Alternate Ranger

by laserllama

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Alternate Ranger

The
Ranger

As the graying man made his
way through the underbrush of the
forest his faded green cloak made him
nearly invisible. The monstrously large
troll he had been stalking through the
night had finally stopped to rest. As the
great brute lay down to sleep, the silent
green shape emerged from the trees to
snuff out the life of the hideous monster.

As the massive blue dragon descended
upon the small town, a small half-elven man
rolled out of the path of a blast of lightning.
With the small hairs on the back of his neck
still standing up from the residual electricity,
the practiced hunter nocked an arrow and let
it fly in the direction of the terrible beast. As the
dart struck, the dragon let out a horrible roar and
plummeted to the ground landing in a broken heap.

As the fearsome owlbear lumbered toward the tiny
hamlet that she called home, a small halfling whistled to
her companion in the brush. At her signal, a giant dog that seemed to be more fur than anything else leaped out from hiding and stood defiantly in front of the owlbear. Distracted by her partner, the owlbear was caught completely unawares by the diminutive ranger. Once their foe was unconscious, the halfling and her dog released the owlbear miles away where it could live without menacing the town they protected.

All three of the adventurers described here are considered Rangers, wild wanderers, and defenders of the natural world.

Defenders of Balance

Rangers spend their lives between two worlds. On one hand, they stand as guardians of civilization, protecting those who dwell on the edges of society. On the other, rangers are expert survivalists, deeply acquainted with the flora and fauna of the natural world. Rangers protect the balance between society and the wilderness. When a wild creature wanders from its natural habitat, Rangers will track it down before it can harm innocent farmers and travelers. When people encroach upon the wilderness, Rangers will push back against industry and expansion that doesn't respect the natural balance.

Rangers dedicate their lives to guarding the places where civilization and the wilderness meet, never fully joining either of the worlds that they spend their lives defending.

Prepared for Anything

Ready to face any challenge, Rangers are survivalists at their core. The wilderness is a harsh place, and those who cannot adapt to their surroundings die. In the wild, Rangers learn to be adaptable. Drawing on their knowledge of the natural world, their connection to primal magic, and the skills passed down to them by their mentors, there is rarely a challenge a Ranger cannot overcome with enough time to prepare.

Each Ranger has their own philosophy on how they fit into the interconnected web that is the natural world. Some view themselves as apex predators, using their marital skills and ruthless hunting abilities to keep the wild in line. Others see
    themselves as humble servants of the natural world.

Creating
Your Ranger

Consider the nature of your Ranger's training. Did you train with a mentor, wandering the wilds together, learning all you could? Or did you forge your primal connection to the natural world on your own? What is it that motivates your Ranger? Do you have a vendetta against a certain type of monster? Are you a warrior of the wild who feels more comfortable in the silence of the forest than in city streets or sleepy towns?

No matter their origin, almost all Rangers take up a life of adventuring to impart their knowledge of the wild to the next generation. Often, in their later years, these wild warriors will take on an apprentice, passing on all their knowledge so that the safety of the wilderness is secured for years to come.

Multiclassing and the Ranger

If your group uses the optional multiclassing rule, here's what you need to know when you choose to take your first level in the Ranger class.

Ability Score Minimum. As a multiclass character, you must have at least a 13 in both Wisdom and Dexterity (or Strength) to take a level in this class, or to take a level in another class if you're a Ranger.

Proficiencies Gained. If Ranger is not your initial class, you gain proficiency in light and medium armor, shields, simple and martial weapons, and one skill from the Ranger class list.

Spell Slots. Add half your levels (rounded down) in the Ranger class to the appropriate levels from other classes to determine available spell slots.

The Ranger
Level    PB    Features  Knacks 
Known
 1st   2nd   3rd   4th   5th   Quarry 
Die
1st +2 Fighting Style, Knacks, Wild Expertise 1
2nd +2 Spellcasting, Ranger's Quarry 2 2 d4
3rd +2 Ranger Conclave 3 3 d4
4th +2 Ability Score Improvement 3 3 d4
5th +3 Extra Attack, Feral Senses 3 4 2 d4
6th +3 Ranger's Quarry (8 hours) 4 4 2 d6
7th +3 Conclave Feature 4 4 3 d6
8th +3 Ability Score Improvement 4 4 3 d6
9th +4 Wild Expertise 5 4 3 2 d6
10th +4 Ranger's Quarry (24 hours) 5 4 3 2 d8
11th +4 Conclave Feature, Tireless 5 4 3 3 d8
12th +4 Ability Score Improvement 6 4 3 3 d8
13th +5 6 4 3 3 1 d8
14th +5 Ranger's Quarry (1 week) 7 4 3 3 1 d10
15th +5 Conclave Feature 7 4 3 3 2 d10
16th +5 Ability Score Improvement 8 4 3 3 2 d10
17th +6 8 4 3 3 3 1 d10
18th +6 Ranger's Quarry (Indefinite), Feral Senses 9 4 3 3 3 1 d12
19th +6 Ability Score Improvement 9 4 3 3 3 2 d12
20th +6 Foe Slayer 10 4 3 3 3 2 d12

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: None

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

Equipment

As a Ranger, you start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain shirt and a shield or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a longbow and 20 arrows or (b) a martial weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack

Quick Build

You can make a Ranger quickly by using these suggestions: First, make Dexterity your highest ability score, followed by
    your Wisdom. Second, choose the Outlander background.

Fighting Style

At 1st level, you adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.

Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.

Archery

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

Defensive Fighting

So long as you are either wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.

Dual Wielding

While two-weapon fighting, you make your off-hand weapon attack as part of your Attack action instead of a bonus action, and you add your ability modifier to the damage of this attack.

When you do, you cannot also make a bonus action attack.

Dueling

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

Featherweight Fighting

While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light melee weapons and unarmed strikes.

Mariner

So long as you are not wearing medium or
heavy armor, or wielding a shield, you have
a swimming speed equal to your walking
speed, and a +1 bonus to Armor Class.

Mountaineer

So long as you are not wearing medium or
heavy armor, or wielding a shield, you have a
climbing speed equal to your walking speed, and
you gain a +1 bonus to your Armor Class.

Strongbow

You can use your Strength, in place of Dexterity, for
your attack and damage rolls with both longbows and shortbows. When you do so, you gain a +1 to damage
rolls with those weapons.

Thrown Weapon Fighting

You can draw a weapon with the thrown property
as part of the attack you make with the weapon. Also,
whenever you hit with a ranged weapon attack using
a thrown weapon, you gain a +2 bonus to the damage
roll of that attack.

Versatile Fighting

While you are wielding a single versatile weapon and no
shield, you gain a +1 bonus to your attack rolls with that
weapon. While doing so, you can use your bonus action
on that turn to make a single grapple or shove attack,
or to take the Use an Object action.

Knacks

In the wild, you have learned bits of primal knowledge,
known as Knacks, which bolster your hunting, survival,
and tracking skills. At 1st level, you know one Knack of
your choice from the list at the end of this class.

Whenever you gain a Ranger level, you can replace one Knack you know with a Knack of your choice, so long as you meet the prerequisites for that Knack. You cannot replace a Knack that is a prerequisite for another Knack you know.

At certain Ranger levels, you learn additional Knacks, as shown in the Knacks Known column of the Ranger table.

Wild Expertise

Your skill at navigating the wilderness is without peer. Also at 1st level, choose one skill from the Ranger class skill list that you are proficient in. You add double your proficiency bonus to any ability checks you make with the chosen skill. You also learn one additional language of your choice, often one that is spoken by the creatures you hunt, or peoples you defend.

When you reach 9th level in this class, you choose another skill from the Ranger class skill list that you are proficient in to gain this benefit and another language of your choice.

Additional Ranger Options

Looking for more options for the Alternate Ranger? Check out the Alternate Ranger: Expanded for extra Fighting Styles, Knacks, Feats and nine Conclaves!

Spellcasting

At 2nd level, you learn to draw upon the primal magic of the natural world to enhance your survival and combat skills:

Preparing and Casting Spells

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

At the end of each long rest, you prepare a list of spells that are available for you to cast. Choose a number of spells equal to your Wisdom modifier + half your Ranger level, rounded down. Spells must all be from the Ranger spell list at the end of this class, and be of a level for which you have spell slots.

Spellcasting Ability

Your power is drawn from an intuitive knowledge of nature, so Wisdom is your spellcasting ability for Ranger spells. You use Wisdom when a spell refers to your spellcasting ability, your Spell save DC, or when you make a spell attack roll.

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 as the spellcasting focus for your Ranger spells. See the Player's Handbook for example foci.

Ritual Casting

Your knowledge of the natural world allows you to draw out its innate magic. You can cast any Ranger spell that you have prepared as a ritual so long as that spell has the ritual tag.

Ranger's Quarry

You focus your senses to hunt as a predator of the wild. Also at 2nd level, you can use a bonus action to mark one creature you can see as your Quarry, gaining the benefits below:

  • Whenever you damage it with an attack, you deal bonus damage equal to a roll of your Quarry Die, which is a d4.
  • Whenever you make an ability check to track or locate it, you can add one roll of your Quarry Die to your d20 roll.

These benefits last for 1 hour but end early if your Quarry is slain or if you mark another creature as your Quarry. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. When you have no uses left, you can expend a spell slot to use this feature again.

When you reach 6th, 10th, 14th, and 18th levels in this class, both the duration of Ranger's Quarry and the size of your Quarry Die increase, as indicated in the Ranger table.

Ranger Conclave

At 3rd level, you choose your Conclave, a loose association of Rangers that share similar abilities, from the options below: Beast Master, Hunter, Monster Slayer, and Spellbreaker, each of which is detailed at the end of this class description.

Also included at the end of this class are Ranger Conclaves inspired by official the Ranger options: Deep Stalker, Drake Guard, Fey Wanderer, Planar Warden, and Swarm Keeper.

Your Ranger Conclave grants you features at
3rd level, and again at 7th, 11th,
and 15th level in this class.

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 your total number of spells that you can prepare each day.

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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

Extra Attack

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

Feral Senses

You hunt with the skills of an apex predator. At 5th level, you can't have disadvantage on attack rolls against your Quarry.

When you reach 18th level, you cannot have disadvantage on attack rolls against any target within 30 feet of you.

Tireless

You are always ready for another hunt, never letting foes rest. Beginning at 11th level, you regain all of your expended uses of Ranger's Quarry whenever you finish a short or long rest.

Foe Slayer

You are a Ranger of mythic skill, rivaling the great huntsmen of legend. At 20th level, whenever you hit your Quarry with a weapon attack, you can immediately end the mark and cause that attack to deal maximum damage instead of rolling. If the
                                          attack reduces the creature to 50 hit
                                           points or fewer, it must succeed on a
                                                Constitution saving throw against.
                                                     your Spell save DC or instantly
                                                           be reduced to 0 hit points.

Ranger Conclave

Choose the Conclave that best represents your Ranger:
Beast Master, Hunter, Monster Slayer, or Spellbreaker.

Beast Master Conclave

In their role as guardians of nature, some Rangers form deep connections with the beasts of the wild. In recognition of this relationship, great spirits of the wild known as Primal Beasts will seek out such Rangers and form a primal bond. Together, Master and Beast stand together to defend the natural world.

Beast Master Spells

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

Ranger Level Spell
3rd animal friendship, beast bond XGE
5th beast sense, warding bond
9th haste, protection from energy
13th death ward, freedom of movement
17th awaken, commune with nature

Primal Beast

3rd-level Beast Master Conclave feature
You have formed a bond with a Primal Beast. You choose
its stat block from one of the following options: the Beast
of the Cave, Land, Sea, or Sky
, each of which is detailed
on the following page. The Primal Beast stat blocks use
your proficiency bonus (PB) and Ranger Spell save DC.

Your Primal Beast is friendly to you and your allies,
and it obeys your commands. In combat, it acts on
your turn. It can move and use its reaction on its
own, but it only takes the Dodge action unless
you use a bonus action to order it to take
an action from its stat block, or another
action. Whenever you take the Attack
action, you can forgo one attack to
command your Beast to attack.
When you are incapacitated, your
Beast can act on its own, and it
uses its turns to defend both itself
and you to the best of its abilities.

If your Beast is reduced to 0 hit points, it makes
death saving throws like a player character would.
If the Beast dies, you can perform a special 1-hour
ritual, which can be during a short or long rest, that
returns your Primal Beast to life with 1 hit point.
As part of this ritual, the Beast can expend hit dice
to regain additional hit points. It can also take
a new form, choosing a new Primal
Beast stat block and appearance.

Wild Empathy

3rd-level Beast Master Conclave feature
You learn the Wild Insight I Knack, but it doesn't
count against your Knacks Known. If you already
    know Wild Insight I, you learn another Knack.

Bestial Focus

7th-level Beast Master Conclave feature
You and your Beast hunt as one. Your Primal Beast gains all benefits of your Ranger's Quarry, including any Knacks that enhance it, and its attacks count as magical for the sake of overcoming resistance and immunity to nonmagical attacks.

Exceptional Training

11th-level Beast Master Conclave feature
You are able to draw out the full ferocity of your Primal Beast. Once per turn when you command your Primal Beast to use one of the attacks from its stat block, it can make two attacks.

Primal Bond

15th-level Beast Master Conclave feature
The bond with your Primal Beast has reached its apex. When you cast a Ranger spell that targets yourself, the Primal Beast also gains the benefits as long as it is within 30 feet of you.

Primal Beasts & Animal Companions

While Primal Beasts here are described as powerful nature spirits, they can take on any appearance you wish, so long as they resemble a beast of their size.

While some Primal Beasts appear as supernatural guardian spirits, others appear as normal animals. What sort of Primal Beast has your Ranger bonded?


Beast of the Cave

Medium Beast, Neutral


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your Ranger level
  • Speed 30 ft., burrow 10 ft.

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

  • Senses darkvision 120 ft., passive Perception 12
  • Languages understands the languages you speak

Hit Dice. The Beast has a total number of d8 Hit Dice equal to your Ranger level. It also gains all the normal benefits of both short and long rests.

Tremorsense. The Beast knows the location of anything in contact with the ground within 30 ft.

Primal Bond. You can add your PB to any ability check or saving throw that the Beast makes.

Actions

Claw. Melee Weapon Attack: +2 +PB to hit, reach 5 ft., one target. Hit: 1d6 +2 +PB slashing damage.


Beast of the Land

Medium Beast, Neutral


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your Ranger level
  • Speed 40 ft., climb 40 ft.

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

Hit Dice. The Beast has a total number of d8 Hit Dice equal to your Ranger level. It also gains all the normal benefits of both short and long rests.

Charge. If the Beast moves at least 20 ft. in a line toward a target and hits it with a Maul attack, the target takes bonus slashing damage equal to a roll
of your Quarry Die. If it is Large or smaller it must succeed on a Strength saving throw or fall prone.

Primal Bond. You can add your PB to any ability check or saving throw that the Beast makes.

Actions

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


Beast of the Sea

Medium Beast, Neutral


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your Ranger level
  • Speed 10 ft., swim 60 ft.

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

Hit Dice. The Beast has a total number of d8 Hit Dice equal to your Ranger level. It also gains all the normal benefits of both short and long rests.

Amphibious. The Beast can breathe in air and water.

Primal Bond. You can add your PB to any ability check or saving throw that the Beast makes.

Actions

Pseudopod. Melee Weapon Attack: +2 +PB to hit, reach 5 ft., one target. Hit: 1d6 +2 +PB bludgeoning damage, and if the target is Large or smaller, it can choose to instantly grapple it (escape DC equal to your Spell save DC). While grappling a creature, it can only use its Pseudopod to attack that creature.


Beast of the Sky

Small Beast, Neutral


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + five times your Ranger level
  • Speed 10 ft., fly 60 ft.

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

Hit Dice. The Beast has a total number of d6 Hit Dice equal to your Ranger level. It also gains all the normal benefits of both short and long rests.

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

Primal Bond. You can add your PB to any ability check or saving throw that the Beast makes.

Actions

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

Hunter Conclave

Hunters hold the line between civilization and the wilderness using their deadly tracking and hunting skills. In the shadows of every countryside town lurks a Hunter, silently taking care of any monster that threatens the peace. Hordes of orcs, vile trolls, great and terrible dragons, or great beasts of the wild,
it matters not. A Hunter will always overcome their quarry.

Hunter Spells

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

Ranger Level Spell
3rd expeditious retreat, snare XGE
5th locate LL, pass without trace LL
9th conjure volley LL, nondetection
13th faithful hound, freedom of movement
17th swift quiver LL, tree stride

Ambuscade

3rd-level Hunter Conclave feature
You are always prepared to strike first, often getting the jump on your chosen prey. When you roll initiative, so long as you are not surprised, you can use your reaction to take the Hide action, the Attack action, or mark a creature as your Quarry.

If you are surprised, you cannot take this special reaction, but you can act normally on your first turn of combat.

Silent Steps

3rd-level Hunter Conclave feature
You stalk your prey unseen until it
is too late. You learn the Stalker I
Knack, but it does not count against
your Knacks Known. If you know this
Knack you learn another of your choice.

Cunning Parry

7th-level Hunter Conclave feature
Your unyielding focus allows you to parry and counter foe's attacks. When your Quarry targets you with an attack you can see, you can use your reaction to add your Wisdom modifier (minimum of +1) to your Armor Class against that attack.

If this causes the attack to miss, you can make one weapon attack against your Quarry as part of that same reaction.

Relentless Hunter

7th-level Hunter Conclave feature
You are relentless, stalking your chosen foes until they are all eradicated. When your Quarry is slain, you can mark another creature you can see as your Quarry (no action required) without expending a use of Ranger's Quarry or a spell slot.

Horde Breaker

11th-level Hunter Conclave feature
You are able to cut your chosen prey down as blades of grass. You gain the features listed below, each of which can be used as an action on each of your turns. You must be wielding the correct weapon in order to use the corresponding feature:

Volley. Choose a point you can see within the normal range of a ranged weapon you are wielding. You can make a ranged weapon attack against creatures of your choice within 10 feet of that point. You must have ammunition for each target, and you must make a separate attack roll for each as normal.

Whirlwind. You make a melee weapon attack against any number of creatures within the reach of a melee weapon you are wielding, making a separate attack roll for each creature.

                             Ruthless Focus

                                        15th-level Hunter Conclave feature
                                          Your deadly skills rival those of the
                                               great hunters of legend and myth.
                                                You add your Wisdom modifier
                                                    (minimum of +1) to all weapon
                                                        attack rolls you make against
                                                             your Quarry.

Monster Slayer Conclave

Some Rangers are driven from civilized life by a deep hatred for monsters. Often victims of these terrible monsters in their youth, those that take up the mantle of Monster Slayer travel the world hunting for vile supernatural creatures that prey on innocent mortals and ruthlessly annihilate them. They track down vampires, evil fey, restless spirits, werewolves, and any other vile creature and destroy them without hesitation.

Monster Slayer Spells

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

Ranger Level Spell
3rd bane, protection from evil & good
5th moonbeam, see invisibility
9th magic circle, protection from energy
13th banishment, faithful hound
17th dispel evil & good, hold monster

Knowledge of the Hunt

3rd-level Monster Slayer Conclave feature
You have dedicated yourself to the destruction of creatures of darkness, and study their weaknesses. You gain proficiency in your choice of Arcana, History, Nature, or Religion.

As a bonus action, you can analyze a creature you can see within 30 feet, making an ability check using the skill below corresponding to its creature type (DC equals 10 + its CR):

Skill Creature Types
Arcana Aberrations, Dragons, Monstrosities
History Giants, Humanoids
Nature Beasts, Elementals, Oozes, Plants
Religion Celestials, Fey, Fiends, Undead

    On a successful check, you learn one of the following
characteristics of your choice: its highest ability score,
lowest ability score, its damage vulnerabilities, its
damage resistances or immunities, its condition
immunities, or another weakness it may have. If
the characteristic you choose doesn't apply the
DM reveals another characteristic to you.

If you analyze your Quarry with this
feature you can add one roll of your
Quarry Die to your ability check.

Slayer's Cunning

3rd-level Monster Slayer feature
You are always prepared to hunt.
You gain the Slayer I Knack, but
it does not count against your
total number of Knacks Known.

You can also use Ranger's
Quarry once between each
short or long rest without
expending a use of it.

Iron Focus

7th-level Monster Slayer Conclave feature
You have trained your mind to better resist the supernatural assaults of your hated foes. Whenever your Quarry forces you to make an ability check or saving throw you gain a bonus to your roll equal to one roll of your Quarry Die.

Monster's Nemesis

11th-level Monster Slayer Conclave feature
Your hatred for evil empowers your weapons. Your weapon attacks against your Quarry treat its damage immunities as resistances, and ignore any damage resistances it has.

Moreover, when your Quarry misses you with an attack or you succeed on a saving throw it forced you to make, you can use your reaction to make a single weapon attack against it.

Ruthless Counter

15th-level Monster Slayer Conclave feature
You do everything in your power to prevent the monsters you hunt from harming the innocent. When you see your Quarry attempt to cast a spell, teleport, or use another supernatural or magical ability from its stat block, you can make a single weapon attack against it as a reaction. On hit, your Quarry must succeed on a Wisdom saving throw against your Spell
save DC, or its spell, teleport, or
other ability is thwarted and
fails to take effect.

When you use this feature
and your attack hits, you can
choose to instantly end the
effects of Ranger's Quarry
to cause the creature
to automatically
fail its Wisdom
saving throw.

Spellbreaker Conclave

Spellbreakers are a small but dedicated Conclave of Rangers that specialize in hunting mages who use their arcane power for evil. While most pursue the life of a Spellbreaker for noble reasons, there are some who seek to destroy anyone with the potential to use magic. Most Spellbreakers work in secrecy, only striking when success is a certainty. If a wrong move could end in disintegration, there is no room for error.

Mage Breaker

3rd-level Spellbreaker Conclave feature
You ward your weapons with antimagic enchantments.
When you hit your Quarry with a weapon attack, it has
disadvantage on its subsequent Constitution saving
throw to maintain concentration on spells.

Also, whenever you see or hear a creature within
your reach attempt to cast a spell, you can use your
reaction to make an opportunity attack against it.

Spellbreaker Spells

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

Ranger Level Spell
3rd absorb elements XGE, detect magic
5th blindness/deafness, silence
9th counterspell, dispel magic
13th arcane eye, resilient sphere
17th dispel evil & good, wall of force

Spellsight

3rd-level Spellbreaker Conclave feature
You have learned to see the arcane potential of creatures. When you mark a creature as your Quarry, you instantly
learn its spellcasting ability (if it has one) and the level
of the highest level spell that it has the ability to cast.

If your Quarry is hidden from divination magic, such as by a nondetection spell, it appears as if it cannot cast spells.

Arcane Defense

7th-level Spellbreaker Conclave feature
You can steel yourself to better resist the magics of your foes. Whenever your Quarry forces you to make a saving throw to resist a spell or another magical effect, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).

Moreover, whenever your Quarry subjects you to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success, and only half damage on a failed saving throw.

Spellbane

11th-level Spellbreaker Conclave feature
You are an unparalleled hunter of mages. Whenever you hit your Quarry with a weapon attack, you can expend a spell slot of 1st-level or higher to deal bonus force damage equal to
one roll of your Quarry Die per level of the spell slot.

Also, whenever you cast counterspell or dispel magic, you can add a roll of your Quarry Die to the ability check.

Mantle
of the Master

15th-level Spellbreaker Conclave feature
Your Spellbreaker training has reached its pinnacle. You are resistant to damage from spells and all other magical effects so long as you are not unconscious or incapacitated.

Reflect Spell

15th-level Spellbreaker Conclave feature
Your training allows you to strike spells from the weave. You can cast absorb elements at will as if you cast it at 1st-level.

After you cast absorb elements, if your next melee weapon attack is against the creature whose spell you absorbed, you treat the absorb elements damage as its maximum amount.

Arcane Spellbreaker

Looking for a more dedicated mage hunter? Check out the Order of Spellbreakers for the Magus Class.

The Magus is an Intelligence-based, arcane half-caster that serves as the counterpart to the Ranger and Paladin. Hunt with mastery of spell & sword!

         Knacks

                 Below are the Knacks available to the Ranger. If a
                 Knack has a prerequisite, like your Ranger level or
               another Knack, you can learn it at the same time that
          you meet all of that Knack's prerequisites.

Alpine Adept

You are amazingly surefooted. You gain a 30-foot climbing speed, and you can use your reaction to reduce any falling damage you take by an amount equal to your Ranger level.
If you already have a climbing speed it increases by 10 feet.

Aquatic Adept

You can swim through the water like a native creature of the sea. You gain a 30-foot swimming speed, and while you are underwater, you can hold your breath for up to 1 hour. If you already have a swimming speed it increases by 10 feet.

Favored Foe

Prerequisite: 3rd-level Ranger
You are especially adept at studying, tracking, and hunting a specific type of enemy. Choose one creature type, two races of humanoid (such as gnolls and orcs), or one organization (like a thieves' guild or an evil cult) as your Favored Foe.

Whenever you make a Wisdom check to hunt or track, or an Intelligence check to recall knowledge about a Favored Foe, you can treat a roll of 9 or lower on the d20 as a 10.

You can choose to learn this Knack more than once, but you must choose a new Favored Foe each time you do so.

Herbalist I

You have an extensive knowledge of plants and their healing properties. You gain proficiency with herbalism kits, and you automatically succeed on your Wisdom (Medicine) checks to
    stabilize creatures at 0 hit points if you use a herbalism kit.

Herbalist II

Prerequisite: 3rd-level Ranger, Herbalist I
You have learned to use natural plants and herbs to create healing salves. Over the course of a long rest, you can spend 1 hour using an herbalism kit to create one potion of healing. These potions of healing retain their potency until the end of your next long rest, at which point they become inert.

Herbalist III

Prerequisite: 6th-level Ranger, Herbalist I, II
When you use your herbalism kit to craft potions of healing during a long rest, you craft a number of potions of healing equal to 1 + your Wisdom modifier (minimum of 2).

Naturalist I

You are an intuitive student of the wilderness. Whenever you would make an Intelligence (Nature) check in the wilderness, you can choose to make a Wisdom (Nature) check instead.

Also, you can make Wisdom (Nature) checks as a bonus action to recall knowledge about one beast or plant you see.

Naturalist II

Prerequisite: 6th-level Ranger, Naturalist I
At the end of a long rest, you can attune to your surrounding environment. Examples include, but are not limited to: arctic, coast, desert, forest, grassland, mountain, or swamp. While in your attuned environment, you gain the following benefits:

  • You have advantage on Wisdom (Nature) checks related
    to the local plants, animals, ecosystem, and weather.
  • You find twice as much food when foraging or hunting.
  • You cannot be surprised unless you are incapacitated.
  • You have advantage on your initiative rolls so long as you are not surprised or incapacitated.

Natural Regeneration

Prerequisite: 3rd-level Ranger
During a short rest, you can recover spell slots of a combined level equal to your Wisdom modifier. Once you do, you must finish a long rest before you can use this feature again.

Slayer I

Prerequisite: 3rd-level Ranger
When you hit a creature with a weapon attack you can mark it as your Quarry as part of the attack, applying your Quarry damage bonus and other benefits to the damage roll.

Slayer II

Prerequisite: 6th-level Ranger, Slayer I
Your tracking abilities have become supernaturally accurate. You can mark a creature as your Quarry by studying signs of its passing, such as tracks, that were left within 24 hours.

Moreover, whenever you make a Wisdom (Perception) or a Wisdom (Survival) check to locate or track your Quarry, you can treat a roll of 7 or lower on the d20 as an 8.

Slayer III

Prerequisite: 14th-level Ranger, Slayer I, II
When you hit a Quarry with a weapon attack, you can force it to make a Constitution saving throw against your Spell save DC. On a failed save, it is blinded, cannot speak, deafened, or restrained (your choice) until the start of your next turn. You can only use this feature on your Quarry once per turn.

Stalker I

You are a master at remaining undetected in the wilderness. You have advantage on Dexterity (Stealth) checks you make to hide while you are in natural environments.

Stalker II

Prerequisite: 3rd-level Ranger, Stalker I
You have learned to hunt your prey while remaining unseen. You can take the Hide action as a bonus action on your turn.

Stalker III

Prerequisite: 9th-level Ranger, Stalker I, II
You cannot be tracked, even by magic. You are always under the effects of the nondetection spell, and you can't be tracked by divination magic or magical means unless you wish to be.

Stalker IV

Prerequisite: 14th-level Ranger, Stalker I, II, III
You can ward yourself to briefly disappear from sight. When you take the Hide action, you, along with anything you are wearing or carrying, become invisible until the start of your next turn. This ends early if you attack or cast a spell.

Strider I

You ignore the effects of difficult terrain imposed by natural environments, such as undergrowth, snow, or swamp. You also can't become lost so long as you can see the night sky.

Finally, you and up to 10 creatures who travel with you don't have your travel slowed by natural difficult terrain.

Strider II

Prerequisite: 3rd-level Ranger, Strider I
Once in your sights, you pursue your enemies relentlessly. You can take the Dash action as a bonus action on your turn.

Strider III

Prerequisite: 6th-level Ranger, Strider I, II
You can surmount almost any obstacle that would block your path. Your walking speed increases by 10 feet, and you ignore the effects of any difficult terrain imposed by spells, magical phenomena, or any other supernatural effect.

Strider IV

Prerequisite: 14th-level Ranger, Strider I, II, III
You move through the world unhindered by even the most powerful magic and restraints. You are always under the effects of the freedom of movement spell while conscious.

Survivor I

Prerequisite: 6th-level Ranger
Your time in the wilds has hardened your body. As a bonus action on your turn, you can grant yourself temporary hit points equal to your Constitution modifier (minimum of 1).

Survivor II

Prerequisite: 9th-level Ranger, Survivor I
Your body can rapidly recover from injury. When you expend a Hit Die to regain hit points, you regain additional hit points equal to your Wisdom modifier (minimum of 1 hit point).

Survivor III

Prerequisite: 14th-level Ranger, Survivor I, II
When you make a death saving throw, you add your Wisdom modifier to the roll (minimum of +1). If the result of your roll is 20 or higher, it is as if you had rolled a 20 on the d20.

Trapper

You can construct natural traps. Over the course of 1 hour, which can be during a short or long rest, you can use a knife, natural materials, and expend 10 feet of rope to craft a Trap.

As an action, you can set one of these Traps in an adjacent unoccupied 5-foot space. The first Large or smaller creature to move into that space must succeed on a Dexterity saving throw against your Spell save DC or become restrained.

As an action, the restrained creature, or another creature within 5 feet of it, can use an action to make a Strength check against your Spell save DC, freeing the creature on a success.

As an action (separate from setting the Trap), you can hide the Trap. If hidden, a successful Intelligence (Investigation) against your Spell save DC is required to detect the Trap.

Wild Insight I

You have a special insight into the mannerisms and sounds
of wild animals. You can communicate with beasts as if you were always under the effect of a speak with animals spell.

Wild Insight II

Prerequisite: 3rd-level Ranger, Wild Insight I
You have bound yourself with a minor nature spirit. You learn the find familiar spell. It counts as a Ranger spell for you, you always have it prepared, but it doesn't count against the total number of spells you prepare each day. When you cast this spell your summoned familiar is always a fey creature.

Wild Insight III

Prerequisite: 9th-level Ranger, Wild Insight I, II
The power of your nature spirit grows. When you cast find familiar, it can take the form of any beast of CR 1/2 or lower.

Ranger Spell List

Below are the spells available to Rangers, organized by spell level. They are from the Player's Handbook, Xanathar's Guide to Everything*, and Tasha's Cauldron of Everything**. Spells that can be cast as rituals are marked with the (ritual) tag.

Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.

1st-Level

absorb elements*
alarm (ritual)
animal friendship
beast bond
*
cure wounds
detect magic (ritual)
detect poison & disease
ensnaring strike LL
entangle
expeditious retreat
fog cloud
goodberry
hail of thorns LL
jump
longstrider
purify food & drink
searing smite
snare
*
speak with animals (ritual)
zephyr strike
*

2nd-Level

aid
animal messenger (ritual)
barkskin
beast sense (ritual)
continual flame
cordon of arrows LL
darkvision
enhance ability
find traps
gust of wind
healing spirit
*
lesser restoration
locate animals/plants (ritual)
magic weapon
pass without trace LL
protection from poison
silence (ritual)
spike growth
summon beast
**

3rd-Level

blinding smite
conjure animals
conjure volley LL
daylight
dispel magic
elemental weapon
flame arrows LL
lightning arrow LL
meld into stone (ritual)
nondetection
plant growth
revivify
speak with plants
summon fey
**
tiny hut (ritual)
water breathing (ritual)
water walk (ritual)
wind wall

4th-Level

conjure woodland beings
death ward
divination (ritual)
dominate beast
freedom of movement
grasping vine
guardian of nature
*
locate creature
staggering smite
stoneskin
summon elemental
**

5th-Level

awaken
commune with nature (ritual)
contagion
greater restoration
steel wind strike LL
swift quiver LL
tree stride
wrath of nature
*

Additional Conclaves

Included here are additional Conclaves based on the official Ranger options from Xanathar's Guide to Everything, Tasha's Cauldron of Everything, and Fizban's Treasury of Dragons:

Official Archetype Alternate Conclave
Gloom Stalker Deep Stalker
Drakewarden Drake Guard
Fey Wanderer Fey Wanderer
Horizon Walker Planar Warden
Swarmkeeper Swarm Keeper

Deep Stalker Conclave

Deep beneath the earth where the light of the sun is a dream, nameless things dwell in the deep shadow. The Rangers who stand against these unspeakable terrors of the darkness are known as Deep Stalkers. Though their skills were originally developed by denizens of the Underdark, Deep Stalkers can be found guarding anywhere darkness lies heavy on the land.

Deep Stalker Spells

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

Ranger Level Spell
3rd cause fear XGE, disguise self
5th darkness, invisibility
9th fear, nondetection
13th greater invisibility, phantasmal killer
    17th    mislead, seeming  

Umbral Sight

3rd-level Deep Stalker Conclave feature
You have adapted to stalk your prey without light.
You gain darkvision out to a range of 60 feet. If you
already have darkvision from another feature, the
range of your darkvision increases by 30 feet.

Dread Ambusher

3rd-level Deep Stalker Conclave feature
You mimic the surprise tactics of the nameless creatures that dwell in the darkness. You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1), so long as you are not surprised or incapacitated.

Also, when you take the Attack action during your first turn in combat, you can make one additional attack as part of that action. On hit, it deals bonus damage equal to your level.

Cloak of Shadows

7th-level Deep Stalker Conclave feature
You have learned to conceal yourself even from the creatures native to the deep shadow. While you are in darkness, you are invisible to creatures that rely on darkvision to see you.

Iron Mind

7th-level Deep Stalker Conclave feature
You have trained your mind to resist the mental assaults that are common in the depths you stalk. You gain proficiency in Wisdom saving throws. If you are already proficient, you gain proficiency in either Intelligence or Charisma saving throws.

Precise Strikes

11th-level Deep Stalker Conclave feature
In the unforgiving dark every strike could be the difference between life and death. Once per turn when you miss with a weapon attack, you can add one roll of your Quarry Die to your attack roll, possibly turning your miss into a hit.

In addition, your darkvision has improved, and allows you to see through both magical and nonmagical darkness.

Deadly Counter

15th-level Deep Stalker Conclave feature
You can manipulate the shadows to distract your foes. When
     a creature you can see targets you with an attack roll, you
         can use your reaction to cloak yourself in shadows and
           impose disadvantage on its attack roll.

                If this reaction causes the attack to miss, you can
                        make a weapon attack against your attacker as
                              part of the same reaction. If you are in dim
                                                         light or darkness when you
                                                             make this special attack,
                                                                       you have advantage
                                                                         on your attack roll.

Drake Guard Conclave

Sometimes wandering Rangers enter into the service of great dragons and are gifted a portion of their power. Undergoing an ancient ritual, they are bound to a Draconic Companion, a powerful scion of an elder dragon. Known as Drake Guards, these Rangers fight alongside their Companions as powerful draconic servants, and can eventually become dragon riders.

Drake Guard Spells

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

Ranger Level Spell
3rd absorb elements XGE, command
5th dragon's breath XGE, warding bond
9th elemental weapon, fear
13th dominate beast, elemental bane XGE
17th awaken, dominate person

Draconic Companion

3rd-level Drake Guard Conclave feature
Your soul has been bound to that of a Draconic Companion. You choose its Essence from the following options: acid, cold, fire, lightning, or poison. Its Essence influences the color of its scales, and once it is chosen it cannot be changed.

Your Companion uses the Draconic Companion stat block on this page, which uses your proficiency bonus (PB) and Ranger Spell save DC throughout. It cannot bear a rider.

Your Draconic Companion is friendly to you and your allies and it obeys your commands. In combat, it acts on your turn. It can move and use its reaction on its own, but it only takes the Dodge action on its turn unless you use a bonus action to order it to take an action from its stat block or another action. Also, whenever you take the attack action, you can forgo one of your attacks to command the Companion to attack. When you are incapacitated, your Companion acts on its own, and will to defend both itself and you to the best of its ability.

When your Companion is reduced to 0 hit points, it makes death saving throws like a player character would. If it dies, you can perform a special 1-hour ritual, which can be during a short or long rest, that restores it to life with 1 hit point. As part of this ritual, it can expend hit dice to regain hit points.

Wyrmsoul

3rd-level Drake Guard Conclave feature
The magic that bonds you to your Companion has infused you with draconic power. You learn to speak, read, and write Draconic, and when you cast a Ranger spell that deals acid, cold, fire, lightning, or poison damage, you can cause it to deal the damage type of your Companion's Essence instead.

Sword, Sorcery, and Dragons!

Interested in playing a true dragon rider? Check out the Order of Scales for the Magus Class, the arcane half-caster companion to the Paladin and Ranger!


Draconic Companion

Small Dragon, Lawful Neutral


  • Armor Class 14 + PB (natural armor)
  • Hit Points 5 + five times your Ranger level
  • Speed 30 ft., fly 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3) 12 (+1) 15 (+2) 8 (-1) 10 (+0) 14 (+2)

  • Damage Immunities Essence type
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Draconic, understands any languages spoken by the Drake Guard bound to it.

Hit Dice. Your Companion has a total number of d8 Hit Dice equal to your Ranger level. It also gains all the normal benefits of both short and long rests.

Soul Bound. You add your PB to any ability check or saving throw that the Draconic Companion makes.

Actions

Claw. Melee Weapon Attack: +3 +PB to hit, reach 5 ft., one target. Hit: 1d4 +3 +PB slashing damage + 1d4 Essence damage.

Greater Companion

7th-level Drake Guard Conclave feature
As your power increases, so does that of your Companion. Your Companion becomes Medium in size, and can bear you as a rider so long as you are Medium or smaller. However, its flying speed is halved while you are riding it. You can also roll d6s, in place of d4s, for the damage of its Claw attacks.

Elemental Breath

11th-level Drake Guard Conclave feature
You and your Companion can directly channel the elemental power of its Essence. As an action, you, or your Companion, can exhale a 30-foot cone of elemental breath. Creatures in that area must make a Dexterity saving throw against your Ranger Spell save DC. Creatures take 8d6 Essence damage on a failed save, and half as much damage on a success.

You and your Companion can use this feature a combined number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses left, you can expend a spell slot of 3rd-level or higher to use this feature again.

Mythic Companion

15th-level Drake Guard Conclave feature
Your bond with your Companion has unlocked its true power. As an action, your Companion can change its size, choosing to be Small, Medium, or Large. If it is Large in size, its flying speed is no longer halved while it bears you as its rider.

Also, once per turn when you command your Companion to attack, it can make two attacks instead of one. Finally, the damage of Elemental Breath increases to 10d6 damage.

Fey Wanderer Conclave

In your wild wanderings you have acquired the magic of
the Feywild, and use it to augment your Ranger abilities.
Whether you are the chosen warden of a Fey crossroads,
the favored servant of an Archfey, or you pilfered your
power in a fey wager, you now wield the whimsical
and terrifying powers common to the Feywild.

Beguiling Strikes

3rd-level Fey Wanderer Conclave feature
You can weave the wild and disorienting magic of the Feywild into your strikes, distracting and taunting your foes. You can choose for the bonus damage of your Ranger's Quarry feature to be psychic instead of your weapon's noraml damage type.

If you deal psychic damage to your Quarry with a melee weapon attack, it has disadvantage on all attack rolls against creatures other than you until the start of your next turn.

Fey Wanderer Spells

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

Ranger Level Spell
3rd cause fear XGE, charm person
5th enthrall, misty step
9th dispel magic, summon fey TCE
13th charm monster XGE, dimension door
17th geas, mislead

Otherworldly Mystique

3rd-level Fey Wanderer Conclave feature
The magic of the Feywild has imbued you with a whimsical charm that makes others more likely to trust you, for good or ill. You gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

                                    Also, whenever you make a Charisma
                                               check, you gain a bonus to the roll
                                                     equal to your Wisdom modifier
                                                           (minimum of +1).

Whimsical Ward

7th-level Fey Wanderer Conclave feature
Your familiarity with the abilities of the fey
grants you increased defenses against their
power. You have advantage on saving throws
to resist being charmed and frightened.

Also, when a creature you can see within 30
feet makes a saving throw to resist the charmed
or frightened condition, you can use a reaction
to force another creature you can see within
60 feet to make a Wisdom saving throw
against your Spell save DC. On a failure,
it is either charmed or frightened of you
(your choice) for 1 minute. The creature
can repeat this saving at the end of each of
its turns, ending this effect on a successful save.

Faerie Guardian

11th-level Fey Wanderer Conclave feature
You can call support from the otherworldly courts of the fey. You can cast summon fey without its material components.

Also, once per long rest, when you cast summon fey, you can cast it so that it does not require concentration. When you do, its duration is reduced from 1 hour to 1 minute.

Mirthful Step

15th-level Fey Wanderer Conclave feature
You can teleport through the Fey realm. You can cast misty step without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

When you cast misty step, you can touch a willing creature within 5 feet and teleport it along with you. It reappears in an unoccupied space within 5 feet of where you reappear.

Planar Warden Conclave

Planar Wardens dedicate their lives to preserving the balance of the multiverse by defending their native plane of existence from otherworldly threats. Keeping watch over planar portals these esoteric warriors can draw on the power of the planes to destroy outsiders that would seek to invade their homes.

Extraplanar Senses

3rd-level Planar Warden Conclave feature
As an action, you can detect the exact distance and direction of the nearest creature alien to your current plane or planar portal within 1 mile that isn't shielded from divination magic. As part of this action you can exclude targets of your choice.

Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses, you can expend a spell slot of 1st-level or higher to use this again.

Planar Warrior

3rd-level Planar Warden Conclave feature
You can augment your strikes with extraplanar energies. You can choose for the additional damage of Ranger's Quarry to be force damage in place of your weapon's damage type.

Moreover, you can mark any creatures not native to your current plane of existence as your Quarry without expending a use of Ranger's Quarry. For example, while you are on the material plane, you can use this feature to mark aberrations,
    celestials, elementals, fey, and fiends, as your Quarry.

Planar Warden Spells

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

Ranger Level Spell
3rd alarm, protection from evil & good
5th misty step, rope trick
9th haste, magic circle
13th banishment, dimension door
17th planar binding, teleportation circle

Ethereal Step

7th-level Planar Warden Conclave feature
You can briefly move between planes to disorient your foes. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

Any distance you teleport with this feature counts against your total movement for your turn.

Empowered Strikes

11th-level Planar Warden Conclave feature
Your ability to move between the planes has improved. If you use Ethereal Step and attack at least two different creatures with that action, you can make one additional attack as part of that Attack action against a third creature.

In addition, when you use Ethereal Step and then make an attack, you can choose for your attack to deal force damage.

Ethereal Defense

15th-level Planar Warden Conclave feature
You can partially phase out of your current plane to resist the assaults of your foes. When you take damage from an attack or spell that you can see, you can use your reaction to grant yourself resistance to the damage of that attack for this turn.

Swarm Keeper Conclave

Swarm Keepers enter symbiotic relationships with swarms of tiny creatures. Most often surrounded by a swarm of rodents, insects, birds, or other small animals, these strange Rangers see themselves as guardians of the smallest lives. Dwelling in the deep woods or underground caves, Swarm Keepers build communities that work together for the good of the swarm.

Swarm Keeper Spells

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

Ranger Level Spell
3rd entangle, faerie fire
5th spider climb, web
9th fly, gaseous form
13th arcane eye, giant insect
17th arcane hand, insect plague

Symbiotic Swarm

3rd-level Swarm Keeper Conclave feature
You have become an integral part of a swarm of vermin. You know the mage hand cantrip, but when you cast mage hand, it manifests as part of your swarm which does your bidding.

Also, you can use a bonus action on each of your turns to command your swarm in one of the following ways:

Biting Assault. One creature of your choice within 30 feet must succeed on a Dexterity saving throw or take piercing or poison damage equal to two rolls of your Quarry Die.

Harrying Horde. One creature of your choice within 30 feet must succeed on a Strength saving throw or be moved up to 15 feet in a direction of your choice. Large and larger creatures have advantage on this Strength saving throw.

Swarm Step. You are moved up to 15 feet in a direction
of your choice without provoking opportunity attacks.

Writhing Horde

7th-level Swarm Keeper Conclave feature
You can compel your swarm to carry you in unnatural ways. You gain a climbing speed equal to your walking speed, and you can climb sheer surfaces and upside down on ceilings without having to make an ability check. While climbing in this way, you are surrounded by your swarm of vermin.

Also, when you make a Strength (Athletics) check to shove or grapple, or to resist or end a grapple, you can call on your swarm and add one roll of your Quarry Die to your roll.

Greater Swarm

11th-level Swarm Keeper Conclave feature
Your swarm has grown vastly in both numbers and in power. Your Quarry has disadvantage on saving throws against your Symbiotic Swarm features. Your Symbiotic Swarm features also gain the following additional benefits:

Biting Assault. On a failed save, the creature is poisoned until the start of your next turn in addition to the damage.

Harrying Horde. On a failed save, the creature is knocked prone at the end of this forced movement.

Swarm Step. After you move, you also gain the benefits of half cover until the beginning of your next turn.

One with the Swarm

15th-level Swarm Keeper Conclave feature
You can fade into your swarm to avoid danger. When you take damage from a source you can see, you can use your reaction to become one with your swarm and give yourself resistance to that instance of damage. You and your swarm then teleport to an unoccupied space you can see within 30 feet.

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

Swarm Master

15th-level Swarm Keeper Conclave feature
You have become one with your swarm, and can command it with only your mind. You can cast one of your Swarm Keeper Spells without expending a spell slot or requiring the normal components, instead relying on your swarm to produce it.

Once you use this feature to cast a Swarm Keeper Spell in
                 this way, you must finish a short or long rest before
                           you can call on your swarm in this way again.

The Alternate

Ranger

Become the Master of the Wilderness you were meant to be! Includes Twenty-Seven Knacks, Spells, and Ten New and Revised Conclaves.

Version 4.3.0 - Created by /u/laserllama

Artist Credits:
Covers - Johannes Voss - Brightwood Tracker
Page 1 - Francisco Miyara - Elturguard Ranger
Page 3 - BorjaPindado - Avenging Hunter
Page 4 - Brent Hollowell - Froghemoth
Page 5 - Lake Hurwitz - Blue Bear Hunts
Page 7 - Justine Cruz - Spoils of the Hunt
Page 8 - Tomas Duchek - Vampire Slayer
Page 9 - Schirmer & Voss - Elite Inquisitor
Page 10 - Kim Sokol - Hardy Outlander
Page 13 - Ioannis Fiore - Gloom Stalker
Page 14 - Randy Vargas - Old Gnawbone
Page 15 - Alexandr Leskinen - Caller of the Small
Page 16 - Bayard Wu - Take Aim
Page 17 - Brain Valeza - Wave of Rats

Additional Knacks, Feats, and Ranger Conclaves can be found in the Alternate Ranger: Expanded

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can be found for free on GM Binder.

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