This is an attempt to make the ranger a skillful fighter rather than spell based fighter. It is based on the UA Revised Ranger.
Spell-less Ranger (by VictoryWeaver)
Meant to be used in conjunction with the [Unearthed Arcana Ranger] subclasses.
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This is an attempt to make the ranger a skillful fighter rather than spell based fighter. It is based on the UA Revised Ranger.
Spell-less Ranger (by VictoryWeaver)
Meant to be used in conjunction with the [Unearthed Arcana Ranger] subclasses.
The Wizard
Hit Points
Hit Dice: 1d6 per bard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Calligrapher's supplies and one other artisan’s tool
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
(a) a Quarterstaff or (b) a Dagger
(a) a Component pouch or (b) an arcane focus
(a) a Scholar's Pack or (b) an Explorer's Pack
A Spellbook
Calligrapher's supplies
Alternatively, you may ignore the equipment from your class and background, and start with 5d4 x 10 gp.
Spellbook
You have a spellbook; a tome compiling your arcane research. As long as you can spend at least a minute reading your spellbook beforehand, you receive advantage on Arcana rolls. In addition, some wizard class features can be improved by reading the spellbooks of other wizards. If you lose your spellbook, you can buy a replacement for 100 gp.
Arcane Bolt
At first level, you pick one of: acid, bludgeoning, cold, fire, lightning, poison, psychic, or thunder. As long as you are not silenced, and you hold a spellbook in both hands, it serves as a special weapon, the arcane bolt, which has the two-handed and ranged properties (range 20/60). It deals 1 damage of the chosen type, and you use your Intelligence modifier for the attack and damage rolls instead of Strength.
Its damage increases as you level, as indicated in the table above.
You may spend an hour and 50 gp on magical inks to copy a damage type chosen by another wizard from their spellbook into yours. If you have access to multiple damage types, you choose which one to use whenever you attack with the arcane bolt.
Prestidigitation
You can use an action on your turn to create up to three of the following effects:
You create a harmless sensory effect.
You light or snuff out a small fire.
You clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a small mark appear on an object or surface for 1 hour.
You create a nonmagical trinket or a hand-sized illusionary image. It lasts until the end of your next turn.
Arcane Tradition
Each wizard belongs to an arcane tradition, shaping their practice of magic through one of several schools.
Your choice grants you features at each odd level.
School of Abjuration
School of Conjuration
School of Divination
School of Enchantment
School of Evocation
School of Illusion
School of Necromancy
School of Transmutation
Mage Armor
At 2nd level, while you are wearing no armor and are not wielding a shield, your AC equals 13 + your Dexterity modifier, and you receive a bonus equal to your Intelligence modifier on all saves.
Detect Magic
At 2nd level, magical objects and creatures you can see within 30 feet glow with an intense aura that indicates the school of magic its magic belongs to. You cannot see these auras through more than 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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.
Improved Bolt
Beginning when you reach 6th level, when you successfully hit a creature with your arcane bolt, they must make a DC 8 + your proficiency bonus + your Intelligence modifier save of suffer a negative effect. The type of save, negative effect, and duration depends on the damage type.
Damage Type Save Negative Effect
Acid Constitution The creature takes half as much damage at the end of its next turn.
Bludgeoning Strength The creature falls prone.
Cold Constitution The creature suffers one level of exhaustion for one round.
Fire Dexterity The creature catches fire. A flaming creature takes 1d4 fire damage at the start of each of its turns, but end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Lightning Dexterity The creature is stunned for one round.
Poison Constitution The creature is poisoned for one minute. It can attempt a new save at the end of each of its turns to end the effect.
Psychic Wisdom The creature is frightened for one minute. It can attempt a new save at the end of each of its turns to end the effect.
Thunder Constitution The creature is deafened for one minute. It can attempt a new save at the end of each of its turns to end the effect.
Unseen Servant
At 10th level, you acquire an unseen servant; an invisible force that performs tasks at your command. It has an AC of 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, it vanishes. Once on each of your turns, as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. You can summon or dismiss the servant once a round as a free action.
Plane Shift
Beginning at 14th level, you add your home plane and two others to a list of plane shift destinations. As an hour-long ritual, you can teleport yourself and up to eight willing creatures holding hands in a circle to a major location on a plane shift destination plane of your choice. This major destination is always the same for all wizards who use this feature.
You can use this feature twice. You regain any expended uses when you finish a short or long rest.
You may spend an hour and 50 gp on magical inks to copy a plane shift destination chosen by another wizard from their spellbook into yours.
Wish
Beginning at 18th level, you can use an action on your turn to make a wish. A wish can have any of the following effects:
A single creature you’ve met before who has been dead for a week or less returns to life, and then is teleported to the nearest empty space that can contain it.
Choose a class and subclass. For 24 hours, you or a willing creature within 60 feet gain all the class features of the chosen class and subclass of 15th level or lower.
A non-magic item worth up to 25,000 gp appears in an empty space on the ground. It can't be more than 300 feet in any dimension.
A common, uncommon, or rare magic item appears in an empty space on the ground. It can't be more than 300 feet in any dimension.
Up to 20 creatures you can see regain all hit points, reduce their exhaustion level by one, and are no longer charmed, petrified, cursed, or attuned to any cursed items. They recover from any reduction to their ability scores or hit point maximum.
Up to 10 creatures you can see permanently gain resistance to a damage type you choose.
Up to 10 creatures you can see gain immunity to a single magical effect you choose for 8 hours.
You force a re-roll of any roll made within the last round, your turn included. You can force the re-roll to be made with advantage or disadvantage. Additionally, you can choose whether or not to use the re-roll.
You can do effects unlisted by stating your wish as precisely as possible. However, the DM has full ruling on what the wish does. The greater the wish, the greater the likelihood of something going wrong. This can range from nothing happening, to only getting part of the effect, to getting an undesired consequence.
You can use this feature three times, ever. After the third wish, this class feature does nothing.
Archspell
At 20th level, your understanding of arcane theory comes to a head. You gain one of the following class features.
Antimagic Field
As an action, you can surround yourself a 10 ft sphere of antimagic for one hour. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, magical abilities can’t be used, summoned creatures disappear, and even magic items become mundane. Until the effect ends, the sphere moves with you, centered on you.
Magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. Actions spent creating magical effects do nothing. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
Targeted Effects. Magical effects that target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another magical effect can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed.
Magical Effects. Any active magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.
A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Magical effects that dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.
You can use this feature once. You regain any expended uses when you finish a long rest.
Control Weather
At the end of a 10 minute ritual, you take control of the weather within 5 miles of you for eight hours. You must be outdoors to use this class feature. Moving to a place where you don’t have a clear path to the sky ends this class feature early. When you use this class feature, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the duration ends, the weather gradually returns to normal. You can use this feature once. You regain any expended uses when you finish a long rest.
Demiplane
You create a 100 ft diameter plane, which grows by 1% every year. The ground is made of inert stone, and the air is breathable. You add the plane to your list of plane shift destinations. In addition, when you use plane shift to travel to your demiplane, you may also bring up to 2,000 lb of nonliving, non-magical matter within 100 ft of you.
Unlimited Wishes
After you use up your three wishes, you can make additional wishes once a week. When you do, you take 10d10 necrotic damage and your Strength score becomes 3 if not so already for 2d4 days. If you spend a day doing nothing but resting or light activity, your recovery time decreases by 2 days.
You may spend 80 hours (spent in one hour chucks) and 2,000 gp on magical inks to copy an archspell chosen by another wizard from their spellbook into yours. Once you have two or more archspells in your spellbook, you can change which of the features you use by studying your spellbook for an hour and waiting. After your next long rest, the chosen feature changes to your new choice.
The Bard
Hit Points
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
Equipment
(a) a rapier, (b) a longsword, or (c) any simple weapon
(a) a Diplomat's Pack or (b) an Entertainer's Pack
(a) a lute or (b) any other musical instrument
Leather armor and a dagger
Alternatively, you may ignore the equipment from your class and background, and start with 5d4 x 10 gp.
Vicious Mockery
You can use an action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. They must pass a DC 8 + your proficiency bonus + your Charisma modifier Wisdom save or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn. The damage increases by 1d4 when you reach 5th, 11th, and 17th level.
Musical Influence
As a minute long action, you can play a song that changes the emotions of one non-hostile creature other than yourself within 60 feet of you who can hear you. They must pass a DC 8 + your proficiency bonus + your Charisma modifier Intelligence save or become influenced by you. For at least the next minute, you have advantage on Charisma checks on the creature. After the first minute, the effect ends if you ever mistreat the creature, act against its interests, or try and fail to get it to act against its interests.
You can use this feature once. You regain any expended uses when you finish a long rest.
Bardic Inspiration
You can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Hideous Mockery
Beginning at 2nd level, when you use your Vicious Mockery, you can choose to enhance it with hideous mockery. If you do, if the creature fails its save, it also falls prone, becoming incapacitated and unable to stand up for three rounds. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom save. The target has advantage if it's triggered by damage. On a success, this effect ends.
Vicious Mockery can only be enhanced by one effect at a time. You can use this feature once. You regain any expended uses when you finish a short or long rest.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest
Beginning at 2nd level, if you or any friendly creatures who can hear you make a performance, regain hit points by spending hit dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Bard College
At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th, 14th, and 18th level.
College of Lore
College of Valor
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
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.
Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
Countercharm
At 6th level, as an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Deafening Note
Beginning at 7th level, you can use an action on your turn to play a note that sounds supernaturally loud to a single creature creature other than yourself within 30 feet of you who can hear you. They must pass a DC 8 + your proficiency bonus + your Charisma modifier Constitution save or become deaf. At the end of each of its turns, it can make another save to end this effect.
You can use this feature once. You regain any expended uses when you finish a short or long rest.
Lullaby
Beginning at 9th level, you can use an action on your turn to play a soothing lullaby. You and each ally within 90 feet of you who can hear you receives the benefit of a short rest. Each enemy within 90 feet of you who can hear you must DC 8 + your proficiency bonus + your Charisma modifier Constitution save or fall unconscious for one round. Unconscious creatures, undead, creatures that don’t sleep, and creatures immune to being charmed cannot be affected with unconsciousness this way.
You can use this feature once. You regain any expended uses when you finish a long rest.
Legend Lore
Beginning at 11th level, you have advantage on checks made to recall information concerning a legendary person, place or thing. When you succeed on such a check, you also learn some long forgotten or perhaps never before known detail about the subject of the check, if there is any such thing to learn.
Bewildering Mockery
Beginning at 13th level, when you use your Vicious Mockery, you can choose to enhance it with bewildering mockery. If you do, if the creature fails its save, it also becomes confused for three rounds. While confused, it can't take reactions and must roll a d10 at the start of each of its turns. This determines its action that turn.
At the end of each of its turns, the target can make another Wisdom save. The target has advantage if it's triggered by damage. On a success, this effect ends.
Vicious Mockery can only be enhanced by one effect at a time. You can use this feature once. You regain any expended uses when you finish a short or long rest.
1: Takes no action and uses all movement to go in a random direction. Assign a direction to each number of a d8 and roll it-- this determines the direction.
2-6: Doesn't move or take actions.
7,8: Makes a melee attack against a random creature in reach. If there's none, it does nothing.
9,10: Can act and move normally.
Mass Mockery
Beginning at 19th level, you can use an action on your turn to affect up to ten creatures with vicious mockery. If you do, these attacks deal an additional 10d4, which is halved on a failed save. If you enhance these vicious mockeries, the enhancement only affects a single creature. For example, you could use mass mockery to attack 10 creatures with vicious mockery, affect one of them with bewildering mockery, and a different creature with hideous mockery.
You can use this feature once. You regain any expended uses when you finish a short or long rest.
Superior Inspiration
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
College of Lore
Bonus Proficiencies
At 3rd level, you gain proficiency with three skills of your choice.
Cutting Words
Also at 3rd level, when a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.
Improved Musical Influence
At 6th level, you can use musical influence as an action, it can effect hostile creatures, although they have advantage on the save, and the advantage on Charisma checks lasts for one hour. Further, a creature who fails the save becomes charmed for one hour.
Peerless Skill
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
Perfect Musical Influence
Starting at 18th level, when you charm a creature with musical influence, you may also dominate the creature for as long as its charmed. While the creature is dominated, you have a telepathic link to it if you're on the same plane. You can use this link to issue commands it obeys, no action required. You can specify a simple and general course of action. If it completes the order and doesn't receive further orders, it only defends itself.
You can use your action to take total control of the target. Until the end of your next turn, the creature takes only the actions you decide and nothing you don't allow it to. You can also have the creature use a reaction, but this takes your reaction as well.
If the target takes damage, it makes another Wisdom save. On a success, the effect ends.
Once the effect ends, the creature realizes that it has been dominated, which most creatures really do not like.
College of Valor
Bonus Proficiencies
At 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
Combat Inspiration
Also at 3rd level, a creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Battle Magic
At 14th level, when you use your action to use vicious mockery, you can make one weapon attack as a bonus action.
Stunning Mockery
Beginning at 18th level, when you use your Vicious Mockery, you can choose to enhance it with stunning mockery. If you do, if the creature fails its save, it is also stunned permanently. At the end of each of its turns, the target can make another Wisdom save. On a success, this effect ends.
Vicious Mockery can only be enhanced by one effect at a time. You can use this feature once. You regain any expended uses when you finish a short or long rest.
I'm playing Desktop Dungeons: Victory in Venture Cave as a Elf Berserker!