. The beast cannot choose to instead gain a Feat.

Joint Nemesis. The beast shares your Favoured Enemies and gains the benefits listed under the Favoured Enemies feature listed at 1st, 6th and 14th level.


Actions

Bash. Melee Weapon Attack +3 [Wisdom + PB]., reach 5ft., one target. Hit (7) 1d10 + 1 [1d10 + Wisdom modifier] bludgeoning damage.

Adaptive bond

(11th-level Beast Master feature)

Your Animal Companion bond excels its current capabilities. The Animal Companion gains one of the following features.

Bulking bond The* Animal Companion* gains proficiency in Athletics (Strength) checks and Strength saving throws if it didn’t already. And throws advantage on any strength checks and saving throws during combat.

Mobility bond An Animal Companion gains +20 movement speed to its base movement speed. And can dash using a bonus action.

Ambushing Bond An Animal Companion gains the ability to get a camouflage to one environment perfectly. Which you choose and gains the natural camouflage feature, Hide in Plain Sight Ranger feature, and is considered camouflaged using that feature automatically in the matching environment. It can also hide using a bonus action.

Fighting Bond

(15th-level Beast Master feature)

Your Animal Companion becomes a menace on the battlefield. The Animal Companion makes one additional attack with its attack action and can attack every round of combat. You and your Animal Companion are able to lend each other support. You and your Animal Companion can both use your bonus action simultaneously. If you do. Both you and the Animal Companion gain advantage the next attack each you make this turn. You both must within 10ft of the same creature to do.

Horizon Walker

Planar Warp

(3rd-level Horizon Walker feature)

Your magic wraps your targets stance making it easier to align for a planar strike. Whenever you use your bonus action to cast or use a ranger spell that was cast as a bonus action on a previous turn. If the spell deals damage against one or more enemy creatures, When the spell first deals damage each turn, you may have the spell deal force damage instead and deal an additional 1d4 damage force damage to one of the creature's. At 11th Level this dame becomes 1d8 instead. You may only deal this damage once per turn even if multiple spells deal damage.

Planar Police

(15th-level Horizon Walker feature)

Your warping blows can hinder a creature's movements and planar shifts. When you deal Force damage, you can force the creature to make a Charisma saving throw against your spell save DC whenever until the end of your next turn, whenever they attempt to use their movement speed or when the creature is teleporting or travel to a different plane of existence. If the creature fails the attempt is wasted and their movement speed drops to 0 for the duration. If the creature is from a different plane of existence than they take 1d8 force damage whenever they fail this saving throw.

You can do this a number of times equal to your proficiency bonus. Regaining all uses back after completing a long rest.

5e Improvements

Ranger Subclass (Revised Hunter)

Hunter

Hunter's Prey

(3rd level Hunter feature)

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 5ft of you, or 10ft if you are wielding a reach weapon 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 per turn when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5ft of the original target and within range of your weapon.

Ranger Level Spell Name
1st Level Bane
5th Level Melf's Acid Arrow
9th Level Haste
13th Level Fire Shield
17th Level Hold Monster

Defensive Tactics

(7th level Hunter feature)

You gain one of the following features of your choice.

Arrow Snatcher. When a creature hits you with a ranged weapon attack you can use your reaction to force them to re-roll the attack, potentially causing them to miss. If the attack was using ammunition and missed you may gain this ammunition.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks until the end of the turn.

Steel Resolve. You cannot be directly Incapcitated. Other effects such as being Unconscious. Incapacitate you as normal

Unarmed Defense. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + another ability score of your choice. You can use a shield and still gain this benefit.

Superior Techniques

(15th level Hunter feature)

You have pushed your ranger styles to their limit. Each choice under Hunter’s Pray and Defensive Tactics grants you an additional feature.

Hunter’s Prey

Draining Hits [Colossus Slayer]. You deal a 1d10 instead, damage dealt this way reduces the target's maximum hit points by the damage taken.

Stand Against the Tide [Giant Killer]. If the creature missed their attack against you. When you use your reaction but before you attack them you can also force that creature to repeat the same attack against another creature (other than itself) of your choice.

Singular Solider [Horde Breaker]. If there are two or more hostile creatures within 5ft of you, you can deal bonus damage to one of the creatures you hit, equal to the amount of hostile creatures within 5ft of you. You can only do so once per round.

Defensive Tactics

Bolt Cutter [Arrow Catcher]. If the attack hits you, you halve the damage dealt and can may gain the ammunition on a hit or miss.

Continuous Guard [Multiattack defense]. After the turn you may use your reaction to extend it to the start of your turn. You may do so a number of times equal to your proficiency modifier. You regain all uses back after completing a long rest.

Adamantine Bones [Steel Resolve]. You have advantage against saving throws from being stunned, paralysed or knocked unconscious.

Evasion [Unarmed Defense]. 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.

(No Further Changes to the Hunter Subclass)

5e Improvements

Ranger Subclass

Mighty Swarm

(7th-level Swarmkeeper feature)

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 decrease the creature's move speed by 10ft, or knock it prone.
  • When you are moved by Gathered Swarm, you move 10ft instead and it gives you half cover until the start of your next turn.

Writhing Tide

(11th-level Swarmkeeper feature)

You can condense part of your empowered swarm into a focused mass that lifts you up. As a bonus action, you gain a climbing and flying speed equal to your walking feet and can hover. When climbing in this ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free and without making skill checks. As the insects give you a sticky waxy coating. This effect lasts for 1 minute or until you are submerged or drenched in water at which point the swarm scatter

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.

Swarming Dispersal

(15th-level Swarmkeeper feature)

You can discorporate into your swarm, avoiding danger. When you take damage, you halve the damage taken. You then 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.

(No Further Changes to the Swarmkeeper Subclass)
 

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