The Ranger, Revised The Ranger Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Explorer Archetype, Beast Companion, Natural Pathfinder — — — — — — 2nd +2 Fighting Style, Spellcasting, Hunter's Boon 2 2 — — — — 3rd +2 Adept Reflexes 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Archetype Feature, Beast Companion improvement 4 4 2 — — — 7th +3 Heart of Stone, Hunter's Boon improvement 5 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 — 6 4 3 2 — — 10th +4 Archetype Feature 6 4 3 2 — — 11th +4 Multiattack 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 — 8 4 3 3 1 — 14th +5 Share Spells 8 4 3 3 1 — 15th +5 Archetype Feature, Hunter's Boon improvement 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 Strength of the Wild 11 4 3 3 3 2 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, 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 Explorer Archetype At 1st level, you choose an archetype that you strive to emulate: Desert Nomad, Forester, Gloom Stalker, Jungle Tamer, Mountaineer, Plain Strider, Tundra Trekker, or Voyager. Each archetype is detailed at the end of the class description. Your choice grants you benefits at 1st level, and additional benefits at 6th, 10th, and 15th levels. It also grants you extra spells at certain levels, starting when you gain the Spellcasting feature at 2nd level.

Beast Companion From 1st level, you have a powerful bond with a creature of the natural world. Select a beast that is no larger than Medium and that has a challenge rating of 1/2 or lower to serve as your beast companion. A ranger's companion is normally a beast that is native to their favored biome, but you might have a different sort of beast companion depending on your story. If your beast companion is ever slain, you can return it to life through an ancient ranger ritual that taps into the strength of the magical bond between you two. The ritual takes an hour to perform and costs 50 gp worth of rare herbs, fine food, and special spell components dervied from unique plants. At the end of the ritual, you can call forth your companion’s spirit into a new body. You can return your companion to life in this manner even if you do not possess any part of its previous body, but the ritual is more expensive in this case: an additional 50 gp worth of special spell components are required. Companion's Bond Your beast companion gains a variety of benefits while it is linked to you. Your beast companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC. Your beast companion gains proficiency in three skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 1st, your beast companion gains an additional hit die and increases its hit points accordingly. In combat, your companion obeys your commands as best it can. It takes its turn on your initiative, but does nothing unless you direct it to, or unless you are incapacitated, in which case it acts to defend you. On your turn, you can use your action to verbally command it to take the Dash, Disengage, Dodge, or Help action. You can also verbally command it to move, without using an action. When you take the Attack action, you can choose to have your companion make an attack against a target within its reach in your place. If you're able to make multiple attacks with the Attack action, you can decide for each attack whether you or your companion attacks. Your companion also has its own reaction, which it can use to make an opportunity attack when a hostile creature moves out of its reach. Starting at 6th level, on each of your turns in combat, you can use a bonus action to verbally command your companion to take the Dash, Disengage, Dodge, or Help action. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your beast companion gains the benefits of your Hunter's Boon feature when you acquire it at 2nd level, and, when you acquire them at later levels, the benefits of the improved versions of that feature. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” d6 Trait 1 I’m dauntless in the face of adversity. 2 Threaten my friends, threaten me. 3 I stay on alert so others can rest. 4 People see an animal and they underestimate me. I take advantage of that. 5 I have a knack for showing up just in time. 6 I always put my friends’ needs before my own. d6 Flaw 1 If there’s food left unattended, I’ll eat it. 2 I growl at strangers, and all people except my ranger are strangers to me. 3 Any time is a good time for a belly rub. 4 I’m deathly afraid of water. 5 My idea of hello is a flurry of licks to the face. 6 I jump on creatures to tell them how much I love them. Natural Pathfinder 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.

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 or are accompanied only by your beast companion, you (and your companion) can move stealthily at a normal pace, and travel at a fast pace without suffering a penalty to your Wisdom (Perception) score(s). 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. 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 the end of this class description 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 ensnaring strike and have a 1st-level and a 2nd- level spell slot available, you can cast ensnaring strike 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 Hunter's Boon At 2nd level, you learn to use the knowledge of the explorer archetype you have taken up in tandem with the hunting and tracking techniques you have studied and practiced. Against any creatures that are native to the terrain type(s) associated with your archetype -- shown in the Archetypal Terrains table at the end of this description -- you gain the following special benefits: You gain a +2 bonus to weapon damage rolls against these creatures. This bonus increases to +4 when you reach 7th level in this class, and to +6 when you reach 15th level in this class.

You have advantage on Wisdom (Survival) checks to track these creatures, as well as on Intelligence checks to recall information about them.

You have advantage on saving throws against the spells and abilities used by these creatures. Archetypal Terrains Explorer Archetype Associated Terrain(s) Desert Nomad Desert Forester Forest Gloom Stalker Underdark Jungle Tamer Forest, Swamp Mountaineer Hill, Mountain Plain Strider Grassland Tundra Trekker Arctic Voyager Coastal, Underwater Adept Reflexes By 3rd level, you have learned to act swiftly and decisively during the first moments of battle. You have advantage on initiative rolls, and if you use the Attack action on your first turn during combat, you can make one additional attack. 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. Heart of Stone Starting at 7th level, you are able to remain courageous in face of threats that would cause even other adventurers to quake in fear. 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. 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.

Share Spells Beginning at 14th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if they are within 30 feet of you. 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. Strength of the Wild At 20th level, you become an unparalleled hunter. Whenever you make an attack, you can add your Wisdom modifier to either the attack roll or the damage roll. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Explorer Archetypes All rangers stand between civilization and the wilderness, protecting both forces from each other. The martial and magical techniques that an individual ranger masters in pursuit of this purpose, though, can very greatly, largely depending on which archetype of explorers they aim to emobdy. Desert Nomad In the sandy and rocky wastelands where temperatures are harsh and food, water, and shelter are scarce, the Desert Nomads keep a watchful eye. These rangers master the art of not only surviving but thriving in this intense terrain, and protect the denizens of the world from the deadly creatures that roam it. Sustaining Ward From when you choose this archetype at 1st level, your body is fortified with natural magic that protects you from heat, starvation, and dehydration. You have resistance to fire damage, and you can sustain yourself with only one third of the amount of food and water normally required to sustain a creature of your race and build. Desert Nomad Magic At 2nd level when you acquire the Spellcasting feature, and when you reach certain higher levels in this class, you learn an additional spell, as shown in the Desert Nomad Spells table. These spells count as ranger spells for you, but don't count against your number of spells known. Desert Nomad Spells Ranger Level Spell 2nd create or destroy water 5th mirror image 9th wall of sand 13th blight 17th antilife shell Scorching Strikes Starting at 6th level, you can draw on the primal power of the desert to burn your enemies. At the start of your turn, you can wreath your weapons in flames (no action required). During that turn, your weapon attacks deal an extra 1d4 fire damage on a hit. The fire damage dealt by this feature increases as you gain more levels in this class: to 1d6 at 9th level, 1d8 at 12th level, 1d10 at 15th level, and 1d12 at 18th level. You can use this feature a number of times equal to your Wisdom modifier. You regain expended uses whenever you finish a long rest. Sandstorm Shield Starting at 10th level, when a creature within 5 feet of you attacks you, you can use your reaction to conjure a whirlwind of swirling sand to protect yourself. The attacker must succeed on a Constitution saving throw (DC equals your spell save DC) or be blinded until the end of its next turn. Further, if it fails this saving throw, the triggering attack automatically misses you. Once you use this feature, you can't use it again until you finish a short or long rest. Phoenix Veil At 15th level, you learn to channel the power of the phoenix, the desert's mightiest guardian. As a bonus action, you can cloak yourself in warm, incandescent light, and manifest a pair of wings of fire (which do not harm you or others) at your back. For 1 minute, you gain the following benefits: You have a flying speed of 40 feet.

You have immunity to fire damage.

When you use your scorching strikes feature, the fire damage you deal on a hit increases by your Wisdom modifier. Once you use this feature, you can't use it again until you finish a long rest.

Forester The Foresters are the guardians of the great temperate wealds. While many adventurers find the dense trees and brush and the low light of the forests to be a hindrance, these rangers know that these elements are powerful tools. With the knowledge and skills they possess, they can make the wildwood their ally in all of their endeavors. One With the Woodlands From 1st level, due to your experience with hunting in the woods, you know how to quickly and effectively conceal yourself from your prey. On each of your turns in combat, you can take the Hide action as a bonus action. You can also attempt to hide even when you are only lightly obscured by trees, bushes, or other plants. Forester Magic At 2nd level when you acquire the Spellcasting feature, and when you reach certain higher levels in this class, you learn an additional spell, as shown in the Forester Spells table. These spells count as ranger spells for you, but don't count against your number of spells known. Forester Spells Ranger Level Spell 2nd entangle 5th spider climb 9th plant growth 13th grasping vine 17th tree stride Hunter's Precision By 6th level, you have learned to use your hunting skill to deliver powerful blows from cover while in combat. Once per round, you can deal extra damage to one creature that you hit with a weapon attack if you are hidden from that creature until just before making the attack. The extra damage equals a number of d6s equal to one third of your ranger level. Hide in Plain Sight By 10th level, you have become so skilled at hiding that you can remain almost perfectly still while waiting to strike. If you avoid moving on a turn on which you attempt to hide, creatures that attempt to detect you before the start of your next turn take a −10 penalty to their Wisdom (Perception) checks to do so. 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 choose to retain this benefit. If you do so, it lasts until you either move or are detected. Flurry from the Brush By 15th level, you have taken your techniques for striking from the shadows to new heights. On your turn, if you are hidden from a creature(s), you can use your action to launch a flurry of ranged attacks at that creature(s). You can make a number of ranged attacks up to your Wisdom modifier, targeting any creature that you are hidden from with each attack. Only the last attack reveals your location to creatures you are hidden from, and each attack deals an extra 1d6 damage on a hit. Once you use this feature, you can't use it again until you finish a short or long rest. Gloom Stalker Wherever evil lurks in the shadows, one finds the Gloom Stalkers. These rangers boldly venture into the darkest places of the world -- caves deep beneath the earth, gloomy alleyways, twilit forests, and wherever else the light dims -- to eliminate the threats found there before they can reach others. Umbral Sight From 1st level, you are skilled at stalking through nearly lightless caves. You gain the following benefits: You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

While you are in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Gloom Stalker Magic At 2nd level when you acquire the Spellcasting feature, and when you reach certain higher levels in this class, you learn an additional spell, as shown in the Gloom Stalker Spells table. These spells count as ranger spells for you, but don't count against your number of spells known. Gloom Stalker Spells Ranger Level Spell 2nd protection from evil and good 5th web 9th meld into stone 13th greater invisibility 17th passwall Iron Mind By 6th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). Stalker's Flurry At 10th level, you learn to strike with unexpected speed, to keep the advantage over your prey. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. Intangible Shadow Starting at 15th level, you can channel power from the Shadowfell to briefly become intangible when you are threatened. When you would take damage, you can use your reaction to shift into a shadowy form for a moment. You

gain immunity to damage that isn't force, psychic, or radiant until the end of the current turn. If you are in an area of dim light or darkness when you use this reaction, as part of the same reaction you can also teleport to an unoccupied space within 30 feet of you that is also in an area of dim light or darkness. Once you use this feature, you can't use it again until you finish a short or long rest. Jungle Tamer The great rainforests of the world house many diverse dangers; travel is hindered by dense plants and muddy ground, and every stretch of underbrush conceals ferocious predators. Still, a select few rangers choose to brave these myriad threats. Those who do are known as Jungle Tamers. Adaptive Resilience From 1st level, due to many years you've spent in jungles and swamps that are infested with disease-carrying insects and venomous creatures of all sorts, you have some resistance to these elements. You are immune to disease and resistant to poison damage, and you have advantage on saving throws against poisons. Jungle Tamer Magic At 2nd level when you acquire the Spellcasting feature, and when you reach certain higher levels in this class, you learn an additional spell, as shown in the Jungle Tamer Spells table. These spells count as ranger spells for you, but don't count against your number of spells known. Jungle Tamer Spells Ranger Level Spell 2nd purify food and drink 5th spike growth 9th conjure animals 13th guardian of nature 17th insect plague Jungle Walker By 6th level, your experience traversing rainforests has given you handle many difficult mediums of mobility. Climbing and swimming no longer cost you extra movement, nor does moving through nonmagical difficult terrain. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have spines, thorns, or a similar hazard. Thorny Retribution At 10th level, you gain the ability to magically conjure thorny vines and leaves to lash out against attackers near you. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to deal piercing damage to that creature equal to half your ranger level. When you do so, until the start of your next turn, any creature that hits you with a melee attack takes that same damage. Adaptive Immunity At 15th level, you learn to snychronize your magic with your natural adaptive resilience, further strengthening your physicality against toxins and other malice. You gain immunity to poison damage and the poisoned condition. You also gain proficiency in Constitution saving throws, if you don't have it already. Mountaineer In the peaks harried by fierce winds and storms and fiercer predators, one finds the Mountaineers. Learning to travel through and hunt in the rough terrain of the crags bestows on these rangers impeccable skill, athleticism, and durability. Cliff Walker From 1st level, you are skilled at moving through harsh mountain environments consisting of steep cliffs and deep ravines, granting you the following benefits: You gain proficiency in the Athletics skill.

Your proficiency bonus is doubled for any Athletics check you make to climb a wall or jump across a gap.

Climbing costs you no extra movement.

The distance that you cover when making a running jump (either a long jump or a high jump) is increased by 50%. You are also acclimated to high altitudes, including elevations above 20,000 feet, and you are naturally adapted to cold climates. Mountaineer Magic At 2nd level when you acquire the Spellcasting feature, and when you reach certain higher levels in this class, you learn an additional spell, as shown in the Mountaineer Spells table. These spells count as ranger spells for you, but don't count against your number of spells known. Mountaineer Spells Ranger Level Spell 2nd feather fall 5th gust of wind 9th erupting earth 13th storm sphere 17th wall of stone Earthen Root At 6th level, you gain the ability to stand firm as stone against forces that would knock others from their feet. When you are standing on solid ground and are subjected to an effect that would knock you prone or move you against your will, you can use your reaction to resist the effect. If the effect would knock you prone, you remain standing. If the effect would move you against your will, roll a d20. If the result is less than or equal to your ranger level, you are not moved. Otherwise, you are moved half the distance that you normally would be. You cannot use this feature to resist forced movement caused by teleportation; the effect must be physical, such as a thunderwave or grasping vine spell, or a bronze dragon's repulsion breath. Altoaegis At 10th level, you master primal magic to ward yourself

against the wrath of the sky. You gain resistance to lightning and thunder damage. Mountain's Hide At 15th level, you gain the ability to harden your skin like stone to ward off mundane attacks. You are always under the effects of a stoneskin spell. Plain Strider The Plain Striders call the vast, open grasslands of the world home. They are incredible swift and agile, as one must be to survive and fight in terrain where cover from rocks or trees is scarce. They use their enhanced speed to evade their foes' attacks and launch overwhelming counter-assaults against them. Run With the Gazelle From when you choose this archetype, you are far swifter on foot than most others. While you aren't wearing heavy armor, your base walking speed increases by 10 feet. Plain Strider Magic At 2nd level when you acquire the Spellcasting feature, and when you reach certain higher levels in this class, you learn an additional spell, as shown in the Plain Strider Spells table. These spells count as ranger spells for you, but don't count against your number of spells known. Plain Strider Spells Ranger Level Spell 2nd expeditious retreat 5th pass without trace 9th haste 13th freedom of movement 17th steel wind strike Slip the Lion's Claws At 6th level, you learn to use your increased agility to quickly escape the clutches of your foes. Whenever a creature makes an attack of opportunity against you or attempts to grapple you or maintain a grapple against you, it suffers a 1d6 penalty to the attack roll or ability check it makes to do so. Evasion By 10th level, you have become swift enough to dodge out of the way of certain area effects, such as a black dragon's acid breath or a flame strike 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. Rush Attack At 15th level, you learn to perform a special attack that resembles the mighty pounce of a predator of the savannah. On your turn, if you move at least 20 feet straight toward a creature and then use the Attack action to make a melee attack(s) against it, you can give yourself advantage on your first melee attack against it. If you hit, the attack deals extra damage equal to a number of d10s equal to your Wisdom modifier, and if the target is no more than two sizes larger than you, it must succeed on a Strength saving throw (DC equals 8 + one third of the damage it takes from the attack) or be knocked prone. Once you use this feature, you can't use it again until you finish a short or long rest. Tundra Trekker Tundra Trekkers migrate through the far frozen stretches of the world -- the expansive fields of permafrost, snow-covered forests, and seas of ice surrounding the poles are their domain. They are so comfortable in this climate, they almost make the weather seem inviting. Winter Survivalist At 1st level, your knowledge of natural magics and winter survival techniques grants you resistance to cold damage. Tundra Trekker Magic At 2nd level when you acquire the Spellcasting feature, and when you reach certain higher levels in this class, you learn an additional spell, as shown in the Tundra Trekker Spells table. These spells count as ranger spells for you, but don't count against your number of spells known. Tundra Trekker Spells Ranger Level Spell 2nd armor of agathys 5th hold person 9th slow 13th ice storm 17th cone of cold Sealing Frost Starting at 6th level, you can draw on the primal power of the tundra to freeze your enemies. When you hit a creature with a weapon attack, you can attempt to lock it in place with a thick coat of ice. The target must succeed on a Strength saving throw (DC equals your spell save DC) or be restrained until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses whenever you finish a long rest. Glacial Armor At 10th level, you learn to augment your armor with your primordial ice magic. Whenever you finish a short or long rest, you gain temporary hit points equal to your ranger level + your Wisdom modifier. If you cast the armor of agathys spell while you have temporary hit points from this feature, you add the temporary hit points from the spell to your current temporary hit points. This does not, however, extend the effects of the spell; for example, if you have 8 temporary hit points from this feature, and you cast armor of agathys using a 2nd-level spell slot, your temporary hit points increase to 18, but a creature no longer takes cold damage from hitting you with a melee attack once your temporary hit points decrease to 8 or lower.

Frigid Cloak At 15th level, you learn to channel powerful magic from the Frostfell, the elemental plane of ice. As an action, you can coat yourself and your equipment in a spectral layer of bluish-white ice that emanates wisps of swirling snow. For the next minute, you gain the following benefits: At the start of each of your turns, you gain 10 temporary hit points.

You have immunity to cold damage, and when you are subjected to an effect that deals cold damage, you gain temporary hit points equal to the amount of cold damage you would have taken (without your resistance or immunity).

When a creature hits you with a melee attack, you can use your reaction to deal 3d6 cold damage to that creature and to subject it to the effects of your sealing frost feature. Once you use this feature, you can't use it again until you finish a long rest. Voyager While many rangers make it their task to watch over a certain terrain, not all who follow the path of the wild warrior are comfortable remaining stationary. Some feel this call to roam so strongly that they choose not just to master the land, but the ocean as well. They run the lengths of the shores and leap between distant islands on vehicles of their own making. Such rangers are known as Voyagers. Sea Legs When you choose this archetype at 1st level, you gain proficiency with water vehicles and with your choice of navigator's or cartographer's tools. Additionally from 1st level, when you swim, you need only expend 3 feet of movement for every 2 feet you move. Voyager Magic At 2nd level when you acquire the Spellcasting feature, and when you reach certain higher levels in this class, you learn an additional spell, as shown in the Voyager Spells table. These spells count as ranger spells for you, but don't count against your number of spells known. Voyager Spells Ranger Level Spell 2nd fog cloud 5th misty step 9th wall of water 13th control water 17th maelstrom Wave Dance By 6th level, you've learned to apply your experience with keeping your footing in boats on rough waters to combat. When you hit a creature with a melee attack, you can attempt to knock it off balance. The target must succeed on a Dexterity saving throw or suffer disadvantage on Dexterity saving throws, Dexterity ability checks, and attack rolls for attacks of opportunity until the start of its next turn. The DC for the saving throw equals 8 + your Strength modifier + your proficiency bonus, or 8 + your Dexterity modifier + your proficiency bonus, whichever is higher. Creatures that have this feature are immune to its effects, as are creatures immune to the prone condition. Navigator's Awareness By 10th level, through much practice spotting objects on the open sea and reading charts and maps, you've developed the ability to sharply track your surroundings. You gain a +5 bonus to your passive Wisdom (Perception) score, and to any Wisdom (Perception) checks you make to spot creatures that are attempting to hide from you. Additionally, unless you are incapacitated, other creatures don't gain advantage on attack rolls against you as a result of being hidden from you. Ocean Avatar Starting at 15th level, you can breath underwater, and you have a swimming speed equal to twice your walking speed. Additionally, you learn to empower your weapons with primordial ocean magic. As a bonus action, you can cause one weapon you are holding to begin glowing with a cerulean light. The weapon remains glowing until you are no longer holding it, until you dismiss the glow (no action required), or until you use this feature again. While it is glowing, once per turn when you hit a creature with the weapon, you can deal an additional 2d10 cold or lightning damage (your choice) to that creature.

Spell List This class revision includes a set of new spells for rangers, as well. For player convenience, the entire ranger spell list -- including the original ranger spells described in the Player's Handbook, the new spells available to rangers found in Xanathar's Guide to Everything, and the aforementioned new spells -- is presented below. Spells introduced here are marked with a †. Following the spell list, the remainder of the document is dedicated to spell descriptions, presented in alphabetical order by name of the spell. Ranger Spells 1st Level Absorb Elements

Adaptation †

Alarm

Animal Friendship

Arrow Shield †

Astral Ambush †

Beast Bond

Chameleon Skin †

Cure Wounds

Detect Magic

Detect Poison and Disease

Ensnaring Strike

Fog Cloud

Goodberry

Hail of Thorns

Hunter's Mark

Jump

Longstrider

Nature's Favor †

Snare

Speak with Animals

Zephyr Strike 2nd Level Animal Messenger

Barkskin

Beast Sense

Cordon of Arrows

Darkvision

Find Traps

Healing Spirit

Lesser Restoration

Locate Animals or Plants

Locate Object

Pass Without Trace

Paragon Instincts †

Protection from Poison

Riversight †

Silence

Spike Growth

Swapstrike †

Wraithstrike † 3rd Level Conjure Animals

Conjure Barrage

Daylight

Flame Arrows

Lightning Arrow

Nondetection

Plant Growth

Protection from Energy

Speak with Plants

Water Breathing

Water Walk

Wind Wall 4th Level Bloodsworn Retribution †

Conjure Woodland Beings

Freedom of Movement

Grasping Vine

Guardian of Nature

Locate Creature

Stoneskin

Totem Emissary † 5th Level Commune with Nature

Conjure Volley

Fires of Renewal †

Phase Motion †

Steel Wind Strike

Swift Quiver

Tree Stride

Wrath of Nature New Spell Descriptions Adaptation 2nd-level transmutation (Druid, Ranger) Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (some wool [cold version], or a hunk of ice [heat version])

V, S, M (some wool [cold version], or a hunk of ice [heat version]) Duration: 24 hours You enhance a creature's physical form to allow it to endure harsh climates. The target of the spell gains the benefits of natural adaptation to environments of either extreme cold or extreme heat (your choice). Arrow Shield 1st-level abjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 minute With this spell, you create a transparent dome-shaped shield around yourself, visible via the slight warbling effect it creates in the air. For the duration, you gain a +4 bonus to AC against ranged weapon attacks. Astral Ambush 1st-level conjuration Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous You rush with supernatural speed toward a creature within range that you can see, closing the distance between you and it in a fraction of a second and appearing as a streak of blue-violet light as you move. You can then immediately make a single melee weapon attack against the creature (if you are wielding a melee weapon). If you hit, the target takes an additional 1d12 force damage from the attack. Though you need not expend any of your movement to cast this spell, you cannot cast it while your speed is 0. Bloodsworn Retribution 4th-level necromancy Casting Time: 1 round

1 round Range: Self

Self Components: V, S, M (your blood)

V, S, M (your blood) Duration: Special (see text) You cut yourself and swear an oath of retribution on your own blood. You take 5, 10, 15, 20, or 25 necrotic damage (your choice). This damage cannot be reduced in any way, and, until the spell ends, your hit point maximum is reduced by an amount equal to the damage taken. Whenever you make a d20 roll directly related to the oath and that brings you closer to the fulfillment of that oath (DM's discretion), you gain a bonus to the roll equal to one fifth of the damage taken when you cast the spell. This spell ends when you fulfill the oath, when you choose to forsake it, or when you cast this spell again.

Chameleon Skin 1st-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: S, M (a scale from a chameleon)

S, M (a scale from a chameleon) Duration: 1 hour You touch a willing creature, and a thin layer of scales covers its body. The coloration of the scales changes to match that of the target's surroundings, allowing them to vanish from sight more easily. For the duration, the target can always attempt to Hide when they are at least lightly obscured. At the DM's discretion, they may be able to hide in more extreme circumstances, too (e.g. when up against a cavern wall). Fires of Renewal 5th-level evocation Casting Time: 1 round

1 round Range: Self

Self Components: V, S, M (a pinch of ruby dust worth 25 gp, which the spell consumes)

V, S, M (a pinch of ruby dust worth 25 gp, which the spell consumes) Duration: 10 minutes You feel a nugget of warmth near your heart as you complete the casting of this spell. A seed of divine fire now lies dormant in you, ready to be unleashed but burning quickly. If before the spell ends you take damage that would cause you to drop to 0 hit points, the fire is released. Golden flames burst out from you, restoring your vitality and warding off your foes. You drop to 1 hit point instead, and each hostile creature within 15 feet of you takes 2d10 points of fire damage and 2d10 points radiant damage. When this happens, you are also cured of any conditions you are suffering from that could be removed by a lesser restoration spell (blindness, deafness, paralysis, poison). After these effects resolve, the spell ends. Nature's Favor 1st-level transmutation Casting Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: V, S, M (tree sap)

V, S, M (tree sap) Duration: Concentration, up to 10 minutes Choose one beast, plant, or elemental creature within range. That creature gains a +1 bonus to attack and damage rolls for the duration. The spell ends early if the creature changes form and is no longer a beast, plant, or elemental. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the bonus by 1 for each slot level above 1st, to a maximum of your spellcasting ability modifier. Paragon Instincts 2nd-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a vial of the sap of a plant or blood of a beast native to the region you're in when you cast the spell, which the spell consumes)

V, S, M (a vial of the sap of a plant or blood of a beast native to the region you're in when you cast the spell, which the spell consumes) Duration: 8 hours You arm yourself with the instinctive knowledge wielded by creatures native to the area you're in (this spell fails if you cast it while not in a natural land). For the duration, you have advantage on all ability checks that involve the Survival skill, including those made to navigate through wilderness, forage for food or drink, or hunt or otherwise track a creature. Phase Motion 5th-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 minute The image of your form becomes partially translucent and shifts in a jittering fashion. For the duration, while you are moving, you are immune to all damage that isn't force or psychic, and you can move through other creatures and objects as if they were difficult terrain. If you end your turn inside of a creature or an object, you are immediately shunted to the nearest unoccupied space and take 1d6 force damage for every 5 feet you are shunted. Riversight 2nd-level divination Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 10 minutes You touch the surface of a river and project your vision into it. For the duration of the spell, you are blind with regard to your own senses. You can choose any point up to 20 miles downriver or 5 miles upriver as a starting point. At that point, you can see anything on or within the river as if you were present at that location, or you can observe anything happening within 15 feet of the river's bank as if peering from the water's surface. You can choose to shift your vision to any point you could have chosen as the starting point for the spell as an action. You can also choose to adjust your vision to follow something moving along the river at any time, though you cannot follow something beyond 20 miles downriver or 5 miles upriver. This spell is blocked by dams and resevoirs. You cannot project your vision to a point on the river beyond such a construction, nor can you follow something past one. However, if you attempt to do so, you make it all the way up to the obstruction (and therefore gain knowledge of it). Swapstrike 2nd-level conjuration Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, M (a weapon)

V, M (a weapon) Duration: Concentration, up to 1 minute The next time you hit a creature with an attack using the weapon you used as this spell's material component during the spell's duration, you and the target magically switch places immediately after the attack resolves. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. Also, if the triggering attack is a ranged weapon attack made with a thrown weapon, the weapon magically