Ranger Fixes

The Ranger
Level Proficiency Bonus Features Favored Enemy Damage Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer 2
2nd +2 Fighting Style, Spellcasting 2 2 2
3rd +2 Ranger Archetype, Primeval Awareness 2 3 3
4th +2 Ability Score Improvement, Natural Recovery 2 3 3
5th +3 Extra Attack 2 4 4 2
6th +3 Favored Enemy and Natural Explorer Improvements, Grudge Foe 2 4 4 2
7th +3 Ranger Archetype Feature 2 5 4 3
8th +3 Ability Score Improvement, Land’s Stride 2 5 4 3
9th +4 3 6 4 3 2
10th +4 Natural Explorer Improvement, Hide in Plain Sight 3 6 4 3 2
11th +4 Ranger Archetype Feature 3 7 4 3 3
12th +4 Ability Score Improvement 3 7 4 3 3
13th +5 3 8 4 3 3 1
14th +5 Favored Enemy Improvement, Vanish 3 8 4 3 3 1
15th +5 Ranger Archetype Feature, Grudge Foe Improvement 3 9 4 3 3 2
16th +5 Ability Score Improvement 4 9 4 3 3 2
17th +6 4 10 4 3 3 3 1
18th +6 Feral Senses 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 4 11 4 3 3 3 2
20th +6 Favored Enemy Improvement, Ultimate Explorer 4 11 4 3 3 3 2

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: 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 Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you make a weapon attack against a favored enemy, you gain a bonus to the damage roll that increases as you gain levels as a ranger, as shown in the Favored Enemy Damage column of the Ranger table.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th, 14 and 20th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Primeval Awareness

Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number, but you can tell the general direction of those creatures while this effect lasts.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Natural Recovery

Starting at 4th level, you have learned to regain some of your magical energy by attuning to nature. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one quarter your ranger level, and none of the slots can be 6th level or higher.

For example, if you’re a 10th-level ranger, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Grudge Foe

Starting at 6th level, you can quickly pick up the weaknesses of those in front of you. You can choose an creature and treat that creature as a favored enemy for one hour (no action required). If the creature's type is that of one of your favored enemies, you instead learn they are a favered enemy, and which type they are. You can do this a number of times equal to your Wisdom modifier, and regain all uses when you finish a long rest.

Starting at 15th level, you regain all uses of this ability at the end of a short rest.

Ultimate Explorer

From 20th level, you gain the benefits of your Natural Explorer feature in all terrains.

Achetype Additions

Hunter Fix

Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count agains the number of ranger spells you know.

Hunter Spells
Ranger Level Feature
3rd Hunter's Mark
7th Moonbeam
11th Plant Growth
13th Hunter's Confinement
17th Hold Monster

Beast Master Fix

Ranger's Companion

At 3rd level, you can empower an animal companion, spending a total of eight hours with one beast. the beast must be no larger than medium, have a challenge rating of 1/4 or lower. Bonding in this manner requires you to concentrate, as if on a spell. If you bond in this way to a second animal, the bond is lost with the first animal to which you were bonded.

When bonded to a beast your companion gains proficiency in two skills of your choice and all saving throws, and adds your proficiency bonus to its AC, attack rolls, and damage rolls. The creature also gains a number of hit dice equal to your ranger level, can spend hit dice to heal during a short rest, and shares all of your favored enemies and grudge foes. It acts on your initiative count, and you may mix your and your companion's actions freely.

Your companion cannot use multiattack, but you may command it to take the attack, dash, disengage, dodge or help action (no action required by you). If you are incapacitated, are absent, do not issue an order, or your companion is deafened, the beast acts on its own, focusing on protecting you and itself. It never requires your order to make a reaction, such as when making an opportunity attack.

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. Depending on how it died, your companion may choose to refuse to return, and the components of this ritual are wasted.

Beast Master Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Beast Master Spells
Ranger Level Feature
3rd Beast Bond
7th See Invisibility
11th Empower Animal
13th Death Ward
17th Hold Monster

Faerie Irregular Fix

Wild Power

Wild power no longer restores spell slots at the end of a short rest.

Faerie Irregular Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Beast Master Spells
Ranger Level Feature
3rd Color Spray
7th Phantasmal Force
11th Thunder Step
13th Conjure Woodland Beings
17th Swift Quiver

Spells and Descriptions

The following spells are added to the ranger spell list. A few new spells are also added.

Ranger Spells

1st level

Guiding Bolt

Pillar of Sand

Rhino's Rush

2nd level

Phantasmal Force

3rd level

Empower Animal

4th level

Hunter's Confinement

Secret Chest

Zephyr Blitz

Empower Animal

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: touch
  • Components: S
  • Duration: Concentration, up to 1 hour

At your touch, one beast gains improved abilities and vitality. The beast's attacks are treated as magical for the purposes of damage resistance and immunity, gains a +3 bonus to attack and damage rolls, and gains 15 temporary hit points. All of these effects end when the spell does.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell doesn't require concentration and grants 25 temporary hit points.

(Druid, Ranger)

Hunter's Confinement

4th-level enchantment


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (A brass ring affixed to a dragon fang, worth at least 50 gp)
  • Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically burden it, marking it as your quarry when you do so. Until the spell ends, Your taret's speed is reduced by 5 feet, you deal an additional 2d6 damage to the target whenever you hit it with a weapon attack, and you can choose to force your target to make a Dexterity saving throw or fall prone once on your turn when you deal damage to it. Additionally, you have advantage on Wisdom (Perception) or Wisdom (Survival) checks you make to find your quarry. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

(Ranger)

Pillar of Sand

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of sand)
  • Duration: Conc. Up to 1 Minute

A pillar of sand shoots up from the ground. The pillar is a cylinder that has a diameter of 5 feet and a creature that is medium or smaller and is directly above it must make a dexterity saving throw. A creature can choose to fail this saving throw. On a failed save, the pillar lifts the creature up to 20 feet off the ground. If a pillar is prevented from reaching its intended height because of a ceiling or other obstacle, the creature takes 2d6 bludgeoning damage, the pillar immediately dissipates and if the creature falls it lands prone.

The pillar has AC 5 and 10 hit points. When reduced to 0 hit points, the pillar dissapates.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create 1 additional pillar for each slot level above 1st.

(Druid, Ranger, Wizard)

Reference

The preceding is my take on the spell by Spheredear on the GitPG forums

Rhino's Rush

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V
  • Duration: 1 round

    If you move at least 25 feet straight toward a creature and then hit it with a melee weapon attack before the end of your next turn, that target takes an additional 2d10 weapon damage and must succeed on a Strength saving throw or be knocked prone.

    (Druid, Ranger, Sorcerer)

Zephyr Blitz

4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Conc. Up to 1 Minute

    You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.

    Once per turn, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d6 force damage on a hit. Whether you hit or miss, your walking speed increases by an additional 30 feet until the end of that turn.

    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the force damage you deal each turn increases by 1d6 for each slot level above 4th.

    (Ranger)

Made by Sandmote from Giant in the Playground, with the listed influence from Spheredear