As a lot of us know, the Ranger is a bit of a mess and Unearthed Arcana tried revamping it. Me looking through, I decided to see what I could do to make the Ranger into a strong class. Hope all of you like. I will even be including a revamp of the Beast Master subclass as well!

DVB's Revised Ranger

Favored Creature
Beginning at 1st level, you select a type of creature to specify in studying, interacting, tracking and even fighting, motivated by the environment you were raised in, an event from your past or so on.
Choose your favored creature from one of the following: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.

Whenever you interact with your favored creature, you have proficiency on Intelligence and Wisdom checks and saving rolls involving those creatures, including in combat. You also have advantage on weapon attacks against your favored creature. Additionally, you can choose to learn how to speak, read and write the language of your favoed creature if they have one (such as Primordial if you have chosen elementals as your favored creature).

You choose one additional favored creature, as well as an associated language, at 9th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Exploring Master
At 1st level, you showcase your skills in being able to survey the landscape in front of you and take in what you need to in order to ease the burdens of the travels of your and your allies along with what advantages you can survey from further study of the land. This grants you the following advantages:

• You ignore difficult terrain.
• Whenever you roll for initiative, add your Wisdom modifier to the result.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
• When you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. You cannot be surprised.
• You can move stealthily at a normal pace.

Additionally, when you are taking a short rest for the first time in an ecosystem, you can spend some time to study the land and the environment in order to gain the additional benefits for your and your comrades. Each time you reenter the ecosystem, you must spend the short rest to get the additional benefits.

• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• All friendly creatures within 30 ft of you have advantage on their Stealth rolls
• Everyone finds twice as much food as normal if need to forage.
• All friendly creatures within 30 ft of you can add your proficiency bonus to their Survival rolls because you are there to help and direct them.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Starting at 14th level, you no longer need to spend the short rest to re-familiarize yourself with a previous ecosystem.

Ranger’s Animal Companion
Starting from 1st level, you can gain an animal companion that accompanies you on your adventures and is trained to fight alongside you. Your animal companion can be any beast that is Medium size or smaller though a juvenile of a Large beast is acceptable if the juvenile is Medium or smaller. Other animal companion options include pseudodragons, darkmantles, or even hippogriff chicks.

Add your proficiency bonus to your chosen animal companion's AC, attack rolls, and damage rolls, as well as to any saving throws, and skills it is proficient in, including the DC for its special abilities. It loses its multiattack function if it has one. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.

Your animal companion obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command them where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, your animal companion takes the Dodge action. Once you have the Extra Attack feature, you can have your bond beast make an attack instead.

Starting at 6th level, your animal companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage thanks to the Ranger magic that binds the two of your together.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

If your animal companion dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one. Alternately, you can bring the beast back to life through a ranger ritual over a short rest (though other spells like revivify will work, not requiring material components.)

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.
• Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
• Defense. While you are wearing armor, you gain a +1 bonus to AC.
• Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
• 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.
• Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
◦ In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
• Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
• Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
• Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
• Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
• Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
• Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
◦ When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee 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.

Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent meditating within nature: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, so 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 varlet 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

Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your ranger spells.


Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 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.


Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Fleet of Foot
Starting at 8th level, you are able to move faster and more efficiently through the landscape. You gain an additional 10 feet of movement speed (including in swimming and climbing) and you can now Dash as a bonus action.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.


One With Nature
Starting at 10th level, you become closer to the natural world, giving you greater advantages and resistances to it dangers. Additionally, as an action, you can magically become invisible by drawing the dawing the power of nature, along with any equipment you are wearing or carrying, until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Domain Watcher
By 14th level, you are a strong veteran of a ranger and your traveling expertise makes you more aware and experienced with your surroundings. You are no longer impeded by lightly obscured areas and your treat heavily obscured areas as if they are lightly obscured. You ignore half-cover and treat three-quarters cover as if it is half-cover.


Superior Senses
Beginning at 18th level, you have honed your senses to preternatural degrees and are able to fight better in your environment because of your connection with nature. You now have 60 ft of tremorsense.

Additionally, you can spend an action to bond your heart with the environment around you, putting your instincts in a superstate. You gain 10 ft of blindsight for one minute. (if you already have blindsight, then your range is increased by an additional 10 ft.)


Survivor Supreme
By 20th level, you are a master of survival and endurance against the elements and nature, thanks to your ranger magic. You are no longer affected by extreme heat or cold. You have resistance against damage done by environmental hazards such as fall damage or damage from lava. You also no longer need food or water to survive and cannot die from exhaustion.