Class Feature Variants: Ranger

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**Weapons:** See Weapons List: Rearmed

**Tools:** Choose one from Alchemist’s supplies, Cartographer’s tools, Cook’s utensils, Herbalism kit, Leatherworker’s tools, Poisoner’s Kit, Thieves’ Tools, Weaver’s tools, Woodcarver’s tools

### Additional Ranger Spells

*2nd-level ranger feature (enhances Spellcasting)*

The following spells expand the ranger spell list. This list does not include the Additional Ranger Spells from TCE, or any new Homebrew Spells we are using.

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### Fighting Style Stance

*2nd-level Ranger feature (enhances Fighting Style)*

When you would learn a Fighting Style, you can instead choose two styles from the same list to learn as Fighting Stances. When you roll initiative, and as a bonus action on your turn, you can choose to enter one of the stances you know and gain its benefits. You remain in the stance until combat ends or until you use this bonus action again. You can only benefit from one stance at a time, unless you recieve additonal fighting styles from another featre (such as the Fighting Initiate feat).

If a style allows you to learn a maneuver, spell, or some other option, you make the choice for that option when you learn it as a stance, and can't swap it for a different option by simply switching to and from stance. If a fighting style only recharges on a short or long rest or otherwise has some resource attatched to it, you cannot switch that stance again until the fighting style is fully recharged.

### Versatile Fighting Styles

*2nd-level Ranger feature (enhances Fighting Style)*

When you finish a long rest, you can spend a point of inspiration to choose one of the Fighting Styles you know and replace it with another, which you must also meet the prerequisite for. Additionally, you can choose from the Additional Fighting Style Options.

### Hunter's Mark

*2nd-level ranger feature*

You learn the Hunter's Mark spell, which does not count against your number of spells known. You can the spell without expending a spell slot. Once you cast the spell in this way, you can’t cast it in this way again until you finish a short or long rest. You can also cast Hunter's Mark using spell slots you have of the appropriate level. When you cast Hunter's Mark, you can spend a point of inspiration to cast the spell without requiring concentration.

### Spell Versatility

*2nd-level Ranger feature (enhances Spellcasting)*

Whenever you finish a long rest, you can replace one ranger spell of 1st-level or higher you learned from this *Spellcasting* feature with another spell from the same spell list. The new spell must be the same level as the spell you replace.

### Natural Predator (Optional)

*8th-level ranger optional feature (alternative to Land's Stride)*

Your wilderness survival skills allow you to get the jump on your opponents. You have advantage on initiative rolls, and on checks made to track creatures or against being lost while traveling. In addition, when you roll initiative and aren't surprised, you can move up to half your speed without provoking opportunity attacks.

## Ranger Archetype Improvements

### Companion Training

3rd-level Beast Master feature (enhances Ranger's Companion or Primal Companion)

* The beast can be of size large or smaller.
* You can verbally command the beast to take the Dash, Disengage, or Dodge action (no action required by you).

### Exceptional Training

*7th-level Beast Master feature (enhances Exceptional Training)*

You can use a bonus action to command the beast to take the Attack action.

### Beastly Coordination (Optional)

*15th-level Beast Master optional feature (alternative to Share Spells)*

When an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack's damage against it.