Alternate Ranger: Expanded

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Alternate Ranger

Expanded

Alternate
Ranger Expanded

In 5e, the Ranger, while narratively interesting, mechanically falls short of its class fantasy. The Alternate Ranger strives to capture the fantasy of playing a master of wilds. Included below are additional options for the Alternate Ranger class:

Additional Fighting Styles. The Fighting Styles included with the Alternate Ranger emulate the most common forms of combat. Fighting Styles included here can be more exotic, specific, or dangerous for those who make use of them.

Additional Knacks. The extra Knacks included here may be harder to learn or require a specific master to teach.

Survivalist Feats. The Feats included here allow all player characters to share in the abilities of the Alternate Ranger.

Additional Ranger Conclaves. Finally, included here are nine additional Conclaves for Rangers to choose from.

Additional Fighting Styles

The following Fighting Styles are available to the Alternate Ranger, in addition to those presented with the base class.

Blind Warrior

You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

Brawler

Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on hit. If you have two free hands and use your action to make only unarmed strikes you can make one unarmed strike as a bonus action on that turn.

Druidic Warrior

You learn two cantrips of your choice from the Druid spell list, and they count as Ranger spells for you. Whenever you gain a level, you can replace one of these Druid cantrips you
    know with another Druid cantrip of your choice.

Melee Marksman

Having a hostile creature within 5 feet of you does
not impose disadvantage on your ranged weapon attacks,
so long as you are attacking a creature within 5 feet.

When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Mounted Warrior

While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.

Additional Knacks

The additional Knacks listed here are available to the Ranger, alongside those presented with the Alternate Ranger class.

Arctic Adept

You have adapted to the frozen tundra. You gain resistance
to cold damage. Also, you and up to 10 creatures who travel with you have advantage on any saving throws they make to resist the hostile effects of arctic environments.

Desert Adept

You have adapted to scorching deserts. You gain resistance
to fire damage. Also, you and up to 10 creatures who travel with you have advantage on any saving throws they make to resist the hostile effects of desert environments.

Fell Handed I

Prerequisite: 6th-level Ranger
When you score a critical hit with a weapon attack against
a creature, you have advantage on the next attack you make against that creature before the end of your next turn.

Fell Handed II

Prerequisite: 9th-level Ranger, Fell Handed I
When you score a critical hit against a creature, your critical hit range for attack rolls against that creature expands by 1.

For example, if you score a critical hit against a creature for the first time, you then score a critical hit on a roll of 19
or 20 when you make an attack roll against it, and so on.

Hedge Knight I

Though you live in the wilds you still have some military training. You gain proficiency in heavy armor.

Hedge Knight II

Prerequisite: 3rd-level Ranger, Hedge Knight I
Though you are a wild wanderer you understand chivalry
and politics. Whenever you make an Intelligence (History)
or Charisma (Persuasion) check, you can use Wisdom in
place of Intelligence or Charisma, respectively.

Jungle Adept

You have adapted to the jungles. You gain resistance to poison damage. Also, you and up to 10 creatures who
travel with you have advantage on any saving throws they make to resist the hostile effects of jungle environments.

Planar Adept

Prerequisite: 9th-level Ranger
You have adapted to life on one of the great planes of the
multiverse. Choose one plane from the table below (or the corresponding plane in your setting). You gain resistance
to the corresponding damage type. Also, you and up to ten creatures who travel with you, have advantage on saving throws to resist the hostile effects of that plane.

Plane Damage
Astral Sea Radiant
Feywild Psychic
Mechanus Force
Shadowfell Necrotic
Plane Damage
Air Thunder
Earth Acid
Fire Fire
Water Cold

    You can learn this Knack more than once, but you must choose a different plane of existence each time you do so.

Rider I

Whenever you make a Wisdom (Animal Handling) check to control, train, or tame a mount, you can treat a roll of 7 or lower on a d20 as an 8. Also, dismounting from a trained mount only costs you 5 feet of your movement.

Rider II

Prerequisite: 3rd-level Ranger, Rider I
You gain the Mounted Warrior Fighting Style, and you can ride trained mounts that are equal to you in size or larger.

If you already know the Mounted Warrior Fighting Style you learn another Ranger Fighting Style of your choice.

Rider III

Prerequisite: 6th-level Ranger, Rider I, II
You are a master of mounted combat. When you are riding
mount and it is hit by an attack, you can use a reaction to become the target of that attack instead. Also, if your mount
is forced to make a saving throw while you are riding it, you
    can use your reaction to grant it advantage on its roll.

Underground Adept

You are especially skilled at navigating the winding tunnels under the earth. You gain darkvision out to a range of 60 feet. If you already have darkvision its range increases by 30 feet.

As an action you can close your eyes to gain tremorsense out to a 60-foot radius. In that radius, you can sense anything touching the ground. This special sense lasts for 1 minute, or until you open your eyes. Once you use this action you must finish a short or long rest before you can use it again.

Woodsman I

You are familiar with forests, trees, and raw timber. You gain proficiency with woodcarver's tools, and you have advantage on ability checks to identify and construct things from wood.

Also, at the end of each long rest, you can use woodcarver's tools and raw timber to craft a number of arrows, bolts, clubs, javelins, and quarterstaffs equal to your proficiency bonus.

Woodsman II

Prerequisite: 3rd-level Ranger, Woodsman I
You can easily see the strengths and weak points of wooden objects and creatures. You gain the following benefits:

  • You gain proficiency with carpenter's tools. Anything you construct from wood has twice as many hit points.
  • If you hit a tree, raw timber, or a wooden structure with
    a melee weapon attack, it is an automatic critical hit.
  • If you hit a plant or wood construct with a melee weapon attack, you score a critical hit on a roll of 18 through 20.

Survivalist Feats

The Feats listed here allow others to share in the abilities of the Alternate Ranger. If your game uses Feats, these can be selected in place of your Ability Score Improvement feature:

Alternate Crossbow Expert

Updated version of the Crossbow Expert Feat
You have trained extensively with the crossbow and can use it more efficiently than most. You gain the following benefits:

  • You can ignore the loading property of all crossbows.
  • You can load a crossbow with a hand that is holding a
    one-handed weapon, shield, or another Tiny object.
  • Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls with crossbows.
  • When you take the Attack action and make an attack with a one-handed melee weapon, you can use a bonus action on that turn to make an attack with a hand crossbow.

Alternate Dual Wielder

Updated version of the Dual Wielder Feat
You have trained extensively to effectively fight wielding two melee weapons at once. You gain the following benefits:

  • You gain a +1 bonus to your Armor Class while you are wielding a separate melee weapon in each hand.
  • You can engage in two-weapon fighting even if the one-handed melee weapons you are wielding are not light.
  • You can draw or stow two one-handed weapons when
    you would normally be able to draw or stow only one.
  • When you make an opportunity attack while engaging
    in two-weapon fighting you can make an attack against
    the creature with both melee weapons you are wielding.

Alternate Sharpshooter

Updated version of the Sharpshooter Feat
You have trained extensively with ranged weapons to become a master marksman. You gain the benefits listed below:

  • Attacking a target within a ranged weapon's long range does not impose disadvantage on your attack roll.
  • Your attacks with ranged weapons can ignore half-cover, and treat three-quarters cover as half-cover.
  • You can use a bonus action to give yourself advantage on your next ranged weapon attack roll on your current turn.

Survivalist Training

You have been trained to survive, track, and explore in the wild, much like a Ranger. You gain the benefits listed below:

  • Increase either your Strength, Dexterity, Constitution, or Wisdom score by 1, up to a maximum of 20.
  • You learn one Knack of your choice from those available to the Alternate Ranger. If the Knack requires you to roll a Quarry Die, you roll a d4 unless your Quarry Die is higher. If the Knack forces a saving throw, the DC is equal to 8 + your proficiency bonus + your Wisdom modifier.

Wild Companion

Prerequisite: Wisdom of 13 or higher
You have forged a bond with an animal companion that will adventure by your side. Choose a beast of CR 1/8 or lower to be your Wild Companion. This Companion is friendly to you, and it obeys your commands to the best of its abilities.

Your Companion uses its normal stat block, but it learns
to understand one language of your choice that you speak. You and your Companion can communicate simple ideas to each other using a series of clicks, whistles, and gestures. It gains all the normal benefits of both short and long rests.

In combat, your Wild Companion acts during your turn. It can move and use its reaction on its own, but it will only take the Dodge action on its turn unless you use a bonus action to command it to take an action from its stat block or another action. If you are incapacitated, your Companion will defend itself to the best of its ability. If you die, your Companion will do everything in its power to flee and return to its home.

If your Companion dies, you can spend 8 hours tracking
      and training a new Wild Companion, but only if a suitable
                                                beast of CR 1/8 or lower can be
                                                    found in your local area within
                                                             an 8-hour period.

Additional Conclaves

At 3rd level, the Ranger gains the Ranger Conclave feature. The following additional Ranger Conclaves are available to Rangers, along with those presented with the base class:

     
Bounty Hunter Nomad Trapper
Buccaneer Shifter Wastelander
Grim Warden Stargazer Wrangler

Bounty Hunter

Bounty Hunters protect humanoids from their own kind. Trained to stalk the streets of cities, they track their prey
through the dark alleyways and underbellies of any town. Trained to use complex combat techniques,
these Rangers can confidently confront and
subdue any humanoid who threatens peace.

Dead or Alive

3rd-level Bounty Hunter Conclave feature
When you make a Strength (Athletics) check to grapple
or shove your Quarry, you add one roll of your Quarry Die
to the result. Also, being within 5 feet of a hostile creature doesn't impose disadvantage on your attack rolls with nets.

Ear to the Ground

3rd-level Bounty Hunter Conclave feature
Your line of work has granted you a unique familiarity with the underbelly of civilization. After you complete a long rest in a settlement, you have advantage on all ability checks to gather information on its contacts, factions, or underworld.

Martial Exploits

3rd-level Bounty Hunter Conclave feature
You have studied various martial exploits to better counter the humanoids you hunt. You gain the following features:

Exploit Dice. The Bounty Hunter Exploits table shows how many Exploit Dice you have to use Exploits. To use an Exploit, you expend an Exploit Die, and you regain all your expended Exploit Dice when you finish a short or long rest.

High Degree. Your Ranger level limits the technicality of Exploits you are able to learn an use. This limit is reflected in the High Degree column of the Bounty Hunter Exploits table.

Exploits. You learn two Martial Exploits of your choice from those available to the Alternate Fighter. You can only use one Exploit per ability check, attack, or saving throw.

When you gain a Ranger level, you can replace one Exploit you know with another Martial Exploit of your choice.

Saving Throws. If an Exploit requires a creature to make a saving throw, the saving throw DC is calculated as follows:

Exploit save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice).

Multiclassing & Exploits

Your martial skill depends partly on your combined levels in classes with Exploits, and partly on levels in each class. If you learn Exploits from more than one class, reference Alternate Martial Multiclassing.

Bounty
Hunter Exploits
Ranger
Level
Exploits
Known
Exploit
Die
Exploit
Dice
High
Degree
3rd 2 d4 2 1st
4th 2 d4 2 1st
5th 3 d4 2 1st
6th 3 d4 2 1st
7th 4 d6 3 2nd
8th 4 d6 3 2nd
9th 4 d6 3 2nd
10th 4 d6 3 2nd
11th 5 d6 3 2nd
12th 5 d6 3 2nd
13th 5 d6 3 2nd
14th 5 d6 3 2nd
15th 6 d8 4 3rd
16th 6 d8 4 3rd
17th 6 d8 4 3rd
18th 6 d8 4 3rd
19th 7 d8 4 3rd
20th 7 d8 4 3rd

Cunning Technique

7th-level Bounty Hunter Conclave feature
Your martial skills are especially potent when used against your chosen foe. Once per turn, when you force your Quarry to make a saving throw to resist the effects of an Exploit, you can force it to make its saving throw with disadvantage.

You also learn to identify, read, and speak in Thieves' Cant.

Unwavering

11th-level Bounty Hunter Conclave feature
You are a master of disabling foes. When your Quarry misses you with a melee attack, you can force it to make a Dexterity saving throw against your Exploit Save DC as a reaction. On a failure, it suffers one of the following effects of your choice:

  • You can knock it prone if it is Large or smaller.
  • You can automatically grapple it if you have a free hand.
  • You can make a single melee weapon attack against it.

Most Dangerous Game

15th-level Bounty Hunter Conclave feature
Your nearly supernatural instincts allow you to predict your enemy's attacks. Once per turn when you take damage from your Quarry, you can reduce the damage you would take by one roll of your Quarry Die.

Buccaneer Conclave

Combining their survival skills, affinity for nature magic, and passion for the high seas, Buccaneers are Rangers who feel more at home on the water than on solid ground. Serving
as sailors, pirates, marines, and privateers, they are often
among the most valuable crew members on their vessel.
What drove you to the sea? Were you pressed into service
by a pirate king? Or, have you sworn to slay a sea monster?

Buccaneer Spells

3rd-level Buccaneer Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Ranger Level Spell
3rd compelled duel, fog cloud
5th gust of wind, misty step
9th call lightning XGE, water breathing
13th control water, watery sphere XGE
17th control winds XGE, maelstrom XGE

Sea Legs

3rd-level Buccaneer Conclave feature
The time you have spent at sea grants you abilities that land-locked Rangers lack. You gain the benefits listed below:

  • You gain the Mariner Fighting Style. If you already have this Fighting Style you gain another Fighting Style of
    your choice from those available to the Ranger class.
  • You learn the Aquatic Adept Knack, but it doesn't count against your total Knacks Known. If you already know
    this Knack you learn another Knack of your choice.
  • Whenever you make a Wisdom (Perception) check that relies on your sense of sight, you gain a bonus to your
       roll equal to one roll of your Quarry Die.

Windswept Hide

7th-level Buccaneer Conclave feature
Your experience has granted you increased resistance to the dangers of the sea. You gain resistance to cold, lightning, and thunder damage. Whenever you make an ability check or saving throw to resist being knocked prone or moved against your will, you add one roll of your Quarry Die to your roll.

Wrath of the Sea

11th-level Buccaneer Conclave feature
You carry the magic of the high seas whether you are on sea or land. Once per turn when you hit a creature with a weapon attack, you can imbue the strike with watery magic, forcing it to make a Strength saving throw against your Spell save DC. On a failed save, it takes cold damage equal to a roll of your Quarry Die and is knocked back 10 feet in a straight line.

Watery Resilience

15th-level Buccaneer Conclave feature
When a creature you can see hits you with an attack, you can use a reaction to temporarily take on a watery form, halving the damage you would take from the triggering attack.

As part of this reaction, you can also move up to 10 feet without provoking opportunity attacks.

Grim Warden Conclave

Sometimes it takes a monster to destroy a monster. Those
who take up the mantle of Grim Warden undergo a sinister
alchemical ritual, the Warden's Rite, which enhances their
physical abilities. They sacrifice any chance they have at a normal life by mingling their blood with that of monsters,
so they may gain unnatural power to destroy their foes.

Warden's Rite

3rd-level Grim Warden Conclave feature
You have passed through the Warden's Rite, an unholy
alchemical ritual that suffuses your blood with the
sinister power of monsters. You change in the
ways listed below, which cannot be reversed:

  • You gain proficiency with alchemist's
    supplies and in Religion. Whenever
    you make a check with either of
    these, you add one roll of your
    Quarry Die to your result.
  • You count as a humanoid and
    monstrosity for magical purposes.
  • Your hit point maximum increases by
    3, and increases by 1 again each time
    you gain a level in this class.

Grim Warden Spells

3rd-level Grim Warden Conclave feature
You always have certain spells prepared at Ranger
levels indicated below. They count as Ranger spells
for you, but don't count against the spells you prepare.

Ranger Level Spell
3rd bane, hex
5th hold person, shadow blade XGE
9th bestow curse, vampiric touch
13th blight, shadow of moil XGE
17th enervation XGE, hold monster

Crimson Mark

3rd-level Grim Warden Conclave feature
You can use your sinister blood magic to empower the mark on your foes. Whenever you mark a creature as your Quarry, you can make a blood sacrifice instead of expending a use of Ranger's Quarry. When you do, you reduce your current and maximum hit points by one roll of your Quarry Die.

Any reductions to your maximum hit points by this feature
are undone at the end of your next long rest.

For the duration, you can choose for the bonus damage of Ranger's Quarry to be necrotic. Necrotic damage dealt in this way ignores resistance and treats immunity as resistance.

Finally, when you deal necrotic damage to your Quarry in this way, it cannot regain hit points for the next minute.

Dark Augmentation

7th-level Grim Warden Conclave feature
The sinister magic in enhances your physical capabilities. Your walking speed increases by 10 feet. Also, whenever you make a Strength, Dexterity, or Constitution ability check, you gain a bonus to your roll equal to one roll of your Quarry Die.

Greater
Crimson Mark

11th-level Grim Warden Conclave feature
Powerful blood magic infuses all of your strikes. Once per turn, when you hit a creature with a melee weapon attack, you can deal an additional 1d10 necrotic damage to it.

Sinister Resilience

11th-level Grim Warden Conclave feature
The dark magic that flows in your blood grants you defenses against evil magicks. You gain resistance to necrotic damage, and when you reduce your hit points with Crimson Mark, you roll your Quarry Die twice and use the lower result.

Sanguine Mastery

15th-level Grim Warden Conclave feature
The magic of your Warden's Rite manifests its full potential. You have advantage on saving throws to resist the frightened condition, and you are always under the effects of protection from good & evil while you are conscious.

A Monster to Fight Monsters

If you like the idea of a full class that uses sinister blood magic, check out the Alternate Blood Hunter

Nomad Conclave

Whether by birth, happenstance, or a ritual, the mind of every Nomad has been connected to the mystical web of knowledge known as the Noosphere. This psionic link allows Nomads to access knowledge from far-off places and distant lives. These strange wanderers spend their lives collecting hidden lore to add to this web of information that connects every Nomad.

Drawing on this network, these Rangers can use psionic abilities to slip through cracks in reality, assault the minds
of their foes, and draw on the knowledge of other Nomads.

Nomad Spells

3rd-level Nomad Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Ranger Level Spell
3rd comprehend languages, disguise self
5th detect thoughts, misty step
9th clairvoyance, tongues
13th dimension door, divination
17th commune, seeming

   Expunging Strikes

    3rd-level Nomad Conclave feature
    You can imbue your strikes with the psionic power of the
    noosphere to disrupt your foe's mind. Once per turn when
    you hit your Quarry with a weapon attack, you can force it
    to make an Intelligence saving throw against your Ranger
    Spell save DC. On a failure, all damage dealt by your attack
      becomes psychic damage, and your Quarry can't see, hear,
         or sense you in any way until the start of your next turn.

           Mystic Knowledge

                 3rd-level Nomad Conclave feature
                    You can use your connection to the Noosphere to
                        draw knowledge from the Nomads of past and
                         present. Each time you finish a long rest, you
                        gain proficiency in one skill or tool, or learn to
                     speak, read, and write a language of your choice.
                 You retain the knowledge of this language or skill
             proficiency until the end of your next long rest.

             Beginning at 11th level in this class, you gain two
           proficiencies or languages of your choice through this
           feature at the end of a long rest, following these rules.

        Nomad's Step

           7th-level Nomad Conclave feature
           You can temporarily merge your consciousness with
    the Noosphere to avoid harm and move through the world
   in strange ways. You gain the two features below. You can
  use these features a combined number of times equal to
  your Wisdom modifier (minimum of once), and you regain
  all expended uses when you finish a long rest.

Phase Defense. When you are hit by an attack you can see, you can use a reaction to disappear into the Noosphere, causing that attack to miss. You then instantly reappear in an unoccupied space that you had occupied at some point since the beginning of your previous turn.

Psionic Jaunt. As a bonus action, you expend any amount of your remaining movement to instantly teleport a number of feet equal to the movement you expended, reappearing in an unoccupied space you can see within that range.

Strange Movement

11th-level Nomad Conclave feature
Your connection to the Noosphere has grown. You regain all uses of Nomad's Step when you finish a short or long rest.

Mystical Burst

15th-level Nomad Conclave feature
When reappearing from the Noosphere you can assault your foes with the residual psionic power. When you teleport with a Nomad Spell or Nomad feature, you can force all creatures within 10 feet of the point you appear to make an Intelligence saving throw against your Spell save DC. They take psychic damage equal to one roll of your Quarry Die on a failed save, and half as much on a successful saving throw.

Optional Rule: Psionic Spellcasting

For mechanics to match the fantasy of a psionic Ranger, replace all Ranger and Nomad Conclave features that use Wisdom with Intelligence.

Shifter Conclave

While all Rangers have a unique bond with the wilds, those
who join the Conclave of Shifters take this bond to
its extreme. Using the ancient and powerful magic
of Druids, these Rangers are able to change their
physical form and take on the shape of the beasts
they defend. They use this primal power to stand
as guardians of all wildlife and the natural world.

Limited Wild Shape

3rd-level Shifter Conclave feature
You can draw on primal nature magic to take the shape
of beasts, much like a Druid does. You gain the ability to
Wild Shape. As a bonus action on your turn, you can use
this ability to assume the form of any beast that you have physically touched while it was living.

Your Ranger level determines the maximum CR of
the beasts that you can transform into, as
shown in the table below. You must obey
all the other rules for Wild Shape as they
are detailed in Druid's Wild Shape feature
in the Player's Handbook. See the table below:

Ranger
Level
Max
CR
Beast
Limitations
Example
Beasts
3rd 1/4 No Fly or
Swim Speed
Panther
7th 1/2 No Fly Speed Reef Shark
11th 1 Giant Eagle
17th 2 Cave Bear

    You can stay in Wild Shape for up to one hour, at which point you revert to your normal form. You can revert to your normal form earlier if you use a bonus action to do so, or if you fall unconscious, you drop to 0 hit points, or you die.

Once you use your Wild Shape you must complete a short or long rest before you can use it again, unless you expend a spell slot of 1st-level or higher to use Wild Shape again.

Shifter Spells

3rd-level Shifter Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Ranger Level Spell
3rd animal friendship, beast bond
5th alter self, pass without trace LL
9th conjure aninmals, nondetection
13th dominate beast, guardian of nature XGE
17th commune with nature, tree stride XGE

Wild Empathy

3rd-level Shifter Conclave feature
The nature magic you wield enables a bond with the beasts you defend. You learn the Wild Insight I Knack, but it does not count against your total number of Knacks Known. If you already know Wild Insight I, you instead learn another
    Knack of your choice that you meet the prerequisites for.

Drudic Soul

7th-level Shifter Conclave feature
The primal power you channel grants you the abilities of a true Druid. You learn to speak Druidic, and you can use it to decode and leave hidden messages for other Druids. You also count as a Druid for the purposes of attuning to magic items.

Finally, your Wild Shape form's attacks count as magical for the purpose of overcoming resistances and immunities.

Empowered Shapes

11th-level Shifter Conclave feature
You can infuse your Wild Shape transformation with primal magic. As part of the bonus action you use to Wild Shape, you can expend a spell slot of 1st-level or higher to exceed the normal CR limitations of Wild Shape. When you do so, you can transform into a beast with a CR equal to or lower than the level of the spell slot you expended to transform.

Once you use this feature you must finish a short or long rest before you can empower Wild Shape in this way again.

Moreover, you can roll your Quarry Die for the damage die of your Wild Shape form attacks unless the form's is higher.

Thousand Forms

15th-level Shifter Conclave feature
You are so in tune with your abilities that you can transform your normal form in subtle ways at will. You can cast alter self at will, targeting only yourself, without expending a spell slot.

Stargazer Conclave

Since ancient times, mortals have looked to the stars of night for stories of the past, omens for the present, and portents of the future. The Rangers known as Stargazers dedicate their lives to the study of stars and constellations, and can draw on their radiant power to conjure celestial magic, vanquish their foes, and twist the threads of fate for those around them.

Constellation Magic

3rd-level Stargazer Conclave feature
You draw your power from the constellations of the night sky. Each time you finish a long rest, you attune yourself to one of the Constellations below. While attuned, you always have the corresponding Constellation spells, one cantrip and 1st-level spell, prepared. They become Ranger spells for you, but they don't count against the total number of spells you prepare. They also count as your Conclave Spells for 3rd level.

You can cast your 1st-level Constellation spell once without expending a spell slot, at the level of your highest level slot as shown on the Ranger table for your level, and you regain the ability to do so when you finish a short or long rest.

Constellation Cantrip 1st-level Spell
Adder thorn whip inflict wounds
Bear resistance LL wrathful smite LL
Elephant guidance LL bless
Snow Hare minor illusion armor of agathys
Stag shillelagh LL heroism
Wolf true strike LL guiding bolt

Celestial Guidance

3rd-level Stargazer Conclave feature
The constellations of the night sky guide your
steps. You gain proficiency in your choice of
either cartographer's tools or navigator's
tools. Also, whenever you make an ability
check with either set of tools you add a
roll of your Quarry Die to the result.

Finally, you can't become lost, even
by magical means so long as you can
see the stars of the night sky.

Stargazer Spells

3rd-level Stargazer Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Ranger Level Spell
3rd Constellation Magic
5th mind spike XGE, moonbeam
9th beacon of hope, clairvoyance
13th divination, guardian of faith
17th dawn XGE, wall of light XGE

Threads of Fate

7th-level Stargazer Conclave feature
You can use the insights you gain from the stars to twist fate. When a creature you can see within 30 feet makes an ability check or saving throw, you can use your reaction to add your Wisdom modifier (minimum of +1) to the result of its roll. You must use this reaction before you know if it succeeds or fails.

You can use this reaction a number of times equal to your Wisdom modifier (a minimum of once), and you regain all of your expended uses when you finish a long rest.

Starlight Strikes

11th-level Stargazer Conclave feature
You infuse your weapons with the power of celestial starlight. Once per turn, when you hit a creature with a weapon attack or damage it with a Ranger spell, you deal additional radiant damage equal to one roll of your Quarry Die.

Resplendent Soul

15th-level Stargazer Conclave feature
When a creature you can see targets you with an attack, you can use a reaction to release a targeted flash of light toward it, forcing it to make a Constitution saving throw against your Spell save DC. On a failure, it takes radiant damage equal to three rolls of your Quarry Die, and the attack misses you.

You can use this reaction a number of times equal to your
Wisdom modifier (minimum of once), and you regain all uses
                      when you finish a long rest. If you have no uses
                              left, you can expend a spell slot of 1st-level
                                                        or higher to use this again.

Trapper Conclave

While all Rangers have some skill with snares and traps, few are true masters of the craft. These Trappers are meticulous planners with mechanical minds who use their skills to plan ambushes and set snares for their foes. They have a talent for anticipating their foe's next move and laying the perfect trap.

Trapper Spells

3rd-level Trapper Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Ranger Level Spell
3rd alarm, ensnaring strike LL
5th cordon of arrows LL, find traps
9th glyph of warding, slow
13th grasping vine, resilient sphere
17th planar binding, transmute rock XGE

  Meticulous Fingers

   3rd-level Trapper Conclave feature
    You are exceptionally gifted with mechanical objects and
         traps. You gain proficiency in Sleight of Hand and with
              Thieves' and Tinker's Tools, and whenever you make
                    an ability check with these tools or skill, you add
                       one roll of your Quarry Die to the result.

                           Moreover, your precise hands allow you to
                        take the Use an Object action as a bonus action
                        on each of your turns.

                  Trap Adept

                        3rd-level Trapper Conclave feature
                         You learn the Trapper Knack, but it does not
                          count against your total Knacks Known. If you
                          already know the Trapper Knack you can learn
                           another Knack of your choice.

                                 Also, when you have access to the inner
                                               workings of a trap that has been
                                             disarmed, you can use tinker's tools
                                         to rearm the trap (so long as rearming
                                  it is possible), and when you do so, its new
                                DC is equal to your Ranger Spell save DC.

                  Combat Snares

                     7th-level Trapper Conclave feature
                  You can quickly assemble and utilize makeshift
                 traps in combat. As an action, you can craft a Trap
                  (using the Trapper Knack) and throw it at a space
                   you can see within 20 feet. Creatures in the space
                    of the Trap must make a saving throw as if it had
                     moved into the Trap's space, suffering its effects
                     on a failed save as normal. Traps crafted in this
                     way only last for 1 minute.

                      You can also take the Use an Object action to
   throw a Trap that you had already crafted (for example, the Traps crafted with Trapper Knack) at a creature in this way.

Deadly Snares

11th-level Trapper Conclave feature
A creature marked as your Quarry has disadvantage on its initial saving throw against Traps you created or modified, and it automatically fails its initial saving throw against your Traps if it is unaware of the Trap's location.

Greater Traps

11th-level Trapper Conclave feature
Your skills as a Trapper have grown. At the end of each long rest, you craft a number of Traps (with Trapper) equal to 1 + your Wisdom modifier (a minimum of 2 Traps).

Additionally, any Traps you craft with Trapper now work on creatures that are Huge or smaller, and if a creature makes a saving throw against your Trap, it takes magical bludgeoning, piercing, or slashing damage (your choice) equal to three rolls of your Quarry Die on a failure, and half that on a success.

Master of Traps

15th-level Trapper Conclave feature
You are always ready to lay a trap. When you roll initiative you can use your reaction to craft one Trap and throw it to one unoccupied space you can see within 20 feet of you.

Also, whenever you craft a Trap, you can choose whether
it takes up a 10-foot square or a single 5-foot square.

Wastelander

While all Rangers have the skills to survive in the wilds, those known as Wastelanders are true masters of survival. Rugged wanderers, they have adapted to survive in the harshest lands imaginable; arid deserts, frozen tundra, great alpine heights, and magical wastelands. These survivalists combine a talent for illusion magic and protective gear to survive anywhere.

Wastelander Spells

3rd-level Wastelander Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Ranger Level Spell
3rd absorb elements XGE, silent image
5th invisibility, mirror image
9th major image, wall of sand XGE
13th greater invisibility, hallucinatory terrain
17th commune with nature, mislead

Wasteland Weaver

3rd-level Wastelander Conclave feature
You have mastered an ancient pattern of enhancing clothing, that enables a supernatural level of survivability. You gain proficiency with weaver's tools, and you can add double your proficiency bonus to any check you make with these tools.

At the end of each long rest, you can use weaver's tools to enhance one set of clothing or cloak. While a creature wears this enhanced garment it gains the following benefits:

  • It gains a bonus to Dexterity (Stealth) checks to hide in wasteland and wilds equal to one roll of your Quarry Die.
  • It requires one-quarter as much water in order to survive.
  • It has advantage on saving throws to resist the effects of harsh environments and subsequent exhaustion levels.

During each long rest, you must spend 1 hour maintaining any garments you have enhanced or they lose these beneficial properties. You can maintain a number of garments equal to
    your Wisdom modifier (a minimum of 1 set of garments).

Wilderness Adept

3rd-level Wastelander Conclave feature
You are able to survive the most inhospitable environments. You learn one of the following Knacks of your choice: Alpine Adept, Aquatic Adept, Arctic Adept, Desert Adept, or Jungle Adept. You learn another at 7th, 11th, and 15th levels.

Starting at 7th level, you can choose Planar Adept as the Knack you learn from this feature. The Knacks you gain this way do not count against your number of Knacks Known.

Rugged Resilience

7th-level Wastelander Conclave feature
You imbue the mystical weave of your enhanced garments with illusion magic. A creature wearing one of your enhanced garments can use a bonus action to cast invisibility on itself.

It can do so three times, but when the last use is expended, the garment loses any beneficial properties. Your enhanced garments regain all uses of this feature when you spend time during a long rest maintaining your enhanced garments.

Illusory Strikes

11th-level Wastelander Conclave feature
You enhance your combat style with potent illusion magic. When you take the Attack action on your turn, you can use a bonus action to create an Illusory Duplicate of yourself in an unoccupied space you can see within 30 feet. It makes one attack with a duplicate of your weapon, which deals force damage in place of your weapon's damage and disappears.

Mirage Transposition

15th-level Wastelander Conclave feature
You can use a bonus action to create your Illusory Duplicate even if you do not take the Attack action. When you conjure an Illusory Duplicate, you can instantly switch places with it.

Elemental Wastelands

While most Wastelanders hail from the deserts of the material plane, it is not unheard of for them to come from the chaotic inner planes. Some call the elemental planes of air, earth, fire, and water home.

Wrangler Conclave

While most Rangers have some skill with animals, those who pursue the life of a Wrangler are true masters at taming wild beasts. Drawing upon their intimate understanding of animal behavior, they tame and guide all sorts of fantastical animals. Rugged and wild, Wranglers are always on the hunt for ever more strange and exotic creatures to tame and befriend.

Wrangler Spells

3rd-level Wrangler Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Ranger Level Spell
3rd charm person, command
5th calm emotions, summon beast TCE
9th conjure animals, slow
13th charm monster XGE, dominate beast
17th awaken, hold monster

Beast Tamer

3rd-level Wrangler Conclave feature
Your intimate understanding of animal behaviors and habits grants you certain benefits. You gain proficiency in Athletics or Animal Handling. You also gain the following features:

  • You can mark beasts and monstrosities as your Quarry without expending a use of Ranger's Quarry.
  • Whenever you make a Strength (Athletics) check to grapple, climb, wrestle, or subdue your Quarry, you
    can add one roll of your Quarry Die to your roll.
  • Any enchantment spell you have prepared that
    could normally only target humanoids can also
    be used to target beasts and monstrosities.

Bring to Heel

7th-level Wrangler Conclave feature
You can bend creatures of the wild to your will. Whenever a beast or monstrosity that is charmed by you makes a saving throw to end the charmed condition, you can use a reaction to shout at that creature and subtract a roll of your Quarry Die from the result of its saving throw.

You can also command the monsters you tame. Any beast or monstrosity charmed by you acts during your turn for the duration of that charm effect. If you are within 30 feet of the charmed creature and it can hear you, you can use an action to command it to take one of the actions from its stat block.

Monster Tamer

11th-level Wrangler Conclave feature
Your ability to tame and train creatures is near-supernatural in scope. Any Wrangler feature that normally affects beasts and monstrosities also affects celestials, dragons, fey, fiends, giants, plants, and oozes that have an Intelligence score less than or equal to your Ranger level.

Also, you can command any creature that is charmed by you to take an action from its stat block with a bonus action, so long as that creature is within 30 feet and can hear you.

Wrangler of Legends

15th-level Wrangler Conclave feature
Once you charm a creature, there is little it can do to escape. When you cast an enchantment spell on a beast, monstrosity, or one of the creature types listed for Monster Tamer, your concentration cannot be broken unless you wish it to be.

Moreover, creatures that are charmed by you gain all of the
    benefits of Ranger's Quarry (including any of your Knacks
     that enhance it), and whenever one of these creatures is
       forced to make a saving throw, you can use your reaction
        to shout and add one roll of your Quarry Die to the result
        of its roll, so long as it is within 30 feet and can hear you.

Alternate

Ranger Expanded

A multitude of additional options for the Alternate Ranger. Includes Five Fighting Styles, Fourteen Knacks, Feats, and Nine Conclaves!.

Version 4.2.0 - Created by /u/laserllama

The Alternate Ranger class can be found Here.

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