(Comments and Critiques welcome)
Enhances Ranger's Favored Enemy
At Level 1 you have three Favored Enemies, however you can only benefit if it is prepared, you can have one prepared at Level 1, two at Level 6, and all three at Level 14. Over a long rest, you can change whichever Favored Enemies you have prepared, though all Rangers can prepare Favored Enemies by just mentally going through information they have experienced or learned about them, some Rangers use some other means too, such as reading a book. You can change your Favored Enemy whenever you reach levels 6 or 14.
In addition, if you are gaining advantage on a check against a Prepared Enemy from another source, you can forgo the advantage this feature gives you and gain a d4 to the roll instead.
First Level Ranger Feature
You know how to strike at your Favored Enemies with precision to hit easier and deal more damage.
You gain a number of d4s called hunter’s dice. These dice can be added to any attack or damage roll you make against a Favored Enemy, but only if it is prepared, it can be added after you make the roll but before it’s effects take effect. You can use one hunter’s dice per round, but cannot use them on the same roll. You regain all expended hunter’s dice at the end of a long rest.
The number of hunter’s dice you have at certain Ranger levels is listed below:
1st level- 3
3rd level- 4
6th level- 6
10th level- 8
14th level- 10
18th level- 12
Hunter dice and Mage Breaker: if your favored enemy is Mage Breaker, you can add a hunters dice to any attack roll you make against a creature whose ac is benefiting from magic, such as the mage armor or shield spells. You can also add a hunter's dice to any damage roll against a creature that has temporary hit points from magic, such as the false life spell.
Favored Enemy Options
When you pick Favored Enemy, you can choose one of the following options instead of any of the others listed.
Mage Breaker– Some Rangers don't hunt simply one kind of race that uses magic, but rather magic users as a whole. Most Mage Slayer Rangers hunt those who misuse magic or magical items.
You have advantage on intelligence checks based on magic such as identifying a spell (view Xanathars guide for more info on identifying spells), recalling a magic item's history, determining a magic item's use, determining a magical effect, or determining if something is a magical illusion. In addition you know the Detect Magic spell and it doesn’t count against your spells known. You can cast Detect Magic as a ritual, and without expending a spell slot a number of times equal to your proficiency bonus rounded up.
Shape changer– some Rangers hunt those who can take different forms, shape changers (any creature with the monster sub-type of shape changer qualifies such as changelings). You have advantage on Wisdom (Survival) checks to track shape changers, as well as on Intelligence checks to recall information about them. You also gain one language associated with them. You have also gained a natural sense that allows you to sense if someone or something (some shape changers like mimics take the form of objects) is actually a shape changer. When you have spent one minute interacting with a creature or an object (such as conversation or combat) you can make an Investigation check to sense if the target is a shape changer not in their true form (example using the racial feature shapechanger to look like someone or something else). If the target is not a shape changer, you sense it’s not a shape changer, same thing happens if they are a shape changer in their true form. If the target is a shape changer not in their true form, they must make a Deception check against your Investigation check, if you win you sense they are a shape changer not in their true form, if the shape changer wins you sense they are not a shape changer.
Enhances Deft Explorer optional feature
At first level:
You have advantage on checks made to forage. Also whenever you gather food and/or water while foraging you get an additional amount of each by an amount equal to 1+half your proficiency bonus rounded up. In addition, if you are gaining advantage on foraging from another source, you can forgo the advantage this feature gives you and gain a d4 to the roll instead. It also takes you half the time to forage.
Your group isn’t slowed by difficult terrain for a number of hours equal to your Wisdom modifier plus your proficiency bonus.
You can navigate while doing something else like tracking or staying alert to danger.
At level six:
You are considered half proficient in checks and saving throws that can be affected by Survival Adaptations such as checks against quicksand, checks against slippery ice, saves against extreme temperatures, checks with a herbalism kit, stealth checks to hide for an ambush, saving throw against hypothermia (status condition), saving throws against the poisoned condition, and saving throws against psychic winds in the Astral Plane. This doesn’t apply to skill checks that aren’t on the Ranger skill list, such as medicine checks.
You have advantage on navigation checks, if you are gaining advantage on a navigation check from another source, you can forgo the advantage this feature gives you and gain a d4 to the roll instead. In addition if you do get lost, it only takes you half the time to get back on track. Your navigation is also considered magical for the purposes of overcoming magical effects that impede or negate non magical navigation.
Along with gaining increased movement speed, your jumping distance increases by 5 feet.
You have advantage on checks made to track other creatures, or to analyze tracks left by others, as well as checks made to spot tracks, it also takes you half the time to find a type of creature or plant native to a natural environment you are in. In addition, if you are gaining advantage on a tracking check from another source, you can forgo the advantage this feature gives you and gain a d4 to the roll instead. You can track while doing something else like navigating or staying alert to danger.
At level ten:
You cannot be tracked except by magical means, and you can choose not to leave tracks whenever you move in a natural environment.
Your relentless tracking skills can overcome even magic to find your target. Starting at this level, your tracking skills are considered magical for the purposes of overcoming magical effects that impede or negate your tracking.
You can track even if the target used magic to cover their tracks, as you are able to see magically covered tracks as if they were never covered magically, though they have a faint mystical glow to them. You are unable to see them this way if they cease to be tracks by non magical means (such as a snowstorm covering magically hidden tracks). And at the DMs discretion you may need to make a Perception check to find them if for example you aren’t actively looking for tracks, or if they are already well hidden.
You also have advantage on saving throws on maintaining concentration on spells you have casted.
2nd level Ranger Feature
At level 2, whether it be through training, being forced to adapt to a rough environment, or any other reason, you have gained skills to help you survive. These skills are called survival adaptations. Whenever you pick an option, you cannot change it unless you level up. If an option requires a prerequisite, you must meet it. You can change the options you choose upon leveling up. Also as a result of your wilderness travels, you know more about nature than a normal folk, you can use your Wisdom modifier instead of your Intelligence modifier for Nature skill checks, though they still count as Intelligence checks for the purposes of abilities such as Favored Enemy. You can also replace your intelligence modifier with your wisdom modifier when making an arcana check relating to a natural environment, such as identifying what plane of existence you are on, or identifying a natural hazard native to another plane such as the Feywild. The number of survival adaptations you have at certain Ranger levels are listed below (the options for Survival Adaptations are at the end of this document):
Enhances Primal Awareness
At level three, your experiences in natural environments has honed your survival instincts, you gain a bonus to your Survival Skill equal to half your proficiency bonus rounded down, unless it is benefiting from expertise, in which case choose a different Ranger skill for this to apply to. In addition you can choose Detect Magic or Detect Poison and Disease instead of Speak with Animals as part of your Primal Awareness Feature.
Sixth level Ranger Feature
At level six, your Hunters Die can affect those that are not your favored enemy, and if you use it against a favored enemy it increases to a d6.
As a bonus action you can analyze a target you can see, that's one of your Favored Enemies. When you do so, you can make an intelligence check (the skill and DC determined by the DM) to determine something about the target at the DMs discretion, lore about the target’s race or something in its stat block would be appropriate. Some examples include:
Making an Arcana/Nature check to determine if the creature takes more or less damage from fire, after observing it being hit by fire.
Making an Arcana check to identify what spell the target has cast, as long as it is an innate spellcasting ability (rules for identifying spells in Xanathar's).
If you fail the check you can attempt again only after a long rest, at the DMs discretion, or after you observe something that would let you try again (for example if you fail to determine if a creature has fire resistance you can try to determine again if the target is hit by fire.)
Enhances Rangers Lands Stride Feature
You have advantage on checks made to perceive and identify natural hazards as well as Nature checks involving physical geography, if you are gaining advantage on these kinds of checks from another source, you can forgo the advantage this feature gives you and gain a d4 to the roll instead. When you reach level 11 in this class, this feature allows you to ignore even magical difficult terrain.
8th level Ranger Feature
You have become used to traveling with a group and can guide people when travelling. You can give your group a travel speed equal to your base travel speed on foot. Your group cannot have more than 10 creatures (excluding yourself). In addition you can always be deemed as a lead pursuer in a chase.
Tip: if the lead pursuer in a chase is a Ranger, the quarry has disadvantage on stealth checks to escape said pursuers.
14th level Ranger Feature
Whenever you make an intelligence check relating to your Favored Enemy, you can substitute your wisdom modifier in place of your intelligence modifier.
In addition you have learned how to guard against your enemies, if a creature hits you with an attack roll or forces you to make a saving throw, you can use your reaction to expend a hunter’s die and roll it, halve the result (minimum of one) and add it to your AC, or your saving throw total. Remember: you can still only use one hunter’s die per round.
Master of the Chase
14th level Ranger Feature
You have become a master of the chase. You can take the dash, search, and hide actions as bonus actions on your turn. Whenever you roll a Search check on a creature you can see or have seen within the last minute you can replace the roll’s total with your passive perception/investigation if you roll lower than it. You also have advantage when attempting to hide during a chase.
Chasing rules are in Chapter 8 of the DMG
14th level Ranger Feature
You have advantage on saving throws against divination magic. Also, when a creature tries to perceive you through a magic scrying sensor, they must make a check against your spell save DC using their spellcasting modifier or they cannot see you through the magical scrying sensor.
Knowledge of the Hunter
20th level Ranger Feature
Becoming an unparalleled hunter, you gain the following skills:
Whenever you make an intelligence check relating to your Favored Enemy, you gain half proficiency in the check if it doesn’t already use your proficiency bonus.
Your hunter's die is increased to a d6, a d8 if it is used against your Favored Enemy.
You can use two hunters die per round.
You regain one hunters die at the start of your turn if you have none left.
Communicator of Beasts
3rd level BeastMaster feature
Becoming a middle point of civilization and the wilderness, you can replace one of your languages with the language of beasts, allowing you to communicate with beasts as if you shared a language. If you have the Primal Awareness feature, you can replace the Speak with Animals spell with the Animal Friendship spell.
In addition, you and your beast/primal companion can share rations, whenever you are eating together each of you gaining the benefits of consuming one ration each for the price of using only one.
7th level BeastMaster feature
At level 7, your bond with your beast companion has intensified, forming a natural bond through nature itself. You have gained the following benefits:
While within 1 mile of each other, you can communicate with each other telepathically through this bond, able to convey simple thoughts and concepts as well as emotions. You can use this telepathy to command your companion.
Both you and your companion can communicate telepathically with any beast within thirty feet of each other using your natural bond with each other by extending it to other beasts. Likewise, any beast can communicate telepathically back.
As an action you can forge a deeper telepathic bond with a willing beast within 30 feet of you. With this beast you can telepathically communicate with it if you are within 1 mile of it. The beast can also do the same. You can use this bond to call out for its help, able to convey your location and the basics of the assistance wanted. Your beast companion can communicate with any beasts you forge this bond with too.
You can cast Beast Sense on a creature within 1 mile of you as long as you have an established telepathic bond with it, such as your beast companion.
You know the spell Beast Bond, and it doesn’t count against your spells known. You can cast it once per long rest without expending a spell slot, and if you target your beast companion the following effect can apply, your beast gains advantage on targets within 30 feet of you instead of five feet as a result of the spell.
Your beast companion’s natural attacks count as magical for the purposes of overcoming resistance and immunity to non magical damage.
Expanded Spell List
(The following spells are added to the Ranger’s spell list)
Protection from Good and Evil
Bearer of the Cold- you have grown accustomed to cold temperatures. You have advantage on saving throws to resist Extreme Cold, Frigid Water (or a similar natural hazard), and on resisting the status condition hypothermia. In addition, whenever you take cold damage you can use your reaction to reduce the damage by 1d4+half your proficiency bonus rounded up.
Bearer of the Heat- you have grown accustomed to hot temperatures. You have advantage on saving throws to twist Extreme Heat and on resisting the status condition Heat Stroke. Your daily water intake is also not doubled as a result of Extreme Heat. Wearing medium armor doesn’t impose disadvantage on these saves. In addition, whenever you take fire damage you can use your reaction to reduce the damage by 1d4+half your proficiency bonus rounded up.
Climber- you are adept at climbing. You gain a climbing speed equal to your walking speed, if you gain a climbing speed or already have one, increase that climbing speed by 15 feet. You can add a d4 to any climbing check you make. You are also unaffected by high elevations, being considered native.
Swimmer- you have become an adept swimmer. You gain a swimming speed equal to your walking speed, if you gain swimming speed or already have it, increase thatswimming speed by 15 feet. You can add a d4 to any check you make to swim. In addition, you also add half your proficiency bonus (rounded down) to how long you can hold your breath.
Perceptive- your senses are tough to fool when in natural surroundings and are harder to disable. Whenever natural foliage or a natural hazard, such as heavy precipitation, fog, or heavy wind, imposes disadvantage on perception checks, it doesn't impose disadvantage on any perception check you make. This doesn't apply to dim light however. You also can add a d4 to any Constitution saving throw you make to not be blinded or deafened. In addition, you can travel at a fast pace without a penalty to your perception score or your navigation check for a number of hours equal to 1+half your proficiency bonus (rounded up) per long rest.
Quick Feet- you are quick to adjust to slippery surfaces and surfaces that require quick feet to maneuver about to avoid taking damage or slowing you down. Whenever you make a dexterity check or saving throw to prevent from being affected by an effect that threatens to knock you prone you can add a d4 to the total, this also applies to any Dexterity checks or saving throws from a natural hazard. In addition, if thin ice, or a similar natural hazard, breaks beneath you, you can use your reaction to move up to ten feet to avoid falling. You can also add a d4 to any check you make to halve damage from falling into water or a similar liquid or to catch yourself on a slippery surface from falling.
Sure Footed- you are adept at keeping your footing. Whenever you make a strength ability check or saving throw to prevent from being affected by an effect that threatens to move you or knock you prone, you can add a d4 to the roll.
Escapist- you have experience in getting out of restraints and grapples. When you are restrained or grappled, you can add a d4 to any check or saving throw you make to get out of said situation, and if you would normally be able to use your action to get out, you can use your bonus action instead.
Resilient Body- your body is quite resilient, being able to survive off the bare essentials. You can survive an extra number of days without food equal to half your proficiency bonus rounded up. You also only need half a gallon of water daily to survive. In addition, the amount of hours you need to sleep is decreased by an amount equal to half your proficiency bonus rounded up, this doesn’t lower the time a long rest takes.
Traveler- you are adept at travelling areas that usually impede others and at travelling far distances. Your group isn’t slowed by difficult terrain for a number of hours equal to 1+half your proficiency bonus rounded down per long rest. You also have advantage on any saving throw you make as a result of a forced match, you also have advantage on saving throws to avoid exhaustion as a result of dashing too much in a chase.
Precise Movement- you have learned how to travel without being noticed, as well as how to squeeze through small spaces. You can move stealthily at a normal pace. In addition, you count as one size smaller when you move through small spaces.
Multitasker- you can also remain alert to danger when you are engaged in another activity while traveling.
Enhanced Immune System (prerequisite 5th level Ranger)- your immune system has been put to the test by several poisons and diseases. You can gain advantage on saving throws against poisons and diseases, as well as gaining resistance to poison damage. You can also safely handle poisons as if you were proficient in a poisoner's kit.
Herbalist (prerequisite 5th level Ranger)- surviving in the wilds, you have how to scavenge up supplies to make temporary herbalism kits and how to apply them. You gain proficiency in herbalism kit. In addition, when you take this option, you gain a herbalism kit, having made one during your practicing in herbalism. You also gain a bonus to Medicine checks you make equal to half your proficiency bonus rounded down, provided the check isn’t benefiting from expertise.
Ambusher (prerequisite 5th level Ranger)- you are skilled at ambushes, whether it be reacting to one or setting one. If you are surprised, you can act normally on the surprise round, and are no longer surprised when your turn ends, you can also remain alert to danger when you are engaged in another activity while traveling. In addition, you have advantage on Stealth checks when hiding for an ambush, you can extend this to a number of creatures with you equal to your proficiency bonus.
Otherworldly Traveler (prerequisite 5th level)- you are experienced in traveling to and from other planes of existence. When determining your movement speed in the Astral Plane during combat, you can replace your intelligence score with your Wisdom score. In addition you can add a d4 to any Intelligence, Wisdom, or Charisma check or saving throw you make as a result of a natural hazard (such as the psychic winds in the Astral Plane or the Despair effect in the Shadowfell). Finally, you can also add a d4 to any check or saving you make to enter or leave a Plane of existence, or to resist entering or leaving a Plane of existence.