Complete Ranger Overhaul v2.0

The Ranger Level Proficiency Bonus Features 1st +2 Ranger Survival (d6), Wanderer 2nd +2 Fighting Style, Mark Target (d6) 3rd +2 Expertise, Ranger Archetype 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Ranger Survival (d8), Traveler 7th +3 Mark Target (d8), Ranger Archetype feature 8th +3 Ability Score Improvement 9th +4 Skirmish 10th +4 Explorer, Ranger Survival (d10), 11th +4 Ranger Archetype Feature 12th +4 Ability Score Improvement 13th +5 Camouflage, Mark Target (d10) 14th +5 Ranger Survival (d12), Voyager 15th +5 Ranger Archetype feature 16th +5 Ability Score Improvement 17th +6 Mark Target (d12), Superior Survival 18th +6 Ranger Archetype feature 19th +6 Ability Score Improvement 20th +6 Master of the Wilds Class Features As a 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 Constituion modifier

10 + your Constituion modifier Hit Points at Higher Levels: 1d10 (or 5) + 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: Herbalism kit Saving Throws: Strength, Dexterity

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 (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 Ranger Survival You are capable of adapting to any situation the wilds throw at you, using special dice called Survival Dice, which are d6s. You have a number of Survival Dice equal to 1 + your Wisdom modifier. A Survival Die is expended when you use it. You regain all of your expended Survival dice when you finish a long rest. When you make an ability check or saving throw that you are proficient in, you can roll a Survival Die and add it to the result. You can wait until after you roll the d20 before deciding to use the Survival Die, but must decide before the GM says whether the roll succeeds or fails. Your Survival Die changes when you reach certain levels in this class. The die becomes a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level. Wanderer You are adept at traveling and surviving in the wild and untamed regions of the world, capable of thriving in any environment. While traveling for an hour or more in the wilderness, you gain the following benefits: Difficult terrain doesn’t slow your travel.

As an action, you can determine the direction and distance of the nearest body of water or stream within 1 mile.

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. 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 +I 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. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. Mark Target Starting at 2nd level, you can focus your attention on a creature, tracking it and striking it where it is vulnerable. As a bonus action, you can mark a creature within 90 feet of you as your quarry. You deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. The target remains marked for 1 hour, you mark a different target, or you dismiss the effect. You cannot cast hunter's mark if you have a creature marked, and cannot mark a creature if you are concentrating on hunter's mark. The bonus damage dealt by this feature increases when you gain certain levels in this class. The bonus damage becomes 1d8 at 7th, 1d10 at 13th, and 1d12 at 17th level. Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Beastmaster, Slayer, Survivalist, or Wildwalker, each detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th 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, whenever you take the Attack action on your turn. Traveler Starting at 6th level, your survival skills increase, and you are able to lead your traveling companions through hostile environments. While traveling for an hour or more in the wilderness, you gain the following benefits: Difficult terrain doesn't slow your group's travel

While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

If you are traveling alone, you do not suffer the penalty to passive Perception while moving at a fast pace.

As an action you can determine the direction and distance of the nearest shelter, such as a cave or building, within 1 mile. Skirmish At 9th level, you are adept at ambushing and attacking your enemies from different angles. You can take the Hide action as a bonus action. If you are hidden when you roll initiative, making an attack during the first round of combat does not reveal your location if you otherwise fulfill the conditions needed to hide.

Explorer At 10th level, you can easily traverse even the harshest of terrain. You gain the following benefits: Moving through nonmagical difficult terrain costs you no extra movement.

You can 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 have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

You have advantage on saving throws against the effects of extreme weather.

While traveling for an hour or more, your group can move stealthily at a normal pace. Camouflage Starting at 13th 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 hide yourself in the environment, such as against a tree or amongst foliage. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. When you make a weapon attack while camoflaged, you can roll a Survival Die and add the number rolled to the attack roll. After you move or take an action or a reaction, you must camouflage yourself again to gain these benefits. Voyager At 14th level, you are a master of exploration and survival. You gain the following benefits: You are are immune to disease.

You do not get exhausted from traveling.

If you are traveling alone you can move stealthily at a fast pace.

You cannot become lost, except by magical means. Superior Survival At 17th level, when you roll initiative or complete a short rest and have no uses of Ranger Survival left, you regain one use. Master of the Wilds At 20th level, you are the undisputed master of the wilderness. As an action, you can attempt to exert your control over any number of beasts and plants within 30 feet of you. Each beast or plant must succeed on a Wisdom saving throw with a DC of 20, or become charmed by you for 1 minute. Additionally, you are immune to poison damage and the poisoned condition, unless caused by a magical effect. Beastmaster Animal Companion At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Statistics. Choose a Beast that is no larger than Medium and has a challenge rating of 1⁄4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls. Your beast’s maximum hitpoints are equal to that in its stat block or 5 times your ranger level (whichever is higher). Your beast gains proficiency in Wisdom saving throws and the saving throw corresponding to its highest ability score (if it is already proficient in one of these saves, use its second highest ability instead). You can choose to let your beast spend Hit Dice from your pool during a short rest to regain hit points. The beast makes death saving throws following the normal rules. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you. At 7th and 15th level, the damage dice of your beast increases to the next size larger (ex. 2d4 increases to 2d6) up to a maximum of d12, and you can increase one of your beast's ability scores of your choice by 2, or you can increase two ability scores of your choice by 1. Combat. The beast obeys your commands as best it can. It takes its turn on your initiative, though it doesn’t take action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to command your beast to take the Attack action. Once you have the Extra Attack feature, when you take the Attack action the beast can make a single attack as one of your attacks. As a bonus action you can command the beast to take the Dash, Disengage, Dodge, or Help action. It takes attacks of opportunity and other reactions without needing your command. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. Traveling with your beast counts as travelling alone for features such as Wanderer. Attacks made by your beast trigger Mark Target. Among the Pack At 3rd level, you attune to the beasts of the wild, gaining the ability to walk amongst them unharmed. If a beast targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (a beast needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. A beast is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. Feral Senses At 7th level, you acquire enhanced, beast-like senses. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell, and you are 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.

Exceptional Training At 11th level, you can teach your beast new tricks. Your beast gains proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Intimidation, Perception, Performance, Stealth, or Survival. Additionally, when you take the Attack action, you can roll a Survival Die and command your beast to make one attack (in addition to any attacks it is making in place of your attacks), adding the number rolled to the damage dealt. Coordinated Instincts At 15th level, while you can see your beast, when your beast is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Evolved Companion At 18th level, your beast is amongst the most fearsome creatures in the wild. When you gain this feature you can choose for your beast to grow to Large, and your beast's ability scores each increase by 2. Slayer Favored Enemy Beginning at 3rd 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, or 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. When you hit your favored enemy with a weapon attack, you can roll a Survival Die and add the number rolled to the damage. Monster Hunter At the end of a short or long rest, choose a type of enemy (aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or a race of humanoid). When you hit the chosen type of creature with a weapon attack, you deal extra damage equal to your Wisdom modifier. You can only have one type of creature focused on at a time. Oils must be applied immediately upon crafting, and remain potent for 8 hours. Rugged Endurance At 7th level, you are adept at quickly tending to your wounds after a fight. When you expend a hit die to heal, the minimum hit points you can regain is 5 + your Constitution modifier. Slayer Manuevers At level 11, you learn maneuvers, which are fueled by your Survival Dice. You learn the following maneuvers: Counterattack. When your marked target makes an attack, you can use your reaction to make one weapon attack against it. Roll one Survival Die and add the number rolled to the damage of the attack. Whirlwind. As an action, make one melee weapon attack against any number of creatures within 5 feet of you. Roll one Survival Die and subtract the number rolled from each weapon damage roll. 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. Roll one Survival Die and subtract the number rolled from each attack roll. Additional Fighting Style At 15th level, you can choose a second option from the Fighting Style class feature. Damage Focus Starting at 18th level, when you roll a Survival Die to deal damage, the minimum you can roll is 6. Survivalist Home Turf Starting at 3rd level, 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, or swamp. You have advantage on Intelligence and Wisdom checks related to your favored terrain. When you complete a long rest in your favored terrain, you gain an additional Survival Die above your normal maximum. If you are using the Herbalism and Alchemy supplement bvy /u/dalagrath, Home Turf confers the following additional benefit: While in your favored terrain, you have advantage on Herbalism checks to gather ingredients, and automatically identify any ingredients gathered. Healing Salve At 3rd level, you're able to easily craft herbal remedies to fill wounds and ease pain. As an action, you can apply a salve to a friendly creature within 5 feet of you. When you apply the salve, roll a Survival Die, the creature regains hit points equal to the number rolled + your Wisdom modifier, and you can remove one disease or poison afflicting the creature. Bushcraft Starting at 7th level, You can use natural materials to craft one of the following items over the course of an hour, which can be done during a rest: Arrows (20), Antitoxin, Fishing tackle, Healer's kit, Hunting trap, and Rope, hempen (10 feet).