The Re-Revised Ranger - Monster Slayer The build contains slight modifications to make the revised ranger and monster slayer arche-type more fun to play 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 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 Favoured Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, two types humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice spoken by your favored enemy or creatures associated with it. The Re-Revised Ranger Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Favoured Enemy, Natural Explorer - - - - - - 2nd +2 Fighting Style, Spell Casting 2 2 - - - - 3rd +2 Primeval Awareness, Ranger Conclave 3 3 - - - - 4th +2 Ability Score Improvement 3 3 - - - - 5th +3 Ranger Conclave feature 4 4 2 - - - 6th +3 Greater Favored Enemy 4 4 2 - - - 7th +3 Ranger Conclave feature 5 4 3 - - - 8th +3 Ability Score Improvement, Fleet of Foot 5 4 3 - - - 9th +4 - 6 4 3 2 - - 10th +4 Hide in Plain Sight 6 4 3 2 - - 11th +4 Ranger Conclave feature 7 4 3 3 - - 12th +4 Ability Score Improvement 7 4 3 3 - - 13th +5 - 8 4 3 3 1 - 14th +5 Vanish 8 4 3 3 1 - 15th +5 Ranger Conclave feature 9 4 3 3 2 - 16th +5 Ability Score Improvement 9 4 3 3 2 - 17th +6 - 10 4 3 3 3 1 18th +6 Feral Senses 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Foe Slayer 11 4 3 3 3 2 1

Natural Explorer You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: • You ignore difficult terrain. • You have advantage on initiative rolls. • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: • Difficult terrain doesn’t slow your group’s travel. • You have advantage on survival checks to stop you getting lost. • You have advantage on perception checks 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 rough number, their different sizes, and how long ago they passed Fighting Style At 2nd level, 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 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. Spell Casting By the time you reach 2nd level, 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 a 2nd-level spell slot available, you can cast animal friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. 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. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. 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 Primeval Awareness = 8 + your proficiency bonus + your Wisdom modifier= your proficiency bonus + your Wisdom modifier You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 2 miles of you. This feature reveals which of your favored enemies are present, their rough numbers, and the creatures' general direction and distance from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level. 2

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. Greater Favored Enemy At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy. Beginning at 8th level, you can use the Dash action as a bonus action on your turn. Hide in Plain Sight Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. 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. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Credit: unknown (damn you pinterest) 3 Credit: unknown (damn you pinterest)

Ranger Arche-type At 3rd level, a ranger gains the Ranger Archetype feature. Here is the Revised Monster Slayer. Monster Slayer Revised Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful threats that would do harm in this world. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing weaknesses and defeating mighty foes. Slayer’s Mysticism You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know. Slayer Spells Ranger Level Spell 3rd Protection from Evil and Good, Slayers Mark 5th Zone of Truth 9th Magic Circle 13th Banishment 17th Planar Binding Slayers Mark Starting at 3rd level, you gain the ability to study and unravel a creature’s defenses. To learn their inate weaknesses you must first witness the foe in combat, and then spend a short rest to disect the body to unravel their inner workings. On a successful investigation check on a dead foe, they are added to you known foes list. Slayers Mark 1st-level divination Casting Time: 1 bonus action

1 bonus action Range: 120 feet

120 feet Components: Verbal

Verbal Duration: Concentration up to 1 hour You choose a known creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Perception (Wisdom) or Survival (Wisdom) checks you make to find or recall information on it. When the target is a known foe the damage is increased to an extra 2d6. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. Extra Attack When the target is athe damage is increased to an extra 2d6.If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Supernatural Defense At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Mark forces you to make a saving throw, add 1d6 to your roll. Relentless Slayer At 11th level, you gain the ability to foil your foe’s ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer’s Mark attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. Slayers Counter At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Mark forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attacks normal affects. 4