Rev Kaboose's Revised Ranger v2.0 RevKaboose's Revised Ranger Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Monster Hunter, Natural Explorer — — — — — 2nd +2 Fighting Style, Spellcasting, Mark of the Hunted 2 — — — — 3rd +2 Ranger Conclave, Primeval Awareness 3 — — — — 4th +2 Ability Score Improvement 3 — — — — 5th +3 Extra Attack, Whirling Blades 4 2 — — — 6th +3 Always Vigilant, Natural Explorer improvements 4 2 — — — 7th +3 Ranger Archetype feature 4 3 — — — 8th +3 Ability Score Improvement 4 3 — — — 9th +4 — 4 3 2 — — 10th +4 Ranger Conclave feature 4 3 2 — — 11th +4 Stalker's Flurry 4 3 3 — — 12th +4 Ability Score Improvement 4 3 3 — — 13th +5 — 4 3 3 1 — 14th +5 Hit and Run Tactics 4 3 3 1 — 15th +5 Ranger Conclave feature 4 3 3 2 — 16th +5 Ability Score Improvement 4 3 3 2 — 17th +6 — 4 3 3 3 1 18th +6 Feral Senses 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Foe Slayer 4 3 3 3 2 Class Features As a revised ranger, you gain the following class features Hit Points Hit Dice: 1d10 per ranger level

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

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st Proficiencies Armor: Light armor, medium armor, shields

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

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

Strength, Dexerity Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor

(a) two shortswords or (b) two simple melee weapons

(a) a dungeoneer's pack or (b) an explorer's pack

(a) longbow and a quiver of 20 arrows

Monster Hunter Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to your enemies. Choose a type of creature that you wish to hunt: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, corporeal undead, incorporeal undead, a race of humanoid (such as gnolls or orcs). During a long rest, you imbibe potions, burn incense, and perform other rituals that will help you in the hunt of these enemies. Starting at the end of your long rest, you have advantage on Wisdom (Survival) checks to track these enemies, as well as on Intelligence checks to recall information about them. As a reaction, an attack roll you make against a creature of this type is at advantage or you may impose disadvantage on one of their attack rolls against you. This reflects your extensive knowledge of how these creatures conduct themselves in combat and your preparation to combat them. When you gain this feature, you also learn one language of your choice. Natural Explorer You are exceptionally familiar with the wilderness and the bounties it holds. Your travels have taught you how to prepare a magical type of poultice from the Natural Explorer Poultice table. During a long rest, you may prepare your mixture of herbs and roots you gather while others rest. Applying a poultice requires 1 minute. You may only prepare a number of poultices equal to your Wisdom modifier. Prepared concoctions expire after a long rest or approximately 1 day. You choose additional poultice types at 6th and 10th level. Natural Explorer Poultices Poultice Bonus Alacrity Your poultice grants advantage on initiative checks for the next hour. Bounding Your poultice increases movement of a target by 5 feet per round for the next hour. The movement speed increases to 10 feet at 5th level, 15 feet at 11th level, and 20 feet at 17th level of Ranger. Healing Your poultice restores 1d6+4 hit points and an additional 1d6 for every two levels of Ranger you possess hereafter. Fortify Your poultice fortifies 1d4+4 temporary hit points and an additional 1d4 for every two levels of Ranger you possess hereafter. This poultice lasts 1 hour Stimulating Your poultice grants a 1d4 bonus to ability skill checks for the next hour. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid dose. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. Preparing and Casting Spells The Ranger table shows how many spell slots you have to cast your spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in planning and preparation: at least 1 minute per spell level for each spell on your list.

Spell Slots The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Mark of the Hunted Starting at 2nd level, when you hit a creature with a weapon attack, you can expend one spell slot to deal additional damage to the target and to cause it to actively bleed, making tracking it easier. For the next minute, when you hit the target with a weapon attack you deal additional weapon damage and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each odd spell level higher than 1st, to a maximum of 3d6. The damage die increases to d8's if the creature is a target of your Monster Hunter ability. Ranger Conclave At 3rd level, you choose a ranger conclave to join and you begin to emulate their codes and fighting styles. Your choice grants you features at 3rd level and again at 7th, 10th, and 15th level. You choose between the Conclave of Hunters, Beastial Conclave, Conclave of Horizon Walkers, or the Umbral Conclave. Conclave Spells Each Conclave has a list of associated spells. You gain access to these spells at the levels specified in the conclave description. Once you gain access to a conclave spell, you always have it prepared. Conclave spells don’t count against the number of spells you can prepare each day. If you gain a conclave spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you. Primeval Awareness Beginning at 3rd level, you can use your action and focus your awareness on the region around you. For a number of minutes equal to your proficieny bonus, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. You also have advantage on Wisdom (Perception) and Wisdom (Survival) checks made against creatures targeted by this ability. Once you use this feature, you may not do so again until you finish a short or long rest. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn. Whirling Blades Starting at 5th level, when you engage in two-weapon fighting while wearing light or no armor, you do not expend your bonus action. You can only gain the benefits of two-weapon fighting once during your turn.

Ever Vigilant Starting at 6th level, you need less rest than most normal mortals and are able to perform light tasks during a long rest. During your rest, you may scout the surrounding lands or cityscape, gathering information with Survival or Investigation checks. Alternatively, you may secure or scout an area of a dungeon to set traps from the Ranger Traps table within a 120 foot radius of your area of rest. These traps take approximately 10 minutes to establish. How creatures are effected are based on what traps you elect to use. You may designate any number of creatures for your traps to have no effect on (by telling them of their presence and how to avoid them). Any creature entering into the area must succeed a saving throw or skill check based on your ranger spell save DC. Ranger Traps Trap Effect Alarm Through the use of mystical wards, you are alerted to any creature who fails a Charisma saving throw approaching within 150 feet of your area of rest. Binding Creatures who encounter your area of rest must succeed a Dexterity saving or become restrained. A restrained creature in this manner may repeat their saving throw at the end of their turn. The creature remains restrained until it succeeds its saving throw. Cover Creatures who enter your trapped area trigger the spell fog cloud for the 120 feet you have secured. You see clearly through this fog but other creatures do not. Disorienting Creatures who encounter this trap make Dexterity Initiative checks at disadvantage. Stalker's Flurry At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. 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. Hit and Run Tactics At 14th level, when you make a melee or ranged attack against an enemy whose threatened space you occupy, you may move up to half of your movement speed out of their threatened space and not provoke an attack of opportunity from that creature Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. You now also add your Wisdom modifier to your attack and damage rolls. Your attacks against targets of your Monster Hunter ability now bypass any resistances or immunities they once possessed. Attacks against these enemies also now deal an additional 2d8 weapon damage with each attack and you may enter and leave their threatened squares without provoking attacks of opportunity. These creatures also cannot surprise you and never gain advantage on attacks against you. Ranger Conclaves The ideals of rangers are as diverse as the parts of the world you find them in. For some, they wish to better hone their skills of monster hunting. Others wish to protect the planes and maintain balance. Some believe the best approach is to delve deeper into the arcane and manipulate the powers of the arcane to better defend the borders of their homes. Conclave of Hunters Joining the Hunter Conclave means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. You are the hunter of monsters. The shield of men and the bane of the terrors of the wilds. You find comfort with steel in hand and foes at your feet. Hunter Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you have prepared. Hunter Spells Ranger Level Spell 3rd longstrider 5th see invisibility 9th slow 13th hallucinatory terrain 17th hold monster

Hunter's Sense At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. Hunter's Prey At 3rd level, you gain one of the following features of your choice. Colossus Slayer . Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. When you reach 11th level in this class, the extra damage increases to 2d8

. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. When you reach 11th level in this class, the extra damage increases to 2d8 Giant Killer . When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Defensive Tactics At 7th level, you gain one of the following features of your choice. Escape the Horde . Opportunity attacks against you are made with disadvantage.

. Opportunity attacks against you are made with disadvantage. Multiattack Defense . When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Ironbound Mind. You cannot be frightened. Hunter's Traps As part of the Hunter's Conclave, you are granted access to a deeper understanding of traps that involve limiting a creature's mobility and further hindering their ability or will to fight. At 10th level, creatures who are subjected to your traps make their saving throws at disadvantage. Additionally, your trapped area is extended to 180 feet. Slayer's Counter At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If a creature forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects. Horizon Walkers' Conclave Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals that work to preserve life and the order of the planes Horizon Walker magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you have prepared. Horizon Walker Spells Ranger Level Spell 3rd protection from evil and good 5th misty step 9th haste 13th banishment 17th teleportation circle Detect Portal At 3rd level, you gain the ability to magically sense the presence of a planar portal. When you use your Primeval Awareness, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can’t use it again until you finish a short or long rest. See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals. Planar Warrior At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, the creature takes an extra 1d6 force damage from the attack, and the creature's movement is reduced by 15 feet. When you reach 11th level in this class, the extra damage increases to 2d6 and the movement speed is reduced by 15 feet or half their movement speed, whichever is greater.

Planar Steps At 7th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack or Hide action, you can teleport up to 10 feet before each attack or before the Hide action to an unoccupied space you can see. Ethereal Eye At 10th level, you learn to step through the Ethereal Plane and see beyond the material plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of your turn. During this time, you may also use your action to cast locate creature without expending a spell slot, but the spell ends at the beginning of your turn and targets of the spell must be elemental, fiend, celestial, fey, or aberration. Once you use this feature, you can't use it again until you finish a short or long rest. Spectral Defense At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn. Beastial Conclave The Beastial Conclave embodies the ferocity of the wild and the friendship between the civilized races and the beasts of the world. United in focus, a creature and ranger work as one to fight the monstrous foes that threaten civilization and wilderness alike. Joining the Beastial Conclave means committing yourself to this ideal: Working in partnership with a beast of the wilds as your companion and friend. Beastial Conclave Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beastial Conclave Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you have prepared. Beastial Conclave Spells Ranger Level Spell 3rd command 5th calm emotions 9th life transference 13th dominate beast 17th geas Ranger's Companion At 3rd level, you gain a creature companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast or monstrosity that is no larger than medium and that has a challenge rating of no more than 1/4 your character level. If it had access to the multiattack feature, it loses access to this feature. Add your proficiency bonus to the creatures's AC, attack rolls, and damage rolls, as well as to any saving throws or skills it is proficient with. if the creature is not at least proficient in two skills or two saving throws, select two for the creature to become proficient in. Its hit point maximum equals its normal maximum or six times your ranger level, whichever is higher. The creature obeys your commands as best as it can. It takes its turn on your initiative and may act before or after you do. It does not take an action unless you command it to but in the event that you cannot command it, it will behave rationally and try to defend itself or your allies. On your initiative, you can verbally or somatically command the creature where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Alternatively, you may use your action to instruct the creature to perform any special abilities that it may have. If the creature dies or you unsummon it as a bonus action, you can resummon it by spending 8 hours magically attuning with fey spirits. The creature may assume a new form but adheres to the same restrictions as the original creature. Exceptional Training Beginning at 7th level, you and your beast have an unsurpassable bond now. On any of your turns when you cast a spell, you may elect to channel the spell through your creature. When you cast a spell, you may now designate your creature as the source of your spell and use it as a medium for delivery. Bestial Poultice Starting at 10th level, you know how to craft a poultice specifically for your creature that doesn't count against your crafted or known poultices. The poultice grants you advantage on Initiative checks, through your creature, and grants your creature companion a 1d4 bonus to any ability skill check, saving throw, attack rolls, and damage rolls for the duration of the poultice. This poultice only lasts 1 hour and spoils after 8 hours. Nature's Bounty Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your creature companion with the spell if the creature is within 60 feet of you. Additionally, when a spell affects your creature and a die is rolled for a beneficial effect, the effect may roll the highest number possible.

Umbral Conclave Rangers of the Umbral Conclave, or Gloom Stalkers, are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, darkest and seediest taverns of Waterdeep, and the deepest forests, but they will go any place where evil lurks in the shadows. Umbral Conclave magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Umbral Conclave Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you have prepared. Umbral Conclave Spells Ranger Level Spell 3rd disguise self 5th rope trick 9th fear 13th greater invisibility 17th seeming Dread Ambusher At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapons damage type. When you reach 11th level in this class, the extra damage increases to 2d8. Umbral Poultice At 3rd level, your admission to the Umbral Conclave permits you the knowledge to create an additional poultice that doesn't count against your known poultices. The poultice increases a creature's darkvision by 30 feet, or grants 60 feet of darkvision. This poultice also grants the target advantage on Wisdom (Perception) checks to see or be aware of creatures hidden in darkness or dim light. Steel Willed By 7th level, your mind is beyond normal members of your race and as such you are hard to deceive, charm, or compel. You now make Wisdom and Intelligence saving throws at advantage. Vanish At 10th level, you become one with the shadows and are able to impart these skills onto others. You and your party cannot be tracked except by magical means. Also, when you trap an area, you may effect the lighting of the area with foilage or debris to make it dark or dim light and make it so even creatures with darkvision cannot see through the darkness you create in the area. Shadowy Dodge Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Ranger Spells 1st Level Absorb Elements Alarm Animal Friendship Beast Bond Charm Person Cure Wounds Detect Magic Detect Poison and Disease Entangle Ensnaring Strike Expeditious Retreat Faerie Fire Fog Cloud Goodberry Hail of Thorns Jump Longstrider Purify Food and Drink Silent Image Snare Speak with Animals Zephyr Strike 2nd Level Animal Messenger Barkskin Beast Sense Cordon of Arrows Darkness Darkvision Earthbind Find Traps Healing Spirit Hold Person Invisibility Lesser Restoration Locate Animals or Plants Locate Object Pass Without Trace Protection from Poison Silence Spike Growth Volley Whirlwind Attack 3rd Level Clairvoyance Conjure Animals Conjure Barrage Counterspell Daylight Dispel Magic Feign Death Flame Arrows Lightning Arrow Nondetection Plant Growth Protection from Energy Speak with Plants Water Breathing Water Walk Wind Wall 4th Level Conjure Woodland Beings Dominate Beast Elemental Bane Freedom of Movement Grasping Vine Guardian of Nature Hallucinatory Terrain Locate Creature Stoneskin 5th Level Commune with Nature Conjure Volley Mislead Modify Memory Scrying Skill Empowerment Steel Wind Strike Swift Quiver Tree Stride Wrath of Nature