The Ranger 2.0 [Class Revision]

ChameleonX

Explorer
UPDATE (9/27-16:02): Removed Great Weapon Fighting from the Fighting Style options, and modified the rules for Animal Companions. Also added a "Paired Predators" option for Beastmasters under the Multiattack feature at level 10.

UPDATE (9/27-21:27): Clarified Animal Companion hit points.

Like many fans, I was intrigued but ultimately unsatisfied by the new vision of the Ranger presented in the most recent Unearthed Arcana article. In response, I'm posting my own adaptation, which is designed to capture the essence of the Ranger from across the various editions.

[h=2]The Ranger (2.0)[/h]
[h=4]Hit Points[/h]
Hit Dice: 1d8 per Ranger level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ranger level.
[h=4]Proficiencies[/h]
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism Kit

Saving Throws: Dexterity, Strength
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Perception, Nature, Stealth, and Survival.
[h=3]The Ranger Table[/h]
Level
Prof.FeaturesSpells KnownSpell Slots
1+2Hunter’s Quarry, Wild Empathy---0/0/0/0/0
2+2Fighting Style, Natural Explorer, Spellcasting22/0/0/0/0
3+2Primal Path, Spirit Bond33/0/0/0/0
4+2Ability Score Improvement43/0/0/0/0
5+3Extra Attack54/2/0/0/0
6+3Land’s Stride64/2/0/0/0
7+3Path Feature74/3/0/0/0
8+3Ability Score Improvement84/3/0/0/0
9+4---94/3/2/0/0
10+4Multiattack104/3/2/0/0
11+4Path Feature114/3/3/0/0
12+4Ability Score Improvement124/3/3/0/0
13+5---124/3/3/1/0
14+5Skirmisher's Stealth134/3/3/1/0
15+5Path Feature134/3/3/2/0
16+5Ability Score Improvement144/3/3/2/0
17+6---144/3/3/3/1
18+6Feral Senses154/3/3/3/1
19+6Ability Score Improvement154/3/3/3/2
20+6Ambuscade154/3/3/3/2
[h=4]Hunter's Quarry [/h]
At 1st Level, you have spent your life learning to hunt, track, and kill wild game as well as the monsters which haunt the wilderness near where you grew up. You are a consummate predator, singling out choice prey and culling it from the herd.
[][]As a bonus action, you may designate one creature you can see as your quarry. The creature remains your quarry for up to one week, until it drops to 0 hit points, or until you designate a new creature as your quarry. Once you have designated a creature as your quarry, you may not do so again until you have completed a short or long rest.
[][]You have advantage on attack rolls against your quarry, and to Wisdom (Survival), Wisdom (Perception), and Intelligence (Investigation) checks to track your quarry through natural terrain, or locate it by word-of-mouth in an urban setting. You also have advantage on Intelligence checks made to recall lore about creatures of your quarry's type (such as Undead or Elementals), if you know its type.

[h=4]Wild Empathy[/h]
At 1st level, you have proficiency in the Animal Handling, Nature, and Survival skills. You may double your proficiency bonus when making any ability check using any of these skills.
[][]In addition, you may make a Wisdom (Animal Handling) check to influence the behavior of any beast, not just domesticated beasts or trained mounts. To do so, the creature must be able to see you and be able to study your movements. You must also approach the creature alone, speaking to it soothingly and making gestures to indicate that you mean it no harm.

[h=4]Fighting Style[/h]
At 2nd level, you adopt a particular style of fighting as your specialty. 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.

Defense
You gain a +1 bonus to AC while you are wearing armor.

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.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

[h=4]Spellcasting[/h]
By the time you reach 2nd , you have learned to use the magical essence of nature to cast spells, much as a Druid does. See chapter 10 of the Player's Handbook for the general rules of spellcasting and Chapter 11 for the ranger spell list.

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 of 1st Level and Higher
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.
[][]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 a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. 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 = 8 + your proficiency bonus + your Wisdom modifier.
[][][][][]Spell attack modifier = your proficiency bonus + your Wisdom modifier.

[h=4]Natural Explorer[/h]
At 2nd level, you are an accomplished woodsman, at home in any wilderness environment. You are adept at traveling and surviving where others fear to tread. When you make an Intelligence or Wisdom check related to natural terrain (such as arctic, desert, forest, grassland, etc.), your proficiency bonus is doubled if you are using a skill that you're proficient in.
[][]While traveling for an hour or more in any natural terrain, you gain the following benefits:
• 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 (such as foraging, navigating, or tracking) you remain alert to danger.
• If you are traveling alone, or with only an animal companion, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you nomally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

[h=4]Primal Path[/h]
Starting at 3rd Level, your link with wild nature has awakened a new power in you. You select one of the Primal Paths available to you. The Seeker and the Scout are detailed at the end of this section.
[][]Each path provides you with a Primal Evocation, and two options on how to use it. Primal Evocations allow you to evoke the spirits of nature to produce a magical effect, similar to the ability of Clerics and Paladins to channel their deity. Once you use either of these options, you cannot evoke the spirits again until you complete a short or long rest.

[h=4]Spirit Bond[/h]
Starting at 3rd Level, your bond with the primal spirits enables you to form a lasting bond with a spiritual being or a natural beast. You gain one of the following features of your choice:
[sblock="Animal Companion"]You attract the attention of a natural beast that you can train to become your loyal companion. The spirits of nature send to you a special animal that is stronger, smarter, and more loyal than normal beasts. This creature accompanies you on your adventures and fights beside you.
[][]You may choose a large or smaller beast of up to CR 1, or your DM may choose one for you. The creature has the game statistics of a normal specimen of its type, except as noted below.
[][]Its Intelligence, Wisdom, and Charisma scores are 4 points higher, to a maximum of 20, and it understands one language that you can speak (but cannot speak). It uses your proficiency bonus whenever it makes an attack, saving throw, or ability check it is proficient with, and when setting the save DC for any special traits or actions it has. In addition, it adds half your Wisdom modifier as a bonus to its AC, and its hit point maximum is equal to half your ranger level (round up) times its hit dice, plus the creature's Constitution modifier.
[][]For example, a Brown Bear uses a d10 for its hit dice, and has a Constitution modifier of +3. Therefore, if you are a 3rd level ranger, its maximum hit points would be 2d10 +6 (or 17). For every two additional levels of ranger you gain, its hit point maximum would increase by a further 1d10 (or 6) +3.
[][]The beast obeys your commands as best as it can. It takes its turns on your initiative, though it doesn’t take an action unless you command it to, or if you are incapacitated. On your turn, you can verbally command the beast where to move (no action required by you). You can use a bonus action to verbally command it to take the Dash, Disengage, Dodge, or Help action. You can also use your action to command the creature to take the Attack action, or the Multiattack action, if it has that action. Once you gain the Extra Attack feature, you may forgo one of your attacks to allow the beast to make one attack (but not to use multiattack).
[][]If you are incapacitated or otherwise unable to give it commands, the beast may act independently under the DM’s control. The beast defend itself and you, but will generally not take unnecessary risks unless your life is in danger. The creature may also be able perform simple tasks for you without your direct supervision, such as tracking an enemy, hunting for food, or scouting ahead of you.
[][]If the beast is reduced to 0 hit points without killing it outright, it falls unconscious (see “Dropping to 0 hit points,” PHB pg. 197). If the creature dies, it can be returned to life with Revivify or similar magic, at one tenth of the normal component cost. Alternatively, you may pray to the spirits to send you a new animal companion, during a process which takes 8 hours of meditation.[/sblock]
[sblock="Prime Strike"]You open your mind and let the spirits of your ancestors guide your hand. As you draw back your arm, the ghosts of a thousand hunters who have come before you stand at your back to ensure your strike finds its mark.
[][]When you hit your Quarry with a weapon attack, you may choose to have that attack deal maximum damage (instead of rolling).To use this feature, your Quarry must not have any creature that is hostile to it closer to it than you. Once you use this feature, you must complete a short or long rest before you can use it again.
[/sblock]

[h=4]Extra Attack[/h]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

[h=4]Land's Stride[/h]
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
[][]In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

[h=4]Multiattack[/h]
At 10th level, you gain one of the following features of your choice:
[]]Paired Predators. When you use the Attack action on your turn, you may forgo one of your attacks to allow your animal companion to make two attacks or to use the Multiattack action.
[]]Volley. You can use your action to make a ranged attack against any number of creatures within 10ft 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 a melee attack against any number of creatures within 10ft of you, with a separate attack roll for each target.

[h=4]Skirmisher's Stealth[/h]
Beginning at 14th level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence.
[][]At the start of your turn, pick a creature that 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.

[h=4]Feral Senses[/h]
At 18th level, you gain preternatural senses that help you fight creatures you can't see. 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.

[h=4]Ambuscade[/h]
Rangers strike first and strike hard. At 20th level, when you roll initiative, you gain a special turn that takes place before any other creatures have acted. On this special turn you may move and take your normal action as well as a possible bonus action, but you may not use reactions.
[][]If more than one creature in an encounter has this feature, all act first in order of initiative, then the regular initiative order begins. If you would be surprised at the beginning of an encounter, you are not surprised, but do not gain this extra turn.

[h=3]Sub-Classes[/h]
[sblock="Scout"]
[h=4]Skirmish[/h]
Starting when you select this path at 3rd level, you are a lethal predator who stalks and strikes and then fades into the shadows. You are at your most dangerous when you don't let your enemies pin you down.
[][]Opportunity attacks against you are made with disadvantage. In addition, when you hit with a weapon attack after moving at least 15ft, you may cause the attack to deal an extra 1d6 damage.
[][]The extra damage increases at higher levels; 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level.

[h=4]Primal Evocation[/h]
By 3rd level, you gain the following options for how to use your Primal Evocation:
[][]Primeval Awareness. You can use your action to sense the presence of unnatural creatures in the area. For the next hour, or until you lose concentration (as if concentrating on a spell), you know the approximate distance from and direction to any abberations, celestials, dragons, elementals, fey, fiends, or undead within 1 mile of you. You know the type of creature you sense, but not its specific identity.
[][]
Predatory Eye. As a bonus action, you attune your senses to the Primal Beast, the spiritual predecessor of all animals, causing all living beings to be revealed to your enhanced senses.
[][]For 1 minute or until you lose concentration (as if concentrating on a spell), you can sense the presence of all living creatures within 60ft of you, even if they are hidden from you. While this effect persists, no creature can benefit from concealment, cover, or invisibility against your attacks.

[h=4]Uncanny Dodge[/h]
By 7th level, when an attacker you can see hits you with an attack, you can use your reaction to halve the damage against you.

[h=4]Battle Fortitude[/h]
Starting at 11th, your training as a hunter and tracker have greatly increased your strength and agility.
[][]You gain proficiency with Constitution saving throws and initiative checks, and you have advantage on saving throws against being frightened.

[h=4]Flawless Step[/h]
By 15th level, your agility and athleticism has reached its peak, and your enemies are hard pressed to keep you down.
[][]You are always under the effects of the Freedom of Movement spell as long as you are not incapacitated.[][
[/sblock]
[sblock=”Seeker”]
[h=4]Expanded Spell List[/h]
Level
Spells
3Faerie Fire, Expeditious Retreat
5Gust of Wind, Misty Step
9Call Lightning, Sleet Storm
13Hold Monster, Wall of Fire
17Insect Plague, Mislead
[h=4]Primal Evocation[/h]
At 3rd level, you gain the following two options for how to use your Primal Evocation.
[][]Encaging Spirits. You can use your action to evoke the spirits of the land at your feet, causing spectral thorns and vines to rise up and grasp at your enemies. Each creature that you choose within 10ft of you must make a Dexterity saving throw or be restrained. A restrained creature can use action to attempt a Strength (Athletics) check against your save DC to break free. A creature that fails this check takes 1d8 piercing damage from the spectral thorns.
[][]Spirits' Rebuke. When an enemy hits you with a melee attack, you may use your reaction to summon the vengeful spirits of the sky to strike out at your enemies. Each creature that you choose within 10ft of you must make a Constitution saving throw or take 2d8 thunder damage (save for half). In addition, each creature that fails is pushed up to 5ft and knocked prone.

[h=4]Inevitable Shot[/h]
Starting at 7th level, the primal spirits guide your hands to ensure that your arrows always hit their mark.
[][]Once on each of your turns when you miss with a weapon attack, you can make another attack with the same weapon against a different creature that is within 5ft of the original target and within range of your weapon.

[h=4]Nature's Ward[/h]
Starting at 11th level, you cannot be charmed or frightened by elementals or fey, and you are immune to poison and disease.

[h=4]Evasion[/h]
By 15th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a Lightning Bolt 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.
[/sblock]
 
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Xeviat

Hero
I worry that your animal companion is too good. A CR 1 beast's attack as a bonus action is rather killer; the circle of the land druid is doing that as an action. Other than that, this is looking pretty good.
 

ChameleonX

Explorer
How? Conjure Animals uses a bonus action to command the beasts as well. Also, note the recent rules clarifications that the "Multiattack" action doesn't count as taking the "Attack" action, and that I've taken out the proficiency bonus to damage rolls.
 

Xeviat

Hero
First, Conjure Animals is a 3rd level spell, no? That doesn't show up till 5th level, and it fights for resources with the likes of fireball for shear damage dealing potential.

A third level hunter using two-weapon fighting (so that we're using up their bonus action) has the following attack routine (core rules):

+5 1d6+3, +5 1d6+3, +1d8 if one attack hits an injured opponent; average damage 17.5 if all attacks hit (I'll do the hit percentage math if you'd like)

Your ranger with a CR 1 beast has, using gwfing since they need their bonus action for commands (and since I don't want to muddy things with an AC bonus from a shield):

Scout (skirmish: +1d6 damage after moving 15 feet)
+5 2d6*+3+1d6 (14.83), pet (giant spider) +7 1d8+3 (7.5) and 2d8 (9) poison save for half: 31.33 if both attacks hit and save fails, or 26.83 if save fails

or

+5 2d6*+3+1d6 (14.83), pet (dire wolf) +7 2d6+3 (10) and save or prone: 24.83 if both attacks hit (plus chance of prone, which if done first seriously boosts chances of ranger attack hitting).

That's ignoring things like a tiger's pounce. Also, the restriction on beast multiattacks doesn't balance things; it only restricts beast companion choices to those that don't use multiattack (since multiattack was factored into their damage in their CR calculation).

So, base hunter is 17.5 compared to your 31 to 25. Both can use Hunter's Mark still, which boosts the hunter by 7 after the first round (3.5 on the first) and your scout by 3.5; they're still way ahead.

Compare that to the rogue, who has +5 1d6+3, +5 1d6, +2d6 sneak if either attack hits for a total of 17 ...
 

ChameleonX

Explorer
Hmm... point taken. I've modified the rules for animal companions to return the beast attack to taking your action. How does the feature stack up now? Hopefully the other buffs to the animal companion will make up for it competing for your action.
 

Xeviat

Hero
Well, how is the HP of the companion determined? CR 1 creatures have rediculous amounts of HP.

Remember, the moon druid has to disable their spellcasting to turn into a CR 1 creature at 2nd through 5th level, and they have way too many HP at 2nd/3rd level for most people. Your companion additionally has bonus AC and Attack that even the moon druid doesn't get.
 

ChameleonX

Explorer
I don't think I made that clear enough, so I went back and reworded it to make it more explicit; the Animal companion's HP is determined like a PC, but using your ranger level instead of its CR.

So, for example, if you're a 3rd level ranger with a Wolf companion, it would have 3d8 +3, or 17 if you take the average. Each time you gain a ranger level, it would get another 1d8 +1 hit points, or 6 on average.

...

Though, now that I write this, it occurs to me that that might be too much, considering a bear (1d10 +3, or 9) would end up having more HP than the ranger himself... maybe I should do half ranger level instead?

So a 3rd level ranger would have a wolf with 2d8 +2 (after rounding), or 11 hit points, or about half of the average ranger's hp (3d8 + 15-18), or about 24-27.
 
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I really like most of what you've done here. It seems like everybody is thinking about the ranger lately, but my own thoughts have run along very similar lines to yours.

Hunter's Quarry is pretty much spot-on for what the ranger needs. If I might make a suggestion, I would increase its activation time to an action out of concern for its power (especially since it's at 1st level), but I would also allow the ranger to designate a creature as quarry as long as he can see its tracks.

Your little modification to Natural Explorer really increases the ranger's utility without being overpowered. My one concern is simply one of misinterpretation: now that you're giving the ranger a conventional expertise ability in Wild Empathy, some people reading Natural Explorer might think that you double proficiency on Animal Handling, Nature, and Survival checks again.

Spirit Bond is the one feature I'm really uncertain about. I'm not sure that the animal companion needs to be split off into a separate decision point from the archetypes; Beast Master works just fine as an archetype. (If I were going to add a second decision point to the ranger, it would be spells/no spells rather than companion/no companion.) And some of the details seem troublesome. The formulas you have for the companion's AC and HP are weird and fiddly. And on the Prime Strike side, the proximity requirement is basically telling players "Don't be an archer!" which seems counter to many ranger character concepts.

Multiattack is a little odd conceptually, now that Hunter's Quarry is in there. Hunter's Quarry says, "You are really good at focusing on one target", while Multiattack says, "Fight everybody at once!" And to me, the former just feels much more like a proper ranger -- did I mention how Hunter's Quarry is spot-on? I know the Multiattack abilities are on the actual PHB ranger's list, but they just seem a lot more like fighter or barbarian abilities to me.

Regarding the scout's Battle Fortitude -- is there a reason the ranger doesn't simply have Constitution save proficiency from the outset? I never understood that about the PHB version. Rangers are all about toughing things out.

And I'm afraid I don't really understand the intended identity of the seeker. What is a seeker supposed to be and do?
 

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