Alternate Ranger
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.
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
Artist Credits:
Covers - Mark Winters - Hallar, The Firefletcher
Page 1 - Robin Olausson - Ranger's Hawk
Page 2 - Pascal Quidalt - Boundry Lands Ranger
Page 3 - Olivier Bernard - Choose Your Weapon
Page 4 - S. Prescott - Apprentice Sharpshooter
Page 3 - Magali Villeneuve - Captain Sisay
Page 4 - Yohann Schepacz - Timberwatch Elf
Page 5 - Magali Villenuve - Bane of the Dead
Page 6 - Ilse Gort - Squirrel Sovereign
Page 7 - Mila Pesic - Blessing of Frost
Page 8 - Dan dos Santos - Savvy Hunter
Page 9 - Titus Lunter - Canyon Slough
Page 10 - M. Villeneuve - Weaponized Monsters