Compared to other classes, the Ranger was lackluster in design and fell behind other characters later into the game (roughly post level 8). This is a compilation of various suggestions from across the Internet (primarily: http://www.giantitp.com/forums/showthread.php?442703-The-%28condensed%29-variant-Ranger), Wizards of the Coast Unearthed Arcana articles, other research, and my own balancing thoughts.
Important Notes About Changes:NOTE: All primary statistics remain the same, level progression and spell list modified.
The ability to have an animal companion is now a 1st level Ranger Spell similar to Find Familiar and Find Steed. Find Animal Companion is now a spell.
The Swift Quiver spell no longer requires concentration. In addition, the Ranger can make two extra melee attacks for the duration instead of ranged attacks if he so chooses.
- Enemy's Bane, Natural Explorer
- Fighting Style, Hunter's Instincts, Spellcasting
- Archetype feature, Primeval Awareness
- Ability Score Improvement
- Extra Attack
- Hide in Plain Sight, Extra Favored Enemy, Extra Favored Terrain
- Archetype feature
- Ability Score Improvement, Land's Stride
- -
- Foe Slayer, Improved Hide in Plain Sight, Vanish, Extra Favored Terrain
- Archetype feature
- Ability Score Improvement
- -
- Extra Favored Enemy
- Archetype feature
- Ability Score Improvement
- -
- Feral Senses
- Ability Score Improvement
- Ambuscade
Arcane Woodsman
- 3: Expanded Spell List. Woodland Mysticism.
- 7: War Magic.
- 11: Ward.
- 15: Magic Draw.
- 3: Great Beast.
- 7: Poultices.
- 11: Extra Companion. Alpha Beast.
- 15: Primal Beast.
- 3: Hunter's Prey.
- 7: Defensive Tactics. Combat Superiority.
- 11: Multiattack.
- 15: Superior Hunter's Defense.
- 3: Skirmish. Expertise.
- 7: Fast Movement. Surveyor.
- 11: Stalker.
- 15: Skirmisher's Stealth.
Enemy’s Bane
You gain the Player’s Handbook qualities of Favored Enemy (Advantage on Wisdom (Survival) and Intelligence checks related to remembering information about foes) against all foes. You choose one type of enemy as per normal. You have an increased critical threat range against that type of creature and deal +1d6 bonus damage to that type of creature. You also know its language. You can choose an additional Favored Enemy at level 6 and again at level 14.
Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored 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, 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.
Fighting Style
As normal per the Player’s Handbook.
Hunter’s Instincts
Spellcasting
As per the Player’s Handbook with the given noted spell list changes above.
Archetype
You may select an Archetype from the following list: Arcane Woodsman, Beast Master, Hunter, Scout
Primeval Awareness
As per Player’s Handbook, except you are aware if your Favored Enemies from Enemy’s Bane are in the area as well.
Extra Attack
As per Player’s Handbook
Hide in Plain Sight
As per Player’s Handbook, except +5 bonus.
Land’s Stride
As per Player’s Handbook.
Foe Slayer
As per Player’s Handbook, but much sooner.
Improved Hide in Plain Sight
As before, except bonus is now +10.
Vanish
As per Player’s Handbook.
Feral Senses
As per Player’s Handbook.
Ambuscade
Arcane Woodsman
3: Expanded Spell List. Woodland Mysticism.
7: War Magic.
11: Ward.
15: Magic Draw.
Expanded Spell List
You add the spells listed below to the list of available spells you can learn. In addition, you learn two cantrips from the Wizard’s spell list.
1: Grease, Disguise Self, Magic Missile
2: Magic Weapon, Melf’s Acid Arrow, Invisibility
3: Counterspell, Dispel Magic, Fireball
4: Dimension Door, Ice Storm
5: Cone of Cold, Wall of Fire
Woodland Mysticism
You gain proficiency in the Arcana skill.
War Magic
Whenever you cast a cantrip, you can make a weapon attack as a bonus action.
Ward
You gain resistance to one of the following energy types (Acid, Cold, Fire, Lightning, Thunder).
In addition, you can select up to two targets within 30t of yourself to ward by expending a spell slot. You ward that target against your chosen energy type for 1 minute per spell level. You must finish a short rest to use this ability again.
Magic Draw
When under the effects of your Swift Quiver abilities, you can switch between your weapons seamlessly. The time it takes you to switch between a pair of swords, a great two-handed sword, or a bow, or any other weapon (including a shield), is very quick. You can freely switch between weapons you have between attacks for the duration of your Swift Quiver ability.
Beast Master
3: Great Beast.
7: Poultices.
11: Extra Companion. Alpha Beast.
15: Primal Beast.
Great Beast
Your animal companion summoned through Find Animal Companion gains half your proficiency bonus to its AC, attack rolls, and skills it is proficient in. While travelling in a terrain you are familiar with through your Natural Explorer ability with only your Animal Companion, you can move stealthily at a normal pace.
Poultices
As normal per: https://dnd.wizards.com/articles/features/modifying-classes
[quote]At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
Extra Companion
When you cast the Find Animal Companion spell, you gain the service of an additional animal companion. This companion must be small or smaller in size. It gains no benefits for using a higher level spell slot. It’s maximum challenge rating is 1/8.
Alpha Beast
Your primary Animal Companion gains your full proficiency bonus to its AC, attack rolls, and skills it is proficient in.
Primal Beast
When casting your Find Animal Companion spell, using a higher level slot is doubled when determining bonus HD. A 2nd level slot counts as a 3rd level slot, a 3rd level slot counts as a 5th. A 4th level slot counts as a 7th. A 5th level slot counts as a 9th. Your Animal Companion’s max bonus HD is reflective of these higher level slots.
Hunter
3: Hunter’s Prey.
7: Defensive Tactics. Combat Superiority.
11: Multiattack. Greater Bane.
15: Superior Hunter’s Defense.
Hunter’s Prey
As per the Player’s Handbook, except pick 2.
Defensive Tactics
As per the Player’s Handbook, except pick 2.
Combat Superiority
You learn two maneuvers available to the Battle Master Fighter. You have two superiority dice, which refresh on a short or long rest. Your dice are 1d8s. You can retrain these Maneuvers each night.
Multiattack
As per the Player’s Handbook, except gain both.
Greater Bane
Your Favored Enemies take an additional 2d6 damage and you score critical hits against them on a roll of 18 to 20.
Superior Hunter’s Defense
As per the Player’s Handbook, except pick 2.
Scout
3: Skirmish. Expertise.
7: Fast Movement. Surveyor.
11: Stalker.
15: Skirmisher’s Stealth
Skirmish
You can use dash and disengage as a bonus action. If you use an dash or disengage as an action or a bonus action, your weapon attacks deal an extra 1d6 damage for that turn.
You lose this benefit if wearing heavy armor, or when carrying a medium or heavy load.
At level 7, when you use the dash action, you gain +1 bonus to Armor Class until the start of your next turn.
At level 11, the damage of Skirmish increases to 2d6. In addition, as long as you move at least 10ft, your attacks deal 1d6 bonus damage.
At level 15, when you dash, you gain a +1 bonus to all Saves that turn.
Expertise
You gain expertise in any skill or tool you are proficient in.
Fast Movement
Your base land speed increases by 10 feet. You lose this benefit if wearing heavy armor, or when carrying a medium or heavy load.
Surveyor
You gain the benefits of Natural Explorer for a terrain you have just entered after spending one day, rather than one week, in its environment.
Stalker
Skirmisher’s Stealth