Alternate Ranger: Expanded

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Alternate Ranger

Expanded

Alternate
Ranger Expanded

In 5e, the Ranger, while narratively interesting, mechanically falls short of its class fantasy. The Alternate Ranger strives to capture the fantasy of playing a master of wilds. Included below are additional options for the Alternate Ranger class:

Additional Fighting Styles. The Fighting Styles included with the Alternate Ranger emulate the most common forms of combat. Fighting Styles included here can be more exotic, specific, or dangerous for those who make use of them.

Additional Knacks. The extra Knacks included here may be harder to learn or require a specific master to teach.

Survivalist Feats. The Feats included here allow all player characters to share in the abilities of the Alternate Ranger.

Additional Ranger Conclaves. Finally, included here are eleven additional Conclaves for Rangers to choose from.

Fighting Styles

The additional Fighting Styles listed here are available to the Ranger class, along with those included in the base class.

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

Blind Warrior

Prerequisite: proficiency in Perception
You have Blindsight with a range in feet equal to 5 times your Proficiency Bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

Brawling

Prerequisite: proficiency in Athletics
On hit, your unarmed strikes deal damage equal to 1d6 + your Strength modifier. When you have both hands free, you can make a single unarmed strike, Shove, or Grapple as a
    bonus action on each of your turns.

Druidic Warrior

Prerequisite: proficiency in Nature
You learn two Cantrips of your choice from the
Druid spell list. These do not count against your number of Cantrips Known (if you already know Cantrips), and Wisdom is your spellcasting ability for these spells.

When you gain a level, you can replace one of these two Druid Cantrips with another Druid Cantrip of your choice.

Melee Marksman

Prerequisite: Dexterity of 13 or higher
Having a hostile creature within 5 feet of you does not impose disadvantage on your ranged weapon attacks, so long as you are attacking a target within 5 feet.

When you make a ranged weapon attack against a creature within 5 feet, it cannot target you with opportunity attacks for the rest of the turn regardless if you hit or missed your attack.

Mounted Warrior

Prerequisite: proficiency in Animal Handling
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.

Polearm Fighting

Prerequisite: Strength and Dexterity of 11 or higher
You gain a +1 bonus to damage rolls with glaives, halberds, pikes, quarterstaffs, and spears so long as you are wielding only that weapon and no shield. When doing so, creatures provoke an opportunity attack from you when they enter or move within your reach with that weapon.

Additional Knacks

Below are additional Knacks available to Alternate Rangers, alongside those available in the base Alternate Ranger class:

Arctic Adept

Prerequisite: proficiency in Survival
You have adapted to the frozen tundra. You gain Resistance to Cold damage, and you add your Ranger level to any Survival checks you make in arctic, snowy, or tundra environments.

Cavern Adept

Prerequisite: proficiency in Perception
You are especially skilled at navigating the winding tunnels under the earth. You gain Darkvision out to a range of 60 feet. If you already have Darkvision, its range increases by 30 feet.

As a bonus action, you can close your eyes and focus your senses to gain Tremorsense out to a 30-foot radius. You must concentrate on this sense as if concentrating on a spell.

Desert Adept

Prerequisite: proficiency in Survival
You have adapted arid deserts. You gain Resistance to Fire damage, and you can add your Ranger level to any Survival checks you make in extreme heat or desert environments.

Fell Handed I

Prerequisite: 6th-level Ranger
You pour the wrath of the wilds into each strike. Each time you hit your Quarry with an attack, your critical hit range is increased by 1. However, after you score a critial hit against
it, your critial hit range against it returns to normal.

For example, after you hit your Quarry with one attack, your attacks score a critial hit against it on a roll of 19-20 on the d20. After two hits, a roll of 18-20 on the d20. But, if you score a critial hit on it, it returns to 20 on the d20.

Fell Handed II

Prerequisite: 9th-level Ranger, Fell Handed I
Once per turn when you make an attack against your Quarry, you can give yourself advantage on your attack roll. However, if this attack hits, you do not add your Quarry bonus damage.

Hedge Knight I

Prerequisite: Strength of 13
Though you live in the wilderness you still have some formal military training. You gain proficiency with heavy armor and you learn to speak, read, and write one additional langauge.

Hedge Knight II

Prerequisite: 3rd-level Ranger, Hedge Knight I
Though you are a wanderer you have a basic understanding of chivalry and politics. You learn to speak, read, and write a language of your choice, and you gain proficiency in History, Persuasion, or Religion.

Whenever you make an abiltiy check with any of the skills above, you use Wisdom in place of the normal ability score.

Jungle Adept

Prerequisite: proficiency in Survival
You have adapted to the deadly jungle. You gain Resistance to Poison damage, and you add your Ranger level to all Survival
    checks you make in tropical forest or jungle environments.

Planar Adept

Prerequisite: 9th-level Ranger, proficiency in Survival
You have learned to survive on one of the great Planes of the multiverse. Choose one of the Planes from the table below (or the corresponding Plane in your game's setting). You gain Resistance to that Plane's corresponding damage type:

Plane Damage
Astral Sea Radiant
Feywild Psychic
Mechanus Force
Shadowfell Necrotic
Plane Damage
Air Thunder
Earth Acid
Fire Fire
Water Cold

    Also, you add your Ranger level to any Survival checks you make to navigate and survive the hostile effects of that Plane.

You can learn this Knack more than once, but you must choose a different Plane of existence each time you do.

Rider I

Prerequisite: proficinecy in Animal Handling
Any time you make an Animal Handling check to tame, train, or control a mount, you treat any roll of 7 or lower on the d20 as an 8. Also, when you mount or dismount a trained mount, it only costs you 5 feet of movement instead of half.

Finally, you can add double your Proficiency Bonus to any Animal Handling checks that you make.

Rider II

Prerequisite: 3rd-level Ranger, Rider I
You learn the Mounted Warrior Fighting Style, and you can ride trained mounts that are equal to you in size or larger.

If you already know the Mounted Warrior Fighting Style you learn another Ranger Fighting Style of your choice.

Rider III

Prerequisite: 6th-level Ranger, Rider I, II
You are a master of mounted combat. When you are riding a
mount and it is hit by an attack, you can use your reaction to become the target of that attack instead. Also, if your mount is forced to make a saving throw while you are riding it, it gains a bonus to its saving throw equal to your Quarry Die.

Urban Adept

Prerequisite: proficiency in Investigation
Your survival skills are adapted to the seedy underbellies of settlements and civilization. You learn to speak, decode, and leave messages in Thieves' Cant, the language of criminals. Moreover, once you complete a long rest in a settlement, you add your Quarry Die to any ability check you make to gather information on that settlement's factions, underworld, or any important infamous figures or creatures.

Finally, you can add double your Proficiency Bonus to any Investigation checks that you make.

Woodsman

You are familiar with forests, trees, and raw timber. You gain proficiency with Woodcarver's Tools, and you have advantage on ability checks to identify and construct things from wood.

Also, during a long rest, you can use a set of Woodcarver's Tools and raw wood to craft a number of arrows, bolts, clubs, javelins, and quarterstaffs equal to your Proficiency Bonus.

Survivalist Feats

The Feats listed here allow others to share in the abilities of the Alternate Ranger. If your game uses Feats, these can be selected in place of your Ability Score Improvement feature:

Alternate Crossbow Expert

Updated version of the Crossbow Expert Feat
You have trained extensively with crossbows and wield them more efficiently than most. You gain the benefits below when using a hand crossbow, light crossbow, or heavy crossbow:

Focused. Being within 5 feet of a Hostile creature does not impose disadvantage on your ranged weapon attacks.

Quick Load. You ignore the restrictions from the Loading property of all crossbows, and you can load ammunition into a crossbow even when you do not have a free hand.

Quick Shot. When you take the Attack action and make an attack with a one-handed melee weapon, you can use a bonus action on that turn to make one attack with a hand crossbow.

Alternate Dual Wielder

Updated version of the Dual Wielder Feat
You have trained extensively, learning to fight wielding two melee weapons at once. You gain the following benefits:

Defensive Stance. While wielding a one-handed melee weapon in each hand you gain a +1 bonus to Armor Class.

Enhanced Grip. You can engage in two-weapon fighting even if the one-handed melee weapons you are wielding are not Light. You can also draw or stow two weapons at once.

Twin Strikes. If you make an opportunity attack while you are two-weapon fighting, you can make an attack against the target with each of the melee weapons you are wielding.

Alternate Sharpshooter

Updated version of the Sharpshooter Feat
You have trained extensively with ranged weapons to become a master marksman. You gain the benefits listed below:

Expert Marksman. You gain the Archery Fighting Style.
If you already know this Fighting Style, you gain a +1 bonus to ranged weapon attacks, and your ranged weapon attacks can completely ignore Half and Three-Quarter's cover.

Sniper. Attacking a target within a ranged weapon's
long range does not impose disadvantage on your roll.

Steady Aim. As a bonus action, you focus to give
yourself advantage on the next ranged attack that
you make on your current turn.

Survivalist Training

You have been trained to survive, track, and explore in the wild, much like a Ranger. You gain the benefits listed below:

Ability Score Increase. Increase your Strength, Dexterity, Constitution, or Wisdom score by 1, up to a maximum of 20.

Survivalist Knack. You learn a Knack of your choice from those available to the Alternate Ranger. To learn this Knack, you must meet all prerequisites that it has.

If the Knack requires a Quarry Die, roll a d4 unless yours is higher. If the Knack forces a saving throw, the DC is equal to 8 + your Proficiency Bonus + your Wisdom modifier.

Wild Companion

Prerequisite: Wisdom of 13 or higher
You have learned to bond with and train Beasts of the wild to adventure by your side. Choose one Beast with a CR equal to (or lower than) your level divided by 4. This Beast becomes a Wild Companion. It is Friendly to you and uses these rules:

Stat Block. Your Companion uses its normal stat block, but it learns to understand one language that you speak. You and your Companion can communicate simple ideas to each other using a series of clicks, whistles, and gestures. It gains all the normal benefits of both short and long rests.

Combat. In combat, your Companion acts on your turn. It can move and use its reaction on its own, but it will only take the Dodge action unless you use a bonus action to command it to take an action from its stat block or another action.

If you are Incapacitated, your Companion will defend itself to the best of its ability. Should you die, your Companion will do everything in its power to flee and return to its home.

New Companions. Should your Wild Companion die, or you release it from this bond, you can train a new Beast to be your Companion. To do so, you must spend 8 hours tracking, befriending, and bonding with a Beast within the CR limit as described above. A suitable Beast must be able to be found in your location within this 8-hour period.

You can only have one Wild Companion at a time. Should
        you seek out and bond a enw Wild Companion, any
                previous Wild Companions will leave you to
                 return home. If you treat your Companion
                 with hostility or recklessly risk its life, it
                   will desert you and return home.

Additional Conclaves

The following additional Ranger Conclaves are available to Rangers, along with those presented with the base class:

     
Bounty Hunter Nomad Wastelander
Buccaneer Shifter Winter Wight
Elder Haunt Stargazer Wrangler
Grim Warden Trapper

Bounty Hunter

Trained to stalk the alleyways and underbellies of cities, Bounty Hunters use complex techniques to confidently confront and subdue Humanoids who threaten peace.

Ear to the Ground

3rd-level Bounty Hunter Conclave feature
Your work gives you insight into the criminal
underworld. You gain proficiency in Investigation,
and you learn the Urban Adept Knack. It does not
count against your Knacks Known, but it cannot be
replaced. If you already know it, you gain another Knack.

Martial Exploits

3rd-level Bounty Hunter Conclave feature
You have studied various martial exploits to better counter the humanoids you hunt. You gain the following features:

Exploit Dice. The Bounty Hunter Exploits table shows how many Exploit Dice you have to use your Exploits. To use an Exploit you know, you expend an Exploit Die, and you regain your Exploit Dice when you finish a short or long rest. When you use an Exploit, you always roll the Exploit Die.

High Degree. Your Ranger level limits the technicality
of the Exploits you can learn, as shown in the High Degree
column of the Bounty Hunter Exploits table.

Exploits. You learn two Martial Exploits of your choice from the Alternate Fighter. You can only use one Exploit per ability check, attack, or saving throw.

When you gain a Ranger level, you can replace one Exploit you know with another Martial Exploit of your choice.

Saving Throws. If a Martial Exploit requires a creature
to make a saving throw, it uses your Ranger Spell save DC.

Cunning Restraint

7th-level Bounty Hunter Conclave feature
When you make an Athletics check to Grapple or Shove your Quarry, you add your Quarry Die to your roll. Moreover, when your Quarry is Grappled by you or Prone, it has disadvantage on saving throws to resist your Exploits and Ranger spells.

Ruthless Counter

11th-level Bounty Hunter Conclave feature
You masterfully disable your foes. When your Quarry misses you with a melee attack, you can force it to make a Dexterity saving throw as a reaction. On a failure, you knock it Prone, Grapple it, or make one melee attack against it.

Most Dangerous Game

15th-level Bounty Hunter Conclave feature
Supernatural instinct allow you to predict your foe's attacks. Once per turn when you take damage from your Quarry, you
    reduce the damage you would take by your Quarry Die.

Bounty
Hunter Exploits
Ranger
Level
Exploits
Known
Exploit
Die
Exploit
Dice
High
Degree
3rd 2 d4 2 1st
4th 2 d4 2 1st
5th 3 d4 2 1st
6th 3 d4 2 1st
7th 4 d6 3 2nd
8th 4 d6 3 2nd
9th 4 d6 3 2nd
10th 4 d6 3 2nd
11th 5 d6 3 2nd
12th 5 d6 3 2nd
13th 5 d6 3 2nd
14th 5 d6 3 2nd
15th 6 d8 4 3rd
16th 6 d8 4 3rd
17th 6 d8 4 3rd
18th 6 d8 4 3rd
19th 7 d8 4 3rd
20th 7 d8 4 3rd

Buccaneer

Combining survival skills, passion for the high seas, and their affinity for nature magic, Buccaneers are Rangers at home on the waves. They serve as expert sailors, pirates, and marines, and are always among the most valuable crew members on a vessel. When a sea monster needs slain, a dread pirate needs tracked, or a new course charted, Buccaneers lead the way.

Buccaneer Spells

3rd-level Buccaneer 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 compelled duel ll, fog cloud
5th gust of wind, misty step
9th call lightning XGE, tidal wave XGE
13th control water, watery sphere XGE
17th control winds XGE, maelstrom XGE

Brazen Bravado

3rd-level Buccaneer Conclave feature
You walk with the confidence that can only come from many near-death experiences. So long as you are not Incapacitated or Surprised, you gain a bonus to your iniatitive rolls and
saving throws to resist and end the Frightened condition equal to your Quarry Die.

Sea Legs

3rd-level Buccaneer Conclave feature
Your time on the sea has granted you a specific set of surival skills. You gain either the Mariner Fighting Style or Aquatic Adept Knack. Your choice does not count against your total Fighting Styles or Knacks Known, but cannot be replaced.

If you already know both Aquatic Adept and the Mariner Fighting Style, you gain the Druidic Warrior Fighting Style.

First Mate

7th-level Buccaneer Conclave feature
You are one of the most valuable crew members aboard your vessel. You add your Quarry Die to any ability check related to the navigation or operation of a seafaring vessel.

Moreover, when you are captaining a seafaring vessel, you can mark another vessel or a Huge or larger creature with a swimming speed as your Quarry, and every Friendly creature aboard your vessel gains the benefits of Ranger's Quarry so long as you remain abord the vessel as captain.

Brine in the Blood

7th-level Buccaneer Conclave feature
You have gained an affinity for the tempestuous magic of the seas. When you finish a short or long rest, you align yourself with one aspect of the seas, gaining the benefits below:

Waves. You gain Resistance to cold damage, your bonus damage from Ranger's Quarry becomes cold damage, and you cannot be knocked Prone or moved against your will.

Winds. You gain Resistance to thunder damage, your bonus damage from Ranger's Quarry is thunder damage, and
    you ignore difficult terrain while walking and swimming.

Wrath of the Sea

11th-level Buccaneer Conclave feature
You carry the magic of the high seas whether you are on sea or land. Once per turn when you hit a creature with a weapon attack, you imbue the strike with tempestuous magic, forcing it to make a Strength saving throw. If the target is your Quary, it has disadvantage. On a failed save, it suffers the effect that corresponds your Brine in the Blood alignment.

Waves. The creature takes bonus cold damage equal to your Quarry Die and it is knocked back a number of feet in a line equal to 5 times your Wisdom modifier (minimum 5 feet), but this distance is halved if the creature is larger than you.

Winds. The creature takes bonus thunder damage equal to your Quarry Die, and after this attack you can move up to half your speed without provoking opportunity attacks.

Scion of the Seas

15th-level Buccaneer Conclave feature
You are a child of the great waters. You gain the benefits of both Brine in the Blood alignments, but you only choose one when you use Wrath of the Sea.

Finally, when you are aboard a Friendly seafaring vessel, its speed is doubled and you can use your reaction to reduce any damage it takes by your
Ranger level.

Elder Haunt

Deep in the world's most elder forests dwell forgotten entities of hunger. You have joined a dark Conclave which draws upon the eldritch power of such entities. Have you sworn to protect the world from this dark hunger? Or, do you serve its desires?

Haunt Spells

3rd-level Elder Haunt 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, wrathful smite ll
5th blindness/deafness, spike growth
9th fear, spectral passage ll
13th accursed touch ll, hallucinatory terrain
17th antilife shell, spiritual sundering ll

Elder Haunt

3rd-level Elder Haunt Conclave feature
Unexplainable eldritch horror infuses your magic. When you mark a creature with Ranger's Quarry, you can transform into an Elder Haunt for the duration, gaining these benefits:

Gaunt Visage. Your appearance is twisted into a horrifying mockery of yourself. Your Armor Class is equal to 10 + your Wisdom and Constitution modifiers, unless it was higher.

Unsettling Presence. Creatures of your choice that begin their turn within 10 feet of you, and can see you must make a Wisdom saving throw. On a failed save, the creature can only
    move, use its action, or use bonus action on that turn.

Primeval Hunger

7th-level Elder Haunt Conclave feature
The eldritch powers thirst for the blood of the living. While in Elder Haunt form you add your Quarry Die to saving throws, and if you damage your Quarry while you have half of your hit points or fewer remaining, you regain hit points equal to your Quarry damage bonus.

Any hit points you gain from this feature that would exceed half your hit points become temporary hit points instead.

Dread Presence

11th-level Elder Haunt Conclave feature
Ancient power courses through your veins, empowering your eldritch magick. The radius of Unsettling Presence increases to 15 feet, and is difficult terrain for creatures of your choice.

Also, creatures that fail the saving throw against Unsettling Presence take psychic damage equal to two Quarry Dice, and if you have half your hit points, or fewer, remaining when they do, you can regain hit points equal to your Quarry Die.

Ancient Terror

15th-level Elder Haunt Conclave feature
You are an avatar of primeval horrors long forgotten. You no longer need to eat, drink, or sleep, and you ignore the effects of first five levels of Exhaustion. However, should you gain six levels of Exhaustion, you still die instantly.

Finally, if you drop to 0 hit points while in your Elder Haunt form, but are not killed outright, you can expend a spell slot (no action required) to regain a number of hit points equal to 5 times the level of the spells slot you spent. You gain your hit points after the damaging effect has been resolved.

Grim Warden

Sometimes it takes a monster to destroy a monster. Those
who take up the mantle of Grim Warden undergo a sinister
alchemical ritual, the Warden's Rite, which enhances their
physical abilities. They sacrifice any chance they have at a normal life by mingling their blood with that of monsters,
so they may gain unnatural power to destroy their foes.

Warden's Rite

3rd-level Grim Warden Conclave feature
You have studied and undergone the Warden's Rite, an
unholy alchemical ritual which enhances your blood.
You gain proficiency in Alchemist's Supplies and
Religion, and you add your Quarry Die to any
ability check you make with either.

Also, you count as a Monstrosity along
with your normal creature types, and
your maximum hit points increase
by 3, and increase by 1 again each
time you gain a Ranger level.

Grim Warden Spells

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

Ranger Level Spell
3rd bane, hex
5th hold person, shadow blade XGE
9th bestow curse, vampiric touch
13th blight, shadow of moil XGE
17th enervation XGE, hold monster

Crimson Mark

3rd-level Grim Warden Conclave feature
When you mark a creature as a Quarry, you can make a blood sacrifice in place of spending a use of Ranger's Quarry. When you do, reduce both your current and maximum hit points by your Quarry Die. Any reductions to your maximum hit points from this feature are undone at the end of your next long rest.

For the duration, your Quarry damage is necrotic, and each time you deal this damage, you can gain temporary hit points equal to the necrotic damage dealt. When your Quarry takes this necrotic damage it cannot regain hit points for 1 minute.

Dark Augmentation

7th-level Grim Warden Conclave feature
Sinister magic in your blood enhances your physical abilities. While you have a Crimson Mark on a creature, your walking speed increases by 10 feet, and you can add your Quarry Die to all Strength, Dexterity, and Constitution ability checks.

Sanguine Strikes

11th-level Grim Warden Conclave feature
Powerful blood magic infuses your weapons. Once per turn, when you hit a creature with a melee weapon attack, you can deal an additional 1d10 necrotic damage to it. When you do so, you can choose to gain temporary hit points equal to the
    necrotic damage dealt.

Sinister
Resilience

11th-level Grim Warden Conclave feature
The dark magic that flows in your blood grants you defenses against evil magicks. You gain Resistance to necrotic damage, and when you reduce your hit points with Crimson Mark, you roll your Quarry Die twice and use the lower result.

Also, any necrotic damage you deal ignores Resistance, and treats Immunity to necrotic damage as Resistance.

Sanguine Mastery

15th-level Grim Warden Conclave feature
The magic of your Warden's Rite manifests its full potential. You have advantage on saving throws to resist the Frightened condition, and you are always under the effects of protection from good & evil while you are conscious.

Finally, when you are forced to make a Strength, Dexterity, or Constitution saving throw while you have a Crimson Mark on a creature, you gain a bonus equal to your Quarry Die.

A Monster to Fight Monsters

If you like the idea of a full class that uses sinister blood magic, check out the Alternate Blood Hunter, my homage to the ever-popular homebrew class!

Nomad

Whether by birth, happenstance, or a ritual, the mind of every Nomad has been connected to the mystical web of knowledge known as the Noosphere. This psionic link allows Nomads to access knowledge from far-off places and distant lives. These strange wanderers spend their lives collecting hidden lore to add to this web of information that connects every Nomad.

Drawing on this network, these Rangers can use psionic abilities to slip through cracks in reality, assault the minds
of their foes, and draw on the knowledge of other Nomads.

Nomad Spells

3rd-level Nomad 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 comprehend languages, disguise self
5th detect thoughts, misty step
9th clairvoyance, tongues
13th dimension door, divination
17th commune, seeming

   Expunging Strikes

    3rd-level Nomad Conclave feature
    You can imbue your strikes with the psionic power of the
    noosphere to disrupt your foe's mind. Once per turn when
    you hit your Quarry with a weapon attack, you can force it
    to make an Intelligence saving throw. On a failed save, all
      damage dealt by your attack becomes psychic damage,
       and your Quarry can't see, hear, or sense you in any way
         until the start of your next turn.

           Mystic Knowledge

                 3rd-level Nomad Conclave feature
                    You can use your connection to the Noosphere to
                        draw knowledge from the Nomads of past and
                         present. Each time you finish a long rest, you
                        gain Proficiency in one skill or tool, or learn to
                     speak, read, and write a language of your choice.
                 You retain the knowledge of this language or skill
             Proficiency until the end of your next long rest.

             Beginning at 11th level in this class, you gain two
           Proficiencies or languages of your choice through this
           feature at the end of a long rest, following these rules.

        Nomad's Step

           7th-level Nomad Conclave feature
           You can temporarily merge your consciousness with
    the Noosphere to avoid harm and move through the world
   in strange ways. You gain the two features below. You can
  use these features a combined number of times equal to
  your Wisdom modifier (minimum of once), and you regain
  all expended uses when you finish a long rest.

Phase Defense. When you are hit by an attack you can see, you can use a reaction to disappear into the Noosphere, causing that attack to miss. You then instantly reappear in an unoccupied space that you had occupied at some point since the beginning of your previous turn.

Psionic Jaunt. As a bonus action, you expend any amount of your remaining movement to instantly teleport a number of feet equal to the movement you expended, reappearing in an unoccupied space you can see within that range.

Strange Movement

11th-level Nomad Conclave feature
Your connection to the Noosphere has grown. You regain all uses of Nomad's Step when you finish a short or long rest.

You also regain one expended use when you roll initiative.

Mystical Burst

15th-level Nomad Conclave feature
When reappearing from the Noosphere you can assault your foes with the residual psionic power. When you teleport with a Nomad Spell or Nomad feature, you can force all creatures within 10 feet of the point you appear to make an Intelligence saving throw. They take psychic damage equal to your Quarry Die on a failure, and half as much on a success.

Optional Rule: Psionic Spellcasting

For mechanics to match the fantasy of a psionic Ranger, replace all Ranger and Nomad Conclave features that use Wisdom with Intelligence.

Shifter

Channeling the edler magic of Druids, Rangers of the Shifter Conclave can change their physical form, taking on the shape of the Beasts they defend. They use this elder power to stand
as guardians of all wildlife and the natural world.

Limited Wild Shape

3rd-level Shifter Conclave feature
As a bonus action, you can channel elder Druidic magick
to Shift into Beast Shapes using the rules below:

Beast Shapes. At 3rd level, you instictively know three Beast Shapes of CR ¼ or lower, all chosen from among
living Beasts that you have seen before.

When you Shift, your game statistics are replaced by
those of that Beast, but you retain your alignment, hit
points
, and your Intelligence, Wisdom, and Charisma
scores. You also retain your proficiencies, in addition
to gaining those of the Beast. If you and a Beast Shape
share a proficiency, use the higher bonus.

Duration and Uses. You can stay in a Beast Shape for
1 hour, but you revert to your normal form early if you are Incapacitated or if you use a bonus action to do so.

You can use Wild Shape a number of times equal to your Wisdom modifier (a minimum of once). You regain one use
after a short rest, and all uses when you finish a long rest.

Equipment. You can choose for natural equipment, such as objects made of wood, animal parts, or natural materials, to merge with you. Equipment made from highly processed material, like metal weapons or armor, falls to the ground in your space when you Shift into a Beast Shape.

Features. You retain all benefits and features from your class, race, or other sources, including Ranger's Quarry, and can still use them so long as your Beast Shape is physically capable of doing so. You do not retain special senses, but use the senses of the Beast. Finally, you can't cast spells, but you can maintain concentration on spells and abilities.

Learning New Beast Shapes. You can learn a new Beast Shape by using an action to touch a Friendly Beast of a CR ¼ or lower. There is no limit to your number of Beast Shapes.

Shifter Spells

3rd-level Shifter 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
5th alter self, conjure beast ll
9th fear, nondetection
13th dominate creature ll, guardian of nature XGE
17th commune with nature, tree stride XGE

Wild Empathy

3rd-level Shifter Conclave feature
Elder magic bonds you to Beasts of the wilderness. You gain proficiency in Insight and learn the Wild Insight I Knack. It cannot be replaced, but it doesn't count against your Knacks Known. If you already know Wild Insight I, you learn another
    Knack of your choice.

Elder Power

7th-level Shifter Conclave feature
The elder power you channel increases your abilities. As you unlock new spell slots, as per your Ranger level, you can learn more powerful Beast Shapes, as shown on the table below.

Also, when you Wild Shape, you can expend a spell slot in place of a Wild Shape use to Shift into more powerful Beasts determined by the level of spell slot spent, as shown below:

Spell Slot Beast CR
1st ½
2nd 1
3rd 2
Spell Slot Beast CR
4th 3
5th 4

    When you Shift in this way, your Beast Shape's attacks are magical, and you can replace your Beast Shape's damage die with your Quarry Die if your Quarry Die is higher.

Primal Resilience

11th-level Shifter Conclave feature
You are a wild warrior without peer. When you roll initiative, you can either regain one use of Wild Shape, or Wild Shape before any creature has a chance to act.

Moreover, when you Wild Shape you can spend both a spell slot and a use of Wild Shape to have your Beast Shape gain Resistance to bludgeoning, piercing, and slashing damage.

Primal Mastery

15th-level Shifter Conclave feature
You have mastered the elder magic of the Druids. Your Wild Shape transformation only ends when you choose to end it.

Stargazer

Since ancient times, mortals have looked to the stars of night for stories of the past, omens for the present, and portents of the future. The Rangers known as Stargazers dedicate their lives to the study of stars and constellations, and can draw on their radiant power to conjure celestial magic, vanquish their foes, and twist the threads of fate for those around them.

Constellation Magic

3rd-level Stargazer Conclave feature
You draw your power from the constellations of the night sky. Each time you finish a long rest, you attune yourself to one of the Constellations below. While attuned, you always have the corresponding Constellation spells, one Cantrip and 1st-level spell, prepared. They become Ranger spells for you, but they don't count against the total number of spells you prepare. They also count as your Conclave Spells for 3rd level.

You can cast your 1st-level Constellation spell once without expending a spell slot, at the level of your highest level slot as shown on the Ranger table for your level, and you regain the ability to do so when you finish a short or long rest.

Constellation Cantrip 1st-level Spell
Adder thorn whip inflict wounds
Bear resistance ll wrathful smite ll
Elephant guidance ll bless
Snow Hare minor illusion armor of agathys
Stag shillelagh heroism
Wolf true strike ll guiding bolt

Celestial Guidance

3rd-level Stargazer Conclave feature
The constellations of the night sky guide your
steps. You gain Proficiency in your choice of
either Cartographer's Tools or Navigator's
Tools. Also, whenever you make an ability
check with either set of tools you add a
Quarry Die to the result.

Finally, you can't become lost, even
by magical means so long as you can
see the stars of the night sky.

Stargazer Spells

3rd-level Stargazer 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 Constellation Magic
5th mind spike XGE, moonbeam
9th beacon of hope, clairvoyance
13th divination, guardian of faith
17th dawn XGE, wall of light XGE

Threads of Fate

7th-level Stargazer Conclave feature
You can use the insights you gain from the stars to twist fate. When a creature you can see within 30 feet makes an ability check or saving throw, you can use your reaction to add your Wisdom modifier (minimum of +1) to the result of its roll. You must use this reaction before you know if it succeeds or fails.

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

Starlight Strikes

11th-level Stargazer Conclave feature
You infuse your weapons with the power of celestial starlight. Once per turn, when you hit a creature with a weapon attack or damage it with a Ranger spell, you deal additional radiant damage equal to your Quarry Die.

Resplendent Soul

15th-level Stargazer Conclave feature
When a creature you can see targets you with an attack, you can use a reaction to release a targeted flash of light toward it, forcing it to make a Constitution saving throw. On a failure, it takes radiant damage equal to three Quarry Dice, and then its attack misses you.

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 of 1st-level
                                                        or higher to use this again.

Trapper

While all Rangers have some skill with snares and traps, few are true masters of the craft. These Trappers are meticulous planners with mechanical minds who use their skills to plan ambushes and set snares for their foes. They have a talent for anticipating their foe's next move and laying the perfect trap.

Trapper Spells

3rd-level Trapper 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, ensnaring strike ll
5th cordon of arrows ll, hold person
9th glyph of warding, slow
13th resilient sphere, stone shape
17th hold monster, planar binding

  Meticulous Fingers

   3rd-level Trapper Conclave feature
    You are exceptionally gifted with mechanical objects and
         traps. You gain proficiency in Sleight of Hand and with
              Thieves' and Tinker's Tools, and whenever you make
                    an ability check with these tools or skill, you add
                       your Quarry Die to the result.

                           Moreover, your precise hands allow you to
                        take the Use an Object action as a bonus action
                        on each of your turns.

                  Trap Adept

                        3rd-level Trapper Conclave feature
                         You learn the Trapper I Knack, but it does not
                          count against your total Knacks Known. If you
                          already know the Trapper I Knack you learn
                           another Knack of your choice.

                                 Also, when you have access to the inner
                                               workings of a trap that has been
                                             disarmed, you can use tinker's tools
                                         to rearm the trap (so long as rearming
                                  it is possible), and when you do so, its new
                                DC is equal to your Ranger Spell save DC.

                  Combat Snares

                     7th-level Trapper Conclave feature
                  You can quickly assemble and utilize makeshift
                 traps in combat. As an action, you can craft a Trap
                  (using the Trapper I Knack) and throw it at a space
                   you can see within 20 feet. Creatures in the space
                    of the Trap must make a saving throw as if it had
                     moved into the Trap's space, suffering its effects
                     on a failed save as normal. Traps crafted in this
                     way only last for 1 minute.

                      You can also take the Use an Object action to
   throw a Trap that you had already crafted (for example, the Traps crafted with Trapper I Knack) at a creature in this way.

Deadly Snares

11th-level Trapper Conclave feature
Any creature marked as your Quarry has disadvantage on its initial saving throw against any Trap you created or modified, and it automatically fails its initial saving throw against your Traps if it is unaware of the Trap's location.

Greater Traps

11th-level Trapper Conclave feature
Your skills as a Trapper have grown. At the end of each long rest, you craft a number of Traps (with Trapper) equal to 1 + your Wisdom modifier (a minimum of 2 Traps).

Additionally, any Traps you craft with Trapper now work on creatures that are Huge or smaller, and if a creature makes a saving throw against your Trap, it takes magical bludgeoning, piercing, or slashing damage equal to three Quarry Die on a failed save, and half that on a success.

Master of Traps

15th-level Trapper Conclave feature
You are always ready to lay a trap. When you roll initiative you can use your reaction to craft one Trap and throw it to one unoccupied space you can see within 20 feet of you.

Also, whenever you craft a Trap, you can choose whether
it takes up a 10-foot square or a single 5-foot square.

Wastelander

While all Rangers have the skills to survive in the wilds, those known as Wastelanders are true masters of survival. Rugged wanderers, they have adapted to survive in the harshest lands imaginable; arid deserts, frozen tundra, great alpine heights, and magical wastelands. These survivalists combine a talent for illusion magic and protective gear to survive anywhere.

Wastelander Spells

3rd-level Wastelander 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, silent image
5th invisibility, mirror image
9th major image, wall of sand XGE
13th greater invisibility, hallucinatory terrain
17th commune with nature, mislead

Wasteland Cloak

3rd-level Wastelander Conclave feature
You have mastered an ancient pattern of enhancing clothing, enabling a supernatural survivability. You gain Proficiency in Weaver's Tools, and add double your Proficiency Bonus to any check you make with these tools.

During a long rest, you can spend 1 hour using Weaver's Tools to create a Wasteland Cloak, which grants the benefits below to any one creature wearing that Cloak:

  • It adds your Quarry Die to Stealth checks made to Hide.
  • It requires one-quarter as much water in order to survive.
  • It has advantage on saving throws to resist the effects of harsh environments and subsequent Exhaustion levels.

During each long rests, you can spend 1 hour maintaining all Cloaks you have enhanced or they lose all their beneficial properties. You can maintain a number of Cloaks equal to
    your Wisdom modifier (a minimum of 1 set of Cloak).

Wilderness Adept

3rd-level Wastelander Conclave feature
You are able to survive the most inhospitable environments. At 3rd level, and again at 7th, 11th, and 15th level, you learn one of the following Knacks: Alpine Adept, Aquatic Adept, Arctic Adept, Desert Adept, or Jungle Adept. Starting at 7th level, you can choose to learn Planar Adept.

Knacks learned through this feature do not count against your total Knacks Known, and they can only be replaced by another Knack from the list above.

Mystic Camouflage

7th-level Wastelander Conclave feature
You weave illusion magic into your mystical garments. While a creature is wearing a Wasteland Cloak, it can use the Cloak to cast the invisibility spell on itself. The spell ends early if the creature is no longer wearing the Cloak.

Each Wasteland Cloak can be used to cast invisibility three times, but when its last use is expended, that Cloak loses any beneficial properties. All Wasteland Cloaks regain their uses of invisibility when you maintain them during a long rest.

Illusory Strikes

11th-level Wastelander Conclave feature
You enhance your combat with deadly illusion magic. When you take the Attack action on your turn, you can use a bonus action on that same turn to conjure an Illusory Duplicate of yourself in an unoccupied space you can see within 30 feet.

This Duplicate makes a single attack with a duplicate of your weapon, dealing force damage on hit. After the attack, hit or miss, the duplicate disappears.

Mirage Transposition

15th-level Wastelander Conclave feature
You have mastered the mystical illusory magic of the wilds. You can use Illusory Strikes to conjure a duplicate of yourself and attack, even if you do not take the Attack action.

Moreover, any time you conjure a duplicate of yourself with Illusory Strikes, you can switch places with it after its attack.

Finally, as an action, you can can instantly switch places with a creature wearing a Wasteland Cloak within 30 feet.

Winter Wight

Found only in the harshest arctic biomes, Rangers known
as Winter Wights are experts at surviving in extreme cold.
They learn to use the ancient magick of winter and ice to
survive, and can turn this heartless cold on their enemies.
By using this magick, they risk becoming as heartless and cold as the arcitc itself, transforming into cold monsters.

Arctic Wanderer

3rd-level Winter Wight Conclave feature
You have adapted to live in the unforgiving
arctic climates. You learn the Arctic Adept
Knack. It cannot be replaced, but it does not
count against your Knacks Known. In addition,
whenever you deal cold damage to a creature,
you ignore Resistance to cold.

If you already know the Arctic Adept Knack, you
can learn another Knack of your choice.

Frigid Strikes

3rd-level Winter Wight Conclave feature
You can infuse your strikes with frigid magic. You can
choose for your Quarry bonus damage to be cold damage.
When you deal this cold damage to a creature, its speed
is halved and it can't take the Disengage action until the
start of your next turn.

Also, when your Quarry is slain, you gain temporary hit
points equal to your Quarry Die + its Challenge Rating.

Winter Wight Spells

3rd-level Winter Wight 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 dissonant whispers, ice knife *
5th aura of frost ll, hold person
9th spectral passage ll, tiny hut ll
13th ice storm, wall of ice ll
17th cone of cold, hold monster

Blessing of Frost

7th-level Winter Wight Conclave feature
You can bestow an elder blessing upon others, warding them from the harshest effects of the arctic. As an action, choose a number of creatures, up to your Wisdom modifier (minimum of 1) within 30 feet. They gain temporary hit points equal to your Quarry Die + your Ranger level. While these temporary hit points last, they have Resistance to cold damage and gain Immunity to the Frightened condition.

You can use this feature between each short or long rest at no cost, after that, you must expend a spell slot of 2nd-level or higher to use this feature again.

Deep Freeze

7th-level Winter Wight Conclave feature
The frozen magick you channel has become stronger. When you deal cold damage to a creature with one of your Ranger
    spells, you can apply the effects of Frigid Strikes to it.

Frozen Revenge

11th-level Winter Wight Conclave feature
You can lash out with the ruthless cold of winter. When your Quarry damages you, you can use your reaction to force it to make a Strength saving throw. On a failure, it is Stunned and its speed is 0 until the end of your next turn.

You can use this reaction a number of times equal to your Wisdom modifier (a minimum of once). You regain one use after a short rest, and all uses when you finish a long rest. If you have no uses, you can spend a spell slot to use it again.

White Walker

15th-level Winter Wight Conclave feature
As a bonus action, you can transform into a White Walker, a haunting embodiment of the heartless cold of winter. While transformed, you gain the following benefits:

  • You gain Immunity to cold damage.
  • You gain the benefits of the spectral passage spell, but
    it does not require your concentration.
  • The area within 15 feet of you counts as difficult terrain for Hostile creatures, and creatures within this area have disadvantage on their Frozen Revenge saving throws.

Your transformation lasts for 1 minute. It ends early if you become Unconscious or you end it as a bonus action. You can transform once between each long rest at no cost, after that, you must expend a spell slot of 4th-level or higher to use it.

Wrangler

While most Rangers have some skill with animals, those who pursue the life of a Wrangler are true masters at taming wild beasts. Drawing upon their intimate understanding of animal behavior, they tame and guide all sorts of fantastical animals. Rugged and wild, Wranglers are always on the hunt for ever more strange and exotic creatures to tame and befriend.

Wrangler Spells

3rd-level Wrangler 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 charm person, command
5th calm emotions, conjure beast ll
9th hypnotic pattern ll, slow
13th charm monster XGE, dominate creature ll
17th awaken, hold monster

Beast Tamer

3rd-level Wrangler Conclave feature
Your intimate understanding of animal behaviors and habits grants you certain benefits. You gain proficiency in Athletics or Animal Handling. You also gain the following features:

  • You can mark Beasts and Monstrosities as a Quarry without expending a use of Ranger's Quarry.
  • Whenever you make an Animal Handling or Athletics check to Grapple, climb, wrestle, tame, or subdue your Quarry, you add your Quarry Die to your roll.
  • Any Enchantment spell you have prepared that
    could normally only target Humanoids can also
    be used to target Beasts and Monstrosities.

Bring to Heel

7th-level Wrangler Conclave feature
You can bend creatures of the wild to your will. Whenever a Beast or Monstrosity that is Charmed by you makes a saving throw to end the Charmed condition, you can use a reaction to shout at that creature and subtract your Quarry Die from the result of its saving throw.

You can also command the monsters you tame. Any Beast or Monstrosity Charmed by you acts during your turn for the duration of that Charm effect. If you are within 30 feet of the Charmed creature and it can hear you, you can use an action to command it to take one of the actions from its stat block.

Monster Tamer

11th-level Wrangler Conclave feature
Your ability to tame and train creatures is near-supernatural in scope. Any Wrangler feature that normally affects Beasts and Monstrosities also affects any Celestials, Dragons, Fey, Fiends, Giants, Plants, and Oozes that have an Intelligence score less than or equal to your Ranger level.

Also, you can command any creature that is Charmed by you to take an action from its stat block with a bonus action, so long as that creature is within 30 feet and can hear you.

Wrangler of Legends

15th-level Wrangler Conclave feature
Once you charm a creature, there is little it can do to escape. When you cast an Enchantment spell on any creature that is not Humanoid, Construct, or an Undead, your concentration cannot be broken unless you wish it to be.

Moreover, creatures that are Charmed by you gain all of the
    benefits of Ranger's Quarry (including any of your Knacks
     that enhance it), and whenever one of these creatures is
       forced to make a saving throw, you can use your reaction
        to shout and add your Quarry Die to the result of its roll,
        so long as it is within 30 feet and can hear you.

Alternate

Ranger Expanded

A multitude of additional options for the Alternate Ranger. Includes Five Fighting Styles, Fourteen Knacks, Feats, and Eleven Conclaves!.

Version 4.4.4 - Created by /u/laserllama
Last Updated: May 10th, 2026

The Alternate Ranger class can be found Here.

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