Revised Ranger
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: none
- Saving Throws: strength, dexterity
- Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Class Name
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Natural explorer, Weapon mastery | 2 | 2 | — | — | — | — |
| 2nd | +2 | Fighting style, Hunter's mark, Danger sense | 3 | 2 | — | — | — | — |
| 3rd | +2 | Ranger subclass | 4 | 3 | ─ | — | — | — |
| 4th | +2 | Ability score improvement | 5 | 3 | — | — | — | — |
| 5th | +3 | Extra attack | 6 | 4 | 2 | — | — | — |
| 6th | +3 | Natural explorer, Wilderness Guide | 6 | 4 | 2 | — | — | — |
| 7th | +3 | Subclass feature | 7 | 4 | 3 | — | — | — |
| 8th | +3 | Ability score improvement | 7 | 4 | 3 | — | — | — |
| 9th | +4 | Expertise | 8 | 4 | 3 | 2 | — | — |
| 10th | +4 | Natural explorer, Exotic favored terrain | 8 | 4 | 3 | 2 | — | — |
| 11th | +4 | Subclass feature | 10 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability score improvement | 10 | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 11 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Natural explorer, Exotic favored terrain, Nature's veil | 11 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Subclass feature | 12 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability score improvement | 12 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | ─ | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral senses | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | ─ | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Natural explorer, Exotic favored terrain, Eternal hunt | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1: Spellcasting
You have learned to channel the magical essence of nature to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Ranger.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommanded.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 1: Natural explorer
You gain proficiency in one skill of your choice and expertise in a skill you are already proficient in.
Nonmagical difficult terrain made out of rocks, plants, ice, or similar phenomena doesn’t impede your movement speed. Additionally, you are particularly familiar with one type of environment and are adept at the skills unique to the region. Choose one type of favored terrain listed below:
- Coast. You gain a swimming speed equal to your walking speed. You can also hold your breath twice as long as you normally can.
- Desert. You are naturally adapted to hot climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against fire damage.
- Forest. You learn the find familiar spell and can cast it once per long rest without expending a spellslot.
- Grassland. Your speed increases by 10 ft.
- Mountain. You gain a climbing speed equal to your walking speed. Also, you are naturally adapted to high altitude as described in chapter 5 of the Dungeon Master's Guide.
- Swamp. You gain resistance to poison damage and have advantage on saving throws against disease.
- Tundra. You are naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against cold damage.
- Underdark. You learn Undercommon. If you do not have darkvision, you gain it with a range of 30 feet. You also gain blindsight with a range of 5 feet.
- Urban. You gain proficiency in Investigation and your proficiency bonus is doubled for any ability check you make that uses it. You also learn to speak, read, and write two humanoid language of your choice.
You choose an additional favored terrain type at 6th level, at 10th level, at 14th level and at 20th level.
Level 1: Weapon mastery
Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Longswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the Mastery properties of Scimitars and Shortswords.
Level 2: Fighting style
You have honed your martial prowess. You gain a Fighting Style feat of your choice.
Druidic Warrior. Instead of taking a feat, you can choose to know 2 Druid cantrips.
Level 2: Hunter’s mark
Starting from 2nd level you always have the hunter’s mark spell prepared, and can cast it once per long rest at first level without expending a spellslot:
Hunter’s mark: Casting time: bonus action. Duration: 24 hours. You mark a creature you can see within 120 ft of you, or if you examine the creature’s tracks for 1 minute. You gain a number of d4 dice equal to the spellslot expended (so 2d4 for a 2nd level spellslot), which you can add to the damage roll of your attacks against your target, and survival and perception checks used to track the target. If you cast this spell again while it is active on another creature, the previous spell ends.
Level 2: Danger sense
Starting from 2rd level you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Level 3: Ranger subclass
You gain a Ranger subclass of your choice: Beast Master, Fey Wanderer, Gloom Stalker, or Hunter. Subclasses are detailed after this class’s description.
A subclass is a specialization that grants you special abilities at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level and lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
As shown on the Ranger table, you gain this feature again at levels 8, 12, and 16.
Level 5: Extra attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 6: Wilderness Guide
Your speed increases by 10ft and you cannot be surprised unless you're incapacitated. While traveling for an hour or more in the wilderness, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- You do not suffer the penalty to passive Wisdom (Perception) checks imposed by moving at a fast pace.
- Your group can move stealthily at a normal pace.
In addition, you can cast commune with nature as an action without expending a spellslot a number of times equal to half your proficiency bonus (rounded up) per long rest. When you do so, the spell has a range of 200 ft, and you can cast it in towns and cities as well.
Level 9: Expertise
You gain expertise in 2 skills of your choice.
Level 10: Exotic favored terrain
Your travels in otherworldly environments forced you to adapt to new dangers. Choose one type of exotic terrain: Elemental Planes, Feywild, Shadowfell, Abyss, Nine Hells, or Astral Sea. You have advantage on Intelligence and Wisdom checks related to your chosen plane. You also gain the benefits corresponding to your exotic favored terrain:
- Elemental Planes: You learn the spell Absorb elements if you do not already know it, and it does not count against the number of ranger spells you know. You can cast it a number of times equal to your Wisdom modifier (minimum of once) without expending a spell slot. You regain expended uses when you finish a long rest.
- Feywild: Whenever you target a creature with Hunter's Mark, that creature must succeed a Dexterity saving throw or be under the effects of the Faerie Fire spell for Hunter's Mark's duration. On a successful save, that creature becomes immune to being placed under this effect by you for 24 hours.
- Shadowfell: When you are in dim light or darkness, as a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
- Abyss: Once per day when you cast Hunter's Mark, you can use a bonus action to target all creatures of your choice within 60ft, as if you cast Hunter's Mark separately for each target. The duration for these is 10 minutes.
- Nine Hells: When you target a creature with Hunter's Mark, that creature must succeed on a Wisdom saving throw or become frightened by you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature becomes immune to being placed under this effect by you for 24 hours.
- Astral Sea: When you target a creature with Hunter's Mark, the creature must make a Charisma saving throw. On a failure, whenever the target makes an Intelligence, Wisdom, or Charisma saving throw before the spell ends, the target must roll a d6 and subtract the number rolled from the saving throw. On a successful save, that creature becomes immune to being placed under this effect by you for 24 hours.
You can pick another option at 14th and 20th level
Levl 14: Nature's Veil:
You invoke spirits of nature to magically hide yourself from view. As a Bonus Action you can give yourself the Invisible condition until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Feral Senses:
At 18th level your connection to the forces of nature grants you Blindsight with a range of 30 feet. If you already have Blindsight, its range is increased by 30 ft.
Level 20: Eternal hunt:
The number of d4s you gain when casting hunter’s mark is increased by 2d4, and you gain a bonus to attack rolls against your marked targets equal to your wisdom modifier, and you always know their exact location while they are within 120ft of you.