Alerion Skirmisher Ranger

by GofyTomcat1

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The Alerion Ranger

Introduction

In the world of Alerion, rangers patrol the less explored regions of the world, defending the unexplored frontiers of Etienne, Eyria, and Wildthorne from raiders, monsters, and other threats. They are expert trackers and wilderness surviviors, able to stand up to the fiercest monsters without flinching and overcome the most difficult wilderness obstacles using a combination of their instincts, their attunement with primal magic, and their martial skills.

The Alerion Ranger is a homebrew rework of the 5th Edition Ranger class, designed for the Alerion campaign setting but equally compatible with other campaign settings. The rework is designed to fix the major issues with the original Ranger from the Player's Handbook, while also providing a variety of Alerion specific subclasses, additional player options, spells, and feats for players to use.

Designer's Notes

The Alerion Ranger was built around a small number of concepts that define the class. These concepts serve to make the class distinct and create a cohesive sense of the ranger’s role and place in the world. Since the Alerion setting is largely based on 18th century conflicts such as the American Revolution, the French and Indian Wars, and the Jacobite rebellion of 1745, I took inspiration from the light infantry and skirmishers of those conflicts, particularly the Rangers of Robert Rogers.

Maneuverable Skirmishers

In Alerion, rangers are mostly skirmishers, taking on the role of light-infantry. They avoid direct confrontation in favor of sudden, deadly attacks that leave an opponent without the chance to make an effective counterattack. They strike from concealment and use asymmetrical warfare tactics to take advantage of their opponent's weaknesses.

Key Mechanics: Guerrilla Tactics, Hit and Fade, Ambush Predator

These mechanics give the ranger a fighter feel, while focusing on specific tactics that involve ambushes, mobility, and sniping. The Alerion Ranger's core mechanic, Guerrilla Tactics, was designed to incentivize the use of such tactics while moving the ranger away from the "Mark and Spank" nature of Hunter's Mark, Favored Foe, and other similar features. Subsequent features are designed to set up the use of guerrilla warfare and make the ranger even more difficult to pin down.

Adaptable Survivors

As with the rangers of other classic settings, the rangers of Alerion are expert wilderness survivors, capable of withstanding most of the dangers the untamed frontier can throw at them. They can wander in the wilderness for long periods of time and can endure even the harshest conditions with rugged determination.

Key Mechanics: Prepared Spellcasting, Survivor, Rules of Ranging, Trailblazer

These mechanics are designed to help the Ranger excel in the Exploration pillar of the game without making survival an "auto-win" situation. No longer can rangers simply hand-wave getting lost; instead, their expertise in Survival and Nature checks give them an edge in those particular areas in which they excel without stepping on the toes of the Bard and Rogue.

Additionally, when designing The Alerion Ranger, I was unsure how important I wanted Favored Enemy and Favored Terrain to be. Ultimately, I decided that instead of trying to turn them into core features like my previous iterations of the class, I would reduce their usefulness to Expertise in knowledge checks regarding the chosen enemies and terrains and a handful of passive benefits (such as passive Favored Terrain abilities and Terrain Spells at 2nd level). In this way, the flavor of these features is allowed to remain, but they are in much more of a ribbon role than a core role, opening the rest of the class up for more interesting possibilities. The Ranger can also change their choices on a long rest (reflecting a change in focus) , allowing them to better react to the twists and turns of a dynamic campaign.

The adaptable nature of my interpretation of the class can also be seen in the choice of prepared spellcasting, allowing the ranger to shift focus on the types of spells they want to bring into an encounter.

Keen-eyed Scouts

Throughout history, rangers were often used for reconnaissance and scouting duties, acting as the eyes and ears of the armies and organizations they supported. In Alerion, the situation is no different. As a result, I wanted my ranger to be able to act as the party's scout, providing them information about what sort of dangers, resources, and points of interest they might encounter during their adventures.

Key Mechanics: Scout Ahead, Honed Senses

The Natural Awareness feature of my previous Ranger was generally well received, so I removed its ties to spellcasting and turned it into an active (rather than passive) exploration feature at first level. The intent of the feature was to allow the ranger to get a general sense of what lies ahead, allowing them to help the rest of the party better prepare for the dangers of the frontier.

Goals For This Homebrew

When I started the Alerion Ranger project, I had a few main goals in mind, which are highlighted below.

  • Maintain Compatability. While I initially designed this revision for my personal Alerion campaign setting, I also wanted it to be equally playable in other settings. Moreover, I wanted this version of the Ranger class to be as compatible as possible with existing Ranger subclasses. By leaving the base class as a fairly generic Ranger and relegating most of the Alerion specific references in the custom subclasses, I hope to create a ranger that is at home in the setting I created, but can also be played in most official settings.
  • Create General Features over Specific Features: Many of the original features of the PHB version of the Ranger class (mainly Favored Enemy and Natural Explorer) were too specific for their own good and largely depended on DM fiat and charity. With my redesign, I wanted the Ranger to maintain the identity of an expert tracker and wilderness survivor, but doing so in a manner which allows the Ranger to take advantage of their features in most situations, rather than receiving the benefits of their class features in only a limited capacity for a majority of a given campaign.
  • Reduce the "Concentration Tax": The Ranger spell list is full of good spells, a majority of which require concentration. From the beginning of this project, I wanted to create additional Ranger spells that could reduce the burden created by this issue, so that Ranger players can have a wider range of options at their disposal.
  • Maintain the Ranger's Identity: Rangers are experienced wilderness explorers, adaptable combatants, and skilled trackers. I personally consider these elements of the Ranger to be core elements of the class's identity, and thus tried to create features (and spells) that augmented these themes.

Table of Contents

PART I

The Alerion Ranger

The Alerion Ranger

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Deadly Hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.

This fierce independence makes rangers well suited to adventuring since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.

Acknowledgements

Elements of The Alerion Ranger were inspired by Dracodruid and his Focused Ranger, as well as various threads in r/DnD5CommunityRanger.

Some of the homebrew Ranger spells are modified versions of content from the DandD Wiki, as well as modified gambits from the Nations and Cannons system.

Artist Credit

The Alerion Ranger
Level
─Spell Slots per Spell Level─
Proficiency
Bonus
Features Skirmish
Damage
1st 2nd 3rd 4th 5th
1st +2 Scout Ahead, Born Survivor
2nd +2 Fighting Style, Spellcasting, Guerrilla Tactics 1d4 2
3rd +2 Ranger Conclave, Wilderness Guide 1d4 3
4th +2 Ability Score Improvement 1d4 3
5th +3 Extra Attack 1d4 4 2
6th +3 Instinctive Defense 1d6 4 2
7th +3 Ranger Conclave Feature 1d6 4 3
8th +3 Ability Score Improvement, Trailblazer 1d6 4 3
9th +4 1d6 4 3 2
10th +4 Honed Senses 1d8 4 3 2
11th +4 Ranger Conclave Feature, Improved Guerrilla Tactics 1d8 4 3 3
12th +4 Ability Score Improvement 1d8 4 3 3
13th +5 1d8 4 3 3 1
14th +5 Hit and Fade 1d10 4 3 3 1
15th +5 Ranger Conclave Feature 1d10 4 3 3 2
16th +5 Ability Score Improvement 1d10 4 3 3 2
17th +6 1d10 4 3 3 3 1
18th +6 Ambush Predator 1d12 4 3 3 3 1
19th +6 Ability Score Improvement 1d12 4 3 3 3 2
20th +6 Unparalleled Survivor 1d12 4 3 3 3 2

Class Features

As a Ranger, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose one from Herbalism Kit, Fletcher's Kit, Flintknapper's Kit, Poisoner’s Kit

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords (b) a martial melee weapon or (c) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a ranged weapon and 20 pieces of ammunition
  • a druidic focus
Optional Rule: Firearm Proficiency

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse, including the Alerion campaign setting. If your campaign includes firearms and your ranger has been exposed to the operation of such weapons, your ranger is proficient with them.

Scout Ahead

As a Ranger, you are trained to survey the wilderness for signs of enemy activity, natural resources, and other useful intelligence. You can take the Search action as a Bonus Action on your turn.

In addition, you can open your awareness and establish a powerful link to the land around you, helping you locate nearby resources, points of interest, or even threats. When you take the Search action on your turn, you can expend a use of this feature to sense whether two of the following features of your choice are present within a mile of you, as well as their general direction from you:

  • A reliable source of fresh food and clean water.
  • A strategically advantageous natural position, (such as natural chokepoints, dense swathes of vegetation that can act as cover, major bodies of water, or other similar features.)
  • A natural environmental hazard (such as natural pitfalls, poisonous plants, or dangerous currents.)
  • A settlement or camp with five or more occupants.
  • An abandoned man-made structure, such as ruins.
  • One or more creatures of a specific type: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead, or a specific race of humanoid (such as gnolls or orcs.)
  • Members of a named faction your group has previously encountered (such as the Alerion Kingsguard or a named Eyrian clan.)

If you use this feature to detect creatures or factions, you also learn which factions or creature types are present, their numbers, and how long ago they passed through the area. If there are multiple groups of creatures within range, you learn this information for each group.

You can use this feature a number of times equal to 1 + your Wisdom modifier (a minimum of once). You regain all expended uses whenever you finish a long rest.

The number of features you can detect simultaneously using this feature increases as you gain levels in this class: to three at 6th level, to four at 10th level, and to five at 14th level. Moreover, at each of these levels, the range of this feature increases by an additional mile.

Born Survivor

Also at 1st level, you have developed natural talents as both a wilderness scout and as a skilled hunter of your enemies. You gain the following benefits:

Natural Expertise. You gain proficiency in the Nature and Survival skills. If you are already proficient in Nature and Survival, your proficiency bonus is doubled for any ability check you make that uses those skills.

Familiar Enemy. Choose a number of Familiar Enemies equal to your Proficiency Bonus from among the creature types described in your Scout Ahead feature, or from among the named factions you and your group have encountered. Whenever you make an Intelligence or Wisdom check related to one of your Familiar Enemies, your proficiency bonus is doubled if you are using a skill that you are proficient in.

In addition, you can add your Wisdom modifier to the first attack roll or damage roll you make against a Familiar Enemy each turn (your choice.) You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

During a long rest, you can alter your hunting tactics and replace one or more of your Familiar Enemies with another type of enemy you have encountered during your adventures.

Familiar Terrain. Choose a number of Familiar Terrains equal to your Proficiency Bonus from the following terrain types: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. Whenever you make an Intelligence or Wisdom check related to one of your Familiar Terrains, your proficiency bonus is doubled if you are using a skill that you are proficient in.

In addition, you gain a passive benefit related to your chosen terrain types, which are detailed in Appendix A at the end of the class description.

During a long rest, you can shift the focus of your knowledge and replace one or more of your Familiar Terrains with another type of terrain from the list.

Fighting Style

By 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Bushfighting

After making a weapon attack, you can move up to 5 feet in any direction as a reaction. This movement does not provoke opportunity attacks. Additionally, you get a +1 bonus to your attack rolls if you are hidden or are receiving the benefits of cover.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Guerrilla Fighting

If you have moved at least 10 feet during your turn, you get a +1 bonus to your attack and damage rolls.

Light-Infantry

As long as you are wearing light or medium armor, your movement speed increases by 10 feet. Moreover, you can take the Dash action as a Bonus Action on your turn.

Musketry

You get a +1 bonus to attack and damage rolls made with firearms. Moreover, when making a firearm attack, you can use a reaction to reduce that firearm’s Misfire score by 1 (to a minimum of 1) until the start of your next turn.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

A note on Fighting Styles

The Alerion Ranger is also compatible with fighting styles available in other published sources.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a Druid does.

Terrain Spells

You gain certain spells related to your chosen Familiar Terrains, listed at the end of this class description. You always have these spells prepared, they count as Ranger spells for you, and they don't count against the number of spells you can prepare each day.

If you change a familiar terrain during a long rest, you replace the terrain spells from your previous terrain with those associated with the new terrain.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your Ranger spells of 1st level and higher. To cast one of these Ranger spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Ranger spells that are available for you to cast, choosing from the Ranger spell list. When you do so, choose a number of Ranger spells equal to your half your ranger level + your Wisdom modifier. The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Ranger, you have three 1st-level and three 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination.

If you prepare the 1st-level spell Animal Friendship, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Ranger spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells since your magic draws on your attunement to nature.

You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your wisdom modifier

Spellcasting Focus

As a ranger, you can use a Druidic focus as your spellcasting focus.

Guerrilla Tactics

By 2nd level, you have learned the art of wilderness combat, striking your foes before they can react. Once on each of your turns, when you hit a creature you can see with a weapon attack, if you meet any of the following conditions, you deal an additional 1d6 damage, known as Skirmish damage, to that creature for each condition you meet:

  • You’ve moved at least half your movement speed during your turn.
  • You are Hidden or receiving the benefits of cover.
  • You are attacking the target during the first round of combat.
  • Your target is surprised or hasn’t taken its turn in combat yet.
  • Your target is one of your Familiar Enemies.

To deal Skirmish damage to a target, the attack must use a ranged weapon or a weapon with the Finesse property. Additionally, you can’t deal skirmish damage while concentrating on a spell.

The amount of the extra damage increases as you gain levels in this class, as shown in the Skirmish Damage column of the Ranger table.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Conclave Spells

Each Ranger Conclave has a list of Conclave Spells that you always have prepared once you reach the Ranger levels noted in your Conclave's description. Your Conclave Spells count as Ranger spells for you, but they do not count against the total number of spells that you can prepare each day.

Survival Instinct

Each Ranger Conclave utilizes certain tactics to accomplish its goals. Each Survival Instinct option provided by your conclave explains how to use it.

When you use your Survival Instinct feature, you choose which option to use. You must then finish a short or long rest to use your Survival Instinct again.

Some Survival Instinct effects require saving throws. When you use such an effect from this class, the DC equals your ranger spell save DC.

Rules of Ranging

Starting at 3rd level, you have learned certain survival knacks to help guide your companions through the untamed wilds. You gain the following benefits:

  • Take Cover. You can take the Hide action as a Bonus Action on your turn, and you can attempt to Hide even if you are only lightly obscured.
  • Travel Silently. While traveling alone, you can move stealthily at a normal pace, and difficult terrain doesn't slow your travel.
  • Remain Alert. Even when you are engaged in another activity while traveling, (such as foraging, navigating, or tracking), you remain alert to danger.

In addition, you gain the following benefits when traveling for an hour or more in a natural terrain you have previously traversed:

  • Move Together. You can guide a number of creatures through the wilderness equal to your Wisdom modfier. While guided by you, your group can move stealthily at a normal pace and difficult terrain doesn't slow your group's travel.
  • Study your Foe. You can track while traveling at a fast pace, and finding a trail only takes 1 minute in a confined area such as a dungeon, or 10 minutes outdoors.
  • Live off the Land. Whenever you make on a Wisdom (Survival) check to attempt to forage for food or gather other supplies from nature, you find twice as much supply as you normally would if you succeed on the ability check, and half as much supply as you normally would if you fail.
  • Cover Your Tracks. You and a number of creatures equal to your Wisdom modifier can't be tracked by nonmagical means unless you choose to leave a trail.

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.

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Instinctive Defense

Starting at 6th level, your speed and stealth make you difficult to pin down in combat. When an enemy hits you with an attack, you can expend a use of this feature as a reaction to add your Wisdom modifier to your Armor Class, potentially turning the hit into a miss. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Alternatively, if a spell or ability forces you to make a saving throw, you can expend a use of this feature to add your Wisdom modifier to the saving throw, improving your chances of success. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.

Trailblazer

Starting at 8th level, if you are not wearing heavy armor, your movement speed increases by 10 feet, and you ignore the effects of nonmagical difficult terrain. You can also pass through nonmagical natural obstacles without being slowed by them and without taking damage from them.

In addition, you have advantage on ability checks and saving throws made to identify and overcome wilderness hazards, dungeon hazards, and environmental hazards (such as brown mold, razorvine, or slippery ice).

Honed Senses

Starting at 10th level, as long as you aren't blinded or deafened, you have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

In addition, when you use your Scout Ahead feature, you learn the exact distance (in miles) to any features you have detected. If you use this feature to detect creatures or factions, you also learn the direction each group of creatures is moving, and whether those creatures are actively pursuing or fleeing from you.

Improved Guerrilla Tactics

Starting at 11th level, you can apply your Skirmish damage to every attack you make, instead of only once per turn.

Hit and Fade

Starting at 14th level, you can call upon primal powers to strike your enemies, then fade into the wilderness unseen. Whenever you take the Disengage or Hide action on your turn, you can make one weapon attack as a bonus action.

Moreover, whenever you take the Hide action on your turn, you can expend a use of this feature to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Ambush Predator

At 18th level, you have learned to strike swiftly and decisively before your enemies can react to your presence. When you roll initiative, you gain a special action that takes place before other creatures can act. You can use this special action to move up to half your movement speed and take either the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

If you are surprised at the start of an encounter, you are not surprised but you do not gain this extra action in the first round of combat.

Unparalleled Survivor

By 20th level, you have become a master of the wilderness and an unparalleled hunter of your foes. You gain the following benefits:

  • You add your Wisdom modifier to all attack and damage rolls you make.
  • When you deal Skirmish damage to a creature, you automatically know if the creature has any damage resistances, immunities, and vulnerabilities, as well as what they are.
  • You have advantage on saving throws against poison, and you no longer suffer the adverse effects of extreme heat, cold, or altitude, as described in Chapter 5 of the Dungeon Master's Guide.
  • When you roll Initiative, if you have no uses of your Scout Ahead, Instinctive Defense, or Hit and Fade features remaining, you immediately regain one additional use of those features.

PART II

Conclave Revisions

Hunter

Hunter Spells

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare each day.

Hunter Spells
Ranger Level Spells
3rd heroism
5th hold person
9th protection from energy
15th death ward
17th hold monster

Survival Instinct: Hunter's Quarry

When you deal Skirmish damage to a creature, you can expend a use of your Survival Instinct to mark a creature as your quarry for one minute.

For the duration of your mark, you score critical hits against your marked quarry on a roll of 19-20. In addition, you can add your Skirmish Die to any Wisdom (Survival) checks to track your quarry or Wisdom (Perception) checks made to locate it.

Survival Instinct: Hunter's Stride

As an action on your turn, you can expend a use of your Survival Instinct to double your movement speed until the start of your next turn.

Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

  • Colossus Slayer. Your tenacity can wear down the most potent foes. When you deal Skirmish damage to a creature, you can add an additional skirmish die to the damage roll if it’s below its hit point maximum.
  • Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. If the attack hits, add your Skirmish Die to the damage roll.
  • Retaliator. When creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. If the attack hits, add your Skirmish Die to the damage roll.

Defensive Tactics

Revised 7th level Hunter feature

At 7th level, you gain one of the following features of your choice.

  • Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
  • Slip Away. If an enemy you can see enters a space within 5 feet of you, you can use your reaction to move up to half your speed without provoking opportunity attacks.
  • Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Multiattack

Revised 11th level Hunter feature

At 11th level, you gain an additional option from the Hunter's Prey feature.

Moreover, when you deal Skirmish damage with one of your Hunter's Prey features, you can choose to maximize that damage instead of rolling. You can use this feature a number of times equal to your Wisdom Modifier (a minimum of once,) regaining all expended uses when you finish a long rest.

Superior Hunter's Defense

Revised 15th level Hunter feature

At 15th level, choose an additional option from the Defensive Tactics feature.

Moreover, when you use one of your Defensive Tactics features, you can choose to regain a number of hit points equal to your Wisdom modifier + half your Ranger level, rounded down. You can use this feature a number of times equal to your Wisdom Modifier (a minimum of once,) regaining all expended uses when you finish a long rest.

Beast Master

Survival Instinct: Commune with Beasts

As an action on your turn, you can expend a use of your Survival Instinct to read a beast's basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

Survival Instinct: Primal Bellow

As an action on your turn, you can expend a use of your Survival Instinct to order your beast to strike. Choose a creature you can see within 30 feet of you. Your beast can move up to 15 feet towards that creature and make one weapon attack against it, adding your skirmish die to its damage roll.

Beast Master Spells

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare each day.

Beast Master Spells
Ranger Level Spells
3rd find familiar
5th healing spirit
9th conjure animals
15th guardian of nature
17th insect plague

Primal Companion

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Predator's Strike

Starting at 3rd level, your beast can deal Skirmish damage if it meets the conditions described in your Guerrilla Tactics feature.

Resolute Bond

Starting at 7th level, the connection you have formed with your companion bolsters their resolve. You can use your reaction to give your companion advantage on a saving throw they are about to make. You must be able to see or hear your companion within 30 feet to use this feature.

Additionally, your companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. Additionally, the first time that your beast deals skirmish damage each turn, it deals additional Force damage equal to one roll of your Skirmish Die.

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.


Beast of the Land

Medium beast


  • Armor Class: 13 + PB (natural armor)
  • Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed: 40 ft., climb 40ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)

  • Senses: darkvision 60 ft., passive Perception 12
  • Languages: understands the languages you speak
  • Challenge:

Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.


Beast of the Sea

Medium beast


  • Armor Class: 13 + PB (natural armor)
  • Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed: 5 ft., swim 60ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)

  • Senses: darkvision 60 ft., passive Perception 12
  • Languages: understands the languages you speak
  • Challenge:

Amphibious: The beast can breathe both air and water.

Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.


Beast of the Sky

Small Beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 10 ft., fly 60ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge

Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

Gloom Stalker

Survival Instinct: Dread Presence

As an action on your turn, you can expend a use of your Survival Instinct to create an aura of dread in a 10 foot radius around you, which lasts until the start of your next turn. Whenever a hostile creature enters this aura, it must make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature has disadvantage on ability checks, attack rolls, and saving throws until the start of its next turn.

Survival Instinct: Nightstalker

Gloom Stalker Magic

At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare each day.

Gloom Stalker Spells
Ranger Level Spells
3rd disguise self
5th rope trick
9th fear
15th greater invisibility
17th seeming

Dread Ambusher

Revised 3rd level Gloom Stalker feature

You have mastered the art of the ambush. At the start of the first turn of each combat, your walking speed increases by 10 feet until the end of that turn. Moreover, you gain a bonus to your Initiative rolls equal to your Wisdom modifier.

Additionally, you can attempt to frighten your enemies during your ambushes. When you deal Skirmish damage to a creature, you can expend a use of this feature to add an additional Skirmish Die to the damage roll and force it to make a Wisdom saving throw against your Spell Save DC. On a failed save, it becomes frightened of you until the start of your next turn.

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

Umbral Sight

Revised 3rd level Gloom Stalker feature.

You gain Darkvision out to a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet. You are also adept at evading creatures that rely on Darkvision. While entirely in darkness, you are invisible to any creature that relies on Darkvision to see you in that darkness.

Iron Mind

You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)

Stalker's Flurry

Revised 11th level Gloom Stalker feature

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Moreover, if you use your Dread Ambusher feature to frighten a creature, you can force each other creature within 10 feet of the target to make a Wisdom saving throw against your Spell Save DC. On a failed save, a creature becomes frightened of you until the start of your next turn.

Shadowy Dodge

Revised 15th level Gloom Stalker feature

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. When a creature makes an attack roll against you, you can use your reaction to impose Disadvantage on that roll. If the attack then misses, you can teleport up to 30 feet to an unoccupied space you can see.

Monster Slayer

Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Monster Slayer Spells
Ranger Level Spells
3rd Protection from Evil and Good
5th Zone of Truth
9th Magic Circle
13th Banishment
17th Hold Monster

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. The first time each turn that you hit a creature designated as your Ranger's Quarry with a weapon attack, it takes an additional 1d6 damage from your weapon. Moreover, when you designate your Ranger's Quarry, you can expend a use of this feature to expand your weapon's critical hit margin against that creature by 1 until your mark ends. Once you use this feature, you cannot do so again until you finish a short or long rest.

Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add your Quarry Die to your roll.

Magic-User's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can't use it again until you finish a short or long rest.

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Horizon Walker

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Horizon Walker Spells
Ranger Level Spells
3rd Protection from Evil and Good
5th Misty Step
9th Haste
13th Banishment
17th Teleportation Circle

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can't use it again until you finish a short or long rest.

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Distant Strike

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

Fey Wanderer

Dreadful Strikes

At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Fey Wanderer Magic

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Fey Wanderer spells
Ranger Level Spell
3rd Charm Person
5th Misty Step
9th Dispel Magic
13th Dimension Door
17th Mislead

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

Feywild Gifts
d6 Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.

Otherworldly Glamour

Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist

Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Fey Reinforcements

At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Misty Wanderer

When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Swarmkeeper

Gathered Swarm

At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

Swarm Appearance
d4 Appearance
1 Swarming insects
2 Miniature twig blights
3 Fluttering birds
4 Playful pixies

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

Swarmkeeper Magic

Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Swarmkeeper spells
Ranger Level Spell
3rd Faerie Fire, Mage Hand
5th Web
9th Gaseous Form
13th Arcane Eye
17th Insect Plague

Writhing Tide

Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mighty Swarm

At 11th level, your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Swarming Dispersal

When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Drakewarden

Draconic Gift

At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence.

You gain the following benefits:

  • Thaumaturgy. You learn the Thaumaturgy cantrip, which is a ranger spell for you.
  • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Drakewarden Spells

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Drakewarden Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare each day.

Drakewarden Spells
Ranger Level Spells
3rd feather fall
5th enlarge/reduce
9th fear
15th elemental bane
17th summon draconic spirit

Drake Companion

At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.


Drake Companion

Small dragon


Armor Class: 14 + PB (natural armor)

Hit Points: 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)

Speed: 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1)

Saving Throws: Dex +1 plus PB, Wis +2 plus PB

Damage Immunities: determined by the drake’s Draconic Essence trait

Senses: darkvision 60 ft., passive Perception 12

Languages: Draconic

Challenge: Proficiency Bonus (PB) equals your bonus


Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

Reactions

Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

Bond of Fang and Scale

At 7th level the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.

In addition, while your drake is summoned, you and the drake gain the following benefits:

  • Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.
  • Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.
  • Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.

Drake’s Breath

At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 when you reach 15th level in this class.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Perfected Bond

At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

  • Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).

  • Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.

  • Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

PART III

Alerion Specific Conclaves

Alerion Specific Conclaves

Listed below are four homebrewed ranger conclaves designed for the Alerion campaign setting. Rangers of the Marshwalker conclave dwell among the swamps and moorlands of Eyria and Etienne, where they ambush their foes from out of the mist and fog. Ghost Conclave rangers are expert guerrilla fighters and master skirmishers, while members of the Pathfinder Conclave are natural explorers who seek out new lands and discover their secrets. Finally, Torchbearer rangers act as a light in the darkness for wandering travelers, using their mastery over fire to help guide others through unknown regions.

Ghost

The Ghost conclave embodies a Ranger who is the secret defender of the people and an unseen slayer of those who would do them harm. Dedicating themselves to the art of irregular warfare and bushfighting, Ghost Conclave rangers are the silent guardians of the common folk, working to create safe havens for people in a world filled with terrible danger, whether that danger comes from the monsters and beasts of the wilds or the clutches of a tyrant’s hand.

Ghost Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ghost Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare each day.

Ranger Level Spell
3 expeditious retreat
5 pass without trace
9 haste
13 freedom of movement
17 mislead

Ambush Tactics

At 3rd level, you learn how to strike dread and terror into your enemies' hearts.

Once per turn, when you are unseen by a creature and hit it with an attack, the target must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn. Moreover, when you hit a creature that is frightened of you with an attack, you can roll your Quarry Die and apply it to the damage roll.

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Lingering Dread

Beginning at 7th level, you have learned to cause a sense of terror in your enemies. You are immune to the Frightened condition. Additionally, creatures frightened by your spells or abilities have disadvantage on ability checks and attack rolls even if they can't see you.

Hit and Fade

Starting at 11th level, when an enemy ends its turn within 5 feet of you, you can use your reaction to make one weapon attack against that target, then move up to half your movement speed. This movement doesn’t provoke opportunity attacks.

Unseen Terror

By 15th level, your efficient tactics have created an air of dread and mystery around the mere mention of your name. When you roll initiative, you can take a special action. You can use this special action to move up to half your movement speed and take either the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

If you are surprised at the start of an encounter, you are not surprised but you do not gain this extra action in the first round of combat.

Marshwalker

While many people see the mist, mud, and swampy water of the Eyrian moorlands as nothing more than an obstacle to be avoided, there are some Rangers who see the beauty in it, as well as the potential tactical advantages that such environments can hold. These rangers, known as Marshwalkers, are at home in dank marshlands and lightless swamps, where difficult terrain, dangerous monsters, and low visibility make even the simplest travel a dangerous challenge.

Marshwalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Marshwalker Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare each day.

Ranger Level Spell
3 witch bolt
5 misty step
9 stinking cloud
13 control water
17 cloudkill

Murky Strike

You have mastered the art of ambushing your enemies in the swamps and marshes of your homeland. When you hit a creature with a weapon attack, you add an additional 1d4 to the damage roll. This additional damage increases to 1d6 if the attack is made during the first round of combat.

Moorland Wanderer

When you choose this conclave at 3rd level, you gain proficiency in the Stealth skill, if you don't have it already. Moreover, moving stealthily doesn't cost you additional movement.

Shroud of Mist

At 7th level, you are surrounded by an aura of mist and fog that shrouds you from your foes. You are always considered to be lightly obscured, unless you choose not to be. Moreover, when an opponent makes a Wisdom (Perception) check to detect you, you can use your reaction to move up to 10 feet in any direction. This movement doesn't provoke attacks of opportunity.

Bog Down

Starting at 11th level, when you hit a creature with a weapon attack, you deal additional damage equal to your Wisdom modifier (minimum of 1). Moreover, the target's movement speed is reduced by 10 feet until the start of your next turn.

Swamp Fox

Starting at 15th level, you have learned to alter your immediate surroundings, transforming them into the swampy terrain of the moorlands. As a bonus action, you can transform the ground within a 30-foot radius centered on yourself into difficult terrain until the start of your next turn. You can choose any number of creatures to be uneffected by this terrain.

When a creature enters this radius for the first time on its turn or starts its turn within it, it must succeed on a Dexterity saving throw against your Spell Save DC. On a failed save, the target is pulled beneath the swamp, taking 4d6 poison damage. Additionally, that creature falls prone and is restrained until the start of its next turn. On a successful save, the creature takes only half that damage and falls prone, but is not restrained.

Once you use this feature, you cannot do so again until you finish a long rest.

Pathfinder

Rangers of the Pathfinder Conclave are born rovers and explorers who seek out untamed lands for the purposes of exploration and discovery. They are equally at home in the wild and on the battlefield, clearing brush for a lean-to shelter as efficiently as they erect defensive earthworks. Whether assigned to the Kingsguard as forward scouts or acting independently as paid guides for adventuring parties, Pathfinders are restless adventurers, never content to remain in one place for too long and always eager to advance the borders of the frontier.

Wild Rover

Beginning when you choose this conclave at 3rd level, you can select an additional Familiar Terrain. Moreover, when traversing a familiar terrain, you now gain the following additional benefits:

  • Your movement speed increases by 5 feet.
  • You know how to use the environment to ambush your enemies. You have advantage on Initiative rolls, as well as advantage on attack rolls against creatures that have not yet acted during the first round of combat.
  • You can conceal yourself within the terrain itself in order to escape detection. When a creature makes a Wisdom (Survival) or Intelligence (Investigation) check to locate you or your group, it does so at disadvantage.
  • When foraging for food or gathering other natural supplies in your familiar terrain, you find twice as much supply as you normally would on a successful save, and half as much supply if you fail.

Adaptive Strike

At 3rd level, you can adapt the damage of your weapon to match your environment. When you hit a creature with a weapon attack, you deal an additional 1d6 damage of the element associated with your terrain type. While you are in a familiar terrain, you can apply two of these dice instead.

Terrain Damage
Type
Arctic Cold
Coast Thunder
Desert Fire
Terrain Damage
Type
Forest Poison
Grassland Force
Mountain Lightning
Swamp Acid
Underdark Necrotic
Urban Psychic

Safe Haven

Begining at 7th level, when your use your Natural Awareness feature to detect natural chokepoints and other defensible terrain, you can use this knowledge of the local environment to create a refuge for your group. When you arrive at the location detected by this feature, you can spend up to 24 hours fortifying that position in one of the following ways:

  • After searching for the appropriate raw materials, you can create a number of traps equal to your Wisdom modifier (minimum of 1 trap) and place them around your safe haven.
  • You can camouflage the area using local rocks, foliage, and other natural materials, granting hostile creatures disadvantage on any Wisdom (Perception) or Intelligence (Investigation) checks made to find your safe haven.
  • You can destabilize rocks and other terrain leading to your safe haven, turning the terrain in a 1-mile radius of your safe haven into difficult terrain for creatures hostile to you or your group.

In order to fortify your safe haven, you must succeed on a Wisdom (Survival) check for each fortification option you apply. The DC for the ability check starts at 15, then increases by 5 for each additional option you apply to your haven. If an ally assists you in the construction of your haven, you have advantage on the ability check.

Your safe haven lasts for 24 hours, or until it is detected by hostile creatures or monsters. Once you use this feature to create a safe haven, you cannot do so again until you finish a long rest.

Improved Adaptive Strike

Starting at 11th level, the damage of your Adaptive Strike increases to 1d8, and you can apply two types of Adaptive Strike simultaneously.

Master of the Land

Starting at 15th level, you gain additional benefits while traversing a familiar terrain. You gain the following benefits:

  • You can apply the improved passive effects of your terrain features even when you are not traversing that terrain.
  • When an attack hits you while traversing a familiar terrain, you can use your reaction to instead cause the attack to miss. Once you use this feature, you cannot do so again until you finish a short or long rest.
  • When you cast a terrain spell, you regain a Ranger spell slot of one level lower than the spell you cast.
  • Your Adaptive Strike damage ignores damage resistance and immunity to the corresponding element.

Torchbearer

Rangers who follow the ways of the Torchbearer seek to bring the light of civilization to the darkest places of the world. Blessed with the gift of fire by the forge-god Errenthal, the rangers of this conclave are tasked with bringing the power and majesty of his gift to the furthest corners of Alerion, bringing light to the darkness and incinerating any who would threaten the unwary or the helpless.

Torchbearer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Torchbearer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare each day.

Ranger Level Spells
3th burning hands
5th warding bond
9th flame arrows
13th fire shield
17th dispel good and evil

Ember Strike

Beginning at 3rd level, you can augment your weapons with flame that not only burns, but destroys other flames, absorbing their heat. As a bonus action, you can imbue up to two weapons you are holding with flame, which lasts for 1 minute or until you stop holding the weapon.

The first time each turn that you hit a target with a weapon attack using any imbued weapon, the attack deals an additional 1d6 fire damage. If the target is immune to fire damage and has a body or aura that deals fire damage when hit (such as fire elementals, balors, or azer~ the attack deals 1d8 extra cold damage instead.

Ashen Gift

Also at 3rd level, you have learned to channel protective magic into the fires you build. As a bonus action, when you ignite a fire used to provide warmth or light, such as a torch, campfire, or similar flame, you can imbue that fire with primal magic. If you do, creatures of your choice within 20 feet of the fire are considered to be under the effects of the protection from evil and good spell.

Burning Spirit

Starting at 7th level, you have learned to endure the intense heat of the flames you wield, along with the toxic smoke and ash they bring. You gain resistance to fire damage, you have advantage on saving throws against poison, and you don't suffer disadvantage on attack rolls caused by your target being heavily obscured.

Also, you can use an action or bonus action on your turn to extinguish any nonmagical flames in a 10-foot cube that you can see within 30 feet of you.

Stoke the Flames

Starting at 11th level when you deal fire damage to a target using a spell or class feature, you can also deal 1d6 fire damage to each other creature of your choice within 10 feet of the target.

Once you have used this feature, you can't do so again until the start of your next turn.

Warden of the Blaze

At 15th level, you learn how to use flames to defend yourself. When a creature that you can see within 5 feet of you hits you with a melee attack, you can use your reaction to fling sparks at the attacker. It must succeed on a Constitution saving throw against your ranger spell save DC or it is lit ablaze. Until a creature takes an action to douse the fire, it takes 1d10 fire damage at the start of each of its turns.

Additionally, creatures that are ablaze or deal fire damage when they are hit with a melee attack have disadvantage on melee attacks against you as long as you aren't incapacitated.

PART IV

New Ranger Spells

Part 4: Ranger Spell List

1st Level
  • Absorb Elements XGtE
  • Alarm
  • Animal Friendship
  • Armor of Thorns APC
  • Beast Bond
  • Comprehend Languages +
  • Conjure Ammunition APC
  • Create Poutltice APC
  • Cure Wounds
  • Detect Evil and Good +
  • Detect Magic
  • Detect Creature APC
  • Detect Poison and Disease
  • Earthen Barrier APC
  • Ensnaring Strike
  • Entangle TCoE
  • Faerie Fire +
  • Feather Fall +
  • Find Familiar +
  • Fog Cloud
  • Goodberry
  • Hail of Thorns
  • Hunter's Strike APC
  • Hunter’s Mark
  • Jump
  • Longstrider
  • Nuturing Touch APC
  • Purify Food and Drink +
  • Searing Smite TCoE
  • Seeker's Mark APC
  • Sleep +
  • Snare XGtE
  • Speak With Animals
  • Swift Stride
  • Zephyr Strike XGtE
2nd Level
  • Aid TCoE
  • Alter Self +
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Blindness/Deafness +
  • Blur +
  • Branding Smite +
  • Cordon of Arrows
  • Darkvision
  • Darkness +
  • Enhance Ability TCoE
  • Fade Away APC
  • Find Steed +
  • Find Traps
  • Gust of Wind TCoE
  • Healing Spirit XGtE
  • Invisibility +
  • Ignite Weapon APC
  • Imbue Ammunition APC
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Magic Weapon TCoE
  • Pass Without Trace
  • Protection From Poison
  • Silence
  • Spider Climb +
  • Spike Growth
  • Summon Beast TCoE
  • Venom/Antivenom APC
3rd Level
  • Ashardlon’s Stride
  • Catnap +
  • Conjure Animals
  • Conjure Barrage
  • Daylight
  • Dispel Magic +
  • Expose Weakness APC
  • Flame Arrows
  • Freedom of the Waves
  • Greater Hunter's Mark APC
  • Lightning Arrow
  • Meld Into Stone TCoE
  • Nondetection
  • Plant Growth
  • Primal Alacrity APC
  • Protection From Energy
  • Revivify TCoE
  • Speak With Plants
  • Summon Fey TCoE
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Conjure Woodland Beings
  • Dominate Beast TCoE
  • Elemental Bane +
  • Find Greater Steed +
  • Fire Shield +
  • Freedom of Movement
  • Giant Insect +
  • Grasping Vine
  • Greater Invisibility +
  • Guardian of Nature
  • Hallucinatory Terrain +
  • Locate Creature
  • Ranger's Resolve APC
  • Staggering Smite +
  • Stoneskin
  • Summon Elemental TCoE
5th Level
  • Banishing Smite +
  • Commune With Nature
  • Conjure Volley
  • Contagion +
  • Freedom of the Winds
  • Greater Restoration TCoE
  • Hunter's Focus APC
  • Mislead +
  • Steel Wind Strike
  • Swift Quiver
  • Tree Stride
  • Wrath of Nature XGtE

+ New addition to the Ranger spell list

APC Spell from the Alerion Player's Compendium

XGtE Spell from Xanathar's Guide to Everything

TCoE Spell originally added in Tasha's Cauldron of Everything

Homebrew Ranger Spells

The following spells are added to the ranger spell list:

Armor of Thorns

1st level Abjuration


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: 10 minutes

Sharp natural thorns and brambles cover your body and armor, granting you additional defenses. Whenever a creature hits you with a weapon attack, the attacker takes 1d6 piercing damage.

At the start of each of your turns, if you are grappling a creature, you can deal 1d6 piercing damage to that creature.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level beyond 1st.

Create Poultice

1st level Conjuration


  • Casting Time:: 1 bonus action
  • Range: 90 feet
  • Components: S, M (naturally gathered herbs and a cloth bandage)
  • Duration: Instantaneous

Using a combination of bushcraft and primal magic, you create a number of special healing poultices equal to your spellcasting modifier, with properties similar to some healing potions. As an action, you can apply one of your poultices to a willing humanoid creature, expending the poultice in the process. Applying a poultice restores 1d6 hit points for every two Ranger levels you have.

Your poultices lose their potency if they have not been applied within 24 hours of the casting of this spell.

Conjure Ammunition

1st level Conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 1 minute

In your hand or in an open container on your person, you create up to 5 arrows, crossbow bolts, firearm cartridges, or darts. The created items are magical for the purpose of overcoming damage resistance or immunity but have no other special properties.

As part of the bonus action used to cast this spell, you can use as a material component an amount of gems, gold, or silver equal in value to the ammunition you created. If you do so, the material component is consumed by the spell, and the ammunition becomes nonmagical at the end of the duration. If you do not, the ammunition vanishes at the end of the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create an additional 5 pieces of ammunition for each spell slot level beyond 1st.

Detect Creature

1st level Divination


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V,S
  • Duration: Up to 10 minutes

Choose a creature type: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs).

For the duration, you sense the presence of any creature of the chosen type within 30 feet of you. If you sense a creature in this way, you can use your action to see a faint aura around any visible creature of that type, and you learn a rough sense of the direction it is traveling (if any).

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Expose Weakness

2nd-level divination


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: Instantaneous

You select a creature within range and attempt to determine its weaknesses. Make a Wisdom (Survival) check. On a success, you learn two of the following attributes of your choice:

  • The creature's Armor Class
  • The creature's movement speed
  • The creature's Strength, Dexterity, or Wisdom score (your choice)
  • One damage resistance, immunity, or vulnerability the creature is subject to (your choice)
  • One Fighting Style the creature knows.
  • One spell the creature is capable of casting.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you learn an additional attribute for each spell slot level beyond 2nd.

Earthen Barrier

1st-level abjuration


  • Casting time: 1 reaction, which you take when you are hit by an attack
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 minute

You call forth a pillar of rock and stone in an unoccupied, 5-foot cube within range when you would be hit by an attack. The barrier is immobile and has an AC of 10 and 27 hit points.

The barrier acts as total cover to any creatures adjacent to it. If this cover causes the attack to miss, the barrier takes the damage instead.

Fade Away

2nd-level illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 10 minutes

Ducking out of view, you vanish from sight. For the duration, you become heavily obscured as long as you remain behind cover and all Wisdom (Perception) checks made to detect your presence are made with disadvantage.

If you make an attack, cast a spell, or move more than half your speed in a round, this spell immediately ends.

Greater Hunter’s Mark

3rd level Evocation


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d8 damage to the target whenever you hit it with a weapon attack, and you always know the direction to that creature as long as it’s on the same plane as you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can maintain your Concentration on the spell for up to 24 hours.

Hunter's Focus

5th-level abjuration


  • Casting Time: 1 reaction, which you take when you cast a second spell that requires concentration
  • Range: Self
  • Components: V
  • Duration: Special

Focusing primal magic into yourself, you find the inner strength to do the impossible. When you cast hunter's focus, you can maintain concentration on two other spells simultaneously. If you fail any Constitution saving throw to maintain concentration, both spells you are concentrating on (as well as this spell) immediately end. This spell also ends if you stop concentrating on either of the spells you have already cast.

Hunter's Strike

1st-level Divination


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute

The next time you hit with a melee weapon attack during the spell's duration, your attack deals an additional 1d6 force damage. Additionally, your target becomes marked by a feint aura of light which only you can see, which grants you advantage on attack rolls made against the creature. You can see the aura even if the target is behind cover.

Ignite Weapon

2nd level Transmutation


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, M (A melee weapon or piece of ammunition worth at least 2gp)
  • Duration: One round

You touch a weapon or piece of ammunition, imbuing it with magical flames. The first time you attack with the imbued weapon or ammunition, it ignites and bursts into flame. On a hit, the target takes an additional 4d4 fire damage and begins to burn. On a miss, the target takes half as much damage and is not set ablaze.

The burning creature sheds bright light in a 10-foot radius and dim light in a 10-foot radius beyond that. Moreover, at the start of each of its turns, the creature takes 1d4 fire damage unless it expends an action to put out the fire.

Once an attack has been made with the weapon or ammunition, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, both the initial damage and the burn damage increases by 1d4.

Imbue Ammunition

2nd level Enchantment


  • Casting Time: 10 minutes
  • Components: V, M (1gp per piece of ammunition worth of elemental phosphorus, a sliver of cold iron; a tuft of bear fur; a griffon feather)
  • Duration: Concentration, up to 8 hours

When you cast this spell, you can imbue up to 10 standard arrows, crossbow bolts, or firearm cartridges with elemental magic. For each piece of ammunition, choose one of the following effects:

  • Imbue Acid. When a creature is hit by this ammunition, it takes an additional 1d6 acid damage. Additionally, the target suffers a penalty to its next attack roll equal to the amount of additional damage dealt this way.

  • Imbue Fire. When a creature is hit by this ammunition, it takes an additional 1d6 fire damage. Additionally, the target must make a Constitution saving throw. On a failed save, the target takes that damage again at the end of their next turn.

  • Imbue Ice. When a creature is hit by this ammunition, it takes an additional 1d6 cold damage. Additionally, the target's movement speed is reduced by 10 feet until the start of its next turn.

  • Imbue Lightning. When a creature is hit by this ammunition, it takes an additional 1d6 lightning damage, and another creature within 10 feet of the target also takes this damage.

  • Imbue Poison. When a creature is hit by this ammunition, it takes an additional 1d6 poison damage. Additionally, the target's flying and climbing speeds is reduced by 10 feet until the start of its next turn.

  • Imbue Thunder. When a creature is hit by this ammunition, it takes an additional 1d6 thunder damage. Additionally, the target is pushed 15 feet away from you in a straight line.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can imbue up to 5 additional pieces of ammunition for each slot level above 2nd.

Nurturing Touch

1st level Transmutation


  • Casting Time: 1 action
  • Target: A willing creature within range
  • Components: V,S
  • Duration: 1 minute

You touch a willing creature, filling them with vitality.

For the duration of the spell, the target gains one of the following effects:

  • The target is cured of the Poisoned condition and has advantage on saving throws against being poisoned.
  • The target gains a number of temporary hit points equal to 1d4 + your spellcasting modifier.
  • The target is cured of one disease afflicting it.
  • The target regains a number of hit points equal to 1d4 + your spellcasting modifier.
  • The target gains resistance to one damage type of your choice.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can choose an additional effect for each spell slot level beyond 1st.

Primal Alacrity

3rd level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S M (The wing feather of a bird of prey)
  • Duration: Concentration, up to 1 minute)

You choose a willing creature that you can see within range and fill it with increased speed and mobility. Until the spell ends, the target’s speed is doubled, difficult terrain no longer costs it additional movement, and it can use a bonus action on each of its turns to make a single weapon attack. If engaged in two-weapon fighting, the target can make this attack as part of the same bonus action it uses to make the attack with its other hand.

If the target of this spell is under the benefit of the haste spell, it gains no benefit from this spell.

Ranger's Resolve

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You imbue creatures within 30 feet who can see and understand you with a determination to persevere. Each creature of your choice can choose to suppress one ongoing effect caused by a spell, a condition, a disease, a poison, or from any and all levels of exhaustion for the duration of the spell. If the effect would cause damage, the creature doesn’t take any damage from the effect as long as it is suppressed.

If you are unable to communicate with the affected creatures (such as being made unable to speak), you immediately lose concentration on this spell.

Survival Instinct

1st level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. The spell then ends.


At Higher Levels: This spell's die increases when you cast this spell using a spell slot of 2nd level or higher: to a d6 at 2nd level, a d8 at 3rd level, a d10 at 4th level, and a d12 at 5th level.

Seeker's Mark

1st level Evocation


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mark it as your quarry. Until the spell ends, the target gains no benefit from half cover or three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Swift Stride

2nd level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S,
  • Duration: 1 minute

For the spell's duration, your movement doesn't provoke attack of opportunity. You can choose to end the spell early to increase your speed by 15 feet until the end of your turn or gain advantage on the next weapon attack you make.

Venom/Antivenom

2nd level Transmutation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (The fang of a venomous snake)
  • Duration: Instantaneous

You imbue a flask of liquid with either a strong poison or a healing antidote. As an action, you can apply poison to food, drink, a melee weapon, or up to 5 pieces of ammunition, or administer an antidote to a willing creature.

When a creature ingests the poison or is struck by a poisoned weapon, it must make a Constitution saving throw. On a failed save, the target is Poisoned for one hour.

When an antidote is ingested, the target is cured of the Poisoned condition.

You can create a number of poisons or antidotes equal to your spellcasting modifier. Any poison or antidote loses its potency if it has not been used within 24 hours of the casting of this spell.

Appendix A: Terrain Types

Listed below are all the Familiar Terrain types available to the Ranger class, along with their associated Terrain Spells and benefits. You cannot select a terrain option more than once.

Arctic

You don't suffer the adverse effects of extreme cold, as described in Chapter 6 of the Dungeon Master's Guide. While traversing this terrain, you also gain resistance to cold damage.

Ranger Level Spells
3th armor of agathys
5th hold person
9th sleet storm
13th ice storm
17th cone of cold
Coast

Your swimming speed increases by 10 feet. While traversing this terrain, you can also hold your breath for twice as long as you normally would.

Ranger Level Spells
3th create or destroy water
5th misty step
9th gaseous form
13th control water
17th destructive wave
Desert

You don't suffer the adverse effects of extreme heat, as described in Chapter 6 of the Dungeon Master's Guide. While traversing this terrain, you also gain resistance to fire damage.

Ranger Level Spells
3th burning hands
5th blur
9th create food and water
13th hallucinatory terrain
17th flame strike
Forest

You learn the druidcraft cantrip, and it counts as a Ranger spell for you. While traversing this terrain, your climbing speed also increases by 5 feet, and you ignore penalties to Dexterity (Stealth) checks for wearing heavy armor.

Ranger Level Spells
3th goodberry
5th web
9th Leomund's tiny hut
13th dominate beast
17th awaken
Grassland

Your walking speed increases by 5 feet. While traversing this terrain, your walking speed increases by an additional 5 feet.

Ranger Level Spells
3th find familiar
5th spike growth
9th slow
13th giant insect
17th insect plague
Mountain

Your climbing speed increases by 5 feet. While traversing this terrain, you don't suffer the adverse effects of extreme altitude, as described in Chapter 6 of the Dungeon Master's Guide.

Ranger Level Spells
3th feather fall
5th spider climb
9th meld into stone
13th stone shape
17th wall of stone
Swamp

You gain resistance to poison damage. While traversing this terrain, you are also immune to the Poisoned condition.

Ranger Level Spells
3th ray of sickness
5th Melf's acid arrow
9th stinking cloud
13th blight
17th contagion
Underdark

You gain darkvision out to a range of 30 feet. If you already have darkvision, it instead increases by 30 feet. While traversing this terrain, you also gain blindsight out to a range of 10 feet. If you already have blindsight, it instead increases by 10 feet.

Ranger Level Spells
3th bane
5th darkness
9th fear
13th arcane eye
17th creation
Urban

You learn one humanoid language of your choice, and you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Insight, or Persuasion.

Ranger Level Spells
3th charm person
5th calm emotions
9th haste
13th fabricate
17th dominate person

>

Defend

Alerion's

Frontier

The Rangers of Alerion are stalwart defenders of the wilderness and protectors of the innocent. This homebrewed version of the Ranger class is designed to rework the original Ranger presented in the Player's Handbook and Tasha's Cauldron of Everything, while also providing unique spells, subclasses, and feats from the Alerion campaign setting to use in your campaigns.

 

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