As a ranger, you gain the following class features.
Hit data:1d10 per ranger level
Hit Points at 1st Level:10 + your Constitution modifier
Hitpoints at higher levels:1d10 (or 6) + your Constitution modifier per ranger level after rank 1
Armor:Light Armor, Medium Armor, Shields
Waffen:Simple weapons, weapons of war.
Saving Throws:strength, ability
Capabilities:Pick three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
You start with the following equipment, in addition to the equipment your experience gives you:
- (a) scale armor or (b) leather armor
- (a) two short swords; or (b) two simple melee weapons
- (a) a dungeon pack; or (b) a browser package
- A longbow and a quiver with 20 arrows.
Starting at 1st level, you have extensive experience studying, tracking, hunting, and even talking to certain types of enemies commonly found in the wild.
Choose a preferred enemy type: Beasts, Faeries, Humanoids, Monstrosities, or Undead. You gain a +2 bonus to damage rolls made with weapon attacks against creatures of the chosen type. You also have advantage on Wisdom (survival) checks to track your favorite enemies and on Intelligence checks to retrieve information about them.
When you get this feature, you'll also learn a language of your choice, usually one spoken by your preferred enemy or creatures associated with them. However, you are free to choose which language you want to learn.
You are a master at navigating the natural world, responding with swift and decisive action when attacked. This gives you the following advantages:
- They ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn of combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are an expert in navigating nature. After one hour of travel you get the following benefits:
- Difficult terrain won't slow down your group's journey.
- Your group can only be lost by magic.
- Even if you are engaged in another activity while traveling (such as foraging, navigating, or tracking), stay alert for hazards.
- If you are traveling alone, you can secretly move at a normal pace.
- If you search for food, you will find twice as much food as you normally would.
- As you track other creatures, you'll also learn their exact number, size, and how long it's been since they passed through the area.
At 2nd level, you adopt a particular fighting style as a specialty. Choose one of the following options. You cannot choose a combat style option more than once, even if you can choose it again later.
- archery.You gain a +2 bonus on attack rolls made with ranged weapons.
- Melee shooter (AU).If you make a ranged attack while within 5 feet of an enemy creature, you take no penalty on the attack roll. Your ranged attacks ignore half cover and three-quarter cover against targets within 30 feet of you. You have a +1 bonus on attack rolls when making ranged attacks.
- Defending.While wearing armor, you gain a +1 bonus to AC.
- Duel.When you wield a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Marinero (UA).Unless you are wearing heavy armor or a shield, you have a swimming and climbing speed equal to your normal speed and you gain a +1 bonus to Armor Class.
- Jäger Tunnel (UA).As a bonus action, you can take a defensive stance that lasts until the start of your next turn. In your defensive stance, you can make attacks of opportunity 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 in range.
- Fight with two weapons.When fighting with two weapons, you can add your ability modifier to the damage of the second attack.
- Druidic Warrior (UA).You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your casting ability for them. Whenever you level up in that class, you can replace one of these cantrips with another cantrip from the druid spell list.
- Blind Fight (AU).Not being able to see a creature doesn't penalize your attack rolls against it, as long as the creature isn't hidden from you.
- Intercept (AU).When a creature you can see attacks a target within 5 feet of you, 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 carrying a shield or a basic or combat weapon to use this reaction.
- Wurfwaffenkampf (UA).You can draw a weapon with the Throw property as part of the attack you make with the weapon.
- Additionally, when you hit with a ranged attack with a thrown weapon, you gain a +1 bonus to the damage roll.
- Unarmed Combat (AU).Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you hit with two free hands, the d6 becomes a d8.
- If you grab successfully, you can deal 1d4 bludgeoning damage to the creature you're grabbing. Until the grab ends, you can also deal that damage to the creature each time you hit it with a melee attack.
By the time you reach 2nd level, you will have learned to use the magical essence of nature to cast spells, much like a druid does.
The ranger table shows how many spell slots you have to cast your 1st level and higher spells. To cast any of these spells, you must spend a slot of spell level or higher. You regain all used spell slots when you finish a long pause.
For example, if you know the 1st level spellanimal friendshipand has a 1st level and 2nd level spell slot available, he can castanimal friendshipUse one of the slots.
Known spells of 1st level and up
You know two target 1st level spells of theRanger Spell List.
The Known Spells column of the Ranger Table shows when you learn additional Ranger Spells of your choice. Each of these spells must have a level for which you have spell slots. For example, when you reach 5th level in that class, you can learn a new 1st or 2nd level spell.
Also, when you level up that class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which must also be a level you have spell slots for.
Wisdom is your ability to cast your ranger spells, as your magic depends on your attunement with nature. You use your wisdom whenever a spell is related to your casting ability. You also use your Wisdom modifier when you set the saving throw DC for a ranger spell you cast and when you make an attack roll with one.
Guardian of spells SG= 8 + your proficiency bonus + your Wisdom modifier
spell attack modifier= Your proficiency bonus + your Wisdom modifier
At 3rd level, your mastery of ranger lore allows you to create a powerful bond with the beasts and land around you.
You have an innate ability to communicate with beasts, and they recognize you as a soul mate. Through sounds and gestures, you can communicate simple ideas to an animal as an action and read its mood and intent. You will learn his emotional state, if he is being affected by any kind of magic, his short-term needs (like food or safety), and the actions you can take (if any) to talk him out of attacking.
You can't use this ability against a creature you've attacked in the last 10 minutes.
Additionally, you can hone your senses to determine if any of your favorite enemies are lurking nearby. By spending 1 uninterrupted minute in concentration (like concentrating on a spell), you can sense if any of your favorite enemies are present within 5 miles of you. This feature shows which of your favorite enemies are present, their number, and the general direction and distance (in miles) of the creatures from you.
If multiple groups of your favorite enemies are in range, you will learn this information for each group.
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 levels 7, 11 and 15.
|Level||Unearthed Arcane 17 - The Ranger, Reworked|
|deep stalkers||Unearthed Arcane 17 - The Ranger, Reworked|
|Hunter||Unearthed Arcane 17 - The Ranger, Reworked|
|Monsterjäger||Unearthed Arcana 35 - A trio of subclasses|
Improved ability values.
When you reach 4th level, and again at 8, 12, 16, and 19 levels, you can increase one ability score of your choice by 2, or you can increase two target ability scores by 1. It cannot raise an ability score above 20 with this function.
Largest Favored Enemy
At level 6, you are ready to hunt even deadlier animals. Choose a larger favored enemy type: Aberrations, Celestials, Constructs, Dragons, Elementals, Demons, or Giants. You get all the advantages against this chosen enemy that you normally get against your preferred enemy, including an additional language. Your bonus on damage rolls against all favored enemies increases to +4.
You also have advantage on saving throws against spells and abilities used by a larger favored enemy.
float on foot
At 8th level, you can use the run action as a bonus action on your turn.
Hide in plain sight
At level 10, you can remain perfectly still for long periods of time to set up an ambush.
If you try to hide on your turn, you can choose not to move that turn. If you avoid moving, creatures that try to detect you take a -10 penalty on Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall, either voluntarily or as a result of an external force. You will still be automatically detected if an effect or action causes you to stop being hidden.
If it's still hidden on your next turn, you can continue immobile and get this buff until you're discovered.
At 14th level, you can use the hide action as a bonus action on your turn. Also, he cannot be tracked by non-magical means unless he chooses to leave a trail.
At level 18, you gain supernatural senses that help you fight creatures you can't see. If you're attacking a creature you can't see, your inability to see it doesn't penalize your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided the creature is not hidden from you and you are not blind or deaf.
At level 20 you become an unrivaled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or damage of an attack you make. You can choose to use this feature before or after the roll, but before any of the roll's effects are applied.
While not official, many fans preferred the Revised Ranger to the original Ranger class found in the Player's Handbook.Which book is revised Ranger 5e? ›
The Revised Ranger In Unearthed Arcana Fixed Things
This version of the Ranger boosted many of the weaker D&D class features that were in the Player's Handbook.
Rangers aren't always as highly-regarded as other Dungeons & Dragons classes, but the truth is they're a formidable pick with the proper builds. Rangers are a Dungeons & Dragons class with a long-running reputation for being underwhelming compared to the rest.Has revised Ranger been printed? ›
The Revised Ranger will not be published. Tasha's Cauldron of Everything Beast Master Ranger is it's spiritual Successor. The UA revised ranger is not going to be published, but the spirit of it lives in to some degree in the Tasha's Cauldron of Everything Optional Class Features.What is the difference between Ranger and Ranger revised? ›
Essentially, the Ranger Revised UA material presents a ranger with more general utility in all circumstances, abilities that support it being an amusher/skirmisher with enhanced mobility, more dangerous attacks and also the option to play the traditional ranger archetype with an animal companion that isn't an ...Are Rangers underpowered 5E? ›
Contrary to at least one other answer: it's absolutely considered underpowered because quite simply, that's reality. Let's look at the key class features that make the ranger what it is mechanically. Specifically, these two: Favored Enemy and Natural Explorer.