1. Abilities

Tasha's Re-Revised Ranger


LevelProficiency BonusFeaturesSpells Known1st2nd3rd4th5th
12Deft Explorer, Favored Foe------------
22Fighting Style, Spellcasting, Expertise22--------
32Ranger Conclave, Primal Awareness33--
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--
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42ASI33--
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--
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53Extra Attack442--
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63Favored Foe Improvement442--
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73Ranger Conclave Feature543--
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83Quick Action, ASI543--
--
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94Expertise
6432--
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104Nature's Veil6432--
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114Ranger Conclave Feature7433--
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124ASI7433--
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135--
84331--
145Favored Foe Improvement, Master Explorer84331--
155Ranger Conclave Feature94332--
165ASI94332--
176--
1043331
186Feral Senses1043331
196ASI1143332
206Master Hunter1143332



Deft Explorer


You are skilled in the field of exploration and survival in the natural world. This grants you 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 (i.e. foraging, navigating, tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Additionally, you gain the following benefits, and then gain further features, at 6th and 10th levels, as your experience in the world has given you a unique trait.

Canny

Choose one skill: Acrobatics, Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it. You can add double your proficiency bonus to ability checks using that skill. If you already have proficiency in the chosen skill, instead you gain proficiency in another skill while you still add double your proficiency to the chosen skill.

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

Favored Foe


You can call on your bond with nature to mark a creature as your favored enemy for a time. You know the Hunter's Mark spell and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot a number of times equal to your proficiency bonus. When you cast Hunter's Mark in this way, without expending a spell slot, the duration of the spell is reduced to 1 minute. You regain all expended uses when you finish a long rest.

When you gain the Spellcasting feature at 2nd level, Hunter's Mark does not count against the number of Ranger spells you know.

You gain additional benefits for this feature at 6th and 14th levels.

Fighting Style


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 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

While you are wearing armor, you gain a +1 bonus to AC.

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.

Spellcasting


By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 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 ranger spells. To cast one of your ranger spells fo 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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.

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

Spellcasting Focus


You can use a druidic focus as a spellcasting focus for your Ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bonus, and teeth from sacred animals. (This can incorporate choices made in the construction of your bow or other weapon used as a Ranger)

Spell Versatility


Whenever you finish a long rest, you can replace one spell you learned from this spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.

Expertise


At 2nd level, you choose two skills you are proficient in and gain expertise in those skills. For any checks made with these skills, you add double your proficiency to the roll.

At 9th level, you can choose two more skills to gain expertise in.


Ranger Conclave


At 3rd level, you choose to emulate the ideals and training of a ranger conclave from the list of available conclaves. Your choice grants you features as you increase in experience. These choices are at, 3rd, 7th, 11th, and 15th level.

Primal Awareness


Beginning at 3rd level, you can focus your awareness through the interconnections fo 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.


3rdSpeak With Animals
5thBeast Sense
9thSpeak With Plants
13thLocate Creature
17thCommune With Nature


Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you mau instead take a feat.

Extra Attack


At 5th level,  you can attack twice, instead of once, whenever you take the Attack action on your turn.

Favored Foe Improvement


At 6th level, you have improved your method of marking your favored enemy. Once per turn, when you make an attack against a creature, you can immediately cast Hunter's Mark or change your hunter's mark target without spending a bonus action. When you do so, you can immediately apply the damage to the creature.

Addtionally, whenever you cast hunter's mark, it no longer requires concentration.

Deft Explorer: Roving


At 6th level, your walking speed increases by 5 feet, and you gain a climbing and swimming speed equal to your walking speed.

Quick Action


Starting at 8th level, you gain the following benefits as you've become an effective hunter in traversing through terrain while being able to act quickly in combat, gaining the following benefits:

  • You ignore difficult terrain
  • You have advantage on initiative rolls.

Nature's Veil


At 10th level, you draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Deft Explorer: Tireless


At 10th level, as an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level decreases by 1.

Favored Foe Improvement


When you reach 14th level, your attacks against your favored enemy improve further. Any time you deal damage with Hunter's Mark, it now deals 2d6 damage.

Master Explorer


At 14th level, you have improved one of your methods of survival. Choose one of the following traits and you gain the feature as stated. When using this feature, you may use it a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

Peerless Technique

Whenever you make an ability check you're proficient in at disadvantage, you may instead roll normally. You may use this feature a number of times equal to your proficiency bonus.

Cunning Escape

You have advantage on all saving throws against being restrained or grappled. Additionally, all checks you make to escape a grapple or restrain are made with advantage and can be made with a bonus action.

Enduring Foe

Whenever you use your Tireless, you may instead use a bonus action to gain the temporary hit points. Additionally, whenever you roll the temporary hit points for Tireless, you may roll twice and choose one of the results.

Feral Senses


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. 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.

Master Hunter


At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any results of the roll are applied.

Additionally, once per turn, when you hit a creature you've targeted with Hunter's Mark, you can apply one of the following effects as you've learned specialized methods of exploiting their weaknesses using your Ranger spell save DC. You may use this a number of times up to your proficiency bonus and regain all expended uses whenever you finish a short or long rest.

  • The creature must make a Constitution saving throw. On a failed save, their movement speed is reduced by 15 feet until the end of their next turn.
  • The creature must make a Dexterity saving throw. On a failed save, they cannot take reactions until the end of their next turn.
  • The creature must make a Strength saving throw. On a failed save, that creature is pushed up to 15 feet away from you.
  • The creature must make a Strength saving throw. On a failed save, that creature is knocked prone.


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