10th level - Ability Score Improvement, Nature's Veil, Natural Explorer improvement, Deft Explorer Improvement
11th level - Ranger Archetype feature
12th level - Ability Score Improvement
13th level - ---
14th level - Vanish, Favored Enemy improvement
15th level - Ranger Archetype feature
16th level - Ability Score Improvement
17th level - ---
18th level - Feral Senses
19th level - Ability Score Improvement
20th level - Foe Slayer
Fighting styles have been revised.
New Favored Enemy Options
Whenever a feature allows you to choose a type of favored enemy, in addition to the options listed under the Ranger class in the Player’s Handbook (aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or humanoid types), you can choose from the following enemy types:
Individual. Choose a specific individual, such as the tyrannical emperor of the local kingdom or a longstanding rival. Additionally, your attacks against that specific creature deal an extra 1d8 damage.
Organization or Faction. Choose a specific organization, faction, or group of interest known to you.
New Favored Terrain Options
Whenever a feature allows you to choose a type of favored terrain, in addition to the options listed under the Ranger class in the Player’s Handbook (arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark), you can choose from the following terrain types:
Enchanted. This includes wild magic zones and places where two planes overlap (such as Nolis’s manifest zones or areas that crossover into the Feywild or Shadowfell), as well as any area under a large-scale magical effect (such as hallow).
Ruins. Usually includes dungeons, tombs, or any area of settlement built by intelligent creatures where significant structures remain but there are no longer 25 or more civilized inhabitants. Can also include underground structures in significant states of disrepair (such as an unmaintained sewer system).
Urban. Areas within settlements that have 25 or more civilized inhabitants, or any place within 1,000 feet of such a settlement.
Wastelands. Areas that are desolate, nearly lifeless, or blighted by magical or ecological catastrophes, such as dead magic zones or Nolis’s Mournland.
Favored Foe 1st-level ranger optional feature, which replaces the Favored Enemy 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. 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. removed concentration effect
Ranger Essence. You gain an additional amount of Spells Known equal to your Proficiency Bonus + 1.
Ability Score Improvement. When you reach 6th 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.
If your DM allows the use of feats, you may instead take a feat.
Ability Score Improvement. When you reach 10th 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.
If your DM allows the use of feats, you may instead take a feat.
Foe Slayer. At 20th level, you hunt, move, and survive like no other. When you roll for initiative and aren't surprised, you can immediately enter a state of uncanny predation, which lasts for 1 minute, until you end it (no action required), or you are knocked unconscious. While in this state, you gain the following benefits:
When you take the Attack action, you can cast a ranger spell with a casting time of 1 bonus action as a part of that action.
You ignore the concentration requirements of ranger spells cast at 2nd level or lower. A spell you cast this way ends if you cast it again.
Your speed increases by 10 feet.
You have advantage on all saving throws and contested ability checks if you can see the creature that forced the saving throw or competes in the check.
Once you enter this state, you can't do so again until you finish a short or long rest.