Ranger Fixes

If one of the following class features replaces an existing class feature, then you can choose whether to use the new class feature or the original one. If one of the following class features is a new feature, then you can freely use it unless it is also attached to a class feature, in which case you can use it as long as you're also using the referenced class feature.

Favored Enemy (v2)

Replaces Favored Enemy


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

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Intelligence and Wisdom checks related to your favored enemies. For example, you would have advantage on an Intelligence (Nature) check to recall information about your favored enemy or a Wisdom (Survival) check to track them.

You choose one additional favored enemy at 6th and 14th level. Additionally, when you gain a level in this class, you can choose one of your favored enemies and replace it with a different type of favored enemy. This represents time spent extensively researching and training for future encounters.

Pathfinder

Replaces Natural Explorer


You are particularly familiar with one type of natural environment; your skills are shaped by the hardships you have faced in such regions. You gain one of the following favored terrain options of your choice. Your choice improves at 6th level, and you gain another one at 10th and 18th level.

In addition, when you make an ability check—other than a Charisma ability check—related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. For example, your proficiency bonus might be doubled on a Dexterity (Stealth) check to quietly move through your favored terrain or a Wisdom (Survival) check to find fresh water.

Arctic

Very cold regions

Moving through difficult terrain composed of ice or snow costs you no extra movement. Whenever you finish a long rest, your exhaustion level is decreased by 2, rather than 1. Additionally, you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide.

At 6th level, you gain resistance to cold damage.

Coastal / Underwater

Oceanic, subaquatic, and seaside environments

You gain a swimming speed equal to your walking speed. You can hold your breath for a number of minutes equal to 2 + twice your Constitution modifier (minimum 1 minute).

Starting at 6th level, you have blindsight out to a range of 30 feet whenever you are submerged underwater.

Desert

Arid regions and wastelands

Your walking speed increases by 5 feet. You can sustain yourself on half the normal amount of food and water. Additionally, you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide.

At 6th level, you gain resistance to fire damage.

Forest

Wooded regions and jungles

Moving through difficult terrain composed of earth or plant matter costs you no extra movement. Additionally, you can try to hide when you are lightly obscured from the creature from which you are hiding.

Starting at 6th level, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.

Grassland

Large, open plains

Your walking speed increases by 5 feet. Additionally, you have advantage on Wisdom (Perception) checks that rely on hearing.

Starting at 6th level, you have advantage on initiative rolls.

Hill / Mountain

Mountain ranges, foothills, and highlands

You gain a climbing speed equal to your walking speed. Additionally, you are adapted to high altitudes, including elevations above 20,000 feet, as described in the Dungeon Master's Guide.

Starting at 6th level, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

Swamp

Wetlands, bogs, and marshes

Moving through difficult terrain composed of mud or shallow water costs you no extra movement. Murky water and fog—including fog created by the fog cloud spell—don't impose disadvantage on your Wisdom (Perception) checks. Additionally, you have advantage on saving throws against disease and poison.

At 6th level, you gain resistance to poison damage.

Underdark

Subterranean environments such as caves and caverns

Dim light doesn't impose disadvantage on your Wisdom (Perception) checks. Additionally, you have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

At 6th level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Urban

Cities, ruins, and places of civilization

Moving through other creatures' spaces (such as allies or crowds of people) costs you no extra movement. Additionally, you have advantage on any Strength (Athletics) or Dexterity (Acrobatics) checks you make to climb, jump, or otherwise traverse structures or terrain.

Starting at 6th level, if you are grappled or restrained by an effect that allows you to use your action to attempt to escape—such as a roper's tendrils or the web spell—you can also use your bonus action to attempt to escape.

Urban Rangers

Rangers who choose urban as a favored terrain are something of a different breed of adventurer compared to more typical rangers. Rather than being an expert naturalist, such a city-slicker would be most at home in alleyways and atop rooftops.

If you have city as one of your favored terrains, consider playing up the fact that you know your way around town like a forester knows his wooded trails. You know the best place to get good drink, the cheapest safe inn for a night's rest, travel routes to avoid guards, shortcuts between streets, and more. The city is your "natural environment."

On the other hand, being in your favored terrain is not intended to make you all-powerful. You can't expect to apply your Pathfinder benefits to every situation; convincing the guards not to arrest you, for instance, falls outside of the scope of this class feature.

Slayer's Mark

New feature


At 2nd level, you learn the hunter's mark spell, which doesn't count against your number of ranger spells known. When you cast it on a favored enemy, you can choose to apply the following modifications:

  • The spell's duration is a number of rounds equal to your Wisdom modifier + 1 (minimum 2 rounds), lasting until end of your turn when the duration ends. Concentration is not required.
  • When you cast the spell using a spell slot of 3rd or 4th level, the extra damage is increased to 1d8. When you use a spell slot of 5th level or higher, the extra damage is increased to 1d10.

Eidetic Ritualist

Replaces Primeval Awareness


By 3rd level, you have memorized a litany of natural rites and folkloric customs, many of which have supernatural effects. You can cast a ranger spell as a ritual if that spell has the ritual tag and the spell is of a level for which you have spell slots, as shown on the Ranger table. You don't need to know the spell.

Polyglot

New feature attached to Favored Enemy (v2)


By 4th level, your travels have exposed you to many types of creature and culture, giving you an opportunity to learn their foreign tongues. You learn to speak, read, and write two languages of your choice.

Wanderer

Replaces Land's Stride


By 8th level, your travels have brought you fresh perspectives and deeper understanding. You gain proficiency in your choice of Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival.

Choose one of your skill proficiencies (which may be the one you just gained). Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

In addition, thanks to your extensive wandering, you are able to speak, read, and write two additional languages of your choice.

Chameleon Shroud

Replaces Hide in Plain Sight


Starting at 10th level, you have learned how to blend in with any backdrop. When you are lightly or heavily obscured, you can use your action to become invisible for as long as you remain there without moving or taking actions.

While you remain invisible in this manner, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

Once you use this feature, you can't do so again until you finish a short or long rest, or until you expend a spell slot of 1st level or higher to use this feature.

Foe Slayer (v2)

Replaces Foe Slayer


At 20th level, you become an unparalleled hunter of your enemies. When you make an attack against a favored enemy, you can choose to replace the attack roll with a 20. You must choose to do so before the roll.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.