Ranger Revamped
Flavor text
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Creating a Ranger
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The Ranger Table
| Level | Proficiency Bonus | Class Features |
|---|---|---|
| 1st | +2 | The Hunt Begins, Natural Explorer |
| 2nd | +2 | Expertise, Hunter's Approach |
| 3rd | +2 | Ranger Archetype |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Expertise, The Hunt Persists |
| 7th | +3 | Ranger Archetype feature |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Reflexive Insight |
| 10th | +4 | Expertise, Feral Senses |
| 11th | +4 | Ranger Archetype feature |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Hunter's Intuition |
| 14th | +5 | Expertise, Unwavering Focus |
| 15th | +5 | Feral Senses Improvement, Ranger Archetype feature |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Lethal Dedication |
| 18th | +6 | The Hunt Culminates |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Apex Predator, Feral Senses Improvement |
Quick Build
You can make a ranger quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, depending on whether you want to focus on melee weapons or on finesse weapons and archery. Your next-highest score should be Wisdom. Second, choose the outlander background.
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: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics,
Insight, Investigation, Nature, Perception, Stealth,
and Survival
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Two shortswords or two simple melee weapons
- Leather armor or scale mail
- A dungeoneer's pack or an explorer's pack
- A longbow and a quiver of 20 arrows
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.
Multiclassing and the Ranger
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose ranger as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score of 13 and either a Strength or Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a ranger.
Proficiencies Gained. If ranger isn't your initial class, here are the proficiencies you gain when you take your first level as a ranger: light armor, medium armor, shields, simple weapons, martial weapons, and one skill from the ranger's skill list.
Class Features
As a ranger, you gain the following class features, which are summarized in the Ranger table.
The Hunt Begins
1st-level Ranger feature
Where there is a hunter, there is prey. As a bonus action, you can mark a creature you can see or that you see the tracks of as your Quarry. You have advantage on ability checks to recall knowledge about, search for, and track your Quarry. You can only have one creature marked at a time, and your Quarry remains marked until you mark another creature.
In addition, before you make a weapon attack against your Quarry, you can end the mark to gain advantage on the attack roll (no action required).
Some of your ranger features require your target to make a saving throw to resist an effect. The saving throw DC is calculated as follows:
Ranger save DC = 8 + your proficiency bonus
+ your Wisdom modifier
Natural Explorer
1st-level Ranger feature
You've developed your own unique style of traversing and surviving the untamed wilderness. Choose one of the following options.
When you reach certain levels in this class, you can choose an additional option: at 5th level (two total), 9th level (three total), 13th level (four total), and 17th level (five total). You can't choose the same option more than once.
Adept Navigator. You can't become lost except by magical means. When you reach 11th level in this class, you can't become lost even by magical means.
Athletic Prowess. You gain a climbing and swimming speed equal to your walking speed.
Eagle Eyes. You can see creatures and objects in bright light up to 1 mile away as if they were no more than 20 feet away from you.
Exposure Resilience. You have advantage on saving throws against the effects of weather, as described in chapter 5 of the Dungeon Master's Guide. When you reach 11th level in this class, you can ignore detrimental effects of weather.
Field Medic. When you finish a short rest, you can touch one friendly creature and restore hit points to it equal to 1d10 + your Wisdom modifier (a minimum of 1 hit point). When you reach 11th level in this class, you can restore the same hit points to two creatures instead of one.
Follow the Expert. When a friendly creature within 15 feet of you makes an ability check using a skill that you have proficiency in, that creature can use your bonuses to the ability check instead of its normal bonuses.
Harsh Conditioning. When you have one or more levels of exhaustion, you are treated as if you had one fewer level of exhaustion. When you reach 11th level in this class, you reduce any levels of exhaustion you have by one when you finish a short rest.
Master Forager. When you successfully forage, you find an additional number of pounds of food and gallons of water equal to your ranger level.
Piercing Sight. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. In addition, light obscurement doesn't impose disadvantage on your Wisdom (Perception) checks that rely on sight.
Unending Vigil. You can rest while wearing armor with no detrimental effects, and you remain alert and conscious of your surroundings while resting, even when you sleep.
Expertise
2nd-level Ranger feature
Choose one from your skill and tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies.
At 6th level, and again at 10th level and 14th level, you choose one more of your proficiencies (in skills or with tools) to gain this benefit.
Hunter's Approach
2nd-level Ranger feature
You emulate a certain style of predator when on the hunt. Choose one of the following options. When you gain a level in this class, you can replace your choice with a new option.
Barrage. When you hit your Quarry with an attack from a melee weapon while wielding a melee weapon in each hand, you deal extra damage equal to your Wisdom modifier (minimum of 1). The damage type is that of the weapon in your other hand.
Outwit. When you hit your Quarry with a melee weapon attack and you have at least one free hand, you can move your Quarry up to 10 feet in any horizontal direction. While you have at least one free hand, you can use your bonus action to gain a bonus to your AC equal to your Wisdom modifier (a minimum of +1) until the end of your turn.
Precision. When you hit your Quarry with an attack from a weapon you are wielding with two hands, you deal extra damage equal to your Wisdom modifier (minimum of +1). You can use your bonus action to increase this extra damage to twice your Wisdom modifier (minimum of +2) until the end of the turn.
Warden. When you successfully shove your Quarry, you deal bludgeoning damage to it equal to your Wisdom modifier (minimum of 1). While wielding a shield, you can use your bonus action to try to shove your Quarry if it is within your reach. This shove ignores any size difference between you and your Quarry.
Ranger Archetype
3rd-level Ranger feature
You choose an archetype that exemplifies your style of hunting. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
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 an ability score above 20 using this feature.
Extra Attack
5th-level Ranger feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
The Hunt Persists
6th-level Ranger feature
You maintain an intense focus while hunting your prey. When you start your turn while not incapacitated, you can take one of the following choices (no action required):
Pursue. If you can see your Quarry, you move up to half your speed in a straight line toward your Quarry without provoking opportunity attacks.
Search. You take the Search action against your Quarry.
Study. Name one damage type. You learn if your Quarry is immune, resistant, or vulnerable to that damage type.
Reflexive Insight
9th-level Ranger feature
You glean insight into avoiding your mark's attacks. Whenever your Quarry forces you to make a saving throw, you have advantage on the saving throw. In addition, if you fail the saving throw, you can use your reaction to end the mark and reroll the saving throw, using the new roll.
Feral Senses
10th-level Ranger feature
Your senses are sharply honed to an arrow's point. You gain blindsight to a range of 10 feet. This range increases to 20 feet at 15th level, and again to 30 feet at 20th level.
Hunter's Intuition
13th-level Ranger feature
Your instincts give you an edge against mental effects. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Unwavering Focus
14th-level Ranger feature
Your Ranger Archetype features that end marks on your Quarry no longer end the mark.
Lethal Dedication
17th-level Ranger feature
PH flavor text.
Immediately after you use your The Hunt Persists feature, you can make a weapon attack against your Quarry.
The Hunt Culminates
18th-level Ranger feature
PH flavor text.
You gain the following choices for your The Hunt Persists feature:
Locate. If you and your Quarry are on the same plane of existence, you learn its exact location.
Pinpoint. You have advantage on attack rolls against your Quarry until the end of the turn.
Refocus. You mark a creature you can see as your Quarry.
Apex Predator
20th-level Ranger feature
Of all of nature's hunters, you stand at the peak. Your Quarry has vulnerability to all damage dealt by your attacks and features.
Revamped Ranger Archetypes
Each archetype listed below illustrates a specific kind of ranger. PH flavor text
Beast Master Revamped
PH flavor text.
Loyal Companion
3rd-level Ranger: Beast Master feature
You are accompanied by a loyal companion, which takes the form of a Medium beast of your choice. The beast is friendly to you and your companions and obeys your commands. Although your beast occupies its space, it is completely unaffected by attacks, features, spells, and other effects that attempt to target or affect the beast.
If you end your turn more than 60 feet away from the beast, it disappears, reappearing in an unoccupied space within 5 feet of you at the start of your turn. If you die, the beast is dismissed, but reappears in an unoccupied space within 5 feet of you when you return to life.
The beast doesn't take turns. Instead, while you aren't incapacitated, you can command the beast in several ways:
Harry. When your Quarry makes an attack while within 5 feet of your beast, you impose disadvantage on the attack roll (no action required).
Stride. On your turn, you expend 5 feet of your movement to command your beast to move up to 10 feet.
Tandem Strike. When you hit your Quarry with a weapon attack while your beast is within 5 feet of it, you can use your reaction to end the mark, dealing an extra 1d8 bludgeoning, piercing, or slashing damage (your choice) and forcing the creature to make a Dexterity saving throw against your Ranger save DC. On a failed save, the creature is grappled by your beast. Escaping your beast's grapple requires a successful Strength (Athletics) or Dexterity (Acrobatics) check against your Ranger save DC instead of a contest.
Exceptional Training
7th-level Ranger: Beast Master feature
Your beast emanates an aura which reaches up to 10 feet away from it. Hostile creatures treat the area within the aura as difficult terrain.
When you reach certain levels in this class, the range of this aura increases: at 11th level (15 feet), and again at 15th level (20 feet).
Finally, the damage dealt by your Loyal Companion feature counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury
11th-level Ranger: Beast Master feature
PH flavor text.
Your beast grows to Large. In addition, you gain the following choices for your The Hunt Persists feature:
Guard. A creature of your choice within your beast's aura gains temporary hit points equal to your ranger level until it leaves the aura or you use this choice again.
Howl. Each creature of your choice within your beast's aura must succeed on a Wisdom saving throw against your Ranger save DC or be frightened of your beast until the start of your next turn.
Pounce. You command your beast to move up to 20 feet. If it ends this movement within 5 feet of your Quarry, you can force your Quarry to succeed on a Dexterity saving throw against your Ranger save DC or be knocked prone.
Together As One
15th-level Ranger: Beast Master feature
PH flavor text.
The extra damage of the Tandem Strike command for your Loyal Companion feature increases to 2d8. In addition, when your beast is within 5 feet of your Quarry, you have advantage on attack rolls against your Quarry.
Fey Wanderer Revamped
PH flavor text.
Fey Trickery
3rd-level Ranger: Fey Wanderer feature
Your exposure to the fey realms has permanently changed you. When you make a Charisma check to interact with your Quarry, you gain a bonus to the check equal to your Wisdom modifier (a minimum of +1).
In addition, when you hit your Quarry with a weapon attack, you can use your reaction to end the mark, dealing an extra 1d8 psychic damage and forcing the creature to make a Wisdom saving throw against your Ranger save DC. On a failed save, the creature has disadvantage on attack rolls until the start of your next turn.
Beguiling Twist
7th-level Ranger: Fey Wanderer feature
You've adapted to fey trickery. You can't be charmed. In addition, when another creature attempts to charm you, you can mark that creature as your Quarry (no action required).
Otherworldly Glamor
11th-level Ranger: Fey Wanderer feature
PH flavor text.
You gain the following choices for your The Hunt Persists feature:
Charm. If you hit your Quarry with a weapon attack before the end of the turn, it must succeed on a Constitution saving throw against your Ranger save DC or be charmed by you until the start of your next turn.
Illusion. The next time you are targeted by an attack before the start of your next turn, roll a d20. On a 16 or higher, the attack roll automatically misses.
Phase. You teleport up to 20 feet to an unoccupied space you can see.
Cruel Mischief
15th-level Ranger: Fey Wanderer feature
PH flavor text.
The extra damage of your Fey Trickery feature increases to 2d8. In addition, if the creature fails the saving throw of your Fey Trickery feature, it behaves as if it is affected by the confusion spell until the start of your next turn.
Gloom Stalker Revamped
PH flavor text.
Dread Ambusher
3rd-level Ranger: Gloom Stalker feature
You are a master of stalking the dark, ambushing your prey from the shadows. While in darkness, you are invisible to your Quarry.
In addition, when you hit your Quarry with a weapon attack, you can use your reaction to end the mark, dealing an extra 1d8 psychic damage and forcing the creature to make a Wisdom saving throw against your Ranger save DC. On a failed save, the creature becomes frightened of you until the start of your next turn.
Iron Mind
7th-level Ranger: Gloom Stalker feature
You are what bumps in the night. You can't be frightened. In addition, when another creature attempts to frighten you, you can mark that creature as your Quarry (no action required).
From the Shadows
11th-level Ranger: Gloom Stalker feature
PH flavor text.
You gain the following choices for your The Hunt Persists feature:
Blind. If you hit your Quarry with a weapon attack before the end of the turn, it must succeed on a Constitution saving throw against your Ranger save DC or be blinded until the start of your next turn.
Obscure. You produce a 10-foot-radius sphere of dark smoke centered on yourself. Its area is heavily obscured and it lasts until the start of your next turn.
Skulk. You take the Hide action.
Grasp of Darkness
15th-level Ranger: Gloom Stalker feature
PH flavor text.
The extra damage of your Dread Ambusher feature increases to 2d8. In addition, when a creature is frightened by your Dread Ambusher feature, it becomes restrained until the frightened condition ends.
Slayer
PH flavor text.
Slayer's Onslaught
3rd-level Ranger: Slayer feature
A mark from you is a mark for death. When you hit your Quarry with a weapon attack, you deal an extra 1d4 damage of the weapon's damage type. When you reach certain levels in this class, the extra damage increases: at 7th level (d6), 11th level (d8), and 15th level (d10).
In addition, when your Quarry moves 5 or more feet while within your weapon's reach or normal range, you can use your reaction to make a weapon attack against it. On a hit, your Quarry's speed is reduced to 0 until the end of its turn. Hit or miss, the mark on the creature then ends.
Naturally Hearty
7th-level Ranger: Slayer feature
PH flavor text.
Your ability scores and hit point maximum can't be reduced. In addition, when another creature attempts to reduce your ability scores or hit point maximum, you can mark that creature as your Quarry (no action required).
Poised for Combat
11th-level Ranger: Slayer feature
You've taken on martial learning, extending your adaptability to more than just the wild. You gain the following choices for your The Hunt Persists feature:
Agile Stance. Your walking speed increases by 10 feet and you ignore difficult terrain until the start of your next turn.
Defensive Stance. You gain proficiency in all saving throws until the start of your next turn.
Offensive Stance. Until the start of your next turn, your attack rolls are unaffected by disadvantage.
Slayer's Flurry
15th-level Ranger: Slayer feature
PH flavor text.
When you use your reaction to make a weapon attack against your Quarry, you can make two attacks against it instead of one.