Ranger Revised
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Ranger (Revised)
Ranger Conclave
Level | Prof. Bonus | Features | Ranger's Prey | Knacks | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Fighting Style, Survival Knacks | — | 2 | — | — | — | — | — | — |
2nd | +2 | Spellcasting, Ranger's Prey | 1d4 | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Ranger Conclave | 1d4 | 3 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement/Feat, Martial Versatility | 1d4 | 3 | 3 | 3 | — | — | — | — |
5th | +3 | Ranger Conclave Feature, Extra Attack | 1d6 | 3 | 4 | 4 | 2 | — | — | — |
6th | +3 | Hunter's Sense | 1d6 | 4 | 4 | 4 | 2 | — | — | — |
7th | +3 | Ranger Conclave feature | 1d6 | 4 | 5 | 4 | 4 | — | — | — |
8th | +3 | Ability Score Improvement/Feat | 1d6 | 4 | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 1d8 | 5 | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Ability Score Improvement/Feat | 1d8 | 5 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Ranger Conclave Feature | 1d8 | 5 | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement/Feat | 1d8 | 6 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | — | 1d10 | 6 | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Relentless Predator | 1d10 | 7 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Ranger Conclave feature | 1d10 | 7 | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement/Feat | 1d10 | 8 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 1d12 | 8 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 1d12 | 9 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement/Feat | 1d12 | 9 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 1d12 | 10 | 11 | 4 | 3 | 3 | 3 | 2 |
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger 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.Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell 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.Fighting Style
1st-level ranger feature- Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides 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.
- 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.
- Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Survival Knacks
1st-level ranger featureRanger's Prey
2nd-level ranger feature- The first time each turn that you hit your Prey with a weapon attack, it takes an extra 1d4 damage from the weapon. This die changes as you gain ranger levels, as shown in the Ranger's Prey column of the ranger table.
- You have advantage on Wisdom (Survival) checks to track your Prey, and Wisdom (Perception) checks on Search actions against your Prey.
Ranger Conclave
3rd-level ranger featureAbility Score Improvement/Feat
4th-level ranger featureMartial Versatility
4th-level ranger featureExtra Attack
5th-level ranger featureHunter's Sense
6th-level ranger featureRelentless Predator
14th-level ranger feature- The duration of your Ranger's Prey has become indefinite, only ending if your Prey dies or you designate a different creature.
- If you have no uses of Ranger's Prey remaining, you can expend a spell slot of 1st-level or higher to use that feature an additional time.
- The range of your Ranger's Prey becomes 120 feet.
Feral Senses
18th-level ranger featureFoe Slayer
20th-level ranger featureHunter
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.Hunter's Prey
3rd-level hunter feature- Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit your Prey with a weapon attack and roll your Ranger's Prey die, add your Wisdom modifier to the roll if your prey is below it's hit point maximum.
- Horde Breaker. When you hit your Prey with a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
- Cripple. When you hit your Prey with a weapon attack, you can force it to make a Dexterity saving throw against your Spell Save DC. On a failed save, its speed is reduced to 0 until the beginning of your next turn.
Defensive Tactics
7th-level hunter feature- Escape the Horde. Opportunity attacks against you are made with disadvantage.
- Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
- Steel Will. Whenever your Prey forces you to make a saving throw and whenever you make an ability check to escape your Prey's grapple, add 1d6 to your roll.
Multiattack
11th-level hunter feature- 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
- Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
- Targeted Strikes. Once on each of your turns when you make a weapon attack against your Prey, you can make another attack against them with the same weapon.
Superior Hunter's Defense
15th-level hunter feature- 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 a saving throw, and only half damage if you fail
- Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack 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.
Beast Master
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.Beast Master Magic
3rd-level beast master featureRanger Level | Spells |
---|---|
3rd | animal friendship |
5th | beast sense |
9th | conjure animals |
13th | dominate beast |
17th | awaken |
Primal Companion
3rd-level beast master featureExceptional Training
7th-level beast master featureBestial Fury
11th-level beast master featureShare Spells
15th-level beast master featureTCE
Beast of the Land
Medium Beast, Unaligned
STR
14
( +2 )
DEX
14
( +2 )
CON
14
( +2 )
INT
8
( -1 )
WIS
14
( +2 )
CHA
11
( +0 )
Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 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. Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
TCE
Beast of the Sea
Medium Beast, Unaligned
STR
14
( +2 )
DEX
14
( +2 )
CON
14
( +2 )
INT
8
( -1 )
WIS
14
( +2 )
CHA
11
( +0 )
Amphibious. The beast can breathe both air and water. Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB pierding or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapples ends, the beast can't use this attack on another target.
TCE
Beast of the Sky
Small Beast, Unaligned
STR
6
( -2 )
DEX
16
( +3 )
CON
13
( +1 )
INT
8
( -1 )
WIS
14
( +2 )
CHA
11
( +0 )
Flyby. The beast doesn't provoke opportunity attacks when it flies out of enemys reach. Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.
Mage Slayer
You have dedicated yourself to hunting down those who would use magic to harm others. As a mage slayer you use weapon mastery, cunning, and supernatural prowess to thwart a spellcaster's advantages.Mage Slayer Magic
3rd-level mage slayer featureRanger Level | Spells |
---|---|
3rd | detect magic |
5th | silence |
9th | dispel magic |
13th | resiliant sphere |
17th | wall of force |
Spell Sense
3rd-level mage slayer feature- If it has a spellcasting ability and what it is
- If it is concentrating on a spell
- If it is subject to any magical effects, and what school of magic those effects belong to, if any.
Redirect Spell
3rd-level mage slayer featureSpell Disruption
7th-level mage slayer featureRanger's Counterspell
11th-level mage slayer featureMaster Spellbreaker
15th-level mage slayer featureGloom Stalker
Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.Gloom Stalker Magic
3rd-level gloom stalker featureRanger Level | Spells |
---|---|
3rd | disguise self |
5th | rope trick |
9th | fear |
13th | greater invisibility |
17th | seeming |
Dread Ambusher
3rd-level gloom stalker featureUmbral Sight
3rd-level gloom stalker featureIron Mind
7th-level gloom stalker featureStalker's Flurry
11th-level gloom stalker featureShadowy Dodge
15th-level gloom stalker featureFey Wanderer
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.Fey Wanderer Magic
3rd-level fey wanderer featureRanger Level | Spells |
---|---|
3rd | charm person |
5th | misty step |
9th | dispel magic |
13th | dimension door |
17th | mislead |
1d6 | Gift |
---|---|
1 | Illusory butterflies flutter around you while you take a short or long rest. |
2 | Fresh, seasonal flowers sprout from your hair each dawn. |
3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
4 | Your shadow dances while no one is looking directly at it. |
5 | Horns or antlers sprout from your head. |
6 | Your skin and hair change color to match the season at each dawn. |
Dreadful Strikes
3rd-level fey wanderer featureOtherworldly Glamour
3rd-level fey wanderer feature- Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
- You gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
- You have advantage on Charisma checks made to interact socially with your Prey.
Beguiling Twist
7th-level fey wanderer featureFey Reinforcements
11th-level fey wanderer featureMisty Wanderer
15th-level fey wanderer featureDrakewarden
Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.Drakewarden Origin
1d6 | Origin |
---|---|
1 | You studied a dragon’s scale or claw, or a trinket from a dragon’s hoard, creating your bond through that token’s lingering draconic magic. |
2 | A secret order of rangers who collect and guard draconic lore taught you their ways. |
3 | A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone. |
4 | You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power. |
5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. |
6 | You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. |
Draconic Gift
3rd-level drakewarden feature- Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.
- Tongue of Dragons. You learn to speak, read, and write Draconic.
Drake Companion
3rd-level drakewarden featureBond of Fang and Scale
7th-level drakewarden feature- Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.
- Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.
- Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.
Drake's Breath
11th-level drakewarden featurePerfected Bond
15th-level drakewarden feature- Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
- Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.
- Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Drake Companion CR: -
STR
16 +3
DEX
12 +1
CON
15 +2
INT
8 -1
WIS
14 +2
CHA
8 -1
Proficiency Bonus (PB): equals your bonus Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.
Actions
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
Reactions
Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.
Horizon Walker
Horizon walkers guard the world against metaphysical threats or those that seek to ravage the mortal realm with otherworldly magic. They seek out passages to the spirit world and keep watch over them, pursuing foes on both sides of the weave. These rangers are also friends to any spirit – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the realms.Horizon Walker Magic
3rd-level horizon walker featureRanger Level | Spells |
---|---|
3rd | protection from evil and good |
5th | misty step |
9th | haste |
13th | banishment |
17th | teleportation circle |
Detect Rift
3rd-level horizon walker featurePreternatural Warrior
3rd-level horizon walker featureEthereal Step
7th-level horizon walker featureDistant Strike
11th-level horizon walker featureSpectral Defense
15th-level horizon walker featureSurvival Knacks
If a knack has prerequisites, you must meet them to learn it. You can learn the knack at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.Expertise
Choose one of your Ranger skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.Favored Enemy
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.Natural Explorer
Prerequisite: Proficiency in Wisdom (Survival)- Alpine (mountainous and arctic terrain)
- Woodlands (forests and jungles)
- Wetlands (swamps, marshes, and coasts)
- Grasslands (plains, prairie, savanna)
- Deserts
- Subterranean (natural caves and caverns)
- 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.
Mountain Explorer
Prerequisite: Natural Explorer, 6th-level RangerAquatic Explorer
Prerequisite: Natural Explorer, 6th-level RangerArctic Explorer
Prerequisite: Natural Explorer, 6th-level RangerDesert Explorer
Prerequisite: Natural Explorer, 6th-level RangerJungle Explorer
Prerequisite: Natural Explorer, 6th-level RangerDungeon Explorer
Prerequisite: Natural Explorer, 6th-level RangerSky Watcher
You have a knack for spotting the subtle signs of incoming weather, and as a result you always know what the next day's weather will be.Worldly Traveler
You learn a language of your choice that your character has picked up over the course of their travels.Fey Guardian
Prerequisite: Proficiency in Wisdom (Animal Handling), 3rd-level rangerPrimeval Awareness
Prerequisite: 3rd Level rangerRanger Level | Spells |
---|---|
3rd | speak with animals |
5th | beast sense |
9th | speak with plants |
13th | locate creature |
17th | commune with nature |