TEXT: ©2016	Wizards	of	the	Coast	LLC	
  1	
  Unearthed	Arcana:	The	Ranger,	
  Revised
  Over	the	past	year,	you’ve	seen	us	try	a	number	of	
  new	approaches	to	the	ranger,	all	aimed	at	
  addressing	the	class’s	high	levels	of	player	
  dissatisfaction	and	its	ranking	as	D&D’s	weakest	
  class	by	a	significant	margin.	
  	 Those	two	factors	combined	to	put	us	on	the	
  path	to	this	revision.	We	have	classes	that	rate	as	
  weak,	but	which	nonetheless	have	high	levels	of	
  player	satisfaction.	That	tells	us	people	playing	
  those	classes	are	happy	with	how	their	characters’	
  abilities	work	and	with	their	own	experience	at	the	
  table,	even	if	those	classes	aren’t	the	strongest.	
  After	all,	not	every	class	can	rank	at	the	top.	
  	 Likewise,	most	issues	we	see	with	classes	are	
  confined	to	specific	abilities	that	don’t	play	a	big	
  role	in	determining	whether	players	like	the	class	
  as	a	whole.	In	other	words,	no	class	is	perfect,	but	
  each	is	close	enough	to	the	mark	in	its	own	way	
  that	players	are	happy.	
  	 As	such,	the	ranger’s	status	as	a	sore	spot	for	
  players	has	been	a	cause	for	concern	for	a	while.	
  And	so,	today	we	present	a	new	revision	of	the	
  ranger.	Though	it	retains	many	of	the	elements	of	
  the	existing	class,	a	lot	has	changed,	so	it’s	best	to	
  simply	dig	into	the	new	material	to	get	a	sense	of	
  how	it	feels.	But	what	I’d	like	to	address	here	is	
  how	the	D&D	game	will	evolve	in	the	future.	
  	 Any	change	as	dramatic	as	rebuilding	a	character	
  class	requires	planning,	verification,	and	a	clear,	
  easy	implementation.	
  	 The	planning	phase	goes	back	to	our	review	of	
  playtest	feedback.	We	review	data	and	read	
  anecdotes	on	Reddit,	forums,	and	social	media.	We	
  try	to	decide	if	addressing	the	issue	is	worth	the	
  potential	disruption	to	the	game.	
  	 In	this	case,	we	felt	that	a	few	factors	combined	
  to	push	for	a	change.	Many	players	want	to	play	
  rangers,	but	few	were	happy	with	the	class,	which	
  held	its	place	at	the	bottom	of	class	power	
  rankings	by	a	significant	margin.	The	class’s	
  individual	features	also	filled	the	top-ten	list	of	
  lowest-rated	individual	character	features.	
  	 With	our	course	set	for	a	revision,	we’ve	spent	
  the	past	year	experimenting	and	gathering	
  feedback.	We	believe	that	if	something	doesn’t	hit	
  the	mark	the	first	time,	we	need	to	take	our	time	
  and	make	sure	our	path	to	a	solution	is	the	right	
  one.	So	our	tinkering	with	the	ranger	led	us	here,	
  to	this	latest	update.	
  	 Our	next	step,	which	begins	now,	is	verification.	
  Are	these	fixes	correct?	Do	they	solve	problems	at	
  your	table?	Do	you,	as	the	community	of	D&D	
  players	and	DMs,	accept	them?	I	expect	another	
  revision	or	two	to	be	made	to	the	class,	but	I’m	
  confident	that	the	scope	and	direction	of	these	
  changes	fit	in	with	what	the	community	is	looking	
  for.	
  	 Finally,	we	come	to	implementation.	If	this	
  iteration	of	the	ranger,	or	a	future	revision	of	it,	
  grades	high	enough,	our	plan	is	to	present	it	as	a	
  revised	ranger	in	a	future	D&D	sourcebook.	
  Players	can	select	the	original	ranger	or	the	
  revised	version,	though	DMs	will	always	be	free	to	
  use	only	one	or	the	other.	Both	will	be	legal	for	
  D&D	Adventurers	League	play,	and	players	of	
  existing	ranger	characters	will	have	the	option	to	
  swap	to	the	revised	version.	As	you’ll	see	as	you	
  read	further,	the	original	ranger	and	the	revised	
  class	use	almost	identical	progression	tables,	even	
  if	the	specifics	of	some	features	differ.	With	a	little	
  work	on	our	end,	we	can	ensure	that	any	new	
  ranger	options	we	provide	work	for	both	classes.	
  	 Overall,	this	approach	captures	our	intent—fix	
  what	needs	to	be	fixed	when	it’s	necessary	to	do	so,	
  but	in	a	way	that	minimizes	disruption	and	
  maximizes	player	satisfaction.	With	that	in	mind,	
  take	a	look	at	our	new	ranger	and	keep	an	eye	out	
  for	the	feedback	survey	to	follow.	
  	
  	
  
  ©2016	Wizards	of	the	Coast	LLC	
  2	
  Class	Features	
  As	a	ranger,	you	gain	the	following	class	features.	
  Hit	Points	
  Hit	Dice:	1d10	per	ranger	level	
  Hit	Points	at	1st	Level:	10	+	your	Constitution	
  modifier	
  Hit	Points	at	Higher	Levels:	1d10	(or	6)	+	your	
  Constitution	modifier	per	ranger	level	after	1st	
  Proficiencies	
  Armor:	Light	armor,	medium	armor,	shields	
  Weapons:	Simple	weapons,	martial	weapons	
  Tools:	None	
  	
  Saving	Throws:	Strength,	Dexterity	
  Skills:	Choose	three	from	Animal	Handling,	
  Athletics,	Insight,	Investigation,	Nature,	
  Perception,	Stealth,	and	Survival	
  Equipment	
  You	start	with	the	following	equipment,	in	
  addition	to	the	equipment	granted	by	your	
  background:	
  • (a)	scale	mail	or	(b)	leather	armor	
  • (a)	two	shortswords	or	(b)	two	simple	melee	
  weapons	
  • (a)	a	dungeoneer’s	pack	or	(b)	an	explorer’s	pack	
  • A	longbow	and	a	quiver	of	20	arrows	
  Favored	Enemy	
  Beginning	at	1st	level,	you	have	significant	
  experience	studying,	tracking,	hunting,	and	even	
  talking	to	a	certain	type	of	enemy	commonly	
  encountered	in	the	wilds.	
  	 Choose	a	type	of	favored	enemy:	beasts,	fey,	
  humanoids,	monstrosities,	or	undead.	You	gain	a	
  +2	bonus	to	damage	rolls	with	weapon	attacks	
  against	creatures	of	the	chosen	type.	Additionally,	
  you	have	advantage	on	Wisdom	(Survival)	checks	
  to	track	your	favored	enemies,	as	well	as	on	
  Intelligence	checks	to	recall	information	about	
  them.	
  	 When	you	gain	this	feature,	you	also	learn	one	
  language	of	your	choice,	typically	one	spoken	by	
  your	favored	enemy	or	creatures	associated	with	it.	
  However,	you	are	free	to	pick	any	language	you	
  wish	to	learn.	
  The	Ranger	
  	
  Proficiency	
  	
  Spells	
  —	Spell	Slots	per	Spell	Level	—	
  Level	
  Bonus	
  Features	
  Known	
  1st	
  2nd	
  3rd	
  4th	
  5th	
  1st	
  +2	
  Favored	Enemy,	Natural	Explorer	
  —	
  —	
  —	
  —	
  —	
  —	
  2nd	
  +2	
  Fighting	Style,	Spellcasting	
  2	
  2	
  —	
  —	
  —	
  —	
  3rd	
  +2	
  Primeval	Awareness,	Ranger	Conclave	
  3	
  3	
  —	
  —	
  —	
  —	
  4th	
  +2	
  Ability	Score	Improvement	
  3	
  3	
  —	
  —	
  —	
  —	
  5th	
  +3	
  Ranger	Conclave	feature	
  4	
  4	
  2	
  —	
  —	
  —	
  6th	
  +3	
  Greater	Favored	Enemy	
  4	
  4	
  2	
  —	
  —	
  —	
  7th	
  +3	
  Ranger	Conclave	feature	
  5	
  4	
  3	
  —	
  —	
  —	
  8th	
  +3	
  Ability	Score	Improvement,	Fleet	of	Foot	
  5	
  4	
  3	
  —	
  —	
  —	
  9th	
  +4	
  —	
  6	
  4	
  3	
  2	
  —	
  —	
  10th	
  +4	
  Hide	in	Plain	Sight	
  6	
  4	
  3	
  2	
  —	
  —	
  11th	
  +4	
  Ranger	Conclave	feature	
  7	
  4	
  3	
  3	
  —	
  —	
  12th	
  +4	
  Ability	Score	Improvement	
  7	
  4	
  3	
  3	
  —	
  —	
  13th	
  +5	
  —	
  8	
  4	
  3	
  3	
  1	
  —	
  14th	
  +5	
  Vanish	
  8	
  4	
  3	
  3	
  1	
  —	
  15th	
  +5	
  Ranger	Conclave	feature	
  9	
  4	
  3	
  3	
  2	
  —	
  16th	
  +5	
  Ability	Score	Improvement	
  9	
  4	
  3	
  3	
  2	
  —	
  17th	
  +6	
  —	
  10	
  4	
  3	
  3	
  3	
  1	
  18th	
  +6	
  Feral	Senses	
  10	
  4	
  3	
  3	
  3	
  1	
  19th	
  +6	
  Ability	Score	Improvement	
  11	
  4	
  3	
  3	
  3	
  2	
  20th	
  +6	
  Foe	Slayer	
  11	
  4	
  3	
  3	
  3	
  2	
  
  ©2016	Wizards	of	the	Coast	LLC	
  3	
  Natural	Explorer	
  You	are	a	master	of	navigating	the	natural	world,	
  and	you	react	with	swift	and	decisive	action	
  when	attacked.	This	grants	you	the	following	
  benefits:	
  • You	ignore	difficult	terrain.	
  • You	have	advantage	on	initiative	rolls.	
  • On	your	first	turn	during	combat,	you	have	
  advantage	on	attack	rolls	against	creatures	
  that	have	not	yet	acted.	
  	 In	addition,	you	are	skilled	at	navigating	the	
  wilderness.	You	gain	the	following	benefits	when	
  traveling	for	an	hour	or	more:	
  • 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	
  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	
  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	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.	
  	 For	example,	if	you	know	the	1st-level	spell	
  animal	friendship	and	have	a	1st-level	and	a	2nd-
  level	spell	slot	available,	you	can	cast	animal	
  friendship	using	either	slot.	
  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.	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.	
  
  ©2016	Wizards	of	the	Coast	LLC	
  4	
  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	
  Primeval	Awareness	
  Beginning	at	3rd	level,	your	mastery	of	ranger	
  lore	allows	you	to	establish	a	powerful	link	to	
  beasts	and	to	the	land	around	you.	
  	 You	have	an	innate	ability	to	communicate	
  with	beasts,	and	they	recognize	you	as	a	kindred	
  spirit.	Through	sounds	and	gestures,	you	can	
  communicate	simple	ideas	to	a	beast	as	an	action,	
  and	can	read	its	basic	mood	and	intent.	You	learn	
  its	emotional	state,	whether	it	is	affected	by	
  magic	of	any	sort,	its	short-term	needs	(such	as	
  food	or	safety),	and	actions	you	can	take	(if	any)	
  to	persuade	it	to	not	attack.	
  	 You	cannot	use	this	ability	against	a	creature	
  that	you	have	attacked	within	the	past	10	
  minutes.	
  	 Additionally,	you	can	attune	your	senses	to	
  determine	if	any	of	your	favored	enemies	lurk	
  nearby.	By	spending	1	uninterrupted	minute	in	
  concentration	(as	if	you	were	concentrating	on	a	
  spell),	you	can	sense	whether	any	of	your	
  favored	enemies	are	present	within	5	miles	of	
  you.	This	feature	reveals	which	of	your	favored	
  enemies	are	present,	their	numbers,	and	the	
  creatures’	general	direction	and	distance	(in	
  miles)	from	you.	
  	 If	there	are	multiple	groups	of	your	favored	
  enemies	within	range,	you	learn	this	information	
  for	each	group.	
  Ranger	Conclave	
  At	3rd	level,	you	choose	to	emulate	the	ideals	
  and	training	of	a	ranger	conclave:	the	Beast	
  Conclave,	the	Hunter	Conclave,	or	the	Stalker	
  Conclave,	all	detailed	at	the	end	of	the	class	
  description.	Your	choice	grants	you	features	at	
  3rd	level	and	again	at	5th,	7th,	11th,	and	15th	
  level.	
  Ability	Score	Improvement	
  When	you	reach	4th	level,	and	again	at	8th,	12th,	
  16th,	and	19th	level,	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.	
  Greater	Favored	Enemy	
  At	6th	level,	you	are	ready	to	hunt	even	deadlier	
  game.	Choose	a	type	of	greater	favored	enemy:	
  aberrations,	celestials,	constructs,	dragons,	
  elementals,	fiends,	or	giants.	You	gain	all	the	
  benefits	against	this	chosen	enemy	that	you	
  normally	gain	against	your	favored	enemy,	
  including	an	additional	language.	Your	bonus	to	
  damage	rolls	against	all	your	favored	enemies	
  increases	to	+4.	
  	 Additionally,	you	have	advantage	on	saving	
  throws	against	the	spells	and	abilities	used	by	a	
  greater	favored	enemy.	
  Fleet	of	Foot	
  Beginning	at	8th	level,	you	can	use	the	Dash	
  action	as	a	bonus	action	on	your	turn.	
  Hide	in	Plain	Sight	
  Starting	at	10th	level,	you	can	remain	perfectly	
  still	for	long	periods	of	time	to	set	up	ambushes.	
  	 When	you	attempt	to	hide	on	your	turn,	you	
  can	opt	to	not	move	on	that	turn.	If	you	avoid	
  moving,	creatures	that	attempt	to	detect	you	
  take	a	−10	penalty	to	their	Wisdom	(Perception)	
  checks	until	the	start	of	your	next	turn.	You	lose	
  this	benefit	if	you	move	or	fall	prone,	either	
  
  ©2016	Wizards	of	the	Coast	LLC	
  5	
  voluntarily	or	because	of	some	external	effect.	
  You	are	still	automatically	detected	if	any	effect	
  or	action	causes	you	to	no	longer	be	hidden.	
  	 If	you	are	still	hidden	on	your	next	turn,	you	
  can	continue	to	remain	motionless	and	gain	this	
  benefit	until	you	are	detected.	
  Vanish	
  Starting	at	14th	level,	you	can	use	the	Hide	
  action	as	a	bonus	action	on	your	turn.	Also,	you	
  can’t	be	tracked	by	nonmagical	means,	unless	
  you	choose	to	leave	a	trail.	
  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	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.	
  Foe	Slayer	
  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	effects	of	the	roll	are	applied.	
  Ranger	Conclaves	
  Across	the	wilds,	rangers	come	together	to	form	
  conclaves—loose	associations	whose	members	
  share	a	similar	outlook	on	how	best	to	protect	
  nature	from	those	who	would	despoil	it.	
  Beast	Conclave	
  Many	rangers	are	more	at	home	in	the	wilds	
  than	in	civilization,	to	the	point	where	animals	
  consider	them	kin.	Rangers	of	the	Beast	Conclave	
  develop	a	close	bond	with	a	beast,	then	further	
  strengthen	that	bond	through	the	use	of	magic.	
  Animal	Companion	
  At	3rd	level,	you	learn	to	use	your	magic	to	
  create	a	powerful	bond	with	a	creature	of	the	
  natural	world.	
  	 With	8	hours	of	work	and	the	expenditure	of	
  50	gp	worth	of	rare	herbs	and	fine	food,	you	call	
  forth	an	animal	from	the	wilderness	to	serve	as	
  your	faithful	companion.	You	normally	select	
  you	companion	from	among	the	following	
  animals:	an	ape,	a	black	bear,	a	boar,	a	giant	
  badger,	a	giant	weasel,	a	mule,	a	panther,	or	a	
  wolf.	However,	your	DM	might	pick	one	of	these	
  animals	for	you,	based	on	the	surrounding	
  terrain	and	on	what	types	of	creatures	would	
  logically	be	present	in	the	area.	
  	 At	the	end	of	the	8	hours,	your	animal	
  companion	appears	and	gains	all	the	benefits	of	
  your	Companion’s	Bond	ability.	You	can	have	
  only	one	animal	companion	at	a	time.	
  	 If	your	animal	companion	is	ever	slain,	the	
  magical	bond	you	share	allows	you	to	return	it	to	
  life.	With	8	hours	of	work	and	the	expenditure	of	
  25	gp	worth	of	rare	herbs	and	fine	food,	you	call	
  forth	your	companion’s	spirit	and	use	your	
  magic	to	create	a	new	body	for	it.	You	can	return	
  an	animal	companion	to	life	in	this	manner	even	
  if	you	do	not	possess	any	part	of	its	body.	
  	 If	you	use	this	ability	to	return	a	former	animal	
  companion	to	life	while	you	have	a	current	
  animal	companion,	your	current	companion	
  leaves	you	and	is	replaced	by	the	restored	
  companion.	
  Companion’s	Bond	
  Your	animal	companion	gains	a	variety	of	
  benefits	while	it	is	linked	to	you.	
  	 The	animal	companion	loses	its	Multiattack	
  action,	if	it	has	one.	
  	 The	companion	obeys	your	commands	as	best	
  it	can.	It	rolls	for	initiative	like	any	other	
  creature,	but	you	determine	its	actions,	decisions,	
  attitudes,	and	so	on.	If	you	are	incapacitated	or	
  absent,	your	companion	acts	on	its	own.		
  	 When	using	your	Natural	Explorer	feature,	you	
  and	your	animal	companion	can	both	move	
  stealthily	at	a	normal	pace.	
  
  ©2016	Wizards	of	the	Coast	LLC	
  6	
  Keeping	Track	of	Proficiency	
  When	you	gain	your	animal	companion	at	3rd	level,	its	
  proficiency	bonus	matches	yours	at	+2.	As	you	gain	
  levels	and	increase	your	proficiency	bonus,	remember	
  that	your	companion’s	proficiency	bonus	improves	as	
  well,	and	is	applied	to	the	following	areas:	Armor	Class,	
  skills,	saving	throws,	attack	bonus,	and	damage	rolls.	
  	 Your	animal	companion	has	abilities	and	game	
  statistics	determined	in	part	by	your	level.	Your	
  companion	uses	your	proficiency	bonus	rather	
  than	its	own.	In	addition	to	the	areas	where	it	
  normally	uses	its	proficiency	bonus,	an	animal	
  companion	also	adds	its	proficiency	bonus	to	its	
  AC	and	to	its	damage	rolls.	
  	 Your	animal	companion	gains	proficiency	in	
  two	skills	of	your	choice.	It	also	becomes	
  proficient	with	all	saving	throws.	
  	 For	each	level	you	gain	after	3rd,	your	animal	
  companion	gains	an	additional	hit	die	and	
  increases	its	hit	points	accordingly.	
  	 Whenever	you	gain	the	Ability	Score	
  Improvement	class	feature,	your	companion’s	
  abilities	also	improve.	Your	companion	can	
  increase	one	ability	score	of	your	choice	by	2,	or	
  it	can	increase	two	ability	scores	of	your	choice	
  by	1.	As	normal,	your	companion	can’t	increase	
  an	ability	score	above	20	using	this	feature	
  unless	its	description	specifies	otherwise.	
  	 Your	companion	shares	your	alignment,	and	
  has	a	personality	trait	and	a	flaw	that	you	can		
  roll	for	or	select	from	the	tables	below.	Your	
  companion	shares	your	ideal,	and	its	bond	is	
  always,	“The	ranger	who	travels	with	me	is	a	
  beloved	companion	for	whom	I	would	gladly	
  give	my	life.”	
  Why	No	Multiattack?	
  Multiattack	is	a	useful	design	tool	that	keeps	monsters	
  simple	for	the	DM.	It	provides	a	boost	in	offense,	but	
  that	boost	is	meant	to	make	a	beast	threatening	for	one	
  battle—a	notion	that	doesn’t	mesh	well	with	a	beast	
  intended	to	fight	with	the	party,	rather	than	against	it.	
  Project	Multiattack	across	an	entire	adventure,	and	an	
  animal	companion	runs	the	risk	of	outclassing	the	
  fighters	and	barbarians	in	the	party.		
  	 So	in	story	terms,	your	animal	companion	has	traded	
  in	some	of	its	ferocity	(in	the	form	of	Multiattack)	for	
  better	awareness	and	the	ability	to	fight	more	
  effectively	in	concert	with	you.	
  Expanding	Companion	Options	
  Depending	on	the	nature	of	your	campaign,	the	DM	
  might	choose	to	expand	the	options	for	your	animal	
  companion.	As	a	rule	of	thumb,	a	beast	can	serve	as	an	
  animal	companion	if	it	is	Medium	or	smaller,	has	15	or	
  fewer	hit	points,	and	cannot	deal	more	than	8	damage	
  with	a	single	attack.	In	general,	that	applies	to	creatures	
  with	a	challenge	rating	of	1/4	or	less,	but	there	are	
  exceptions.	
  	 Your	animal	companion	gains	the	benefits	of	
  your	Favored	Enemy	feature,	and	of	your	
  Greater	Favored	Enemy	feature	when	you	gain	
  that	feature	at	6th	level.	It	uses	the	favored	
  enemies	you	selected	for	those	features.	
  d6	
  Trait	
  1	
  I’m	dauntless	in	the	face	of	adversity.	
  2	
  Threaten	my	friends,	threaten	me.	
  3	
  I	stay	on	alert	so	others	can	rest.	
  4	
  People	see	an	animal	and	underestimate	me.	I	
  use	that	to	my	advantage.	
  5	
  I	have	a	knack	for	showing	up	in	the	nick	of	time.	
  6	
  I	put	my	friends’	needs	before	my	own	in	all	
  things.	
  	
  d6	
  Flaw	
  1	
  If	there’s	food	left	unattended,	I’ll	eat	it.	
  2	
  I	growl	at	strangers,	and	all	people	except	my	
  ranger	are	strangers	to	me.	
  3	
  Any	time	is	a	good	time	for	a	belly	rub.	
  4	
  I’m	deathly	afraid	of	water.	
  5	
  My	idea	of	hello	is	a	flurry	of	licks	to	the	face.	
  6	
  I	jump	on	creatures	to	tell	them	how	much	I	love	
  them.	
  	
  Coordinated	Attack	
  Beginning	at	5th	level,	you	and	your	animal	
  companion	form	a	more	potent	fighting	team.	
  When	you	use	the	Attack	action	on	your	turn,	if	
  your	companion	can	see	you,	it	can	use	its	
  reaction	to	make	a	melee	attack.	
  Beast’s	Defense	
  At	7th	level,	while	your	companion	can	see	you,	
  it	has	advantage	on	all	saving	throws.	
  Storm	of	Claws	and	Fangs	
  At	11th	level,	your	companion	can	use	its	action	
  to	make	a	melee	attack	against	each	creature	of	
  
  ©2016	Wizards	of	the	Coast	LLC	
  7	
  its	choice	within	5	feet	of	it,	with	a	separate	
  attack	roll	for	each	target.	
  Superior	Beast’s	Defense	
  At	15th	level,	whenever	an	attacker	that	your	
  companion	can	see	hits	it	with	an	attack,	it	can	
  use	its	reaction	to	halve	the	attack’s	damage	
  against	it.	
  Hunter	Conclave	
  Some	rangers	seek	to	master	weapons	to	better	
  protect	civilization	from	the	terrors	of	the	
  wilderness.	Members	of	the	Hunter	Conclave	
  learn	specialized	fighting	techniques	for	use	
  against	the	most	dire	threats,	from	rampaging	
  ogres	and	hordes	of	orcs	to	towering	giants	and	
  terrifying	dragons.	
  Hunter’s	Prey	
  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.	
  Extra	Attack	
  Beginning	at	5th	level,	you	can	attack	twice,	
  instead	of	once,	whenever	you	take	the	Attack	
  action	on	your	turn.	
  Defensive	Tactics	
  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.	
  Multiattack	
  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.	
  	 Whirlwind	Attack.	You	can	use	your	action	to	
  make	melee	attacks	against	any	number	of	
  creatures	within	5	feet	of	you,	with	a	separate	
  attack	roll	for	each	target.	
  Superior	Hunter’s	Defense	
  At	15th	level,	you	gain	one	of	the	following	
  features	of	your	choice.	
  	 Evasion.	When	you	are	subjected	to	an	effect,	
  such	as	a	red	dragon’s	fiery	breath	or	a	lightning	
  bolt	spell,	that	allows	you	to	make	a	Dexterity	
  saving	throw	to	take	only	half	damage,	you	
  instead	take	no	damage	if	you	succeed	on	a	
  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.	
  Deep	Stalker	Conclave	
  Most	folk	descend	into	the	depths	of	the	
  Underdark	only	under	the	most	pressing	
  conditions,	undertaking	some	desperate	quest	or	
  following	the	promise	of	vast	riches.	All	too	often,	
  evil	festers	beneath	the	earth	unnoticed,	and	
  rangers	of	the	Deep	Stalker	Conclave	strive	to	
  uncover	and	defeat	such	threats	before	they	can	
  reach	the	surface.	
  
  ©2016	Wizards	of	the	Coast	LLC	
  8	
  Underdark	Scout	
  At	3rd	level,	you	master	the	art	of	the	ambush.	
  On	your	first	turn	during	combat,	you	gain	a	+10	
  bonus	to	your	speed,	and	if	you	use	the	Attack	
  action,	you	can	make	one	additional	attack.	
  	 You	are	also	adept	at	evading	creatures	that	
  rely	on	darkvision.	Such	creatures	gain	no	
  benefit	when	attempting	to	detect	you	in	dark	
  and	dim	conditions.	Additionally,	when	the	DM	
  determines	if	you	can	hide	from	a	creature,	that	
  creature	gains	no	benefit	from	its	darkvision.		
  Deep	Stalker	Magic	
  At	3rd	level,	you	gain	darkvision	out	to	a	range	of	
  90	feet.	If	you	already	have	darkvision,	you	
  increase	its	range	by	30	feet.		
  	 You	also	gain	access	to	additional	spells	at	3rd,	
  5th,	9th,	13th,	and	15th	level.	Once	you	gain	a	
  deep	stalker	spell,	it	counts	as	a	ranger	spell	for	
  you	but	doesn’t	count	against	the	number	of	
  ranger	spells	you	know.	
  Deep	Stalker	Spells	
  Ranger	Level	
  Spells	
  3rd	
  disguise	self	
  5th	
  rope	trick	
  9th	
  glyph	of	warding	
  13th	
  greater	invisibility	
  17th	
  seeming	
  	
  Extra	Attack	
  Beginning	at	5th	level,	you	can	attack	twice,	
  instead	of	once,	whenever	you	take	the	Attack	
  action	on	your	turn.	
  Iron	Mind	
  At	7th	level,	you	gain	proficiency	in	Wisdom	
  saving	throws.	
  Stalker’s	Flurry	
  Starting	at	11th	level,	once	on	each	of	your	turns	
  when	you	miss	with	an	attack,	you	can	make	
  another	attack.	
  Stalker’s	Dodge	
  At	15th	level,	whenever	a	creature	attacks	you	
  and	does	not	have	advantage,	you	can	use	your	
  reaction	to	impose	disadvantage	on	the	
  creature’s	attack	roll	against	you.	You	can	use	
  this	feature	before	or	after	the	attack	roll	is	
  made,	but	it	must	be	used	before	the	outcome	of	
  the	roll	is	determined.	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA18 - Revised Ranger.pdf