Ranger, revised

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Unearthed Arcana: The Ranger, Revised PDF Web

This revised version of the 5E Ranger was created by Wizards of the Coast, aimed at addressing the class’s high levels of player dissatisfaction and its ranking as D&D’s weakest class by a significant margin. It increases the power and flexibility of the Ranger class.

Unearthed Arcana Date Links
“The Ranger, Revised” 2016-09-12 PDF
“Ranger & Rogue” 2017-01-16 PDF
Xanathar’s Guide to Everything 2017-11-21 PDF
“Class Feature Variants” 2019-11-04 PDF
Tasha’s Cauldron of Everything 2020-11-17 PDF

Description

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the ores he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Deadly hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders. rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independent adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of ores attacks, a ranger might be the first—and possibly the last—line of defense.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Creating a ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship. or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

Advancement

Level Prof. Features Know 1st 2nd 3rd 4th 5th
1st +2 Favored enemy or Favored foe • Natural explorer or Deft explorer
2nd +2 Fighting style • Spellcasting 2 2
3rd +2 Conclave • Primeval awareness or Primal awareness 3 3
4th +2 Feat or Ability score imp. 3 3
5th +3 Conclave feature 4 4 2
6th +3 Greater favored enemy 4 4 2
7th +3 Conclave feature 5 4 3
8th +3 Feat or Ability score imp. • Fleet of foot 5 4 3
9th +4 6 4 3 2
10th +4 Hide in plain sight or Nature’s veil 6 4 3 2
11th +4 Conclave feature 7 4 3 3
12th +4 Feat or Ability score imp. 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Vanish 8 4 3 3 1
15th +5 Conclave feature 9 4 3 3 2
16th +5 Feat or Ability score imp. 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 Feat or Ability score imp. 11 4 3 3 3 2
20th +6 Foe slayer 11 4 3 3 3 2

Class features

Basic

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
All weapons.
Tools
None
Saving Throws
Strength, Dexterity
Skills
Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrows

Alternatively, you can ignore the equipment given by your class and background and start with 5d4×10 gp.

Favored enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemies, their allies, or their enemies.

Greater favored enemy

At 6th level, choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Favored foe

1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature.Tasha’s Cauldron of Everything (2020 Nov. 17) p.56

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Natural explorer

At 1st level, you have the following benefits:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling, you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Deft explorer

1st-level ranger feature, which replaces the Natural Explorer feature.Tasha’s Cauldron of Everything (2020 Nov. 17) p.56

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice.
Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Fighting style

At 2nd level, 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.
Blind Fighting(Tasha’s)

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close quarters shooter(LDU)
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Druidic warrior(Tasha’s)
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
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.
Interception(CFV)
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Mariner(WA)
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. 
Skirmisher’s stealth(RO)
At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.
Thrown weapon fighting(Tasha’s)
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Tunnel fighter(LDU)
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Two-weapon fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed fighting(CFV)
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Martial versatility

4th-level ranger feature.Tasha’s Cauldron of Everything (2020 Nov. 17) p.57

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

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.

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.
Spells known
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. 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
your proficiency bonus + your Wisdom modifier + 8
Spell attack modifier
your proficiency bonus + your Wisdom modifier
Spell versatility(CFV)
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.
Spellcasting focus(Tasha’s)
You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Primeval awareness

Beginning at 3rd level, you have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies 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.

Primal awareness

1st-level ranger feature, which replaces the Primeval Awareness feature.Tasha’s Cauldron of Everything (2020 Nov. 17) p.57

Level Primal Awareness Spells
3rd speak with animals, detect magic
5th beast sense, locate animals or plants
9th speak with plants
13th locate creature
17th commune with nature

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

† 5th level feature

Some conclaves (when detailed as archetypes) do not have a 5th level feature. The Ranger, Revised grants a 5th level Conclave feature—Extra attack unless noted otherwise by the Conclave description (i.e. Coordinated attack for Beastmaster).

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.

Fleet of foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Hide in plain sight

Starting at 10th level, when you attempt to hide on your turn, you can opt to not move. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone. You are 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.

Nature’s veil

10th-level ranger feature, which replaces the Hide in Plain Sight feature.Tasha’s Cauldron of Everything (2020 Nov. 17) p.57

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Feral senses

At 18th level, 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, once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Conclaves

Beastmaster

UA: Ranger, Revised, pp.5–7 PDF Web

This conclave has also been known as simply “Beast”.(UA-5)

Animal companion

At 3rd level, with 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. Select your companion from among the following animals: ape, black bear, boar, giant badger, giant weasel, mule, panther, or wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Companion Options

Unearthed Arcana (2019 Nov. 4) “Class Feature Variants”

3rd-level Beast Master feature

While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures.

A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.

The primal beast is a special creature that a Beast Master can choose for the Ranger’s Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.

When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating ¼ or lower, as determined by the DM.

Beast of the Air

Small beast, neutral

Armor Class
13
Hit Points
equal the beast’s Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
Speed
10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
6 (−2) 16 (+3) 13 (+1) 8 (−1) 14 (+2) 11 (+0)
Saving Throws
Dex +5, Con +3, Wis +4
Skills
Perception +4, Stealth +5
Senses
darkvision 60 ft., passive Perception 14
Languages
understands the languages you speak
Flyby
The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Primal Rebirth
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
Ready Companion
As a bonus action, you can command the beast to make its shred attack or to Hide.
Actions
Shred
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage.
Beast of the Earth

Medium beast, neutral

Armor Class
12
Hit Points
equal the beast’s Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed
40 ft., climb or swim 40 ft. (your choice when you bond with the beast)
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
Saving Throws
Dex +4, Con +4, Wis +4
Skills
Perception +4, Stealth +4
Senses
darkvision 60 ft., passive Perception 14
Languages
understands the languages you speak
Charge
If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. The DC equals your spell save DC. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Rebirth
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
Ready Companion
As a bonus action, you can command the beast to make its maul attack or to Hide.
Actions
Maul
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 slashing damage.

Companion’s bond

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.”

Your animal companion loses its multi-attack action (if it has one). The animal companion gains a variety of benefits while it is linked to you.

  • It obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your animal companion acts on its own.
  • You can both use Natural explorer to move stealthily at a normal pace, together or separately.
  • It gains proficiency in two skills of your choice.
  • It adds your proficiency bonus (rather than its own) for:
    • Anything it normally adds proficiency bonus to.
    • Armor Class, attack bonus & damage rolls.
    • All saving throws.
  • It gains an additional hit die and hit points for each level you gain after 3rd.
  • Its abilities improve whenever you gain an Ability Score Imp. class feature. One score of your choice by 2, or two scores of your choice by 1. As normal, it can’t increase a score above 20 unless its description specifies otherwise.
  • It gains the benefits of Favored Enemy, and Greater Favored Enemy (when you gain that), for the same enemies you selected.
Animal companion traits & flaws
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 underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
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.

Coordinated attack

This conclaves version of “Extra attack”

Beginning at 5th level, when you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack against any creature within range.

Beast’s defense

At 7th level, while your companion can see you, it has advantage on all saving throws.

Storm of claws and fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. This does not interfere with Coordinated Attack.

Superior beast’s defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

Gloom Stalker

XGE, pp.41–42 • UA: Ranger, Revised, pp.7–8 PDF Web

This conclave has also been known as “Deep Stalker”.(UA)

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, but they will go any place Where evil lurks in the shadows.(XGE-41)

Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.(UA-7)

Gloom Stalker magic

Ranger
Level
Gloom Stalker spells
3rd disguise self
5th rope trick
9th fearglyph of warding
13th greater invisibility
17th seeming

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. 

Umbral sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Dread ambusher

At 3rd level, 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 weapon’s damage type.

Extra attack

UA: Ranger, Revised, p.8 PDF Web

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Iron mind

By 7th level, 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 11th level, 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.

Shadowy dodge

Starting at 15th level, 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.  

Horizon Walker

Xanathar’s Guide to Everything, pp.42–43. • UA: Ranger & Rogue, p.2 PDF Web

Horizon Walker magic

Ranger
Level
Horizon Walker spells
3rd protection from evil and good
5th misty stepalter step
9th hasteprotection from energy
13th banishment
17th teleportation circle

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Detect portal

At 3rd level, as an action, 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.

Planar warrior

At 3rd level, 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, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Extra attack

UA: Ranger, Revised, p.2 PDF Web

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ethereal step

At 7th level, as a bonus action, you can cast etherealness with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Distant strike

At 11th level, when you take the Attack action, you can teleport up to 10 feet before 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 with it against a third creature.

Spectral defense

At 15th level, 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.

Master Hunter

UA: Ranger, Revised, p.7 PDF Web

This conclave has also been known as simply “Hunter”.(UA-7)

Hunter’s prey

At 3rd level, you gain one of the following features of your choice.

  • Colossus Slayer: 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.
  • 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.
  • 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.

Extra attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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.
  • Multi-attack 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.
  • Steel Will: You have advantage on saving throws against being frightened.

Multi-attack

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.

Superior hunter’s defense

At 15th level, you gain one of the following features of your choice.

  • Evasion: 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.
  • Stand Against the Tide: When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
  • Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Monster Slayer

Xanathar’s Guide to Everything, p.43.

Monster Slayer magic

Ranger
Level
Monster Slayer spell
3rd protection from evil and good
5th zone of truth
9th magic circle
13th banishment
17th hold monster

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Hunter’s sense

At 3rd level, 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.

Slayer’s prey

Starting at 3rd level, as a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.  

Extra attack

UA: Ranger, Revised, p.2 PDF Web

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Supernatural defense

At 7th level, whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.  

Magic-user’s nemesis

At 11th level, when you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can’t use it again until you finish a short or long rest.  

Slayer’s counter

At 15th level, if the target of your Slayer’s Prey 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.

Primeval Guardian

UA: Ranger & Rogue, p.2 PDF Web

Primeval Guardian magic

Ranger
Level
Primeval Guardian spell
3rd entangle
5th enhance ability
9th conjure animals
13th giant insect
17th insect plague

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.

Guardian soul

Starting at 3rd level, as a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form:

  • Your size becomes Large, unless you were larger.
  • Any speed you have becomes 5 feet, unless the speed was lower.
  • Your reach increases by 5 feet.
  • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.

Piercing thorns

At 3rd level, once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.

Extra attack

UA: Ranger, Revised, p.2 PDF Web

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ancient fortitude

At 7th level,your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.

Rooted defense

At 11th level, while you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.

Guardian aura

Starting at 15th level, when any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.

See also