Ranger Changes
Relevant Universal Character Changes
Changes for all classes
Martial General Changes
Spellcaster General Changes
Class Changes
Favored Foe
1st-level Ranger feature
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Fighting Style
2nd-level Ranger feature
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.
- Unarmed Fighting
- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
- For the purposes of using maneuvers, your unarmed strikes count as “weapon attacks”.
- At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- If you make unarmed strikes –or deal damage at the start of each of your turns to grappled targets using this fighting style– while wearing magical armor, your unarmed strikes and grappling damage count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
Spellcasting (Preparing and Casting Spells)
2nd-level Ranger feature
You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in meditation and communion with nature: at least 1 minute per spell level for each spell on your list.
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. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.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 of a level for which you have spell slots.
Primal Awareness
3rd-level Ranger feature
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 Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.
| Ranger Level | Spell |
| 3rd | Speak With Animals |
| 5th | |
| 9th | Speak With Plants |
| 13th | Locate Creature |
| 17th | 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 Changes
Ranger – Beastmaster Archetype
- Primal Companion (optional)
- 3rd-level Beastmaster archetype feature
- This 3rd-level feature replaces the Ranger’s Companion feature.
- You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.
- In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
- If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a field or long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
- Harmonious Synchronization
- 7th-level Beastmaster archetype feature
- At 7th level, you learn the Beast Sense spell. This spell does not count against the number of spells you can have prepared at a time. Additionally, you may cast it without expending a spell slot once per long rest. When you cast this spell on your Companion, you may communicate with it and command it telepathically for the duration of the spell, provided it is on the same plane of existence as you.
Ranger – Horizon Walker Archetype
- Planar Warrior
- 3rd-level Horizon Warrior archetype feature
- At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
- As a bonus action, you may charge your weapons with this energy until the beginning of your next turn
choose one creature you can see within 30 feet of you. While charged in this way, the first time you hit each creatureThe next time you hitthat creature on this turnwith a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
- Ethereal Step
- 7th-level Horizon Warrior archetype feature
- At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
- Once you use this feature, you can’t use it again until you finish a short or long rest.
- In addition, when you cast the Etherealness spell in this way, or cast the Misty Step spell, you may activate the Planar Warrior feature at the same time.
Ranger – Hunter Archetype
- Hunter’s Prey
- 3rd-level Hunter archetype feature
- At 3rd level, you gain one of the following features of your choice.
- Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
- Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
- Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
- At the beginning of each of your turns, you can exchange one of these Hunter archetype features for another of the same level.
- At 3rd level, you gain one of the following features of your choice.
- Defensive Tactics
- 7th-level Hunter archetype feature
- At 7th level, you gain one of the following features of your choice.
- Escape the Horde. Opportunity attacks against you are made with disadvantage.
- Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
- Steel Will. You have advantage on saving throws against being frightened.
- At the beginning of each of your turns, you can exchange one of these Hunter archetype features for another of the same level.
- At 7th level, you gain one of the following features of your choice.
- Multiattack
- 11th-level Hunter archetype feature
- At 11th level, you gain one of the following features of your choice.
- Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet 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. Each creature hit by an attack from this feature receives an additional 1d8 damage.
- Whirlwind Attack. When you take the Whirlwind attack action with this feature, your range increases by 5 feet.
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.Each creature hit by an attack from the Whirlwind attack action while this feature is active receives an additional 1d8 damage.
- At the beginning of each of your turns, you can exchange one of these Hunter archetype features for another of the same level.
- At 11th level, you gain one of the following features of your choice.
- Superior Hunter’s Defense
- 15th-level Hunter archetype feature
- At 15th level, you gain one of the following features of your choice.
- Evasion. 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.
- Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
- Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- At the beginning of each of your turns, you can exchange one of these Hunter archetype features for another of the same level.
- At 15th level, you gain one of the following features of your choice.
Ranger – Monster Slayer Archetype
- Monster Slayer Magic
- 3rd-level Monster Slayer archetype feature
- Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
| Ranger Level | Spells |
| 3rd | Protection from Evil and Good |
| 5th | Borrowed Knowledge |
| 9th | Magic Circle |
| 13th | Banishment |
| 17th | Hold Monster |
- Slayer’s Prey
- 3rd-level Monster Slayer archetype feature
- Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
- This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
- Additionally you learn the Hunter’s Mark spell. This spell does not count against the number of spells you can have prepared at a time.
- When you reduce a hostile creature to 0 hit points that you have marked with your Slayer’s Prey, Favored Foe, or the Hunter’s Mark spell, you may use a bonus action to transfer all of these effects to another creature. You can only transfer effects that were active on the first creature before it was reduced to 0 hit points, and you must pass these marks to another creature that you can see within 60 feet of you.
- Supernatural Defense
- 7th-level Monster Slayer archetype feature
- At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to avoid or escape that target’s grapple, add 1d6 to your roll.
- Additionally if a creature grappling or restraining you is marked as your Slayer’s Prey, you may attempt to escape the grapple or restrained condition as a bonus action rather than an action (if the source of the restrained condition in question gives the option to attempt escape by using an action).
- Magic-User’s Nemesis
- 11th-level Monster Slayer archetype feature
- At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
- Once you use this feature, you can’t use it again until you finish a short or long rest. This feature is not consumed if the target succeeds on their saving throw.
- Slayer’s Counter
- 15th-level Monster Slayer archetype feature
- At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
- This feature can be used twice, and you recover all uses of the feature after a short or long rest.
New Class-Unique Maneuvers
- Ranger Level 3:
- Ranger Level 5:
- Ranger Level 8:
- Ranger Level 11:
Spell Changes
New Spell Options
- Cantrips
- 1st-level Spells
- 2nd-level Spells
Relevant Spell Changes
- Cantrips
- 1st-level Spells
- 2nd-level Spells
- 4th-level Spells
- 5th-level Spells
Removed Spells
- 3rd-level Spells
- Conjure Animals
- 4th-level Spells
- Conjure Woodland Beings