What does the Underdark Scout feature of the UA revised ranger’s Deep Stalker Conclave do?

In Unearthed Arcana: The Ranger, Revised, the Deep Stalker Conclave subclass has a feature called "Underdark Scout". The description of this feature states:

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 if you can hide from a creature, that creature gains no benefit from its darkvision.

I don’t quite understand this. When a creature has darkvision, it can see in the dark like it’s dim light (PHB, p. 183-185):

a creature with darkvision can see in darkness as if the darkness were dim light.

And dim light creates a "lightly obscured area" (PHB, p. 183; emphasis mine):

a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

Then the only benefit that darkvision gives is the ability to see, right?

So how I do interpret this? Should I rule that they simply don’t have darkvision against the ranger?

That would make the ranger like a "heavily obscured area", so any creature trying to locate the ranger while in darkness effectively has the "blinded" condition against him (just as if the ranger had invisibility). Is that correct?

Is this revised homebrew Way of the Force monk subclass balanced compared to the official monk subclasses?

This is a monk to emulate be a force user, as from the Star Wars universe.
There is a spoiler from The Last Jedi film. I thought that the ability to telekinetically affect your environment is too cool a concept to be left to a couple of spells, so I wanted to create a martial class that could utilise these concepts.

The homebrew subclass in this question was finally playtested, so I can come back and try and refine it.

However, it was not an extensive playtest, so assessment from the community is appreciated. Prior to playing, I removed the multiple concentration feature of Force Prowess, leaving just the increased cost for more targets component.

The main issues seen were:

  • the contested checks resulted in both more rolling and more swinginess in whether the ability worked
  • using contested checks instead of saves meant that boss targets couldn’t circumvent the abilities
  • the ability to force something prone from range or to restrain something were both very powerful (especially against flying targets)

It was also unsatisfying to attempt to use an effect, just for it to fail, and my limited resource be wasted. As I was playtesting, I also found myself unwilling to use the Greater Telekinesis feature that lets you move creatures as an attack – maybe this was just due to the situations I was in, but it could just be a quirk of the combats I found myself in.

Additionally, I made some changes to Force Choke, but was unable to test it.

The changes I’ve made off the back of the above issues are changing all of the contested checks to Strength saving throws. This simplifies the text, and lets legendary creatures save from the effects, as well as reduce the amount of rolling. I also switched to using the player’s wisdom modifier instead of proficiency modifier for effects that I wanted to have a limited number of targets; I don’t think this should change too much, however.

I am still worried about the balance and feel of this subclass. It still has the issue that, quite often, a turn can be wasted trying to get a target to succumb to a force effect, and you fail consistently, wasting a lot of resources. Other subclasses get features they can use without resources; currently, this subclass only has Life Sense for that. Additionally, the ability to force something prone, or to restrain a target, from range gives a large incentive to just keep trying to get these powerful effects. The use of Strength saving throws instead of Dexterity saving throws is also a tad worrying; I’m not sure how unbalanced that is, though.

How balanced does this subclass seem in relation to officially published monk subclasses? What ways could it be improved to increase player satisfaction, with regards to resource expenditure, that official subclasses take into account?

Way of the Force

Monks that follow the Way of the Force have learnt how to use their ki to manipulate their surroundings with their mind, tapping into the energy that inhabits all things.

Telekinesis

Starting when you choose this tradition at 3rd level, you can use your ki to telekinetically manipulate the world around you. You gain the mage hand cantrip if you don’t already know it, and it is invisible.

Force Radius. A force radius of 30 ft that is centered on you defines where you can use ki specific force features. Your force radius increases to 60′ at level 11, and increases to 120 ft at level 17.

When you take the Attack action on your turn, you can forgo one of your attacks to spend 1 ki point to achieve one of the following effects against a Large or smaller creature, or an object, in your force radius.

  • Force Shove. The target must make a Strength saving throw. If they fail the save, you can do one of the following: knock the target prone, push the target up to half your Force Radius directly away from you, or pull the target up to half your Force Radius directly towards you. Unattended objects automatically fail this contested check, and if an object is held by a creature the creature makes the check.

  • Force Grab. The target must make a Strength saving throw. If the target fails the saving throw, it is grappled for one minute while you concentrate on the effect (as if concentrating on a spell). The target can use an action to try and break the grapple, repeating the saving throw.
    Unattended objects automatically fail this saving throw, and if an object is held by a creature the creature makes the save. An object held in this way can be moved to a location within your force radius up to half your force radius away from its origin point as an object interaction, and stay aloft in the air at the end of the move if you wish.

Greater Force Connection

Mind Powers. At level 6 your connection to the Force grows. You gain the ability to cast Charm Person (1 ki point) and Suggestion (2 ki points) using Wisdom as your spellcasting ability modifier. You can cast Charm Person at higher levels by spending one ki point for every level above first level you wish to cast it at, to a maximum total number of ki points equal to your wisdom modifier.

Life Sense. You can concentrate for a minute and learn the number of creatures within double your force radius, as well as their locations relative to your own. You do not learn any further information about these creatures, such as creature type or identity. You cannot detect either undead creatures or constructs with this feature.

Greater Telekinesis. Your Telekinesis abilities now work on Huge or smaller creatures and objects, and you can move creatures with Force Grab as well as objects. When moved in this way, you must use an attack to force the creature to make a Strength saving throw. If they fail, they are moved to a location of your choice within your force radius, following the same rules as moving objects with Force Grab. If they succeed, they are not moved.

Force Prowess

At 11th level you can apply the effects of Telekinesis to additional creatures and objects beyond the first by spending one ki point for each additional creature, up to a maximum of your wisdom modifier. When moving objects using Telekinesis, you can move any number of held objects using a single object interaction.
Your Telekinesis abilities now work on Gargantuan or smaller creatures and objects.
Finally, when you attempt to Force Grab a creature, you can increase the number of ki points you spend to 3 ki points and try to hold a creature more fully. Instead of being grappled when you succeed on the contested Force Grab check, a target is restrained, and repeats the contested check at the end of each of their turns. When you target additional creatures with this effect you must spend 3 additional ki points for each additional creature.

Force Mastery

At 17th level your mastery over your ki and the ki of others is legendary.

  • The radius of your life sense increases to 1 mile, and you can tell the creature type of each detected creature.
  • Creatures remain unaware of the effect you have had on their mind when you use Greater Force Connection abilities on them.

In addition to the features above, you can choose to gain one of the following features:

  • Force Choke. When a creature is held and restrained by your Force Grab, you can choose to start choking them if they are within half of your force radius. As an action on your turn, you can choose one creature that is under the effects of your Force Grab, and start choking them. They begin choking, and they become paralyzed for a minute. If they take any damage while paralyzed in this way, this effect ends on them. Additionally, you can use an action on following turns to crush the windpipe of any creature that has started choking in this way. They have to make a Constitution saving throw, or be reduced to 0 hit points. Creatures that don’t need to breathe cannot be reduced to 0 hit points in this way, but can still be paralyzed by this feature. If a creature manages to escape your Force Grab, they are no longer under any of the effects from this feature.

  • Force Lightning. As an action on your turn, you can spend 5 ki points to start spewing lightning at your foes, concentrating on this effect for up to one minute. A beam of lightning flashes out from your hand in a 5-foot-wide, 120-foot-long line. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 10d6 lightning damage. On a successful save, it takes half as much damage. You can create a new line of lightning as your bonus action on any subsequent turn until your concentration ends, without having to spend further ki points. These lines of lightning vanish at the end of your turn.

  • Force Projection. As an action on your turn, you can cast Mislead by spending 5 ki points. Instead of the duplicate appearing where you are, however, you can choose to make the duplicate appear within 30ft of an ally you are aware of on the same plane of existence as yourself.

Is this (slightly revised) conversion of a 5e homebrew race in line with the power of “strong” (but still LA+0) 3.5e races?

I found a 5e “Anime Girl” race on dandwiki.com. Realistically most “anime girls” are just humans with plenty of class levels, but for the sake of general memery with some friends, I wanted to try converting the first listed subrace to 3.5e.

The Preface

I have come to understand that if you follow the link and read the name of the subrace I’m trying to convert, it’s a word that may raise some flags. It is not–and was never–my intention to sexualize anyone with the content of this question, nor the plans behind it. My friend group uses that term entirely wholesomely, unlike what (from a quick Google search) appears to be the case for the world at large. Because I use it and hear it used in a non-sexual context, I had forgotten that it even had such a disgusting connotation.

If I had specced more into Wisdom then maybe I would’ve looked more into the word and confirmed its inappropriateness for general use, but it didn’t even cross my mind–however, now I know. I apologize for using it in the previous version of this post, and for any feathers I may have ruffled by doing so. For the rest of the question, I’ll instead refer to the 5e subrace–and, by extension, 3.5e version of the race–as “Short Anime Girl”.

Link to the race/subrace

The Goal

Despite how it may seem not-so-serious, I’d still like for the race to be reasonably well-balanced and completely usable as an actual race–preferably closer to the high-tier options like dwarves and humans, but without being too powerful to be considered LA+0. If it falls a little short, that’s fine, but if it’s like kobolds or half-orcs which receive very little benefit compared to their drawbacks (especially relative to other races), then it could probably stand to be buffed.

Ideally, I want to keep the race as close to the source as possible, so as to just make a “3.5e version” of the 5e race rather than inventing anything too new. The original has seen numerous revisions, so I took the page’s entire history as valid inspiration, but I tried not to add or alter anything unless it was based on something that the 5e version of the race has actually mentioned at some point.

The Changes

The 5e version currently gives +1 to Charisma from the base race, and +1 to three other ability scores of the player’s choice from the subrace. Previous versions of the subrace only gave Charisma bonuses of varying sizes. Early versions of the race came with a Strength penalty but very large bonuses to other scores. Most versions of the subrace also imposed disadvantage on Strength rolls. All this in mind, I gave the race +2 Charisma, -2 Strength. The DMG says this is a highly-unfavorable set of modifiers, but the general consensus among players seems to be that such weighting is incorrect. The 5e race seems like one of its major benefits is having above-average total ability score bonuses, but aside from stuff like Lesser Planetouched, I think every 3.5e LA+0 race has net-zero ability score modifiers, so that’s the convention I followed.

The subrace has a size of Small, which I kept. Some versions have a walk speed of 25 feet, while others do not modify the race’s 30-foot speed. Specific beats general, and small/slow races in 3.5e tend to have a land speed of 20 feet, so I went with that. Most versions of the subrace have a carrying capacity increased to that of a Large creature, though. This seems like quite a huge jump, considering (or perhaps to counter) the reduced Strength, so I made the target carrying limit that of a Medium creature. 3.5e’s Powerful Build seems to do everything but increase carry limits, so I instead translated this carrying boost into allowing weapons and lifting/carrying limits as if the race were Medium.

Almost every version of the 5e race has had proficiency in Charisma (Persuasion) checks. Most versions of the subrace also gained proficiency in Charisma (Deception) checks as well as advantage on “Charisma and Persuasion checks”, despite having disadvantage on Charisma (Intimidation) checks. The current version replaces all these advantage/disadvantage traits with a limited-uses-per-day advantage on Charisma (Persuasion) checks. All in all, I took the idea of advantage on “Charisma…checks” and went with a +2 racial bonus on Charisma-based skills that involve interaction with intelligent creatures, with the exception of Intimidation, which gets a -2 racial penalty. I don’t know of any other races with racial skill penalties, but +2 to skills is quite common.

Another feature which has been universal among versions of the 5e race is awkward fall. In most versions this has been an action which damages the user and knocks her prone, while forcing the target to make an (untyped) saving throw or also take damage and fall prone. The most recent version clears up the appropriately-awkward wording, but attaches the feature to an optional part of the Attack action. I’m not aware of anything in 3.5e that causes you to take damage based on your own Strength modifier (which all versions of the 5e feature have done, despite the fact that that’s a lot of damage in a system where falling 10 feet deals just 1d6), but there is the bull rush special attack. So I just made an alternative to bull rushing, which knocks the user prone and–if successful–knocks the target prone, as well.

Almost all versions of the 5e race have had a trait which wanted slight reflavoring for the subrace. When the character is dealt bludgeoning damage, the attack “bounces off” and deals damage to the attacker. It’s unclear whether this is meant to negate the attack, but that would be extremely powerful. Instead, I simply gave the race DR 2/piercing or slashing (where 2 is based on the 1d4 recoil damage of the original)

Lastly, many versions of the 5e subrace have had a trait which has some implications that aren’t relevant to the 3.5e short anime girl race–and, if read literally, is far too powerful for any LA+0 racial trait, anyway. The name of the trait has to do with the idea of other creatures breaking rules in a not-okay way, but I figured it might work if I flipped it entirely, so that the trait instead allows the short anime girl herself to “break some rules” in a way that makes sense for the race:

3.5e (unlike 5e, AFAIK) generally requires characters to be adults (which, as with the 5e anime girl race at large, happens at the same age as for humans). However, there are lots of examples of characters–never mind just short girls–in anime becoming adventurers (even in “difficult” professions like wizard or monk) at any age, so it made sense to allow class levels regardless of age. It’s also particularly common for anime characters (short girls included) to live for hundreds or thousands of years. The current version of the 5e race imposes the same lifespan as humans, but earlier versions of the race said they “will live for however long they will”, which isn’t very clear but seems to imply that they can either will themselves to live, or are able to live until killed. Considering either reading of this phrase, getting rid of the maximum age made sense–in which case, it seemed too powerful to allow mental scores to accrue bonuses without penalties (but immortal characters in media seem none the weaker for their age, so physical age penalties didn’t make sense either), so I removed age-related ability score changes entirely, à la the Endless trait from Dragon Magazine. D&D Wiki has another race with many similarities to short anime girls (but which is pretty overpowered and wouldn’t lend itself to being converted to a LA+0 3.5e race) that has a trait which also gives an indefinite lifespan, so I took the new name from that, discarding any of the actual effects/flavor of the 5e subrace’s trait.

As for the last bits that all 3.5e races require: Common and “Senpai”(Japanese) are Automatic Languages, just like the 5e race. In 5e, Senpai can be traded out depending on the character’s appearance, but I don’t know of any 3.5e races that allow such language options. The race has any normal Bonus Languages to match the 5e version’s freely-chosen extra language. Also, any class can be a Favored Class, since 5e doesn’t have multiclass penalties.

The Result

Short Anime Girl Traits

• +2 Charisma, -2 Strength.

• Small: As a Small creature, a short anime girl gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. However, short anime girls can use weapons designed for creatures one size larger without penalty, and their lifting and carrying limits are treated as if they were one size larger.

• Short anime girl base land speed is 20 feet.

• +2 racial bonus on Bluff, Diplomacy, Disguise, Gather Information, and Perform checks.

• -2 racial penalty on Intimidate checks.

• Awkward Fall: When a short anime girl performs a bull rush, she can choose to turn the action into an awkward fall, gaining a +4 bonus on the Strength check. If the awkward fall attempt is successful, the defender moves back a maximum of 5 feet and falls prone. Regardless of the result, the short anime girl then falls prone.

• Protective Softness: Short anime girl have damage reduction 2/piercing or slashing.

• Limited Immortality: Short anime girls can take class levels at any age. They receive no bonuses or penalties due to age, and won’t die of old age.

• Automatic Languages: Common and Senpai. Bonus Languages: Any (other than secret languages, such as Druidic).

• Favored Class: Any. When determining whether a multiclass short anime girl takes an experience point penalty, her highest-level class does not count.

The… Problems?

Most of these features seem relatively minor to me, but many of them are things which don’t really have much precedent that I’m aware of when it comes to LA+0 races.

As such, I can’t decide if the race is super weak (the ability score modifiers are supposedly quite poor and no number of years will further increase Charisma, awkward fall is largely inconsequential–especially for a Small race, which also has to deal with reduced speed, and the race doesn’t have too many useful features going for it) or super strong (Small size but with Medium weapons/carrying gives powerful bonuses at little cost, the wide range of skill bonuses are very useful in urban adventures, inflicting prone every turn is too dominant or synergizes too well with some particular Feat, damage reduction increases survivability too much or is out-of-line with anything any other race receives, or there’s some unforeseen consequence to being able to adventure at any age).

So, as boring a phrase as I’m sure this may sound here… “Is this race balanced?”

(Revised) Is this Homebrew cantrip balanced? Water beam [duplicate]

here is a link to the original draft. I was inspired to make this by the decanter of endless water item. I want an opinion on the balance of this spell.

1d4 force damage

Casting time: 1 action

Range: 30 feet

Duration: instantaneous

Components: V, S Classes that know: wizard, sorcerer, druid

The user shoots a beam of water at one target within range. The target must make a strength saving throw equal to the users spell dc. On a failure the target takes 1d4 force damage and is knocked prone. On a successful save, the target takes half the damage (rounded down with a minimum of 1) and isn’t knocked prone.

At higher levels this spell increases in damage. Lvl 5 (2d4) lvl 9 (3d4) lvl 13 (4d4) lvl 17 (5d4)

What changed in Burning Wheel between Gold and Revised editions?

What rules changes are there between the Burning Wheel Gold and Revised editions?

The best answer would be an overview that would give a player familiar with Burning Wheel Revised a good sense of where the changes lie and their general nature and intent. I’m not looking for an exhaustive account of the way the rules differ. To put it differently: What are the advantages of playing Gold over Revised?

Can the Revised Ranger’s Beast Companion be an independent mount?

The mounted combat rules say that you can either control a mount, making it move on your turn — but its action can only be Dash, Disengage, or Dodge — or have it be independent, meaning it can do its actions but you have no control over it.

Now, if a ranger uses their Beast Companion as a mount, could they direct it as they usually do when unmounted and still have its full array of actions, since the beast still acts on their own initiative?

Is this Revised Dragon Rider homebrew class balanced compared to the official classes?

Is this revision of the homebrew Dragon Rider class balanced compared to the other official classes in 5e?

Note that all the spells I’ve put on the Rider spell list require concentration.


The class:

Dragon Rider

Dragons terrify most adventurers, but for you, one very small dragon decided to bond with you, giving you the gift of magic as well. Why did the dragon choose you? Did your country or city test every citizen for a bond? Did you find your dragon still in an egg while exploring a abandoned dragon cave far greater adventurers cleared years before? Did you stumble upon it in the woods one day while hunting? Are the dragon’s parents or a military looking for it?

Quick Build:

Dexterity should be your highest score as a Rider, followed by Constitution or Intelligence. Get starting equipment (c) and choose the spells Faerie Fire, Hunter’s Mark, Arcane Weapon, and Thunderous Smite.

Dragon Rider Spell List

1st-level

Arcane Weapon
Ensnaring Strike
Entangle
Expeditious Retreat
Faerie Fire
Fog Cloud
Hail of Thorns
Hunter’s Mark
Searing Smite
Thunderous Smite
Wrathful Smite
Zephyr Strike

2nd-level

Alter Self
Blur
Branding Smite
Earthbind
Magic Weapon
Silence
Skywrite
Warding Wind

3rd-level

Blinding Smite
Call Lightning
Crusader’s Mantle
Elemental Weapon
Flame Arrows
Lightning Arrow
Protection from Energy
Vampiric Touch

4th-level

Elemental Bane
Grasping Vine
Greater Invisibility
Staggering Smite
Storm Sphere

5th-level

Animate Objects
Antilife Shell
Circle of Power
Control Winds
Far Step
Immolation
Telekinesis

Class Features

Hit Points

Hit Dice: 1d8 per Dragon Rider level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier for each Dragon Rider level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, and Shields
Weapons: Simple and Martial Weapons
Saving Throws: Intelligence and Constitution
Skills: Choose 3 skills from Perception, Arcana, Nature, Medicine, History, Animal Handling, and Acrobatics.
Tools: Leatherworker’s Tools, Dragonchess Set

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greatsword, 6 Javelins, and Chain Shirt; Or
  • (b) a longsword, 6 Javelins, a Chain Shirt and a shield; or
  • (c) a rapier, Leather Armor, a shield, and 10 darts

and
a longbow, a quiver with 20 arrows, an explorer’s pack, and a leatherworker’s kit.

Dragon Bond

When you take you first level in this class, you gain a pseudodragon companion with a permanent telepathic bond to you. You always know the location of your dragon as long as it is in the same plane as you. You and this dragon can read and speak Draconic, and you can communicate with each other at a distance of a number of miles equal to your level. As an action, you can see through your dragon’s eyes.

If your dragon is killed, you suffer one level of exhaustion from the stress of having your telepathic bond severed. You can spend a long rest to bring it back to life. If you do this, you end your long rest with 0 mana points.

Dragon Magic

Unlike other spellcasters, your magic comes from the power your dragon bestowed on you when you met it; thus, you have no spell slots. Instead, you have a maximum amount of mana equal to your Rider level. You regain all expended mana on a long rest. Whenever you cast a spell, you can spend 1 additional mana to cast it as if you were in your dragon’s location.

Intelligence is your spellcasting modifier for Rider spells. You know 4 Rider spells from the Rider spell list and learn 1 more whenever you gain a level in this class.

When you cast a Rider spell, you spend mana according to the table below. If you do not have enough mana, you cannot cast the spell.

\begin{array}{cl} \textbf{Spell Level} & \textbf{Mana Cost} \ \text{1st} & \text{1 Mana}\ \text{2nd} & \text{3 Mana}\ \text{3rd} & \text{5 Mana}\ \text{4th} & \text{8 Mana}\ \text{5th} & \text{10 Mana} \end{array}

Fighting Style

At level 2, choose between the Two-Weapon Fighting, Archery, Defense, Great Weapon Fighting, Dueling, or Mariner fighting styles. You can’t benefit from the same fighting style more than once.

Mastery

At level 3, choose between the Spell Master and Weapon Master subclasses.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Draconic Growth

At level 5, pick a color for your pseudodragon- green, copper, blue, white, brass, black, or silver. Once per long rest, your can use your action to make your pseudodragon temporarily grow into a wrymling of its color. This transformation ends after 10 minutes, or if your dragon is reduced to 0 hitpoints. No creature, including you, can ride your dragon, and it can only use its breath weapon twice during this transformation (this replaces the Recharge feature).

Improved Bond

At level 6, once per short rest, whenever you take damage, you can use your reaction to have your dragon take the damage instead. Additionally, once per short rest, your dragon can use its reaction whenever it takes damage for you to take the damage instead. Transferred damage cannot be reduced in any way.

Additionally, you automatically succeed on any saving throw against your dragon’s breath weapon.

Draconic Tendencies

At level 9, your bond with your dragon begins to influence you. Choose either the Survival and Nature proficiencies. You gain proficiency in that skill if you do not already, and you add double your proficiency bonus to any checks that use that skill. Your eyes continuously glow the color of your dragon, and you learn the Thaumaturgy cantrip.

Draconic Growth

At level 10, your dragon permanently grows into a Wrymling of its color. It can only use its breath weapon twice per long rest, and no creature, including you, can ride your dragon while it is in flight. Two small or one medium creature can ride your dragon while it is on the ground or in water.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Riding Master

At level 13, you have advantage on saving throws you make to stay on your dragon.

Greater Bond

At level 15, when a creature fails a saving throw to your dragon’s breath weapon, and is not immune to the damage type of the breath weapon, that creature has disadvantage on saving throws against your spells until the end of your next turn. You, and only you, can now ride your dragon while it is in flight, as long as your size is medium or smaller.

Increased Draconic Tendencies

At level 17, you stop aging and can’t be aged magically. You are immune to disease.

Draconic Growth

At level 20, your dragon grows into an young dragon of its color. 2 Medium or 4 Small creatures can now ride it at a time, and it is no longer is limited in uses of its breath weapon.


Subclasses

Weapon Master

At level 3, when your dragon makes a critical hit on a creature, you have advantage on attacks against that creature until the end of your next turn.

At level 7, when you take the dodge action, you have advantage on saving throws to maintain concentration on a spell until the start of your next turn. In addition, if a creature does damage do your dragon, for the next minute the first weapon attack you make against that creature does additional force damage equal to your intelligence modifier.

At level 18, your ranged attacks are made at advantage while you are riding your dragon. In addition, whenever your dragon hit a creature with an attack of opportunity, you can use your reaction to make make a ranged weapon attack against that creature.

Spell Master

Whenever you gain a level in this class, you can now choose one of the following spells instead of one from the Dragon Rider spell list, these spells count as Rider spells for you:
Feather Fall, Heat Metal, Darkvision, Invisibility, Shatter, Fireball, Fire Shield, Elemental Bane, Skill Empowerment, Transmute Rock.

At level 3, you regain mana points equal to your proficiency bonus whenever you complete a short rest.

At level 7, you can use an action to spend mana points and give yourself and your dragon hit points equal to the 5 times the mana points you spend.

At level 18, you learn one 6th level spell from the sorcerer spell list, and can cast it once per long rest.

What is the current status of the UA Revised Ranger?

14 months ago, an Unearthed Arcana supplement was published that discussed how the ranger described in the Player’s Handbook was under powered. These rules reimagined the ranger’s abilities, and suggested that an official version would be released later.

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.

Does that Sourcebook exist yet? If not, have the devs given an update or told us their intentions?

How does the UA Revised Ranger’s “Greater Favored Enemy” interact with “Favored Foe” from the UA Class Feature Variants?

If a Revised Ranger chooses to use the Favored Foe variant from the most recent Unearthed Arcana, they replace their original Favored Enemy feature. How does this interact with their existing Greater Favored Enemy feature?

Even when the Ranger doesn’t have access to Favored Enemy, do the benefits it provides still apply to the Greater Favored Enemy?

Favored Enemy (original)

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.

Favored Foe (variant)

You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration a number of times equal to your Wisdom modifier (a minimum of once). You regain allexpended uses when you finish a long rest. When you gain the Spellcasting feature at 2ndlevel, hunter’s mark doesn’t count against the number of ranger spells you know.

Greater Favored Enemy (original)

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.

(emphasis is mine)