### Ranger Units
While rangers are thought to be solitary explorers, there is no need for this to be true. Most countries fielded units of rangers during the last war; indeed, there are few creatures so useful for scouting, exploration, assassination, and sabotage as a determined ranger unit. Below are some other units from less-standard sources.
#### Church of the Silver Flame
The Arcanum is a unit dedicated to recover and destroy cursed artefact and demonic treasures, typically working with other classes in the same unit; Kloijner's Edge is an elite unit of Monster Hunters who hunt predators such as lycanthropes and vampires; Miron's Tears is a legend, said to be charged with purpose just before Tira Miron made her sacrifice, devoted to cleansing the corruption of the Church.
#### Eldeen Sects
An Ashbound ranger is Nature's Avenger, devoted to tearing down magic and civilization; A Child of Winter embraces death and uses her skills to weed out the weak; A Gatekeeper is a guardian, protecting Eberron from extraplanar forces; the Greensingers dance and sing with the Fey and embrace the natural world and Thelanis as extensions of each other; The Wardens serve their communities as police and army.
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#### Valenar
As with all Valenar class picks, your life as a ranger revolves around your Patron Ancestor's lifestyle and choices.
### Favoured Enemies
Rangers, over time, tend to specialize in the kind of enemies they fight. A favoured enemy need not be the target of implacable hatred; you may simply have fought more of them, or defended a village against them, or they may have been in your way or a source of challenge. Here are how some favoured enemies might work in Eberron.
#### Humans
Ideal for Valenar, Darguun, Droaam, or a bounty-hunter type concept, having humans as your favoured enemies gives you a great deal of options.
#### Dragons
Dragons in Eberron are more meddlers and behind-the-scenes manipulators than they are obvious threats. Most dragons don't bother coming to Khorvaire at all unless something in the Draconic Prophecy interests them. Still, dragons are particularly interested in those with dragonmarks (even aberrant ones) and there is the occasional rogue who just wants to lie on a mountain of ill-gotten tribute.
#### Aberrations
The Children of Xoriat is the name given to those creations and servants of the Daelkyr. They are oft resistant to weapons save those plated with byesh, and their natures are chaotic and hard to fathom. If you hunt aberrations, you will often find them in Khyber; aberration hunters are also found frequently among the Gatekeeper druid sect.
#### Giants
The vast majority of giants are found in Xen'drik, and so if you hunt giants, you are probably from this southern continent. However, onis and trolls are frequently found in Droaam, and ogres can be found in many wildernesses.
#### Fey
The land of the fey is Thelanis, one of the planes that orbit Eberron. While most fey live there, the plane lightly touches many places in Khorvaire. You are most likely to find fey in particularly verdant forests, and the largest known Thelanian manifest zone is in the Eldeen Reaches, called the Twilight Demesne. You may also find fey in Valenar, as their mounts, hounds and other beasts often demonstrate fey bloodlines.
#### Undead
As with most things Eberron, the undead aren't automatically evil; but the elves of Aerenal do believe their existance to harm the fabric of the world when source from the plane of Mabar, as most undeath is. An Undead Hunter is most likely an Aerenal Elf, though an elite force that fought Kaarnath frequently is another likely enemy.
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## Feature Replacements
### Deft Explorer (Replaces Natural Explorer at level 1)
You are an unsurpassed explorer and survivor.
Choose one of the following benefits, and then
choose another one at 6th and 10th level.
#### Canny
Choose one skill: Animal Handling, Athletics,
History, Insight, Investigation, Medicine, Nature,
Perception, Stealth, or Survival. You are Proficient and have Expertise in the skill.
In addition, thanks to your extensive
wandering, you are able to speak, read, and
write two languages of your choice.
#### Roving
Your walking speed increases by 5, and you gain
a climbing speed and a swimming speed equal to
your walking speed.
#### Tireless
As an action, you can give yourself a number of
temporary hit points equal to 1d10 + your
Wisdom modifier. You can use this special action
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.
In addition, whenever you finish a short rest,
your exhaustion level, if any, is decreased by 1.
### Favoured Foe (Replaces Favoured Enemy at level 1)
You
know the *hunter’s mark* spell, which you can use a
certain number of times without expending a
spell slot and without requiring concentration—
equal to your Wisdom
modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
When you gain the Spellcasting feature at 2nd
level, *hunter’s mark* doesn’t count against the
number of ranger spells you know.
### Primal Awareness (Replaces Primeval Awareness at level 3)
You learn the following spells at the level indicated. They do not count against your number of known ranger spells, and you may cast each spell once per long rest without using a spell slot.
| Level | Spell |
|:---:|:-----------:|
| 3rd | *detect magic, speak with animals* |
| 5th | *beast sense, locate plants or animals* |
| 9th | *speak with plants* |
| 13th | *locate creature* |
| 17th | *commune with nature* |
## Beast of the Air or Earth:
**HP**: Equal to 5 times your ranger level, + the beast's constitution modifier, + your wisdom modifier. The air beast has d6s for HD, and the earth beast has d8s.
**Proficiencies** Both beasts are proficient in DEX/CON/WIS saves, Perception, and Stealth. Both understand the languages you speak. Both beasts have darkvision.
**Primal Rebirth**: Within an hour of death by using an action and expending a spell slot, a beast returns to life with all hit points restored.
**Ready Companion**: both beasts may be commanded using a bonus action to either attack or to hide.
#### **Beast of the Air**
AC 13, Speed 10ft, fly 60 ft.
STR 6 | DEX 16| CON 13 | INT 8 | WIS 14 | CHA 11
*Flyby* Does not provoke opportunity attacks
*Shred* Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 1d6 + 3 slashing damage.
#### **Beast of the Earth**
AC 14, Speed 40, climb or swim 40 (your choice when you bond with the beast)
STR 14 | DEX 14 | CON 15 | INT 8 | WIS 14 | CHA 11
*Charge* If the beast moves at least 20 feet straight
toward a target and hits it with a maul attack, the target takes an extra 1d6 slashing damage. A creature, must succeed on a Strength saving throw against your spell save DC or be knocked prone.
*Maul* Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1d6 + 2 slashing damage.
>### Connection to Nature
>Rangers are traditionally seen as martial types of druids; connected to nature and translators between bewildered peasants and the natural world. But you don't need to play it this way.
>
>#### Martial
>Your abilities might be a result of military training. Certainly every military fielded units trained in wilderness exploration and survival. *Hunter's Mark* could represent an arcane focus of martial ability, while *Fog Cloud* or *Entangle* might be smoke grenades or vine traps. You use nature as a tool, and need not be in harmony with it.
>
>#### Unnatural
>Your magic and skills might be as a result of daelkyr corruption, Vadalis magebreeding or Jorasco 'healing'. Or you might have spent too much time in the Mournlands, or Khyber, or a Manifest Zone.
>#### Urban
>An urban ranger doesn't have a primal connection to nature, but uses whatever tool gets the job done. *Hunter's Mark* might be a whispered true name as the arrow is drawn or an adjustment to magical targetting goggles; you aren't trained, but you've picked up tricks to get the job done and thrive in a world that doesn't care