Hello all, my partner and I went a little crazy this morning looking through the 2024 Player's Handbook—specifically at the Ranger. I know some people like the changes and that's totally fine, however we thought they diminished the uniqueness of the class and removed some core features that made the class both fun to play and stand out on its own. We've also added some of our own ideas and taken inspiration from other incredible sources (the dungeon coach for example) for homebrew features and tweaked some things, which are marked on the document.
We'd love to have people take a look and get some comments, however please keep in mind we started making this 4 hours before I wrote this post lol. Sorry for any formatting issues as well here or on the document, I've been doing everything on mobile in my car lmao.
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the traits in the Core Ranger Traits table.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character
Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Ranger Features Table
Features marked with an asterisk (*) are new/tweaked features.
Level
Proficiency Bonus
Class Features
Favored Enemy Die
1
2
Spellcasting*, Favored Enemy*, Weapon Mastery
1d4
2
2
Deft Explorer, Favored Terrain*, Fighting Style
1d4
3
2
Ranger Subclass, Primeval Awareness*
1d4
4
2
Ability Score Improvement, Hunter's Bestiary*
1d4
5
3
Extra Attack, Wild Companion*
1d5
6
3
Roving, Bonus Favored Terrain
1d6
7
3
Subclass feature
1d6
8
3
Ability Score Improvement
1d6
9
4
Evasion
1d6
10
4
Tireless*
1d6
11
4
Subclass feature, Bonus Favored Terrain
1d8
12
4
Ability Score Improvement
1d8
13
5
Focused Fire
1d8
14
5
Nature’s Veil
1d8
15
5
Subclass feature
1d8
16
5
Ability Score Improvement
1d10
17
6
Precise Hunter
1d10
18
6
Feral Senses
1d10
19
6
Epic Boon
1d10
20
6
Foe Slayer*
1d10
Ranger Class Features
As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table above as well.
Spellcasting
*Level 1 Ranger Feature Update
You have learned to channel the magical essence of nature to cast spells.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose a number of Ranger spells equal to your Wisdom modifier. When you reach level 2, you prepare additional spells equal to half your Ranger level (rounded down).
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger with a Wisdom of 18 (+4), your list of prepared spells can include six (6) Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you have always prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace your Ranger spells on your list with any other Ranger spells for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
Spell Save DC. Your spell save DC uses Wisdom, and is equal to the following:
Spell Save DC = 8 + proficiency bonus + Wisdom modifier
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Spell Slots per Spell Level
Prepared Spells
1
2
3
4
5
Wisdom modifier (min 1)
2
—
—
—
—
Wisdom modifier (min 1) + 1
2
—
—
—
—
Wisdom modifier (min 1) + 1
3
—
—
—
—
Wisdom modifier (min 1) + 2
3
—
—
—
—
Wisdom modifier (min 1) + 2
4
2
—
—
—
Wisdom modifier (min 1) + 3
4
2
—
—
—
Wisdom modifier (min 1) + 3
4
3
—
—
—
Wisdom modifier (min 1) + 4
4
3
—
—
—
Wisdom modifier (min 1) + 4
4
3
2
—
—
Wisdom modifier (min 1) + 5
4
3
2
—
—
Wisdom modifier (min 1) + 5
4
3
3
—
—
Wisdom modifier (min 1) + 6
4
3
3
—
—
Wisdom modifier (min 1) + 6
4
3
3
1
—
Wisdom modifier (min 1) + 7
4
3
3
1
—
Wisdom modifier (min 1) + 7
4
3
3
2
—
Wisdom modifier (min 1) + 8
4
3
3
2
—
Wisdom modifier (min 1) + 8
4
3
3
3
1
Wisdom modifier (min 1) + 9
4
3
3
3
1
Wisdom modifier (min 1) + 9
4
3
3
3
2
Wisdom modifier (min 1) + 10
4
3
3
3
2
Favored Enemy
*Level 1 Ranger Feature Update
As a bonus action, you mystically mark one creature you can see within 90 feet as your quarry. For a number of hours equal to your proficiency bonus, you deal an extra 1d4 Force damage to the target whenever you hit it with an attack roll. This damage increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 16th level.
Additionally, you have Advantage on any Wisdom (Perception or Survival) check you make to find the target.
If the target drops to 0 Hit Points before this effect ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
You can use this feature once and regain all uses when you complete a short rest. At 6th level you can use this feature twice, 3 times at 11th level, and 4 times at 16th level.
Weapon Mastery
Level 1 Ranger Feature
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Deft Explorer
*Level 2 Ranger Feature Update
Multilingual. You learn 2 languages of your choice. You learn 1 more at 6th level, 11th level, and 17th level.
Land's Stride. You gain a +5 foot bonus to your movement speed and can ignore nonmagical difficult terrain.
Favored Terrain
*Level 2 Ranger Feature Update
You gain a Favored Terrain, which grants you several benefits while traveling throughout it:
Knowledgeable Steps. You have Advantage on Dexterity (Stealth) and Wisdom (Survival) checks.
Leave No Trace. You and your party cannot be tracked by nonmagical means.
You also gain specific benefits, depending on which Favored Terrain you chose:
Coast. You can hold your breath for a number of minutes equal to 2 × your Constitution modifier (minimum of 1), and you gain expertise in Perception.
Desert. You have resistance to fire damage and Advantage on saving throws against the Exhausted condition.
Forest. You gain proficiency in 1 Nature's Intuition skill of your choice, and expertise in 1 skill with which you already have proficiency.
Grassland. Your movement speed and jump distance increase by 5 feet, and you gain 1 Nature's Intuition skill proficiency.
Jungle. You have resistance to both the poisoned condition and damage, and Advantage on saving throws against disease.
Mountain. You have resistance to falling damage, and you gain expertise in Athletics.
Swamp. You have resistance to acid damage, and gain both proficiency and expertise with either an Herbalist Kit or Alchemist Supplies, your choice.
Tundra. You have resistance to cold damage, and Advantage on saving throws against the Exhausted Condition.
Subterranean. You gain Tremorsense with a 15 foot range as well as darkvision out to a range of 60 feet if you did not already; if you already had darkvision, its range extends by 30 feet.
Urban. You have resistance to slashing or piercing damage, your choice, and gain expertise in Investigation.
You gain an additional Favored Terrain when you reach 6th, 11th, and 16th level in this class.
Fighting Style
Level 2 Ranger Feature
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the Druidic Warrior option, which grants you 2 cantrips of your choice from the Druid Spells List.
Primeval Awareness
*Level 3 Ranger Feature Update
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 Primeval Awareness Spells table. These spells don't count against the number of ranger spells you know.
Primeval Awareness Spells
Ranger Level
Spell
3
Speak with Animals
5
Beast Sense
9
Speak with Plants
13
Locate Creature
17
Commune with Nature
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.
Ranger Subclass
Level 3 Ranger Feature
You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.
Hunter's Bestiary
*Level 4 Ranger Feature Update
Throughout your travels through various landscapes you have encountered many different types of creatures, allowing you to collect bits of knowledge on how to best deal with them, granting you Advantage on checks to track or recall information about them.
This knowledge takes the form of a physical Bestiary or library-type place within your mind where the information is stored.
Choose one of the creature types from the following list to add automatically to your Bestiary when you gain this feature. Hereafter, once you encounter a different creature type you can take 10 minutes over the next 24 hours to take notes on the creature and add it to your Bestiary.
Extra Attack
Level 5 Ranger Feature
You can attack twice instead of once whenever you take the Attack action on your turn.
Wild Companion
*Level 5 Ranger Feature Update
You gain the ability to summon a nature spirit that takes a small animal form. You learn the spell Find Familiar and can cast it as a ritual, without material components.
Roving
Level 6 Ranger Feature
Your Speed increases by an additional 5 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Subclass Feature
Level 7 Ranger Feature
You gain your Level 7 Ranger Subclass feature.
Ability Score Increase
Level 8 Ranger Feature
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Evasion
*Level 9 Ranger Feature Update
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Tireless
*Level 10 Ranger Feature Update
Primal forces now help fuel you on your journeys, granting you the following benefits:
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Proficient Insomniac. You can complete a long rest in less time, reducing the hours needed to rest by half your proficiency bonus, rounded down.
Subclass Feature
Level 11 Ranger Feature
You gain your Level 11 Ranger Subclass feature.
Ability Score Increase
Level 12 Ranger Feature
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Focused Ire
*Level 13 Ranger Feature Update
When you take the Attack action against a creature marked by your Favored Enemy, you can make 1 additional weapon attack against that creature as part of the same action.
Nature's Veil
Level 14 Ranger Feature
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Ranger Subclass Feature
Level 15 Ranger Feature
You gain your Level 15 Ranger Subclass feature.
Ability Score Increase
Level 16 Ranger Feature
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Precise Hunter
*Level 17 Ranger Feature Update
When you mark a target with your Favored Enemy feature, you can add the die to both your attack and damage rolls.
Feral Senses
Level 18 Ranger Feature
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
Epic Boon
Level 19 Ranger Feature
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Foe Slayer
*Level 20 Ranger Feature Update
Once per short rest when you miss an attack roll against a creature that is marked by your Favored Enemy, you can change the miss into a Critical Strike instead.
~~~~~
Again, we went nuts this morning. Please let us know what you think, thank you so much!
I don't get the need to "buff" something that you haven't play as is before.... But to each their own.
Yes..... its a buffed version of the ranger with more features
I do like the favored enemy better, is what it should have been instead of a spell, like many other rpg have done. (I'm not complaining what it is now, it still is a good feature.)
Precise Hunter would make you almost never miss an attack on average (since new sharpshooter and great weapon master does not give you the possibility to get a minus to your attack)...
So the last feature will almost never come up, and basically Stroke of Luck from Rogue with a "condition" (by that level you will have favored enemy 100% of the time up).
I have gotten to play it for a one-shot actually, and it was awful! Extremely boring and just. Not nearly on the scale of the other 5.5 classes. Hence why we started working on changes lol.
I disagree, the current hunter's mark feature is awful and does not synergize well with ranger's kit. They made Ranger more dependent on spellcasting, which is fine, whatever. However when most of their spells that can be used in combat are also tagged concentration, it means hunter's mark is very easily broken if you want the throw a hail of thorns on there to get some more damage.
Of course you can take other spells for versatility outside of combat so it just depends on how you want to play your ranger; we really liked Favored Foe and wanted to frame it off of that.
For Precise Hunter, what would you suggest instead? We found the feature itself lackluster when playing, because a lot of other support classes have features that will grant you adv on attack rolls instead it seemed like. My thought originally was that you're better at hunting those marked by you, so you get a bonus to attack rolls instead of advantage. Would something like adding your proficiency bonus or half that to attack and damage rolls against your hunter's marked creature be too much?
The point of the last feature is that it sucks to miss. You say it never comes up but I've played and played with a bunch of archers who, while having nearly a +16 to hit at that high level, have rolled poorly enough to still miss. Natural 1s or just low rolls happen and when you wait a long time in combat just to miss, it sucks. So you can mitigate one miss. Yes you have Favored Enemy but that's still a roll of the dice, and you can always get a 1? Or monsters at that level have high AC? Gloomstalker has a feature where when you miss an attack you can immediately make another—it comes up fairly often, even with bless and advantage lol. The dice are not always with you.
What would you put forth instead as a capstone? Foe Slayer has always been lacking in terms of level 20 features.
Thank you for the input, however your tone is very dismissive and rude. It's alright to disagree, but I'd appreciate trying to work cooperatively instead of just being a jerk.
Sorry about that... just trying to give my opinion in a concise way. And I meaned I like your version of Favored Enemy better (even if I don't have complains with the 2024 one). I do like the Ranger as is (except the 20th lvl feature), and I think it has the tools it needs but I do need to play one proper (play a 2014-tasha one, for a short time before the campaing died). That's why I said that your version is a Buffed one in all senses, which I presume is what you wanted.
oh Good!, what Level did you play in the one shot? I am preparing for a long campaing (High powered, homebrew world, expect a lot of power ups from many sources, but I know the DM sometimes bans or limits certain things that are to OP, he also rarely pull punches.) and will play Ranger (Beastmaster), I'll see how it goes...
Hail of Thorns and Lighting Arrow stopped having concentration, so its something to consider (ensnaring strike does, but for obvious reasons). I concur with the feeling that the new kit makes you have Hunter's Mark up all the time and limit your use of other concentration spells more, but I see it as just another option to ponder each combat or situation, and if you played Ranger before, you already will know what spells to cast when... they just made Hunter's Marks not be a dead spell in later levels. Also having the possibility to change your spells every day (even if is just one) makes you pick different spells for different things (And it all depends on your party composition).
Hunter Mark as a feature and not a spell its a good feature (what I would have wanted in UA).
As for Precise Hunter and Foe Slayer: Its About the same, advantage its just more swingy vs a static bonus or dice, and as you said you will probably have advantage already... Im just saying your version its very powerfull, like an almost permanent no concentration bless with bigger dice. Low rolls are a thing, it just happens.
I dislike 2014 (for the condition) and 2024 Foe Slayer... its the only thing I actually dislike about the class, so almost anything would be better. Just find it curious that you use Stroke of Luck just for attacks. But its fine.., also take into account that there is an epic boon that gets you a hit (not critical), but just a Hit... so you will be hitting almost anytime if you pick it regardless or since you have that ability already, pick another option for your epic boon which is good.
They will never give Ranger Dexterity AND Wisdom saving throws. All the classes have one common (Constitution, Wisdom, Dexterity) and one less common saving throw (Strength, Intelligence, Charisma - although Charisma is probably the best of those three by far).
The Ranger's level 20 feature from 5e on I've always disliked. But I understand and once per short rest crit is also pretty lackluster. I'm interested to see what people want for them for level 20, because I honestly had a hard time coming up with something.
I came up with something I intend to use in my campaings, would apreciate some thoughts on this idea for lv 20 feature:
Lv 20 - Otherworldly Tracker: Your foes's trails never go cold. Once you cast Hunter's Mark on a creature, you know the exact distance between you and your target if you and the creature are in the same plane of existence. You still have to find your way to navigate through complex structures, like a maze, castle, or dungeon, but you aways know how far you are from your prey. The marked creature is unable to conceal its location from you by any means but a Wish spell
I came up with something I intend to use in my campaings, would apreciate some thoughts on this idea for lv 20 feature:
Lv 20 - Otherworldly Tracker: Your foes's trails never go cold. Once you cast Hunter's Mark on a creature, you know the exact distance between you and your target if you and the creature are in the same plane of existence. You still have to find your way to navigate through complex structures, like a maze, castle, or dungeon, but you aways know how far you are from your prey. The marked creature is unable to conceal its location from you by any means but a Wish spell
Perhaps it could be throughout the planes?
Rollback Post to RevisionRollBack
Please, honor this signature by humming that one Zelda sound next time your players find a magic item
The Ranger's level 20 feature from 5e on I've always disliked. But I understand and once per short rest crit is also pretty lackluster. I'm interested to see what people want for them for level 20, because I honestly had a hard time coming up with something.
First of all, I think at Level 20 the extra damage from Hunter's Mark should just be more substantial than 1d10. Using higher level spell slots to cast it should increase the damage not just the duration, and the damage from casting it using Favored Enemy should be increased along with the number of times it can be cast with this feature.
But as a capstone feature, compare 1d10 damage from HM to Bard's capstone. At level 20 Bard gets the 9th level spells Power Word Kill and Power Word Heal always prepared: Power word kill is instant death to a creature with less than 100 hp (or 12d12 damage if it has more than 100); TWO creatures if they're within 10' of each other. Ranger should have something equivalent like always having steel wind strike prepared.
"...at worst if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat."
I came up with something I intend to use in my campaings, would apreciate some thoughts on this idea for lv 20 feature:
Lv 20 - Otherworldly Tracker: Your foes's trails never go cold. Once you cast Hunter's Mark on a creature, you know the exact distance between you and your target if you and the creature are in the same plane of existence. You still have to find your way to navigate through complex structures, like a maze, castle, or dungeon, but you aways know how far you are from your prey. The marked creature is unable to conceal its location from you by any means but a Wish spell
Perhaps it could be throughout the planes?
Yeah, I thought something like that, but considered a little OP. But when you have Clerics casting Wish and Insta-killing Bards, who cares?
Otherworldly Tracker: Your foes's trails never go cold. Once you cast Hunter's Mark on a creature, you can place a special mark on it, gaining knowledge of your target's spot in the multiverse. You still have to navigate through complex structures, like a maze, castle, or dungeon, and if the target is in another plane of existence, you must find a way to travel though dimensions, but you aways know your prey's location. The marked creature is unable to conceal from you by any means but a Wish spell. You cannot cast Hunter's Mark using your Favored Enemy feature until you dismiss this special mark.
*had to put some limitation, wicht I find pretty fair.
Again, we went nuts this morning. Please let us know what you think, thank you so much!
Personally, I think the Ranger should be great, if not the greatest, in Exploration. I think the 2024 (and the 2014) Ranger lacks this exploration flavor that is the trademark of the class, IMHO. As long as I apreciate some combat features (some social versatility is welcomed, but not required) that fill the class's archetype, I would prefer some less combat oriented aproach. That being said, I really liked your lv 4 Bestiary, lv 10 Proficient Imsoniac, and your version of Precise Hunter. In the other hand, Lv 2 Favored Terrain is a solid feature, but very combat-oriented for my playstyle and personal taste. Maybe you could make it less focused, with a broader aproach? Something like:
Lv 2 - Adaptation Exploit: You know how to adapt to any environment. Choose one Adaptation Exploit below. You keep the benefit of that Exploit for 7 days, after wicht you may choose another Exploit upon finishing a Long Rest. If an Exploit grants you Proficiency in a skill, you may use your Wisdom modifier for that skill instead of the regular modifier:
- Woodland Stride: You ignore any kind of nonmagical difficult terrain and have proficiency in the Nature skill. Your group also ignores the effects of traveling at Fast pace;
- Wasteland Hut: As part of a Long Rest, you can provide a safe shelter to a number of creatures equal to 1 + twice your proficiency bonus. The shelter is guarded against weather hazards, and hostile creatures cannot find it by nonmagical means. A creature that finishes a Long Rest inside the shelter has one Exaustion Level reduced, if any. After 8 hours the shelter no longer provides protection and collapses;
- Sealand Endurance: you have Advantage in Athletics checks. Additionaly, when you or an ally within 30ft of you take damage from Hazards like Falling or Burning, the damage is reduced by an amount equal to your Ranger level;
- Townland Streetwise: you gain proficiency in Persuasion, Deception or Insight (choose one). You and your group can buy goods and equipments for half the price;
You may have 2 Adaptation Exploits simultaneously at 9th lv and 3 at 17th lv.
Again, just ideas here. Hope this helps you and your buddy to build a nice version of the Ranger for your campaings.
Hello all, my partner and I went a little crazy this morning looking through the 2024 Player's Handbook—specifically at the Ranger. I know some people like the changes and that's totally fine, however we thought they diminished the uniqueness of the class and removed some core features that made the class both fun to play and stand out on its own. We've also added some of our own ideas and taken inspiration from other incredible sources (the dungeon coach for example) for homebrew features and tweaked some things, which are marked on the document.
We'd love to have people take a look and get some comments, however please keep in mind we started making this 4 hours before I wrote this post lol. Sorry for any formatting issues as well here or on the document, I've been doing everything on mobile in my car lmao.
Here's the ideas for the class:
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
As a Multiclass Character
Ranger Features Table
Features marked with an asterisk (*) are new/tweaked features.
Level
Proficiency Bonus
Class Features
Favored Enemy Die
1
2
Spellcasting*, Favored Enemy*, Weapon Mastery
1d4
2
2
Deft Explorer, Favored Terrain*, Fighting Style
1d4
3
2
Ranger Subclass, Primeval Awareness*
1d4
4
2
Ability Score Improvement, Hunter's Bestiary*
1d4
5
3
Extra Attack, Wild Companion*
1d5
6
3
Roving, Bonus Favored Terrain
1d6
7
3
Subclass feature
1d6
8
3
Ability Score Improvement
1d6
9
4
Evasion
1d6
10
4
Tireless*
1d6
11
4
Subclass feature, Bonus Favored Terrain
1d8
12
4
Ability Score Improvement
1d8
13
5
Focused Fire
1d8
14
5
Nature’s Veil
1d8
15
5
Subclass feature
1d8
16
5
Ability Score Improvement
1d10
17
6
Precise Hunter
1d10
18
6
Feral Senses
1d10
19
6
Epic Boon
1d10
20
6
Foe Slayer*
1d10
Ranger Class Features
As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table above as well.
Spellcasting
*Level 1 Ranger Feature Update
You have learned to channel the magical essence of nature to cast spells.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose a number of Ranger spells equal to your Wisdom modifier. When you reach level 2, you prepare additional spells equal to half your Ranger level (rounded down).
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger with a Wisdom of 18 (+4), your list of prepared spells can include six (6) Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you have always prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace your Ranger spells on your list with any other Ranger spells for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
Spell Save DC. Your spell save DC uses Wisdom, and is equal to the following:
Spell Save DC = 8 + proficiency bonus + Wisdom modifier
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Spell Slots per Spell Level
Prepared Spells
1
2
3
4
5
Wisdom modifier (min 1)
2
—
—
—
—
Wisdom modifier (min 1) + 1
2
—
—
—
—
Wisdom modifier (min 1) + 1
3
—
—
—
—
Wisdom modifier (min 1) + 2
3
—
—
—
—
Wisdom modifier (min 1) + 2
4
2
—
—
—
Wisdom modifier (min 1) + 3
4
2
—
—
—
Wisdom modifier (min 1) + 3
4
3
—
—
—
Wisdom modifier (min 1) + 4
4
3
—
—
—
Wisdom modifier (min 1) + 4
4
3
2
—
—
Wisdom modifier (min 1) + 5
4
3
2
—
—
Wisdom modifier (min 1) + 5
4
3
3
—
—
Wisdom modifier (min 1) + 6
4
3
3
—
—
Wisdom modifier (min 1) + 6
4
3
3
1
—
Wisdom modifier (min 1) + 7
4
3
3
1
—
Wisdom modifier (min 1) + 7
4
3
3
2
—
Wisdom modifier (min 1) + 8
4
3
3
2
—
Wisdom modifier (min 1) + 8
4
3
3
3
1
Wisdom modifier (min 1) + 9
4
3
3
3
1
Wisdom modifier (min 1) + 9
4
3
3
3
2
Wisdom modifier (min 1) + 10
4
3
3
3
2
Favored Enemy
*Level 1 Ranger Feature Update
As a bonus action, you mystically mark one creature you can see within 90 feet as your quarry. For a number of hours equal to your proficiency bonus, you deal an extra 1d4 Force damage to the target whenever you hit it with an attack roll. This damage increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 16th level.
Additionally, you have Advantage on any Wisdom (Perception or Survival) check you make to find the target.
If the target drops to 0 Hit Points before this effect ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
You can use this feature once and regain all uses when you complete a short rest. At 6th level you can use this feature twice, 3 times at 11th level, and 4 times at 16th level.
Weapon Mastery
Level 1 Ranger Feature
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Deft Explorer
*Level 2 Ranger Feature Update
Multilingual. You learn 2 languages of your choice. You learn 1 more at 6th level, 11th level, and 17th level.
Land's Stride. You gain a +5 foot bonus to your movement speed and can ignore nonmagical difficult terrain.
Favored Terrain
*Level 2 Ranger Feature Update
You gain a Favored Terrain, which grants you several benefits while traveling throughout it:
You also gain specific benefits, depending on which Favored Terrain you chose:
You gain an additional Favored Terrain when you reach 6th, 11th, and 16th level in this class.
Fighting Style
Level 2 Ranger Feature
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the Druidic Warrior option, which grants you 2 cantrips of your choice from the Druid Spells List.
Primeval Awareness
*Level 3 Ranger Feature Update
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 Primeval Awareness Spells table. These spells don't count against the number of ranger spells you know.
Primeval Awareness Spells
Ranger Level
Spell
3
Speak with Animals
5
Beast Sense
9
Speak with Plants
13
Locate Creature
17
Commune with Nature
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.
Ranger Subclass
Level 3 Ranger Feature
You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.
Hunter's Bestiary
*Level 4 Ranger Feature Update
Throughout your travels through various landscapes you have encountered many different types of creatures, allowing you to collect bits of knowledge on how to best deal with them, granting you Advantage on checks to track or recall information about them.
This knowledge takes the form of a physical Bestiary or library-type place within your mind where the information is stored.
Choose one of the creature types from the following list to add automatically to your Bestiary when you gain this feature. Hereafter, once you encounter a different creature type you can take 10 minutes over the next 24 hours to take notes on the creature and add it to your Bestiary.
Extra Attack
Level 5 Ranger Feature
You can attack twice instead of once whenever you take the Attack action on your turn.
Wild Companion
*Level 5 Ranger Feature Update
You gain the ability to summon a nature spirit that takes a small animal form. You learn the spell Find Familiar and can cast it as a ritual, without material components.
Roving
Level 6 Ranger Feature
Your Speed increases by an additional 5 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Subclass Feature
Level 7 Ranger Feature
You gain your Level 7 Ranger Subclass feature.
Ability Score Increase
Level 8 Ranger Feature
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Evasion
*Level 9 Ranger Feature Update
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Tireless
*Level 10 Ranger Feature Update
Primal forces now help fuel you on your journeys, granting you the following benefits:
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Proficient Insomniac. You can complete a long rest in less time, reducing the hours needed to rest by half your proficiency bonus, rounded down.
Subclass Feature
Level 11 Ranger Feature
You gain your Level 11 Ranger Subclass feature.
Ability Score Increase
Level 12 Ranger Feature
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Focused Ire
*Level 13 Ranger Feature Update
When you take the Attack action against a creature marked by your Favored Enemy, you can make 1 additional weapon attack against that creature as part of the same action.
Nature's Veil
Level 14 Ranger Feature
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Ranger Subclass Feature
Level 15 Ranger Feature
You gain your Level 15 Ranger Subclass feature.
Ability Score Increase
Level 16 Ranger Feature
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Precise Hunter
*Level 17 Ranger Feature Update
When you mark a target with your Favored Enemy feature, you can add the die to both your attack and damage rolls.
Feral Senses
Level 18 Ranger Feature
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
Epic Boon
Level 19 Ranger Feature
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Foe Slayer
*Level 20 Ranger Feature Update
Once per short rest when you miss an attack roll against a creature that is marked by your Favored Enemy, you can change the miss into a Critical Strike instead.
~~~~~
Again, we went nuts this morning. Please let us know what you think, thank you so much!
I don't get the need to "buff" something that you haven't play as is before.... But to each their own.
Yes..... its a buffed version of the ranger with more features
I do like the favored enemy better, is what it should have been instead of a spell, like many other rpg have done. (I'm not complaining what it is now, it still is a good feature.)
Precise Hunter would make you almost never miss an attack on average (since new sharpshooter and great weapon master does not give you the possibility to get a minus to your attack)...
So the last feature will almost never come up, and basically Stroke of Luck from Rogue with a "condition" (by that level you will have favored enemy 100% of the time up).
I have gotten to play it for a one-shot actually, and it was awful! Extremely boring and just. Not nearly on the scale of the other 5.5 classes. Hence why we started working on changes lol.
I disagree, the current hunter's mark feature is awful and does not synergize well with ranger's kit. They made Ranger more dependent on spellcasting, which is fine, whatever. However when most of their spells that can be used in combat are also tagged concentration, it means hunter's mark is very easily broken if you want the throw a hail of thorns on there to get some more damage.
Of course you can take other spells for versatility outside of combat so it just depends on how you want to play your ranger; we really liked Favored Foe and wanted to frame it off of that.
For Precise Hunter, what would you suggest instead? We found the feature itself lackluster when playing, because a lot of other support classes have features that will grant you adv on attack rolls instead it seemed like. My thought originally was that you're better at hunting those marked by you, so you get a bonus to attack rolls instead of advantage. Would something like adding your proficiency bonus or half that to attack and damage rolls against your hunter's marked creature be too much?
The point of the last feature is that it sucks to miss. You say it never comes up but I've played and played with a bunch of archers who, while having nearly a +16 to hit at that high level, have rolled poorly enough to still miss. Natural 1s or just low rolls happen and when you wait a long time in combat just to miss, it sucks. So you can mitigate one miss. Yes you have Favored Enemy but that's still a roll of the dice, and you can always get a 1? Or monsters at that level have high AC? Gloomstalker has a feature where when you miss an attack you can immediately make another—it comes up fairly often, even with bless and advantage lol. The dice are not always with you.
What would you put forth instead as a capstone? Foe Slayer has always been lacking in terms of level 20 features.
Thank you for the input, however your tone is very dismissive and rude. It's alright to disagree, but I'd appreciate trying to work cooperatively instead of just being a jerk.
Appreciate the feedback!
Sorry about that... just trying to give my opinion in a concise way. And I meaned I like your version of Favored Enemy better (even if I don't have complains with the 2024 one).
I do like the Ranger as is (except the 20th lvl feature), and I think it has the tools it needs but I do need to play one proper (play a 2014-tasha one, for a short time before the campaing died).
That's why I said that your version is a Buffed one in all senses, which I presume is what you wanted.
oh Good!, what Level did you play in the one shot? I am preparing for a long campaing (High powered, homebrew world, expect a lot of power ups from many sources, but I know the DM sometimes bans or limits certain things that are to OP, he also rarely pull punches.) and will play Ranger (Beastmaster), I'll see how it goes...
Hail of Thorns and Lighting Arrow stopped having concentration, so its something to consider (ensnaring strike does, but for obvious reasons). I concur with the feeling that the new kit makes you have Hunter's Mark up all the time and limit your use of other concentration spells more, but I see it as just another option to ponder each combat or situation, and if you played Ranger before, you already will know what spells to cast when... they just made Hunter's Marks not be a dead spell in later levels. Also having the possibility to change your spells every day (even if is just one) makes you pick different spells for different things (And it all depends on your party composition).
Hunter Mark as a feature and not a spell its a good feature (what I would have wanted in UA).
As for Precise Hunter and Foe Slayer: Its About the same, advantage its just more swingy vs a static bonus or dice, and as you said you will probably have advantage already... Im just saying your version its very powerfull, like an almost permanent no concentration bless with bigger dice. Low rolls are a thing, it just happens.
I dislike 2014 (for the condition) and 2024 Foe Slayer... its the only thing I actually dislike about the class, so almost anything would be better. Just find it curious that you use Stroke of Luck just for attacks. But its fine.., also take into account that there is an epic boon that gets you a hit (not critical), but just a Hit... so you will be hitting almost anytime if you pick it regardless or since you have that ability already, pick another option for your epic boon which is good.
Again, sorry if I'm being dismissive.
They will never give Ranger Dexterity AND Wisdom saving throws. All the classes have one common (Constitution, Wisdom, Dexterity) and one less common saving throw (Strength, Intelligence, Charisma - although Charisma is probably the best of those three by far).
I'm sorry, what is this in reference to??
Anyway, Ranger Gloomstalker gets proficiency in Wisdom saves at level 7, or another save if you're already proficient?
Never mind, I read Ranger Dexterity/Wisdom as the saving throw proficiencies.
It kinda does suck, but a lot of people are making it out to be a lot worse than it is.
edit: actually upon further reflection i really hate the level 20 feature
Please, honor this signature by humming that one Zelda sound next time your players find a magic item
What would you like to see instead??
The Ranger's level 20 feature from 5e on I've always disliked. But I understand and once per short rest crit is also pretty lackluster. I'm interested to see what people want for them for level 20, because I honestly had a hard time coming up with something.
I came up with something I intend to use in my campaings, would apreciate some thoughts on this idea for lv 20 feature:
Lv 20 - Otherworldly Tracker: Your foes's trails never go cold. Once you cast Hunter's Mark on a creature, you know the exact distance between you and your target if you and the creature are in the same plane of existence. You still have to find your way to navigate through complex structures, like a maze, castle, or dungeon, but you aways know how far you are from your prey. The marked creature is unable to conceal its location from you by any means but a Wish spell
Perhaps it could be throughout the planes?
Please, honor this signature by humming that one Zelda sound next time your players find a magic item
First of all, I think at Level 20 the extra damage from Hunter's Mark should just be more substantial than 1d10. Using higher level spell slots to cast it should increase the damage not just the duration, and the damage from casting it using Favored Enemy should be increased along with the number of times it can be cast with this feature.
But as a capstone feature, compare 1d10 damage from HM to Bard's capstone. At level 20 Bard gets the 9th level spells Power Word Kill and Power Word Heal always prepared: Power word kill is instant death to a creature with less than 100 hp (or 12d12 damage if it has more than 100); TWO creatures if they're within 10' of each other. Ranger should have something equivalent like always having steel wind strike prepared.
"...at worst if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat."
Yeah, I thought something like that, but considered a little OP. But when you have Clerics casting Wish and Insta-killing Bards, who cares?
Otherworldly Tracker: Your foes's trails never go cold. Once you cast Hunter's Mark on a creature, you can place a special mark on it, gaining knowledge of your target's spot in the multiverse. You still have to navigate through complex structures, like a maze, castle, or dungeon, and if the target is in another plane of existence, you must find a way to travel though dimensions, but you aways know your prey's location. The marked creature is unable to conceal from you by any means but a Wish spell. You cannot cast Hunter's Mark using your Favored Enemy feature until you dismiss this special mark.
*had to put some limitation, wicht I find pretty fair.
Personally, I think the Ranger should be great, if not the greatest, in Exploration. I think the 2024 (and the 2014) Ranger lacks this exploration flavor that is the trademark of the class, IMHO. As long as I apreciate some combat features (some social versatility is welcomed, but not required) that fill the class's archetype, I would prefer some less combat oriented aproach. That being said, I really liked your lv 4 Bestiary, lv 10 Proficient Imsoniac, and your version of Precise Hunter. In the other hand, Lv 2 Favored Terrain is a solid feature, but very combat-oriented for my playstyle and personal taste. Maybe you could make it less focused, with a broader aproach? Something like:
Lv 2 - Adaptation Exploit: You know how to adapt to any environment. Choose one Adaptation Exploit below. You keep the benefit of that Exploit for 7 days, after wicht you may choose another Exploit upon finishing a Long Rest. If an Exploit grants you Proficiency in a skill, you may use your Wisdom modifier for that skill instead of the regular modifier:
- Woodland Stride: You ignore any kind of nonmagical difficult terrain and have proficiency in the Nature skill. Your group also ignores the effects of traveling at Fast pace;
- Wasteland Hut: As part of a Long Rest, you can provide a safe shelter to a number of creatures equal to 1 + twice your proficiency bonus. The shelter is guarded against weather hazards, and hostile creatures cannot find it by nonmagical means. A creature that finishes a Long Rest inside the shelter has one Exaustion Level reduced, if any. After 8 hours the shelter no longer provides protection and collapses;
- Sealand Endurance: you have Advantage in Athletics checks. Additionaly, when you or an ally within 30ft of you take damage from Hazards like Falling or Burning, the damage is reduced by an amount equal to your Ranger level;
- Townland Streetwise: you gain proficiency in Persuasion, Deception or Insight (choose one). You and your group can buy goods and equipments for half the price;
You may have 2 Adaptation Exploits simultaneously at 9th lv and 3 at 17th lv.
Again, just ideas here. Hope this helps you and your buddy to build a nice version of the Ranger for your campaings.
That is so cool, I absolutely love that!! Very unique and super helpful.
I completely agree with you on all fronts, thank you so much for your input!
TRULY OH MY GOD THANK YOU
I really like this! I do agree with another comment that tracking throughout planes would be pretty sick.
INCREDIBLE