Variant Ranger Class Features

As drafted by Keith for Theimear Quinn

Currently used in addition to the Favored Foe and Deft Explorer features from Tasha's Cauldron of Everything.

FAVORED ENEMY

Whenever you complete an extended rest (typically at the beginning of a new session, after a week of in-game downtime, or other extended period as appropriate), choose a type of favored enemy from those you have available.

Until you complete another extended rest, you have advantage on Intelligence checks to recall information regarding your favored enemy and Wisdom (Survival) checks to track your favored enemy.

You also have advantage on Wisdom (Animal Handling) and Wisdom (Insight) checks when observing or interacting as appropriate for the favored enemy.

(Beasts and bestial intelligence monsters can be intuited with Animal Handling, humanoids and other intelligent creatures require Insight.)

At 1st level, you can name beasts or one of two humanoid subtypes as a favored enemy (3 available in total).

You can name an additional creature type as a favored enemy at 3rd level and at 7th level, up to a maximum of three favored enemies named per extended rest.

Your choice of subclass specialization will grant access to additional creature types for you to choose from when naming a favored enemy.

For example, a Hunter Ranger could gain access to the giant, dragon, and monstrosity creature types when naming favored enemies.

Similarly, a Monster Slayer Ranger could gain access to the dragon, fey, and fiend creature types when naming favored enemies.

Likewise, a Fey Wanderer Ranger could gain access to the fey, monstrosity, and plant creature types.

WILD COMPANION

At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a spell slot to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to the level of the spell slot expended.

HUNTER MAGIC

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Hunter Spells

3rd	hunter's mark

5th	pass without trace

9th	conjure barrage

13th	locate creature

17th	conjure volley

HUNTER'S PREY

At 3rd level, whenever you complete an extended rest, you gain one of the following features of your choice.

You retain this benefit until you complete another extended rest, after which you may select the same or a different feature.

Colossus Slayer. 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.

HUNTER'S LORE

Whenever you make an Intelligence check to recall information about one of your favored enemies (named or unnamed), add your proficiency bonus to the roll.

If you are already proficient, add double your proficiency bonus to the roll instead.