The following are optional class features that players can use with their ranger characters if their DM allows.
As martial half-casters, rangers are often compared to paladins in terms of power and utility. However, rangers lack any direct combat power feature equivalent to the paladin's Lay on Hands feature. To make up for this, we present an optional feature for rangers, Terrain Tactics, which does not replace any other feature. A ranger can use this feature if their DM agrees.
At 1st level, you learn a particular fighting technique that enables you to make the most of variations in the battlefield. Choose one of the following tactics to learn. You gain the benefits of that tactic at all times. You learn another new tactic of your choice when you reach 6th, 9th, 13th, and 17th level in the ranger class.
Additionally, when you gain a level in this class, you can choose one of the tactics you've learned and replace it with another tactic that you could learn at that level.
Blaze Breaker
When you are dealt damage by an object, environmental hazard, or trap, you reduce the damage that you take by an amount equal to your Wisdom modifier (minimum reduction of 1 damage). This doesn't affect damage dealt by spells or creatures. Also, whenever you hit a creature with a melee attack and it deals you damage (such as by a trait or a spell) without using a reaction, subjecting you to a saving throw, or hitting you with an attack, you reduce the damage it deals to you by the same amount.
Chasm Crosser
When you make a long jump, the distance you cover increases by a number of feet equal to your Wisdom modifier (minimum +1). When you make a high jump, the height you can reach increases by 1 foot, or 2 feet with a running start. Finally, you reduce any falling damage you take by an amount equal to your Wisdom modifier plus your ranger level (minimum 1 damage).
Cloak of the Wild
You gain a +1 bonus to AC against melee weapon attacks while you or the attacker are entirely within difficult terrain and you aren't wearing heavy armor.
Earth Sentinel
Once per turn when you deal damage to a creature with a weapon attack or a ranger spell, if that creature is burrowing, climbing, flying, or swimming, it takes bonus damage equal to half your proficiency bonus.
Fog Dancer
You gain a +1 bonus to AC against ranged weapon attacks while you or the attacker are lightly or heavily obscured and you aren't wearing heavy armor.
Jungle Hunter
Once per turn when you deal damage to a creature with a weapon attack or a ranger spell, if that creature is within difficult terrain, it takes bonus damage equal to half your proficiency bonus.
Night Stalker
You have a +1 bonus to melee weapon attack rolls and to the attack rolls of melee spell attacks granted by your ranger spells. However, you only gain this bonus when both you and your target are in nonmagical darkness.
Plains Strider
While there are no solid walls and no impassible terrain within 30 feet of you and you aren't wearing heavy armor, you gain a +2 bonus to AC against opportunity attacks.
Sure-Footing
Whenever you are pushed or pulled against your will, you can reduce the distance that you are moved by a number of feet equal to 5 times your Wisdom modifier (minimum 5 feet). In addition, you gain a bonus to ability checks made to balance or move across unstable terrain equal to your Wisdom modifier (minimum +1).
Tunnel Warden
While there are two solid walls of six feet or higher on either side of you and they are within 10 feet of each other, you gain a +2 bonus to opportunity attack rolls.
Unbridled
You never need more than one free hand to climb or swim, and you never need any free hands while you are not moving. Also, you never suffer disadvantage on weapon attacks for being underwater. Finally, you gain a bonus to ability checks made to swim or climb equal to your Wisdom modifier (minimum +1).
Wall Weaver
You have a +1 bonus to ranged weapon attack rolls and to the attack rolls of ranged spell attacks granted by your ranger spells. However, you only gain this bonus when both you and your target have half-cover or three-quarters-cover from each other.