Alerion Ranger (Core Class)

by GofyTomcat1

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The Alerion Ranger

Table of Contents

Lady Sienna Erren's Rules of Ranging, 1745 AR
  • I. Always keep your equipment, arms and armor in fighting order, and be prepared for any eventuality.
  • II. Remember the past and learn from it. Be willing and able to adapt to changes in your environment.
  • III. Protect the helpless and the innocent to the bitter end. We are the bastion that stands between civilization and the unexplored wilderness.
  • IV. When you kill a creature, do so only in self-defense, or in defense of your cause. Do not commit atrocities in the name of justice, for you will eventually become like the very monsters you have sworn to destroy.
  • V. Take from nature only that which is needed to survive.
  • VI Not all beasts of the wilds are enemies of civilization. If you befriend and protect them, they will protect you in kind.
  • VII. Always weigh the risks before choosing to engage the enemy. There is no sense committing to a fight you are sure to lose badly.
  • VIII. Always study the enemy before committing to a fight.
  • IX. When reporting what you observed on a scout or patrol, be honest and spare no detail. Your allies are depending on you.
  • X. Never announce your presence while on patrol. Always cover your tracks.
  • XI. If you are allowed to dictate where a battle is to be fought, do not waste the opportunity you have been given. Use the terrain and the surrounding environment to its fullest advantage.
  • XII. Don't expose yourself unnecessarily. Use cover and hit the enemy from the where they least expect it.
  • XIII. If an enemy forces you to fight, use every resource at your disposal to defeat him.
  • XIV. Likewise, when presented with an opportunity to exploit an enemy, do so swiftly and decisively.
  • XV. Face your enemies with courage and resolve. Do not give in to fear or adversity.
  • XVI. When faced with superior adversaries, it is not cowardly to retreat and recollect your forces. Better to keep the cause alive than to die needlessly in a fool's errand.
  • XVII. If you are driven from the field, take time to replenish and resupply before returning to the fight. Do not allow vengeance to consume your thoughts.
  • XVIII. An enemy's unguarded supplies are free resources. Claim them whenever possible, to prevent the foe from successfully waging war.
  • XIX. When fighting a monstrous foe, the rules of war come second to the rules of survival.
  • XX. Complacency is a killer. Always complete a task thoroughly and to the best of your ability.
The Vanguard Ranger | Part 1

PART I

The Alerion Ranger
The Vanguard Ranger | Part 1

The Vanguard Ranger


Hidden among the trees, a human stalks alone through the shadows of trees, hunting the company of Kingsguard regulars he knows are planning a raid on a Tynarian encampment. Affixing a sword bayonet to the muzzle of his rifle, he becomes a whirlwind of steel and shot, 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 dwarven scout signals to his companions, directing them to remain silent. At his command, the group ducks out of sight of the massive troll, narrowly avoiding its gaze. After it passes by, the dwarf motions to his companions to return to the trail and continue on their way.

Across the Realm of Alerion, rangers stand as eternal guardians of civilization, forming the tip of the spear between the civilized world and the harshness of the unknown wilderness.

Deadly Skirmishers

Warriors of the wilderness, rangers are masters of guerrilla warfare and light skirmishing tactics. They learn to track down their quarry in the manner of the beasts of the wild, moving stealthily through the wilderness and concealing themselves behind the cover of brush and rubble.

Most rangers are excellent shots, capable of wielding a longbow, crossbow, or rifle with deadly precision and efficiency. Using bushes, rocks, trees, and other sources of natural cover, a vanguard can easily conceal themselves from sight of the enemy, picking off individual targets from extreme ranges without drawing attention to themselves.

That is not to say, however, that rangers are useless in close-quarters. Most will carry a heavy knife or brush axe with them during their travels, combining tool and weapon together in a single deadly implement. Others, who have received professional military training, will carry sword bayonets to affix to their crossbows or rifles, providing them with a lethal secondary weapon in the event that their primary arm malfunctions or runs out of ammunition.

Due to the Realm's numerous magical leylines and other sources of supernatural energy, it is unsurprising that the Rangers of Alerion have learned to add magic to their arsenal. They can use their spells for a variety of purposes: from setting up deadly ambushes and empowering their weapons and ammunition to concealing their presence from their foes. This unique combination of stealth, skirmishing, and spellcasting makes confronting a ranger a particularly deadly proposition, as they are incredibly mobile, unpredictable, and almost impossible to pin down.

Scouts and Survivors

The only thing more impressive than a Ranger's combat prowess is their ability to survive and endure the harshness of the wilds. Fiercely independent, the Rangers of the Realm are true trailblazers and explorers, venturing beyond the relative safety of civilization to expand the borders of the frontier.

Rangers are expert scouts and survivors, capable of spending days, weeks, or even months at a time away from civilization. They can navigate the wilds with relative ease, forage and gather supplies that less experienced travelers might be completely unaware of, and can endure even the harshest of the wilderness's many perils, from extreme temperatures and perilous pitfalls to poisonous foliage and hidden predators. These skills and experiences make Rangers expert guides and pathfinders for those seeking passage through the perilous wilds that stretch between the realm's many cities and towns.

Creating a Ranger

As you create your Ranger character, consider the nature of the training that gave you your particular capabilities. Did you join one of the Kingsguard's light infantry companies, honing your skills as part of an elite force of skirmishers and scouts? Or perhaps you learned your skills as part of a band of independent adventurers and mercenaries, trained in guerrilla tactics as well as wilderness survival. 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.

Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

Quick Build

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

The Vanguard Ranger | Part 1
The Alerion Ranger
Level
─Spell Slots per
Spell Level─
Proficiency
Bonus
Features Skirmish
Damage
1st 2nd 3rd 4th 5th
1st +2 Guerrilla Tactics, Lead the Way 1d4
2nd +2 Fighting Style, Spellcasting, Swift Alacrity 1d4 2
3rd +2 Ranger Company, Reconnoiter 1d4 3
4th +2 Ability Score Improvement 1d4 3
5th +3 Extra Attack 1d6 4 2
6th +3 Elusive Skirmisher 1d6 4 2
7th +3 Ranger Company feature 1d6 4 3
8th +3 Ability Score Improvement 1d6 4 3
9th +4 One with the Undergrowth 1d8 4 3 2
10th +4 Fade from Sight 1d8 4 3 2
11th +4 Ranger Company feature 1d8 4 3 3
12th +4 Ability Score Improvement 1d8 4 3 3
13th +5 Enduring Survivor 1d10 4 3 3 1
14th +5 Deadly Skirmisher 1d10 4 3 3 1
15th +5 Ranger Company feature 1d10 4 3 3 2
16th +5 Ability Score Improvement 1d10 4 3 3 2
17th +6 Unbound Stride 1d12 4 3 3 3 1
18th +6 Heightened Senses 1d12 4 3 3 3 1
19th +6 Ability Score Improvement 1d12 4 3 3 3 2
20th +6 One with the Wilderness 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, flintlock firearms, bayonets
  • Tools: Choose one from Cartographer's Tools, Fletching Kit, Herbalism Kit, Hunter's Tools, or Ordinance 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 and a marksman's cloak
  • (a) a melee weapon and a shield (b) two melee weapons or (c) a sword bayonet
  • (a) two handaxes (b) a flintlock pistol and 10 paper cartridges or (c) two hunting traps
  • (a) A longbow or shortbow and a quiver of 20 arrows or (b) a rifled musket, a powder horn, and 20 paper cartridges
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp.

The Alerion Ranger | Part 1

Guerrilla Tactics

As a ranger, you have come to rely upon speed, mobility, and surprise to overwhelm your enemies and exploit their weaknesses in combat. When you successfully hit a creature with a weapon attack or one of your ranger spells, you can add your Skirmish Die, which is a 1d4, to the damage roll if you’ve met at least one of the following conditions and you aren't wearing heavy armor:

  • You’ve moved at least 15 feet prior to taking the Attack action.
  • You haven't attacked another creature since the start of your last turn.
  • You are attacking your target while you are hidden or receiving the benefits of cover.
  • Your target is surprised or hasn't taken its turn in combat yet.

Your Skirmish Die increases when you reach certain levels in this class, as shown in the Skirmish Die column of the Ranger table.

Lead the Way

Also at 1st level, you are particularly adept at guiding your companions through the untamed wilds. Choose two of your skill or tool proficiencies from the Ranger class. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

In addition, you gain the following benefits while traversing a natural environment:

  • You have advantage on Wisdom (Survival) checks made to navigate, as well as on any ability checks or saving throws made to identify or overcome nonmagical wilderness hazards.
  • Your passive Perception increases by 2, and you can take the Search action as a bonus action on your turn.
  • While foraging for food, fresh water, medicinal herbs, or other natural resources, you find twice as many supplies as you normally would if you succeed on the Wisdom (Survival) check and half as many supplies as you normally would if you fail.
  • When you succeed on a Wisdom (Survival) check to track one or more creatures, you also learn the exact number of creatures you are tracking, their sizes, and how long ago they passed through the area.

Fighting Style

By 2nd level, you adopted a specific style of fighting as your specialty. Choose one of the following options (or a Fighting Style from another source, with GM approval.) You can't take a Fighting Style option more than once, even if you later get to choose again.

Whenever you gain a level in this class that grants the Ability Score Improvement feature, you can replace your known Fighting Style with another option available to you.

Archery

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

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 APC

When you take the Attack action on your turn, you get a +1 bonus to your attack and damage rolls if you1 are hidden or are receiving the benefits of cover prior to making the attack.

Light-Infantry APC

As long as you are not wearing heavy armor, your movement speed increases by 5 feet and you get a +2 bonus to your damage rolls.

Musketry APC

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.

Expanded Exploration

The Alerion Ranger uses some of the optional expanded exploration and travel mechanics from the Alerion Player's Compendium. These mechanics can be found in Appendix A of this document.

The Alerion Ranger | Part 1

Spellcasting

By 2nd level, your experience as a Ranger allows you to combine bushcraft and primal magic together to help you cast your spells. See Chapter 7 of the Alerion Player's Compendium for the general rules on spellcasting and the end of this class description for the Ranger spell list.

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 change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent studying your surroundings and attuning with the natural world: 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

You can use a druidic focus or a weapon you are proficient with as a spellcasting focus for your Ranger spells.

Ritual Casting

You can cast a Ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Swift Alacrity

Beginning at 2nd level, you have learned to move quickly and decisively through the wilderness. As long as you aren't wearing heavy armor, moving through nonmagical difficult terrain—as well as climbing, crawling, and swimming—costs you no additional movement.

In addition, when you deal your Skirmish Damage to a creature, you can use your bonus action to take either the Disengage or Hide action.

Ranger Company

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

Company Spells

Each company has a list of associated spells. You gain access to these spells at the levels specified in the company description. Once you gain access to a company spell, you always have it prepared. Company spells don't count against the number of spells you can prepare each day.

If you gain a company spell that doesn't appear on the ranger spell list, the spell is nonetheless a Ranger spell for you.

The Alerion Ranger | Part 1

Reconnoiter

Beginning at 3rd level, you can use your action and expend a spell slot to momentarily survey the wilderness within a 1-mile radius of you. For the next minute, you learn whether a number of the following features equal to the level of the expended spell slot can be found within that region, as well as the approximate direction and distance of those features from your current location:

  • A reliable source of fresh food and clean water.
  • A strategically advantageous natural position, (such as dense cover or a natural chokepoint)
  • An area with major environmental hazards (such as poisonous or thorny plants, unstable terrain, or slippery ice)
  • 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 (or members of a specific faction.)

You can use this feature to detect multiple groups of creatures. If you do, you learn the direction and distance to each group of enemies you have detected.

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

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.

Extra Attack

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

Elusive Skirmisher

By 6th level, your knowledge of wilderness combat makes you difficult to pin down during a fight. When an attacker you can see hits you with an attack, you can use your reaction to roll your Skirmish Die and add the result to your AC, potentially causing the attack to miss.

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.

One with the Undergrowth

Beginning at 9th level, you have learned to use the surrounding environment to your advantage. When you enter an area of difficult terrain, you are considered to be lightly obscured and under the effects of half-cover until you choose to leave that area.

In addition, you and any allies within 10 feet of you can't be tracked by nonmagical means unless you choose to leave a trail.

Fade From Sight

Starting at 10th level, you have learned to elude your enemies by vanishing into the wilderness. When you attempt to hide during your turn, you can choose 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 Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

The Alerion Ranger| Part 1

Enduring Survivor

By 13th level, your wanderings have steeled your mind and body against the dangers of the wilds. You gain proficiency in either Constitution or Wisdom saving throws (your choice.)

In addition, you recover one level of exhaustion whenever you finish a short or long rest.

Deadly Skirmisher

By 14th level, you have been shaped by your experiences into a formidable wilderness combatant. Whenever you take the Disengage, Hide, or Search action on your turn, you can make one weapon attack as a part of that action.

In addition, when you or an ally you can see fails a saving throw, you can expend a use of your Elusive Skirmisher feature to roll your Skirmish Die and add the result to the roll, potentially turning that failure into a success.

Unbound Stride

Beginning at 17th level, your enhanced speed and mobility make you impossible to pin down. You and any allies within 10 feet of you have advantage on saving throws against spells or effects that would reduce your speed or impede your movement.

In addition, you can't be surprised as long as you are conscious.

Heightened Senses

By 18th level, your enhanced senses allow you to strike with perfect accuracy. You gain Blindsight and Tremorsense with a range of 30 feet.

In addition, when you use your Reconnoiter feature, you learn the exact direction and distance to any enemies or features you have detected.

One with the Wilderness

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

  • Your Strength or Dexterity score increases by 2, and your Wisdom score increases by 2. Your maximum for those scores also increases by 2.
  • You can add your Wisdom modifier to your attack and damage rolls.
  • You have advantage on saving throws against poison, and you no longer suffer the adverse effects of extreme heat, cold, or altitude.

The Alerion Ranger| Part 1
 

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