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. 
  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. 
  
  ©2016 Wizards of the Coast LLC 
  4 
  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 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. 
  
  ©2016 Wizards of the Coast LLC 
  5 
  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. 
  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 
  
  ©2016 Wizards of the Coast LLC 
  6 
  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 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. 
  
  ©2016 Wizards of the Coast LLC 
  7 
  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. 
  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 
  
  ©2016 Wizards of the Coast LLC 
  8 
  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)/Rulebooks/Unearthed Arcana/UA The Ranger, Revised.pdf