Rev Kaboose's Revised Ranger RevKaboose's Revised Ranger Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Favored Enemy, Natural Explorer — — — — — 2nd +2 Fighting Style, Spellcasting, Mark of the Hunted 2 — — — — 3rd +2 Ranger Archetype, Primeval Awareness 3 — — — — 4th +2 Ability Score Improvement 3 — — — — 5th +3 Extra Attack, Whirling Blades 4 2 — — — 6th +3 Favored Enemy and Natural Explorer improvements 4 2 — — — 7th +3 Ranger Archetype feature 4 3 — — — 8th +3 Ability Score Improvement, Land's Stride 4 3 — — — 9th +4 — 4 3 2 — — 10th +4 Natural Explorer improvement, Predatory Instinct 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 Enemy improvement, Hit and Run Tactics 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 Feral Senses 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Foe Slayer 4 3 3 3 2 Class Features As a revised ranger, you gain the following class features Hit Points Hit Dice: 1d10 per ranger level

1d10 per ranger level Hit Points at 1st Level: 10 + your Constitution modifier

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

Light armor, medium armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Strength, Dexerity

Strength, Dexerity Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival Equipment 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

Favored Enemy 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, corporeal undead, or incorporeal 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. Once per turn when you encounter them in combat, you may make an attack roll you make against a creature of this type at advantage. This reflects your extensive knowledge of how these creatures conduct themselves in combat. 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. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. Natural 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, underdark, or urban. When you make an Intelligence or Wisdom check related to knowledge of your favored terrain, your proficiency bonus is doubled if you are using a skill you are proficient in. You also gain a benefit that persists beyond your favored terrain listed in the Natural Explorer Terrain bonuses table. You choose additional favored terrain types at 6th and 10th level. Fighting Style At 2nd level, you adopt a 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 gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. 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 add your ability modifier to the damage of the second attack. Natural Explorer Terrain Bonuses Terrain Bonus Arctic You gain resistance to cold damage and can sustain yourself on half as much food. Coast You gain a swim speed equal to your move speed. If you already have a swim speed, it is increased by 10 feet. You can also hold your breath for twice as long Desert You gain resistance to fire damage and do not suffer additional thirst from the heat. Forest If you are proficient in Perception, your proficiency bonus is doubled for any ability check you make that uses these skills and when determining your passive bonuses. You also add your Wisdom modifier to initiative rolls. Grassland Your speed increases by 10 feet and you can never be flanked. Mountain You gain a climb speed speed equal to your move speed and you have advantage on abilities or checks that would knock you prone. Swamp You gain resistance to poison damage and are resistant to nonmagical disease. You may sustain yourself on fetid or spoiled foodstuffs. Underdark You learn Undercommon and gain darkvision with a range of 30 feet. If you already have darkvision, you instead gain "blindsight" with a range of 5 feet. Urban If you are proficient in Investigation, your proficiency bonus is doubled for any ability check you make that uses these skills and when determining your passive bonuses. You also add your Wisdom modifier to initiative rolls.

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 dose. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. Preparing and Casting Spells The Ranger table shows how many spell slots you have to cast your 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 planning and preparation: at least 1 minute per spell level for each spell on your 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 a 2nd-level spell slot available, you can cast animal friendship using either slot. 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 Mark of the Hunted Starting at 2nd level, when you hit a creature with a weapon attack, you can expend one spell slot to deal additional damage to the target and to cause it to actively bleed, making tracking it easier. For the next minute, when you hit the target with a weapon attack you deal additional weapon damage and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each odd spell level higher than 1st, to a maximum of 3d6. The damage die increases to d8's if the target is a Favored Enemy. Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Primeval Awareness Beginning at 3rd level, you can use your action and focus your awareness on the region around you. For a number of minutes equal to your proficieny bonus, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you're in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. You also have advantage on Wisdom (Perception) and Wisdom (Survival) checks made against creatures targeted by this ability. Once you use this feature, you may not do so again until you finish a short or long rest. 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. Extra Attack Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn. Whirling Blades Starting at 5th level, when you engage in two-weapon fighting while wearing light or no armor, you do not expend your bonus action. You can only gain the benefits of two-weapon fighting once during your turn. Land's Stride Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. You also may use the terrain to propel yourself and may now use the Dash action as a bonus action. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Predatory Instinct Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. Any attack you make against a creature who is surprised by you when you attack from camouflage deals an additional 3d6 weapon damage. This damage increases to 5d6 at 17th level. Additionally, you can use the Hide action as a bonus action on your turn and you can’t be tracked by nonmagical means, unless you choose to leave a trail. Hit and Run Tactics At 14th level, when you make a melee or ranged attack against an enemy whose threatened space you occupy, you may move out of their threatened space and not provoke an attack of opportunity. Feral Senses At 18th level, 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 creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. You now also add your Wisdom modifier to your attack and damage rolls. Your attacks against your favored enemies now bypass any resistances or immunities they once possessed. Attacks against your favored enemies now deal an additional 2d8 weapon damage. Ranger Archetypes The ideal of the ranger has two classic expressions: the Hunter and the Beast Master 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 Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you have prepared. Hunter Spells Ranger Level Spell 3rd longstrider 5th invisibility 9th slow 13th hallucinatory terrain 17th hold monster 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.

. 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 5 feet of you 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.

. When a Large or larger creature within 5 feet of you 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 on each of your turns when you make 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. Defensive Tactics At 7th level, you gain one of the following features of your choice. Escape the Horde . Opportunity attacks against you are made with disadvantage.

. 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.

. 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. You have advantage on saving throws against being frightened. 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 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 a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.