The Ranger (Revised) Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Favored Enemy, Natural Explorer — — — — — — 2nd +2 Fighting Style, Spellcasting 2 2 — — — — 3rd +2 Primeval Awareness, Ranger Conclave 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Range Strider, Favored Enemy improvement 4 4 2 — — — 7th +3 Ranger Conclave feature 5 4 3 — — — 8th +3 Ability Score Improvement 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, Favored Enemy improvement 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 The Ranger, Revised The intent of this homebrew is to update the Ranger class, described on pages 89-93 of the Player's Handbook, as well as the revised version of the class published in "Unearthed Arcana: The Ranger, Revised", and the additional Ranger Archetypes presented in Xanathar's Guide to Everything. These updates were made in order to improve the strength and usefulness of the ranger at all levels, as well as to improve the class's level scaling and better fit its flavor as a watcher of the wilds and defender of civilization. If you like this revised version of the ranger class better than the official version, feel free to use it in your own campaigns--at your DM's discretion, of course. Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background. 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 Acrobatics, 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

Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of creature. Choose one monster type (aberration, beast, celestial, etc.). Creatures of this type are considered your favored enemies. Alternatively, you can choose two races of humanoid (such as goblins and orcs) in place of one monster type to be your favored enemies. You gain a +2 bonus to weapon attack and damage rolls against your favored enemies. You also have advantage on Intelligence checks to recall information about your favored enemies, as well as on Wisdom (Survival) checks to track them. You also learn one language of your choice when you gain this feature. This is typically a language that spoken by or associated with your favored enemies, but it can be any language you wish to learn. At 6th level, you may increase the bonus to attack and damage rolls against your favored enemies to +4. Alternatively, you may choose a second type of favored enemy, gaining all the normal benefits against it, as well as learning an additional language. At 14th level, you may increase the bonus to attack and damage rolls once more. The bonus increases to +6 if you have one type of favored enemy, or to +3 if you have two. Alternatively, you may choose a third type of favored enemy, gaining all the normal benefits against it, as well as learning an additional language. Natural Explorer You are adept at traveling and surviving in the natural world. You gain the following benefits when traveling for an hour or more: You and your group can't become lost except by magical means when traveling to places you have already been.

Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

When you forage, you find twice as much food as you normally would.

If you are traveling alone, you can move stealthily at a normal pace. 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 each weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 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 does. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 11 for the ranger spell list. Spell Slots The Ranger (Revised) 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 (Revised) 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 Beginning at 3rd level, you develop a focused awareness of the land around you, improving your tracking prowess. When tracking other creatures, you learn their exact number, their sizes, and how long ago they passed through the area. In addition, 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 5 miles of you, which types are present, their numbers, and the creatures’ general direction and distance (in miles) 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. Choose one from the following list, all detailed at the end of the class description: The Hunter Conclave. Defenders of civilization, armed with the knowledge of wild combat.

Defenders of civilization, armed with the knowledge of wild combat. The Beast Master Conclave. Rangers who form bonds with beasts, fighting in tandem to protect the wilds.

Rangers who form bonds with beasts, fighting in tandem to protect the wilds. The Gloom Stalker Conclave. Inhabitants of the world's dark places, able to turn the darkness against the threats that dwell within.

Inhabitants of the world's dark places, able to turn the darkness against the threats that dwell within. The Horizon Walker Conclave. Protectors of the borders between the planes, who venture to distant realms to fight otherworldly threats.

Protectors of the borders between the planes, who venture to distant realms to fight otherworldly threats. The Monster Slayer Conclave. Experts at fighting and defeating creatures of dark magic. The conclave you choose grants you features at 3rd level and again at 7th, 11th, and 15th level. 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, when you take the Attack action on your turn. Range Strider Starting at 6th level, moving through nonmagical difficult terrain doesn't cost you extra movement in combat. You can also pass through nonmagical plants without being slowed by them or taking damage from them, and you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. In addition, nonmagical difficult terrain doesn't slow your group's travel when you are traveling for an hour or more. 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, creatures that attempt to detect you have disadvantage on their Wisdom (Perception) checks until the start of your next turn, as long as you do not move during your turn. 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. In addition, 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 or damage roll of an attack you make. If you make this attack against one of your favored enemies, you can add twice your Wisdom modifier to the roll. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Ranger Conclaves Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it. The conclave you choose shapes the nature of your ranger abilities. Hunter Conclave Rangers of the Hunter Conclave are bulwarks between the civilized places of the world and the terrors of the wilderness who would seek to destroy it. Armed with special strategies for fighting everything from packs of wolves to fire-breathing dragons, Hunters hold their own against the dangers of the wild as they walk the ranger's path. Practiced Mark When you choose this conclave at 3rd level, you learn the hunter's mark spell if you don't already know it. It doesn't count against the number of ranger spells you know. You may choose to cast hunter's mark without expending a spell slot. When cast using this feature, the spell's level is equal to the highest level of ranger spell slot you possess. Once you use this feature, you can't do so again until you finish a long rest, though you can still cast hunter's mark using spell slots as normal. Hunter's Stratagems At 3rd level, you begin to develop your knowledge of how to fight the creatures of the wilderness, shaping your strategy to best combat the threats you most frequently encounter. When you gain this feature, you learn two stratagems of your choice, which are detailed under "Stratagems" below. You learn one additional strategem of your choice at 7th and 11th level. Each time you learn a new stratagem, you can also replace one stratagem you know with a different one. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half

damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Multiattack Beginning at 11th level, you can make a rapid barrage of attacks to cut down hordes of foes. You gain one of the following features of your choice. Volley. You can use your action to make a ranged weapon attack against any number of creatures within 10 feet of a point you can see within your weapon's range, making a separate attack roll for each target. You must have ammunition for each target, as normal. Whirlwind Attack. You can use your action to make a melee weapon attack against any number of creatures within 5 feet of you, making a separate attack roll for each target. Master Strategist Starting at 15th level, you can gain flashes of insight into your foes, allowing you to better anticipate their attacks and avoid their defenses. Once per round, when you use one of your strategems, you can roll a d4 and add it to the bonus you gain from that stratagem. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Stratagems The stratagems are presented in alphabetical order. Colossus Slayer. Once on each of your turns, when you hit a creature that is below its hit point maximum with a weapon attack, you can cause the attack to deal extra damage equal to half your ranger level (round up). Escape the Horde. When you move, you gain a bonus to AC equal to your ranger level divided by 4 (round up) until you stop moving. Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with a melee weapon attack, you can use your reaction to make a weapon attack against that creature. If this attack hits, it deals extra damage equal to half your ranger level (round up). Horde Breaker. Once on each of your turns, when you hit a creature with a weapon attack, you can make another attack with the same weapon against a different creature. This creature must be within range of your weapon, and within 5 feet of the original target. If this attack hits, it deals extra damage equal to half your ranger level (round up). Multiattack Defense. When a creature hits you with an attack, you gain a bonus to AC against all subsequent attacks made by that creature until the end of the current turn. The bonus equals your ranger level divided by 4 (round up). Stand Against the Tide. When a hostile creature misses you with a melee weapon attack, you can use your reaction to force that creature to repeat the same attack against another creature of your choice (other than itself) within range. If this attack hits, it deals extra damage equal to half your ranger level (round up). Steel Will. You gain a bonus to saving throws against being charmed and frightened. The bonus equals half your ranger level (round up). Beast Master Conclave Many rangers are more at home in the wilds than in civilized lands, to the point where animals consider them kin. Rangers of the Beast Master Conclave develop a close bond with a beast, working in partnership with it as a companion and ally. United in focus, beast and ranger work as one to fight those who threaten the wild places of the world. Animal Companion When you choose this conclave at 3rd level, you create a powerful bond with a creature of the natural world. As part of your next long rest, you perform a 4-hour ritual that calls forth an animal from the wilderness to serve as your companion. This beast must be Medium or smaller and have a challenge rating of 1/4 or less, and should generally be appropriate to the surrounding terrain. The beast appears when the ritual is finished, at which point it gains the benefits of your Companion's Bond feature. You can only have one animal companion at a time. If your animal companion dies, you can invoke your magical bond to restore it to life. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth your companion's spirit and magically create a new body for it. When the ritual is completed, your animal companion's original body disappears, and it reappears, restored to life, in the location previously occupied by the ritual's material components, which the ritual consumes.

Companion's Bond Starting at 3rd level, your magical bond with your animal companion gives it capabilities beyond those of a normal beast. Your companion gains the following benefits: It uses your proficiency bonus, rather than its own.

It gains a bonus to AC equal to your proficiency bonus.

It gains proficiency in two skills of your choice, in addition to any skill proficiencies it normally has. It also gains proficiency with all saving throws.

Each time you gain a level after 3rd, your animal companion gains an additional Hit Die, and its hit points increase accordingly.

It gains the benefits of your Favored Enemy class feature, as well as the improvements to that feature that you gain at 6th and 14th level.

It can move stealthily at a normal pace if it is traveling alone or with only you. You can also move stealthily at a normal pace if you are traveling with only your animal companion.

Whenever you gain the Ability Score Improvement class feature, your animal companion's ability scores also improve. You can increase one of your companion's ability score of your choice by 2, or you can increase two of your companion's aability scores of your choice by 1. As normal, you can’t increase any of your companion's ability scores above 20 using this feature.

It loses the Multiattack action, if it normally has this action option. Additionally, your animal companion obeys your commands as best it can. In combat, it rolls its own initiative and acts on its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, are absent, or become incapacitated, your companion acts on its own. Instinctive Bond Starting at 7th level, you and your animal companion have advantage on all saving throws while within 10 feet of one another and aware of each other. Bestial Fury Beginning at 11th level, your animal companion can use its action to make an attack against any number of creatures within 5 feet of it, making a separate attack roll for each target Symbiotic Spells Starting at 15th level, when you cast a spell targeting only yourself, you can also affect your animal companion with that spell if your companion is within 30 feet of you and you can see it. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Gloom Stalker Conclave Rangers of the Gloom Stalker Conclave are at home in the darkest places of the world—gloomy alleyways, primeval forests, Underdark tunnels, and other lightless realms. Most folk enter such places with trepidation, but Gloom Stalkers venture boldly into the darkness, seeking to ambush threats before they can reach the broader world. Dweller in Darkness Starting when you choose this conclave at 3rd level, you master the ability to hide in darkness, and can hide from creatures that are normally adept at navigating lightless conditions. While you are in darkness, you are invisible to any creature that is relying on darkvision to see you in that darkness. In addition, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. Dread Ambusher Also at 3rd level, you become adept at striking from darkness, quickly cutting down unaware enemies. If at least one enemy creature is surprised at the beginning of combat, you gain a bonus to your initiative roll equal to your Wisdom modifier (minimum of 1), and your walking speed is increased by 15 feet until the end of your first turn.

In addition, if at least one enemy creature is surprised during your first turn in combat, you can use a bonus action to make one weapon attack. If this attack hits a surprised creature, it deals extra damage of the weapon's damage type equal to your ranger level. Iron Mind At 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in your choice of Intelligence, Wisdom, or Charisma saving throws. Stalker's Flurry Starting at 11th level, you can attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns, if you miss with a weapon attack, you can make another weapon attack against the same target as part of the same action. Shadowy Defense Starting at 15th level, wisps of darkness coalesce around you, seeming to protect you of their own volition. You gain the benefits of half cover while you are in an area of dim light, and you gain the benefits of three-quarters cover while you are in an area of darkness, unless you already have the benefits of cover. Horizon Walker Conclave Rangers of the Horizon Walker Conclave guard the world against threats that originate from other planes. Whenever an evil force from the Inner or Outer Planes seeks to ravage the mortal realm with otherworldly magic, Horizon Walkers can be counted on to guard the planar portals and hunt their foes across the multiverse. Horizon Walker Magic Starting when you choose this conclave at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know. Horizon Walker Spells Ranger Level Spell 3rd detect evil and good 5th misty step 9th blink 13th banishment 17th teleportation circle Detect Portal Also at 3rd level, you gain the ability to magically sense the presence of planar portals. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any planar portals are present within 5 miles of you, their general direction and distance (in miles) from you, and which plane of existence each portal leads to. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. Planar Warrior Also starting at 3rd level, you can draw on the magical energy of the multiverse to augment your attacks. As a bonus action, you empower your attacks with magical force. Until the end of the current turn, your weapon attacks deal force damage instead of their normal damage types, and you deal an extra 1d6 force damage whenever you hit with a weapon attack. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Mystic Defense At 7th level, you gain the ability to twist the weave of magic to protect you from harm. When you use your action to cast a ranger spell, you can magically grant yourself resistance to one damage type of your choice until the start of your next turn. Traveling Strike At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action on your turn, you can teleport up to 10 feet between each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack against a third creature as part of that action, with or without teleporting. Spectral Disappearance At 15th level, your ability to move between planes enables you to slip through the planar boundaries when threatened. When a creature makes a weapon attack against you, you can use your reaction to cast the etherealness spell on yourself, without expending a spell slot. When cast using this feature, the spell lasts until the end of the current turn, and the triggering attack automatically misses. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Monster Slayer Conclave Rangers of the Monster Slayer Conclave dedicate themselves to hunting down wielders of grim magic—vampires, dragons, evil fey, fiends, and other obscure and magical threats. These rangers are trained in supernatural combat techniques, and are experts at unearthing and defeating mighty, mystical foes. Monster Slayer Magic Starting when you choose this conclave at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know. Monster Slayer Spells Ranger Level Spell 3rd protection from evil and good 5th zone of truth 9th magic circle 13th divination 17th banishing smite Slayer's Sense Also at 3rd level, you can magically mark one of your foes, learning how best to harm it. As an action, choose one creature you can see within 60 feet of you. You immediately learn all of the creature's damage resistances, immunities, and vulnerabilities, if it has any. In addition, the first time on each of your turns that you deal damage to this creature of a type to which is is resistant or vulnerable, it takes extra force damage equal to half your ranger level (minimum of 1). This benefit lasts for 1 hour or until you use this feature again. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Supernatural Defense Starting at 7th level, you gain extra resilience against your prey's retaliations. Whenever you are forced to make a saving throw by the target of your Slayer's Sense feature or make an ability check to escape the target's grapple, you can roll a d6 and add it to the saving throw or ability check. Arcane Nemesis At 11th level, you gain the ability to thwart the magic of your foes. When a creature you can see within 60 feet of you attempts to cast a spell or teleport, you can use your reaction to force that creature to make a Wisdom saving throw against your ranger spell save DC. On a failed save, the creature's spell or teleport fails and is wasted. Once you use this feature, you can't do so again until you finish a short or long rest. Slayer's Counter At 15th level, you gain the ability to strike back against your prey's attempts to sabotage you. Whenever you are forced to make a saving throw by the target of your Slayer's Sense feature, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If your attack hits, it deals extra force damage equal to your ranger level, and you automatically succeed on the saving throw, taking no damage if you would normally take half damage on a successful save.