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 a minimum 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 armor, medium armor, shields, simple and martial weapons, and a skill of your choice 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 | 1 | — | — | — | — | — | — |
| 2nd | +2 | Ranger's Quarry, Spellcasting | 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 | Quarry Improvement (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 | ─ | 5 | 4 | 3 | 2 | — | — | d6 |
| 10th | +4 | Quarry Improvement (1 week) | 5 | 4 | 3 | 2 | — | — | d8 |
| 11th | +4 | Conclave Feature | 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 | Quarry Improvement (Indefinite) | 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 | 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 learn one Fighting Style of your choice from the list at the end of this class description. To learn a Fighting Style, you must meet any prerequisites it has, and you cannot learn the same Fighting Style more than once.
When you gain a level, you can replace this Fighting Style with another Fighting Style available to the Ranger class.
Knacks
In the wild, you glean bits of knowledge, known as Knacks, to bolster your hunting, tracking, and survival skills. At 1st level, you know one Knack of your choice from the list at the end of this class. To learn a Knack, you must meet any prerequisites it may have, such as proficiency in a skill or Ranger level.
When you gain a Ranger level, you can replace one Knack you know with another Knack of your choice, so long as you meet its prerequisites. You cannot replace a Knack if it is the prerequisite for another Knack that you know.
At certain Ranger levels, you learn additional Knacks, as shown in the Knacks Known column of the Ranger table.
What is a Ranger?
For as long as the Ranger has existed as an option in D&D, players have debated this question. With the Alternate Ranger, you answer that question for yourself, customizing your Ranger using Knacks.
Ranger's Quarry
You can hone in on a foe like the great wild predators. At 2nd level, you can use your bonus action to mark one creature you can see as your Quarry, gaining certain benefits against it:
- Once per turn, when you hit your Quarry with an attack, you deal bonus damage equal to your Quarry Die, a d4.
- Any time you make an ability check to track or analyze your Quarry, add your Quarry Die to your roll.
The creature remains your Quarry for 1 hour. The benefits end early if the Quarry is slain, or you mark another creature.
At 6th, 10th, 14th, and 18th level, the duration of your mark and Quarry Die increase, as shown on the Ranger class table.
If a feature uses your Quarry Die, you always roll the Die.
Spellcasting
Also at 2nd level, you learn to channel the primal magic of the natural world to enhance your survival and combat skills:
Preparing & Casting Spells
During a long rest, you must spend 1 hour preparing the list of Ranger Spells that are available for you to cast. Choose a number of spells equal to your Wisdom modifier + half your Ranger level, rounded down. To prepare a spell, it must be of a level for which you have spell slots.
The Ranger class table shows the number and level of the spell slots you have to cast your spells. To cast a Ranger spell of 1st-level or higher, you expend a slot of that spell's level or higher. You regain all spell slots when you finish a long rest.
Spellcasting Ability
Your power is drawn from your bond with nature, so Wisdom is your spellcasting ability. Use Wisdom when a spell refers to Spellcasting ability, your Spell save DC, or 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 allows you to cast any Ranger spell you have prepared as a Ritual, so long as that spell has the Ritual tag.
Ranger Conclave
At 3rd level, you choose your Conclave, a loose association of Rangers who share similar goals, from the following options:
| Beast Master | Fey Wanderer | Planar Warden |
| Deep Stalker | Hunter | Spellbreaker |
| Drake Guard | Monster Slayer | Swarm Keeper |
Your Conclave grants features at 3rd, 7th, 11th, and 15th level. All Conclave features use your Ranger Spell save DC.
Conclave Spells
Ranger Conclaves have a list of Conclave Spells you always have prepared once you reach the Ranger levels noted in that Conclave's description. These Spells count as Ranger spells for you, but they do not count against the spells you prepare.
Ability Score Improvement
When you reach 4th level, you can increase one of your ability scores by 2, or two of your ability scores by 1. You cannot use this feature to increase your ability scores above 20. You gain this feature again at 8th, 12th, 16th, and 19th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to cast a Ranger spell, you can make a
single weapon attack with your bonus
action on that same turn.




Feral Senses
You hunt with the skill of an apex predator.
At 5th level, you cannot have disadvantage
on attack rolls against your Quarry.
When you reach 18th level, you cannot
have disadvantage on attack rolls against
any target that is within 30 feet of you.
Foe Slayer
At 20th level, your skill rivals the great hunters of legend. When you hit your Quarry with a weapon attack, you can
end your mark to cause it to deal the maximum possible
damage, instead of rolling.
Should this special attack reduce your Quarry to 50
hit points or fewer, it must make a Constitution saving
throw or be instantly reduced to 0 hit points.
Fighting Styles
Below is the list of Fighting Styles available to Rangers.
To learn a Fighting Style you must meet its prerequisites:
Archery
Prerequisite: Dexterity of 13 or higher
You gain a +1 bonus to attack rolls with ranged weapons,
and your attacks with ranged weapons ignore half-cover
and treat three-quarters cover as half cover.
Balanced Fighting
When wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to weapon damage
rolls. You can use a shield and still gain this benefit.
Defensive Fighting
When you are wearing medium armor, heavy armor,
or a shield you gain a +1 bonus to your Armor Class.
Dual Wielding
Prerequisite: Strength or Dexterity of 13 or higher
While two-weapon fighting, you make your off-hand attack
as part of the Attack action instead of your bonus action, and you add your ability modifier to the damage of this attack. You cannot also make an attack with your bonus action that turn.
Featherweight Fighting
Prerequisite: Dexterity of 13, proficiency in Acrobatics
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.
Hurler
Prerequisite: Strength or Dexterity of 11
You can draw a Thrown weapon as part of each ranged attack you make, and the Range of your thrown attacks is doubled.
When wielding only Thrown weapons, you can make one ranged attack with a Thrown weapon as a bonus action.
Mariner
Prerequisite: proficiency in Athletics
When you are not wearing heavy armor or a shield, you have a swimming speed equal to your walking speed, and you gain
a +1 bonus to your Armor Class.
Mountaineer
Prerequisite: proficiency in Athletics
So long as you are not wearing heavy armor or a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
Also, whenever you take falling damage, you can use your reaction to reduce the damage by twice your level.
Strongbow
Prerequisite: Strength of 13 or higher
You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.
Versatile Fighting
Prerequisite: Strength or Dexterity of 11 or higher
While 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 to make a grapple or shove attack, or to take the Use an Object action.






Knacks
Below are the Knacks available to Rangers. If a Knack has a prerequisite, you can learn it at the same time that you meet it them. Knacks use your Spell save DC for saving throws:
Alpine Adept
Prerequisite: proficiency in Athletics
You are an expert climber. You gain a 30-foot climbing speed and Resistance to bludgeoning damage you take from falling. If you already have a climbing speed, it increases by 10 feet.
Finally, you can add double your Proficiency Bonus to any Athletics checks that you make.
Aquatic Adept
Prerequisite: proficiency in Athletics
You can swim through the water like a native creature of the sea. You gain a swimming speed of 30 feet, and you can hold your breath for up to 1 hour underwater. 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.
When you make an ability check to recall knowledge, hunt, or track a Favored Foe, treat a d20 roll of 9 or lower as a 10.
You can learn this Knack more than once, but you choose
a new Favored Foe each time that you learn it.
Herbalist I
Prerequisite: proficiency in Medicine
You have an extensive knowledge of plants and their healing properties. You gain proficiency with Herbalism Kits, and you automatically succeed on Medicine checks made to stabilize creatures at 0 hit points, so long as you use a Herbalism Kit.
Finally, you can add double your Proficiency Bonus to any Medicine or Herbalism Kit checks that you make.
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 a 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
Prerequisite: proficiency in Nature
You are an intuitive scholar of the wild. You use Wisdom, in place of Intelligence, for Nature checks. Also, you can use a bonus action on each turn to make a Nature check to recall knowledge about one Beast or Plant you can see.
Finally, you can add double your Proficiency Bonus to any Nature checks that you make.
Naturalist II
Prerequisite: 9th-level Ranger, Naturalist I
Your understanding grants you a mystical connection to the natural world. At the end of each short or long rest, you gain benefits as if you had cast the commune with nature spell.
Natural Regeneration
Prerequisite: 3rd-level Ranger
During a short rest, you can recover spell slots of a combined level equal to your Wisdom modifier (minimum one 1st-level).
Once you regain spell slots in this way, you must complete a long rest before you can use this feature again.
Slayer I
Prerequisite: 3rd-level Ranger, proficiency in Perception
Once per turn 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 on hit.
Finally, you can add double your Proficiency Bonus to any Perception checks that you make.
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, like tracks, left within the past 24 hours.
Also, whenever you make an ability check to locate or track your Quarry, you treat a roll of 7 or lower on the d20 as an 8.
Slayer III
Prerequisite: 14th-level Ranger, Slayer I, II
Once on each of your turns when you hit your Quarry with a weapon attack, you can force it to make a Constitution saving throw. On a failed save, you choose if your Quarry is Blinded, unable to speak, Deafened, or Restrained until the beginning of your following turn.
Stalker I
Prerequisite: proficiency in Stealth
You are a master at remaining undetected in the wilderness. You have advantage on Stealth checks you make to hide while you are in natural environments.
Finally, you can add double your Proficiency Bonus to any Stealth checks that you make.
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
Your mythic skill allow you to become undetectable. Any time you take a Hide action, you, and anything you are wearing or carrying, becomes invisible until the start of your next turn.
This effect instantly ends if you Cast a Spell, or you attack or force a creature to make an ability check or saving throw.
Strider I
Prerequisite: proficiency in Survival
You ignore the effects of difficult terrain imposed by natural environments, you cannot become lost so long as you can see the night sky, and you and up to 10 creatures who travel with you don't have travel slowed by natural difficult terrain.
Finally, you can add double your Proficiency Bonus to any Survival checks that you make.
Strider II
Prerequisite: 3rd-level Ranger, Strider I
Once in your sights, you pursue your foes 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 difficult terrain imposed by any spell, 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 a freedom of movement spell while conscious.
Student of the Wild
Time in the wild has honed your skills. You gain proficiency in two skills of your choice from the Ranger class skill list.
You can learn this Knack more than once, but you choose
two new Ranger class skills each time that you learn it.
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 I
Prerequisite: proficiency in Sleight of Hand
You craft traps from materials on hand. You also add double your Proficiency Bonus to your Sleight of Hand checks. The Traps you create use the following rules:
Crafting a Trap. Over the course of 1 hour, which can be during a short or long rest, you use a knife, natural materials, and 10 feet of rope to craft one Trap. It remains usable until the end of your next long rest, when it breaks down.
Setting a Trap. As an action, you can place one Trap in an adjacent, unoccupied 5-foot space. The first Large or smaller creature that moves into the Trap's space must succeed on a Dexterity saving throw or become Restrained by the Trap.
As an action, the Restrained creature, or a creature within 5 feet, can make a Strength check (DC is your Spell save DC). On a success, the creature is freed and the Trap is destroyed.
Hiding a Trap. As an action (separate from setting it), you can hide a Trap. Creatures have disadvantage on their saving throws against Traps if they are unaware of them. To detect a hidden Trap, a creature must make a successful Investigation or Perception check against your Spell save DC.
Trapper II
Prerequisite: 6th-level Ranger, Trapper I
Your skills as a Trapper have grown. So long as you have
enough natural material and rope, you can craft up
to three Traps in 1 hour, and once you set your
Traps, they last until triggered or destroyed.




Wild Insight I
Prerequisite: proficiency in Animal Handling or Insight
You can verbally communicate with and understand Beasts. However, when communicating with a Beast, its awareness and ability to recall knowledge is limited by its Intelligence.
Wild Insight II
Prerequisite: 3rd-level Ranger, Wild Insight I
You can mystically bond wild Beasts. As an action, expend
a spell slot and touch a Friendly Beast with a CR equal to
the level of that spell slot or lower, forging a mystic bond. While this bond persists, you can't regain that spell slot.
This bond persists until you bond another Beast, this
Beast dies, or you release the bond. The bonded Beast is Friendly to you and aids you to the best of its abilities.
Ranger Spell List
Below are the spells available to Rangers, by spell level.
They are from the Player's Handbook, Xanathar's Guide
to Everything *, and Tasha's Cauldron of Everything **.
Ritual Spells are marked below with the (r) tag.
Spells marked ll can be found in the laserllama Spell Compendium, which includes new and alternate spells.
1st-Level
absorb elements *
alarm (r)
animal friendship
beast bond ll
create snare ll
cure wounds
detect magic (r)
detect poison & disease
ensnaring strike ll
entangle
fog cloud
goodberry ll
hail of thorns ll
jump ll
longstrider
purify food & drink
speak with animals (r)
zephyr strike *
2nd-Level
aid
animal messenger (r)
barkskin ll
beast sense (r)
conjure beast ll
cordon of arrows ll
darkvision
enhance ability
gust of wind
healing spirit
locate creature (r) ll
magic weapon ll
pass without trace ll
protection from poison
restoration ll
silence (r)
spike growth
3rd-Level
conjure elemental ll
conjure fey ll
conjure volley ll
daylight
dispel magic
elemental bane ll
elemental weapon
flame arrows ll
grasping vine ll
lightning arrow ll
meld into stone (r)
nondetection
plant growth
protection from energy
revivify
speak with plants
tiny hut (r) ll
water breathing (r)
water walk (r)
wind wall *
4th-Level
death ward ll
divination (r)
dominate creature ll
freedom of movement
guardian of nature *
stoneskin
wall of thorns ll
5th-Level
awaken
commune with nature (r)
steel wind strike ll
swift quiver ll
tree stride
wrath of nature *
Additional Ranger Options
Looking for more options for the Alternate Ranger? Check out the Alternate Ranger: Expanded for five additional Fighting Styles, fourteen more Knacks to learn, Ranger-specific Feats, and nine Conclaves!







Ranger Conclave
Choose the Concalve from the following options that best represents your Ranger's training, goals, and combat style:
| Beast Master | Fey Wanderer | Planar Warden |
| Deep Stalker | Hunter | Spellbreaker |
| Drake Guard | Monster Slayer | Swarm Keeper |
Beast Master
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 ll |
| 5th | beast sense, warding bond |
| 9th | haste, protection from energy |
| 13th | death ward ll, freedom of movement |
| 17th | awaken, commune with nature |
Primal Beast
3rd-level Beast Master Conclave feature
You have entered a mystical bond with a Primal Beast.
It is Friendly to you, and uses the following rules:
Statistics. Choose a stat block on the next page
that best reflects the nature of the Primal Beast:
Beast of the Cave, Land, Sea, or Sky. It uses
your Proficiency Bonus (PB), Quarry Die,
and Spell save DC for saving throws.
Combat. In combat, your Beast
acts during your turn. As a bonus
action, you can order it to take an
action in its stat block, or another
action. If you take the Attack action,
you can forgo one attack to order your
Beast to attack instead. The Beast can move and use
its reaction on its own, but will only take the Dodge
action unless you give it an order.
If you are Incapacitated, the Beast acts on its own,
and will defend you and itself to the best of its ability.
Primal Shift. During a long rest, you can perform
a 1 hour ritual to change the Primal Beast's
stat block to another Primal Beast.
Death. If your Beast is reduced
to 0 hit points, it must make Death
Saving Throws like a player character would. If it
dies, you can perform a 1-hour ritual, which can
be during a short or long rest, to restore it to life
with 1 hit point. As part of this ritual, it can spend
Hit Dice to regain additional hit points.
Wild Empathy
3rd-level Beast Master Conclave feature
Your bond with your Primal Beast marks you as a friend to all wild animals. You learn the Wild Insight I Knack. It cannot be replaced, but it does not count against your Knacks Known.
If you already know Wild Insight I, you learn another Knack of your choice that you meet the prerequisites for.
Bestial Focus
7th-level Beast Master Conclave feature
Ranger and Beast hunt in deadly tandem. Your Primal Beast gains all the benefits of your Ranger's Quarry, including any Knacks you know that enhance it.
Your Primal Beast's Natural Weapon attacks also count as magical for overcoming Resistances and Immunities.
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 order your Primal Beast to use one of the attacks its stat block, it can make two attacks.
Primal Bond
15th-level Beast Master Conclave feature
The mystical power which binds you and your Primal Beast together has reached its apex. When you cast a Ranger spell that targets only yourself, your Primal Beast also gains the benefits of that spell, as long as it is within 30 feet.










Beast of the Cave
Medium Beast, Neutral
-
AC 13 + PB (natural armor)
- HP 5 + five times your Ranger level
- Speed 30 ft., burrow 10 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 8 | -1 | -1 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +3 |
| MOD | SAVE | Con | 13 | +1 | +3 |
|---|---|---|---|
| Cha | 11 | +0 | +0 |
- Skills Stealth +4
- Senses Darkvision 120 ft., Tremorsense 30 ft.
- Languages understands the languages you speak
Traits
Hit Dice. The Beast has a number of d8 Hit Dice equal
to your level, and it gains the normal benefits of rests.
Primal Bond. When your PB increases, the Beast's bonus to skill and saving throw proficiencies increases as well.
Actions
Claw. Melee Weapon Attack: 3 +PB to hit, reach 5 ft., one target. Hit: (Quarry Die +PB) slashing damage.
Beast of the Land
Medium Beast, Neutral
-
AC 13 + PB (natural armor)
- HP 5 + five times your Ranger level
- Speed 40 ft., climb 40 ft.
| MOD | SAVE | Str | 16 | +3 | +5 |
|---|---|---|---|
| Int | 8 | -1 | -1 |
| MOD | SAVE | Dex | 14 | +2 | +4 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 11 | +0 | +0 |
- Skills Perception +3, Stealth +4, Survival +3
- Senses Darkvision 120 ft.
- Languages understands the languages you speak
Traits
Charge. If the Beast moves at least 20 ft. in a line, then hits with its Maul, it deals bonus damage equal to your Quarry Die, and if the target is equal to the Beast's size
or smaller, the target is also knocked Prone.
Hit Dice. The Beast has a number of d8 Hit Dice equal
to your level, and it gains the normal benefits of rests.
Primal Bond. When your PB increases, the Beast's bonus to skill and saving throw proficiencies increases as well.
Actions
Maul. Melee Weapon Attack: 3 +PB to hit, reach 5 ft., one target. Hit: (Quarry Die +PB) slashing damage.
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Shapes from my Compendium of Beasts as Companions!
Beast of the Sea
Medium Beast, Neutral
-
AC 13 + PB (natural armor)
- HP 5 + five times your Ranger level
- Speed 10 ft., swim 40 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 8 | -1 | -1 |
| MOD | SAVE | Dex | 14 | +2 | +4 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 15 | +2 | +4 |
|---|---|---|---|
| Cha | 11 | +0 | +0 |
- Skills Perception +3, Stealth +4
- Senses Darkvision 60 ft.
- Languages understands the languages you speak
Traits
Amphibious. The Beast can breathe both air and water.
Hit Dice. The Beast has a number of d8 Hit Dice equal
to your level, and it gains the normal benefits of rests.
Primal Bond. When your PB increases, the Beast's bonus to skill and saving throw proficiencies increases as well.
Wrap. If the Beast hits with its Tentacle, it can Grapple the target (escape DC equals your Spell save DC), but it can no longer attack with that Tentacle. If the Grappled target is larger than the Beast, the Beast moves with it.
Actions
Tentacle. Melee Weapon Attack: 3 +PB to hit, reach 5 ft., one target. Hit: (Quarry Die +PB) bludgeoning damage.
Beast of the Sky
Small Beast, Neutral
-
AC 13 + PB (natural armor)
- HP 4 + four times your Ranger level
- Speed 10 ft., fly 60 ft.
| MOD | SAVE | Str | 6 | -2 | -2 |
|---|---|---|---|
| Int | 8 | -1 | -1 |
| MOD | SAVE | Dex | 16 | +3 | +5 |
|---|---|---|---|
| Wis | 12 | +1 | +3 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 11 | +0 | +0 |
- Skills Acrobatics +5, Perception +3
- Senses Darkvision 60 ft.
- Languages understands the languages you speak
Traits
Flyby. The Beast does not provoke opportunity attacks when it flies out of a Hostile creature's reach.
Hit Dice. The Beast has a number of d6 Hit Dice equal
to your level, and it gains the normal benefits of rests.
Primal Bond. When your PB increases, the Beast's bonus to skill and saving throw proficiencies increases as well.
Actions
Shred. Melee Weapon Attack: 3 +PB to hit, reach 5 ft., one target. Hit: (Quarry Die +PB) slashing damage.
Deep Stalker
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 *, disguise self |
| 5th | darkness, invisibility |
| 9th | fear, nondetection |
| 13th | greater invisibility, phantasmal killer |
| 17th | mislead, seeming |
Dread Ambusher
3rd-level Deep Stalker Conclave feature
You mimic the surprise tactics of the nameless creatures that dwell in the darkness. So long as you are not Incapacitated or Surprised, you add your Wisdom modifier (a minimum of +1) to your initiative rolls.
Also, when you take the Attack action during your first turn in combat, you make one additional attack. If you hit with
this additional attack, it deals bonus psychic damage
equal to your Quarry Die.
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 have Darkvision from another feature, its range increases by 60 feet.
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 against your Quarry, you add your Quarry Die to your attack roll, possibly turning your miss into a hit.
Your Darkvision has also improved, allowing you to see in both magical and nonmagical dim light and darkness.
Deadly Counter
15th-level Deep Stalker Conclave feature
You can manipulate the shadows to distract your foes. When
you see your Quarry target you with an attack, you can use
your reaction to cloak yourself in shadows, and impose
disadvantage on its attack roll.
If its attack to misses, you can make one weapon
attack against your Quarry as part of the same
reaction. If you are in dim light or darkness
when you make this attack,
you have advantage on
your attack roll.




Drake Guard
Sometimes wandering Rangers enter into the service of great dragons and are granted 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 *, command |
| 5th | dragon's breath *, warding bond |
| 9th | elemental bane ll, fear |
| 13th | dominate creature ll, polymorph ll |
| 17th | awaken, conjure dragon ll |
Draconic Companion
3rd-level Drake Guard Conclave feature
Your soul has been bound to a powerful Draconic Companion through an ancient draconic rite. It uses the following rules:
Draconic Essence. Choose either acid, cold, fire, lightning, or poison to be the Essence of your Companion. Once chosen it cannot be changed short of an ancient dragon's magic. This Essence determines many of its features.
Statistics. Your Draconic Companion is Friendly to your allies, and fervently loyal to you. It uses the stat block on this page. It uses your Proficiency Bonus (PB), Quarry Die, and Ranger Spell save DC for any saving throws.
Despite its size, your Draconic Companion is too proud to bear another creature as a rider.
Combat. In combat, the Companion acts during your turn. It can move and use its reaction independently, but it will only take the Dodge action unless you give it an order. As a bonus action, you can order it to take an action from its stat block or a different action. Moreover, when you take the Attack action, you can forgo one of your attacks and order your Companion to make a single attack instead.
If you are Incapacitated, your Companion can act on its own, and will defend you and itself to the best of its abilities.
Death. If your Companion is reduced to 0 hit points, it makes Death Saving Throws like a player character would.
Should your Draconic Companion die, you can perform a 1-hour ritual, which can be during a short or long rest, which restores it to life with 1 hit point. As part of this ritual, it can spend its Hit Dice to regain additional 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, the language of dragons.
Also, you can cause your Ranger's Quarry damage, or any damage you deal with a Ranger spell, to be your Companion's
Essence damage in place of its normal damage type.
Draconic Companion
Small Dragon, Lawful
-
AC 14 + PB (natural armor)
- HP 5 + five times your Ranger level
- Speed 30 ft., fly 30 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 8 | -1 | -1 |
| MOD | SAVE | Dex | 12 | +1 | +3 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 15 | +2 | +4 |
|---|---|---|---|
| Cha | 14 | +2 | +2 |
- Immunities Essence damage type
- Skills Acrobatics +3, Intimidation +4
- Senses Darkvision 60 ft.
- Languages Draconic, understands the languages of
the Ranger bound to it, but cannot speak them
Traits
Hit Dice. The Dragon has a number of d8 Hit Dice equal to your level, and it gains the normal benefits of rests.
Soul Bond. When your PB increases, the Dragon's bonus to skill and saving throw proficiencies increases as well.
Actions
Claw. Melee Weapon Attack: 3 +PB to hit, reach 5 ft., one target. Hit: (Quarry Die +PB) slashing +1d4 Essence.






Greater
Companion
7th-level Drake Guard Conclave feature
Your bond infuses your Companion with greater power. Your Companion becomes Medium in size, and will bear you (and no other) as a rider if you are Medium or smaller. However, if you are riding it, your Companion's flying speed is halved.
Elemental Breath
11th-level Drake Guard Conclave feature
As an action you, or your Companion, can exhale a 30-foot cone of Essence energy, forcing creatures in the area to make a Dexterity saving throw. They take Essence damage equal to six Quarry Dice on a failure, and half that 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). 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 your Elemental Breath again.
Mythic Companion
15th-level Drake Guard Conclave feature
Your bond with your Companion has unlocked its true power. Your Companion now uses the Mythic Companion stat block.
Also, once per turn when you command your Companion to attack, it can make two attacks instead of one.
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!
Mythic Companion
Large Dragon, Lawful
-
AC 14 +PB (natural armor)
- HP 5 + five times your Ranger level
- Speed 40 ft., climb 40 ft., fly 60 ft.
| MOD | SAVE | Str | 20 | +5 | +5 |
|---|---|---|---|
| Int | 14 | +2 | +2 |
| MOD | SAVE | Dex | 12 | +1 | +6 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 18 | +4 | +9 |
|---|---|---|---|
| Cha | 18 | +4 | +4 |
- Immunities Essence damage type
- Skills Acrobatics +6, Intimidation +9
- Senses Blindsight 30 ft., Darkvision 60 ft.
- Languages Draconic, understands the languages of
the Ranger bound to it, but cannot speak them
Traits
Hit Dice. The Dragon has a number of d8 Hit Dice equal to your level, and it gains the normal benefits of rests.
Soul Bond. When your PB increases, the Dragon's bonus to skill and saving throw proficiencies increases as well.
Actions
Change Size. Your Companion changes size, becoming Small, Medium, or Large until it uses this feature again.
Claw. Melee Weapon Attack: 5 +PB to hit, reach 5 ft., one target. Hit: (Quarry Die +PB) slashing + 1d4 Essence.




Fey Wanderer
You have learned to lace your Ranger skills with faerie magic. Whether you were a warden of a Fey crossroads, the favored servant of a faerie lord, or won your faerie magic in a wager, you wield the whimsical and terrifying power of the faeire.
Beguiling Strikes
3rd-level Fey Wanderer Conclave feature
You weave the wild and disorienting faerie magic into your strikes. Your Ranger's Quarry bonus damage is psychic, and when you deal this psychic damage to a Quarry that is within 15 feet of you, 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 *, charm person |
| 5th | misty step, suggestion |
| 9th | conjure fey ll, enemies abound * |
| 13th | charm monster *, dimension door |
| 17th | geas, mislead |
Otherworldly Mystique
3rd-level Fey Wanderer Conclave feature
You are infused with the magical charm of the faerie. You gain proficiency in Deception, Performance, or Persuasion.
Also, whenever you would make a Charisma check, you can use Wisdom instead.
Whimsical Ward
7th-level Fey Wanderer Conclave feature
Your familiarity with faerie magick makes you resistant to its power. You have advantage on saving throws to resist and end the Charmed and Frightened conditions.
Also, if a creature succeeds on its saving throw against one of your Fey Wanderer spells, you can cause another creature of your choice within range to become the target of that spell. You can only do so once per Fey Wanderer spell you cast.
You can choose a new target for a spell a number of times equal to your Wisdom modifier (a minimum of 1). You regain all expended uses when you finish a long rest.
Faerie Guardian
11th-level Fey Wanderer Conclave feature
You can call support from the otherworldly faerie courts. You can cast conjure fey without its material component.
Moreover, when you cast conjure fey, you can cast it so that it doesn't require concentration, but its duration is reduced to 1 minute. If you cast it again, any previous Fey are dispelled.
Mirthful Step
15th-level Fey Wanderer Conclave feature
You can use your magic to slip through the faerie realm. You can cast the misty step spell without expending a spell slot a number of times equal to your Wisdom modifier (a minimum of once). You regain all uses when you finish a long rest.
Moreover, any time you cast misty step, you can touch one
willing creature within 5 feet and teleport
it along with you. It reappears in an
unoccupied space within 5 feet of
the space that you appear in.





Hunter
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 | create snare ll, expeditious retreat |
| 5th | locate creature 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 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 in combat.
Silent Steps
3rd-level Hunter Conclave feature
You stalk your prey unseen until it
is too late. You gain proficiency in
Stealth and you learn the Stalker I
Knack. It cannot be replaced, but does
not count against your Knacks Known.
If you already know Stalker I, you can
learn a different Knack of your choice.
Cunning Parry
7th-level Hunter Conclave feature
Your unyielding focus allows you to parry and counter your foes. As a reaction when you see your Quarry make an attack against you, you can 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.
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 in the normal Range of your ranged weapon. You fire a volley of ammunition, forcing creatures of your choice within 10 feet of that point to make a Dexterity saving throw. They take damage of the ammunition type equal to your Quarry Die + your Dexterity modifier on a failure, and half as much on a successful save.
Whirlwind. You strike at the enemies around you, forcing creatures of your choice within range of your melee weapon to make a Dexterity saving throw. They take damage of from weapon equal to your Quarry Die + your Dexterity modifier
on a failure, and half on a success.
Ruthless Focus
15th-level Hunter Conclave feature
Your skills as a hunter rival those
of legends and myths. When you
damage to your Quarry with
an attack or Horde Breaker,
you can add your Wisdom
modifier (a minimium of
+1) to the damage.





Monster Slayer
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 faeries, restless spirits, werewolves, and other vile creatures, 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 8 + its CR). If the target is your Quarry, add your Quarry Die to your roll:
| Skill | Creature Types |
|---|---|
| Arcana | Aberrations, Dragons, Monstrosities |
| History | Giants, Humanoids |
| Nature | Beasts, Elementals, Oozes, Plants |
| Religion | Celestials, Fey, Fiends, Undead |
On a success, you learn of all Condition and damage
Immunities, Resistances, and Vulnerabilities it has.
Alternately, you can choose to learn its highest
ability score, lowest ability score, Armor Class,
a Trait in its stat block, or another weakness
it may have as determined by the DM.
If you fail your ability check, you can't
use this feature on that creature again
until you hit it with an attack.
Slayer's Cunning
3rd-level Monster Slayer feature
You are prepared to hunt. You
gain proficiency in Perception
and learn the Slayer I Knack.
It can't be replaced, but doesn't
count against your Knacks.
If you have proficiency in
Perception already, you gain
another Knowledge of the
Hunt skill of your choice.
Iron Focus
7th-level Monster Slayer Conclave feature
You have sharpened your mind to withstand the supernatural assaults of your foes. When your Quarry forces you to make an ability check or saving throw you gain a bonus to your roll equal to 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 ignore its damage Resistances, and treat its damage Immunities as Resistance.
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, or that ability is thwarted and fails to take effect.
When you use this feature
and your attack hits, you can
instantly end the effects of
Ranger's Quarry and cause
the Quarry to automatically
fail this saving throw.
Should this cause
an ability to fail,
that use of the
ability is still
expended
by your
Quarry.




Planar Warden
Planar Wardens preserve the balance of the
multiverse by defending their nature plane of
existence from otherworldly incursions. They
stand guard over planar portals, and use their
knowledge to channel planar power. Threats
to their home plane are met with destruction.
Extraplanar Awareness
3rd-level Planar Warden Conclave feature
You have trained to sense otherworldly
presences which may threaten
your home. As an action, you
open your senses, and learn
the distance and direction of
the closest creature not native to
the current plane, or the nearest planar
portal within 1 mile of your location. As
part of this action, you can exclude any
creature or portal you are aware of. If
a creature or portal is shielded from
Divination magic, you do not detect it.
Should you detect a creature or a portal,
you can mark it as your Quarry, and for the
duration, you know the exact direction and
distance toward it, so long as it remains on
the same plane of existence as you.
You can use this special sense once per
short or long rest at no cost, after that, you
must expend a spell slot to use it again.
Planar Warrior
3rd-level Planar Warden Conclave feature
You can augment your strikes with power drawn
from the space between the planes. Your Ranger's
Quarry bonus damage is force.
Moreover, if your Quarry is a creature that is not native
to your current plane of existence, the bonus damage from
Ranger's Quarry is doubled to two Quarry Dice.
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 | banishing smite ll, 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.
Elite Warden
11th-level Planar Warden Conclave feature
You are an elite channeler of planar magic. Whenever you use Ethereal Step before a weapon attack, you can choose for all damage from that attack to become force damage.
Moreover, if you use Ethereal Step and attack at least two different targets, you can make one additional attack as part of that same Attack action. However, this bonus attack must be against a third target.
Extraplanar Adept
11th-level Planar Warden Conclave feature
Your ability to sense otherworldly incursions is second nature to you. You can use Extraplanar Awareness as a special ritual which takes 10 minutes to complete, and can be done as part of a short or long rest.
Ethereal Defense
15th-level Planar Warden Conclave feature
You can partially phase into the space in between planes to resist hostile strikes. When you take damage from a source you can see, you can use your reaction to gain Resistance to that instance of damage.
When you use this reaction you can expend a spell slot to instantly teleport a number of feet equal to 10 times the level of the spell slot spent, appearing in an unoccupied space you can see within that range.







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 any subsequent Constitution saving
throw to maintain concentration.
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 *, detect magic |
| 5th | blindness/deafness, silence |
| 9th | counterspell ll, dispel magic |
| 13th | arcane eye, resilient sphere |
| 17th | dispel evil & good, wall of force ll |
Spellsight
3rd-level Spellbreaker Conclave feature
You have learned to see the arcane ability of creatures.
When you mark a creature as your Quarry, you learn its Spellcasting ability (if it has one) and the level of the highest spell or spell slot it is able 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 steel yourself to resist hostile magic When 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, if 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 spend a spell slot of 1st-level or higher to deal bonus force damage equal to one Quarry Die per level of the spell slot.
Also, when you cast counterspell or dispel magic, you gain
a bonus to your ability check equal to your Quarry Die.
Mantle
of the Master
15th-level Spellbreaker Conclave feature
Your Spellbreaker training has reached its pinnacle. You gain Resistance to damage from spells and 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 the absorb elements spell at will, 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!






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 Quarry Dice.
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
Your swarm surrounds you and enhances your abilities. You gain a climbing speed equal to your walking speed, and you can also climb difficult, sheer surfaces and upside down on ceilings without an ability check.
Also, when you make an Athletics check to resist or end
a Grapple or Shove, you add 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 move up to 30 feet without provoking opportunity attacks.
You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses when you finish a long rest. If you have no uses left, you can expend a spell slot 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. Once per long rest, you can cast one of your Swarm Keeper Spells without expending a spell slot or
requiring its normal material components.




Alternate Ranger
Become the Master of the Wilderness you were meant to be! Includes Twenty-Eight Knacks, Ten Fighting Styles, and Ten reworked Conclaves.
Version 4.4.0 - Created by /u/laserllama
Last Updated: April 9, 2026
Artist Credits:
Covers - Johannes Voss - Brightwood Tracker
Page 1 - Francisco Miyara - Elturguard Ranger
Page 3 - Brent Hollowell - Froghemoth
Page 4 - BorjaPindado - Avenging Hunter
Page 6 - Randy Vargas - Outland Liberator
Page 7 - Kieran Yanner - Elf Ranger
Page 8 - Lake Hurwitz - Blue Bear Hunts
Page 10 - Ioannis Fiore - Gloom Stalker
Page 11 - Randy Vargas - Old Gnawbone
Page 12 - Ilse Gort - Green Dragon
Page 13 - Alexandr Leskinen - Caller of the Small
Page 14 - Justine Cruz - Spoils of the Hunt
Page 15 - Tomas Duchek - Vampire Slayer
Page 16 - Bayard Wu - Take Aim
Page 17 - Schirmer & Voss - Elite Inquisitor
Page 18 - Brain Valeza - Wave of Rats
Additional Laserllama Homebrew content
can be found for free on GM Binder.
Additional Knacks, Feats, and Ranger Conclaves are found in the Alternate Ranger: Expanded
Patrons gain access to exclusive Conclaves:
Primeval Guardian & Beast Master: Unchained