Alerion Ranger (Core Class)

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The Alerion Ranger

Table of Contents

The Alerion Ranger

Class Introduction -------------------------------------------------------3 Class Table ----------------------------------------------------------------4 Class Features ----------------------------------------------------------5-7 Ranger's Marks------------------------------------------------------------8 Optional Class features-------------------------------------------------9 Glossary of New Mechanics --------------------------------------------9

Ranger Companies

Ghost ---------------------------------------------------------------------10 Marksman ----------------------------------------------------------------11 Pathfinder ----------------------------------------------------------------12 Vanguard -----------------------------------------------------------------13

Setting Specific Companies

Greenwarden-------------------------------------------------------------14 Marshwalker--------------------------------------------------------------15 Talonguard-----------------------------------------------------------16-17 Torchbearer--------------------------------------------------------------18

Ranger Spell List

Ranger Spells --------------------------------------------------------19 New Spell Descriptions -------------------------------------------20-26

Appendices

Appendix A: Exploring the Wilderness -----------------------------21 Appendix B: New Weapons and Equipment ----------------------22

The Alerion Ranger

With a determined expression on his face, a human man clad in the uniform of the Tynarian rebellion stalks alone through the dense undergrowth, pursuing the Kingsguard regulars that he knows are conducting a raid on a nearby settlement. Affixing a sword bayonet to the muzzle of his rifle, he becomes a whirlwind of shot and steel, cutting down one soldier after another before vanishing into the trees.

A goblin chieftain suddenly tumbles from his mount, an arrow lodged squarely in the base of his skull. From two-hundred yards away, a concealed elf lowers her bow, ducks back into the underbrush, and prepares to ambush her next enemy.

Holding his hand high, a dwarven scout signals to his companions, directing them to remain silent. At his command, the group ducks out of sight of the massive troll, narrowly avoiding its gaze. After it passes by, the dwarf motions to his companions to return to the trail and continue on their way.

Across the Realm of Alerion, rangers maintain a constant vigil against dangerous monsters, marauding raiders, and the advancing forces of hostile armies. From the northern wastes of Syralon to the southern plains of Cathadrion, these stalwart men and women stand as the tip of the spear between the civilized world and the harshness of the untamed wilds.

Adaptable Skirmishers

While the professional soldiers of the Kingsguard might consider asymmetrical warfare and guerrilla tactics to be uncivilized and even barbaric, most of the Realm's rangers hardly consider themselves bound to societal expectations of honor and decorum. To them, there is only one rule in a fight: Survive.

Most rangers are deft skirmishers, relying on speed, stealth, and surprise to overcome their enemies in combat. They are masters of cover and concealment, moving stealthily through any terrain and concealing themselves in the surrounding undergrowth. Rangers focus their combat training on techniques that are particularly useful against the enemies they are most likely to face in combat, be they bloodthirsty monsters, hordes of marauding goblins, or the organized forces of a hostile nation.

Thanks to the Realm's numerous magical leylines and other sources of supernatural energy, it is unsurprising that the realm's rangers have learned to harness these primal forces. Like their martial abilities, a ranger's spells tend to focus on mobility, scouting, and wilderness survival. This unique combination of martial prowess and highly adaptable spellcasting makes confronting a ranger a particularly deadly proposition, as they are incredibly mobile, unpredictable, and almost impossible to pin down.

Seasoned Survivors

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

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

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train as a member of the Kingsguard's elite light-infantry companies, mastering the art of wilderness combat and escorting travelers from settlement to settlement? Are you a former Greenwarden of the House of Tynarath, hunted by Lord Kylan for remaining loyal to the old ways? Or perhaps you are an independent hunter or scout, self-taught in the art of wilderness fighting and survival.

What kind of enemies has your ranger made during their time on the frontier? Are you a defender of the borderlands, hunting down monsters before they can ravage the local population? Or are you a professional soldier, trained to harrass and outmaneuver hostile forces on the field of battle? The kind of enemies you've made will influence the combat tactics you use to fight your foes and the survival skills you've acquired during your adventures.

Quick Build

You can make a ranger quickly by following these suggestions.First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Wisdom. Second, choose the Scout or Huntsman background.

The Alerion Ranger | Class Introduction
Note: New Terms and Mechanics

Any game terms and mechanics that are unique to the Alerion campaign setting (or have been modified from base 5th edition) are listed in a glossary at the end of this class description.

The Alerion Ranger
Level
─Spell Slots per
Spell Level─
Prof.
Bonus
Features Mark
Uses
Quarry
Die
1st 2nd 3rd 4th 5th
1st +2 Bushfighter, Rules of Ranging
2nd +2 Martial Prowess, Marked for Death, Spellcasting 2 1d6 2
3rd +2 Ranger Company, Swift Alacrity 2 1d6 3
4th +2 Ability Score Improvement 2 1d6 3
5th +3 Extra Attack 3 1d6 4 2
6th +3 Instinctive Defense 3 1d8 4 2
7th +3 Ranger Company feature 3 1d8 4 3
8th +3 Ability Score Improvement, One with the Undergrowth 3 1d8 4 3
9th +4 4 1d8 4 3 2
10th +4 Fade from Sight 4 1d8 4 3 2
11th +4 Ranger Company feature 4 1d10 4 3 3
12th +4 Ability Score Improvement 4 1d10 4 3 3
13th +5 5 1d10 4 3 3 1
14th +5 Hit and Fade 5 1d10 4 3 3 1
15th +5 Ranger Company feature 5 1d10 4 3 3 2
16th +5 Ability Score Improvement 5 1d10 4 3 3 2
17th +6 6 1d12 4 3 3 3 1
18th +6 Heightened Senses 6 1d12 4 3 3 3 1
19th +6 Ability Score Improvement 6 1d12 4 3 3 3 2
20th +6 Master Skirmisher 6 1d12 4 3 3 3 2

Class Features

As a ranger, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons, flintlock firearms
  • Tools: Choose one from Cartographer's Tools, Fletching Kit, Herbalism Kit, Hunter's Tools, or Ordinance Kit
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Acrobatics, Animal Handling, Athletics, Investigation, Nature, Perception, Stealth, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor and a marksman’s cloak
  • (a) a longbow and a quiver of 20 arrows or (b) an infantry musket, a socket bayonet, and a cartridge box containing 20 paper cartridges
  • (a) a melee weapon and a shield or (b) two melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • One set of tools with which you are proficient
The Alerion Ranger | Class Table

Bushfighter

As a ranger, you have significant experience moving, tracking, and fighting in dense wilderness. While in natural terrain, if you aren't wearing heavy armor, your walking speed increases by 5 feet and any opportunity attacks provoked by your movement are made with disadvantage. This bonus increases when you reach certain ranger levels: to 10 feet at 6th level and to 15 feet at 14th level.

In addition, your keen senses and eye for detail make you an adept scout and observer. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to locate other creatures and track them through the wilderness, as well as on Intelligence checks to learn or recall information about enemies you've defeated during combat.

Rules of Ranging

Also at 1st level, your self-reliance has made you adept at bushcraft and wilderness survival. Choose two of your skill or tool proficiencies from the ranger class that you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

In addition, your experience has taught you to skillfully navigate the untamed wilds. You gain the following benefits while traversing natural terrain for an hour or more:

  • Adapt and Overcome. You have advantage on any Wisdom (Survival) checks made to navigate the wilderness, as well as on your ability checks and saving throws to identify and overcome wilderness hazards.
  • Cover your Tracks. You can move stealthily while traveling at a normal pace and other creatures have disadvantage on ability checks to locate you.
  • Live off the Land. While foraging, you find twice as many supplies as you normally would if you succeed on the Wisdom (Survival) check and half as many supplies as you normally would if you fail.
  • Remain Vigilant. You don't suffer the -5 penalty to your passive Wisdom (Perception) score while traveling at a fast pace, and even when you are engaged in another activity while traveling — such as foraging, navigating, or tracking — you remain alert to danger.
  • Study the Foe. When you successfully analyze a set of tracks, you also learn the exact number of creatures you are tracking, their sizes, and how long ago they passed through the area.
The Alerion Ranger | Class Features

Martial Prowess

By 2nd level, you have undergone extensive training to bolster your skill at arms. Choose one of the following Fighting Style options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

In addition, choose two weapons with which you are proficient. You can utilize the Martial Exploits associated with either of those weapons.

During a long rest, you can alter the focus of your training and replace your chosen Fighting Style or one of your trained weapons with another option available to you.

Archery

You gain a +2 bonus to attack rolls you make with bows and crossbows.

Bayonet Fighting APC

You get a +2 bonus to attack rolls made with affixed bayonets and can attack with a bayonet using your Dexterity modifier as though it had the Finesse property.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Guerrilla Fighting APC

You get a +1 bonus to attack and damage rolls you make while hidden or receiving the benefits of at least half-cover.

Light-Infantry APC

While wearing light or medium armor, if you move at least 15 feet away from your starting position prior to making a weapon attack, you get a +2 bonus to the damage roll for that attack.

Musketry APC

You get a +1 bonus to attack and damage rolls you make with firearms.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By 2nd level, you've learned to weave the primal energy of the world into your mundane herbalism and bushcraft, allowing you to cast spells.

Preparing and Casting Spells

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

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down. The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell animal friendship, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier


Spell attack modifier = your proficiency bonus +
your Wisdom modifier

Instinctual Casting

You have a pool of Instinct Points equal to your proficiency bonus. Once on each of your turns, you can use these points to cast a ranger spell without a spell slot if that spell has the Instinct tag and you have the spell prepared.

You regain all expended Instinct Points when you finish a long rest.

Spellcasting Focus

You can use a set of tools or a weapon that you are proficient with as a spellcasting focus for your Ranger spells.

Marked for Death

Starting at 2nd level, when you hit a creature with an attack roll, you can choose to focus your senses on that creature, marking it as your quarry. The target remains marked until it dies, or until you finish a short or long rest, fall unconscious, or use this feature again to mark another creature.

Whenever you successfully damage your quarry with a weapon attack or a ranger spell that requires an attack roll, you can increase that damage by one roll of your Quarry Die. This die starts as a d6 and scales with you as you gain Ranger levels, as shown in the Ranger table.

In addition, at the end of a long rest, you can prepare a number of Ranger's Marks equal to your Proficiency Bonus, detailed at the end of this class description. When you designate your quarry, you can expend a Ranger spell slot to apply the benefits of one of your prepared Marks, which lasts for your mark's entire duration. You can only apply the effects of one Ranger's Mark per quarry.

You can use this feature to designate quarry the number of times shown for your ranger level in the Ranger table. You regain one expended use when you finish a short rest and all expended uses when you finish a long rest.

Ranger Company

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

Company Marks

When you join your company at 3rd level, you also learn a specialized Ranger's Mark unique to that company. Your company's mark is always prepared, and it doesn't count against the number of Marks you can prepare each day.

The Alerion Ranger | Class Features

Swift Alacrity

Starting at 3rd level, your swiftness and agility allow you to move quickly and act decisively. After hitting a creature with a weapon attack, you can use your bonus action to take either the Disengage, Hide, or Scout action.

If you hit the target of your Marked for Death feature, you can also move up to half your speed as a part of the same bonus action. This movement doesn't provoke opportunity attacks.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Instinctive Defense

Starting at 6th level, when an attacker you can see hits you with an attack, you can use your reaction to roll your Quarry Die and add the result to your AC, potentially causing that attack to miss you.

If the triggering creature was also the target of your Marked for Death feature, you have advantage on saving throws against that creature's spells and innate abilities until the start of your next turn.

One With the Undergrowth

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical environmental hazards, (such as sharp rocks or thorny plants), without being slowed by them and without taking damage from them.

Further, while in natural terrain, you treat any partial cover granted by that terrain as one step higher (from one-quarter to half and from half to three-quarters) and you can attempt to hide even if you are only lightly obscured.

Fade From Sight

By 10th level, you can call upon primal forces to help obscure you from your foes. When you use your Swift Alacrity feature to take the Hide action, you can magically shroud yourself, along with any equipment you are wearing or carrying, until the start of your next turn.

While shrouded in this way, you are considered invisible, and you can't be tracked by nonmagical means unless you choose to leave a trail.

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

The Alerion Ranger |Class Features

Hit and Fade

By 14th level, your time in the wilds has shaped you into an experienced wilderness combatant. When you designate quarry using your Marked for Death feature, you can simultaneously apply the effects of two of your prepared Ranger's Marks to that target. You can also prepare a new list of Ranger's Marks whenever you finish a short or long rest.

In addition, while in natural terrain, you can attempt to hide even if you aren’t obscured or are being directly observed by another creature.

Heightened Senses

By 18th level, your enhanced senses allow you to strike swiftly before vanishing without a trace. As long as you aren't blinded or deafened, you have Blindsight and Tremorsense out to a range of 30 feet.

Additionally, attack rolls made against creatures within 30 feet of you can't be made with disadvantage.

Master Skirmisher

At 20th level, you have become an adept survivor and an unparalleled hunter of your foes. You gain the following benefits:

  • Your Strength or Dexterity score increases by 2, and your Wisdom score increases by 2. Your maximum for those scores also increases by 2.
  • You can add your Wisdom modifier to attack and damage rolls you make against the target of your Marked for Death feature.
  • As long as you aren't surprised or incapacitated, you are considered to be under the effects of the Freedom of Movement spell.

Ranger's Marks

The Marks for the Ranger class are presented here. If a mark has prerequisites, you must meet them to prepare it. You can prepare a mark at the same time you meet its prerequistes. A mark's level prerequisite refers to your level in this class.

Some of your Ranger's Marks require your quarry to make a saving throw to resist the mark's effects. Your Mark save DC is the same as your Ranger Spell Save DC.

2nd Level Marks

Blazing Mark

Using alchemical oils and primal magic, you coat your weapon with flame. The first time on each of your turns that you hit your quarry with a weapon attack, the attack deals additional Fire damage equal to one roll of your Quarry Die.

In addition, at the start of each of the target’s turns, it must make a Constitution saving throw against your Ranger Spell Save DC. On a failed save, the target takes 1d4 fire damage. The target can use its action to extinguish the flames.

Envenomed Mark

You fill your weapon with deadly poison, delivering a debilitating injury and weakening your quarry's defenses. The first time on each of your turns that you hit your quarry with a weapon attack, the attack deals additional Poison damage equal to one roll of your Quarry Die.

In addition, at the start of each of the target's turns, it must make a Constitution saving throw. On a failed save, the target takes 1d4 Poison damage and has disadvantage on the first d20 roll it makes during this turn that is an attack roll, ability check, or saving throw.

Freezing Mark

You imbue your weapon with glacial cold, hindering your quarry’s ability to flee. Once on each of your turns when you hit your quarry with an attack, the attack deals additional cold damage equal to one roll of your Quarry Die.

In addition, at the start of each of the target’s turns, it must make a Constitution saving throw against your Ranger Spell Save DC. On a failed save, the target’s speed is reduced by 10 feet until the start of its next turn.

Hunter's Mark

You mystically mark your quarry, allowing you to pinpoint its location and study its movements. Until your mark ends, you can add your Quarry Die to any Intelligence or Wisdom check you make to track, locate, identify, or anticipate the actions of your quarry.

Shocking Mark

You fill your quarry with a jolt of lightning. Once on each of your turns, when you hit your quarry with an attack, your quarry and up to two other creatures of your choice within 5 feet of it must each make a Dexterity saving throw.

On a failed save, a creature takes lightning damage equal to one roll of your Quarry Die and can't take reactions until the start of its next turn. On a successful save, it takes half as much damage.

The Alerion Ranger | Ranger's Marks

5th level Marks

Bleeding Mark

You inflict a bloody wound into your marked foe that cannot be healed through mundane means. The first time on each of your turns that you damage your quarry with an attack, it begins bleeding. At the start of its next turn, it takes necrotic damage equal to your Quarry Die unless it receives magical healing or succeeds on a Constitution saving throw.

Disorienting Mark

Your attacks leave your quarry reeling and slow to respond. The first time on each of your turns that you hit your quarry with an attack, it must make a Constitution saving throw against your Ranger Spell Save DC. On a failed save, the creature can’t take reactions until the start of its next turn.

Exposing Mark

You inspire your allies to strike your enemy. The first time on each of your turns that you hit your quarry with an attack, the next attack made against it by a creature other than you before the start of your next turn is made with advantage.

Harrying Mark

You concentrate your strikes, denying your quarry the opportunity to advance. The first time on each of your turns that you hit your quarry with an attack, choose ability checks, attack rolls, or saving throws. The target rolls your Quarry Die and subtracts the result from the next roll of the chosen type it makes before the end of its next turn.

Suppressive Mark

You pin down your quarry, preventing it from fleeing the field. Once on each of the target's turns, it must make a Wisdom saving throw against your Ranger Spell Save DC. On a failed save, the target becomes Suppressed until the start of its next turn.

11th level Marks

Blinding Mark

You flash a brilliant light towards your quarry, temporarily depriving it of sight. Once on each of your quarry's turns, it must make a Constitution saving throw against your Ranger Spell Save DC. On a failed save, the target becomes Blinded until the start of its next turn.

Concussive Mark

You send a wave of thunderous force towards your quarry, knocking it off-balance. Once on each of your turns when you hit your quarry with an attack, the attack deals additional Thunder damage equal to one roll of your Quarry Die.

In addition, the target must make a Dexterity saving throw against your Spell Save DC. On a failed save, the target is pushed back 10 feet and becomes Deafened until the start of its next turn.

Crippling Mark

You aim for your quarry's limbs or other exposed weak points, limiting their ability to fight. Once on each of the target’s turns, when it hits with an attack, it must make a Constitution saving throw against your Ranger Spell Save DC. On a failed save, the damage of that attack is halved.

Ensnaring Mark

You grasp your foe in thorny vines, preventing their escape. Once on each of your turns when you hit your quarry with an attack, it must make a Strength saving throw. On a failed save, the creature’s speed becomes 0 until the start of its next turn and it can’t benefit from bonuses to its speed during that time.

Terrifying Mark

You fill your quarry with supernatural dread. Once on each of your turns, when you damage your quarry, it takes additional Psychic damage equal to one roll of your Quarry Die. The target must also succeed on a Wisdom saving throw or become Frightened of you until the end of its next turn.

17th level Marks

Executioner's Mark

You sunder your quarry’s defenses, delivering a swift end to the hunt. Once on each of your turns, when you hit your quarry with an attack while it has half its hit points or fewer, the attack deals additional damage equal to two rolls of your Quarry Die.

This additional damage ignores resistance to the attack’s damage type. If the target is immune to that damage type, treat that immunity as resistance instead.

Huntmaster's Mark

You embody the final stage of the hunt, establishing dominion over your prey. Once on each of your turns when you hit your quarry with an attack, the attack deals additional force damage equal to one roll of your Quarry Die.

In addition, until your mark ends, you know the exact location of your quarry as long as it is on the same plane of existence as you.

Relentless Mark

You hound your foe without mercy, denying it the chance to recover from your strikes. The first time on each of your turns that your quarry fails a saving throw caused by one of your Ranger's Marks, it takes psychic damage equal to one roll of your Quarry Die.

If the creature succeeds on the saving throw instead, it takes half as much damage.

Stalker's Mark

You pursue your prey like an apex predator, ensuring it cannot flee. Once on each of your turns when your quarry moves more than 10 feet, it takes force damage equal to one roll of your Quarry Die.

In addition, until your mark ends, your quarry cannot benefit from teleportation or planar travel effects unless it succeeds on a Charisma saving throw at the time of the effect. On a failed save, the effect is wasted.

Withering Mark

Your strikes sap the vitality of even the hardiest quarry.

Once on each of your turns when you hit your quarry with an attack, the attack deals additional necrotic damage equal to one roll of your Quarry Die. The target must make a Constitution saving throw. On a failed save, the target can’t regain hit points until the start of its next turn.

The Alerion Ranger | Ranger's Marks

Optional Class Features

Studied Foe

(Optional 1st-Level Alerion Ranger feature, which replaces the Bushfighter feature)


Beginning at 1st level, you are particularly familiar with the characteristics, behaviors, and tactics of certain enemies. Choose two types of creatures as your Studied Foes (such as Beasts or Undead.) Alternatively, you can select the humanoid members of one organization known to you (such as the Alerion Kingsguard or the Tynarian Restoration) as your studied foes.

You add your Proficiency Bonus to weapon damage rolls you make against your studied foes. You also have advantage on any Intelligence and Wisdom checks to locate your studied foes or recall information about them, and you can communicate simple ideas to them in a language they speak, assuming they speak one at all.

You choose one additional studied foe at 6th, 10th, 14th, and 18th level. Furthermore, when you gain a level in this class, you can replace one of your studied foes with another enemy you've encountered during your adventures.

Wilderness Guide

(Optional 1st-Level Alerion Ranger feature, which replaces the Rules of Ranging feature)


You are particularly familiar with certain types of natural environment and are adept at traveling and surviving in such regions. Choose two types of favored terrain: arctic, cavern, coast, desert, forest, grassland, mountain, or swamp.

When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you’re proficient in. You also gain the passive benefit associated with your chosen terrain, detailed below:

  • Arctic. You are naturally adapted to cold climates and have resistance to cold damage.
  • Cavern. You gain darkvision out to a range of 60 feet. If you already have darkvision, it instead increases by 60 feet.
  • Coast. Your swimming speed increases by 10 feet, and you can hold your breath underwater twice as long as you normally would.
  • Desert. You are naturally adapted to hot climates and have resistance to fire damage.
  • Forest Your climbing speed increases by 10 feet, and you can track other creatures even while moving at a fast pace.
  • Grassland. Your walking speed increases by 10 feet, and you can take the Dash action as a bonus action on your turn.
  • Mountain. You are naturally adapted to extreme altitudes and have resistance to fall damage.
  • Swamp. You gain resistance to poison damage and have advantage on saving throws against disease.

You choose additional favored terrain types at 6th, 10th, 14th, and 18th level. Further, whenever you gain a level in this class, you can replace one of your known Favored Terrains with a different terrain you have traversed during your journeys.

Primal Bushcraft

(Optional 3rd-level Alerion Ranger feature, which replaces the Swift Alacrity feature)


You have learned to combine primal magic and woodcraft techniques to help you survive in the wilderness: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Bushcraft Spells table. You always have these spells prepared, and they don't count against the number of ranger spells you can prepare each day.

Primal Bushcraft Spells
Ranger Level Spell
3rd Create Poultice APC
5th Reconnoiter APC
9th Conjure Trap APC
13th Bivouac APC
17th Ranger's Resilience APC

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Adaptive Camouflage

(Optional 1oth-level Alerion Ranger feature, which replaces the Fade from Sight feature.)


Beginning at 10th level, you can spend 1 minute creating camouflage for yourself and a number of allies equal to your Wisdom modifier (a minimum of one ally.) The camouflage lasts for up to 1 hour, or until it is removed (either voluntarily or through some external effect.)

WHile camouflaged in this way, you can add your Quarry Die to your Dexterity (Stealth) checks, and you can't be tracked ny nonmagical means unless you choose to leave a trail.

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

New Terms and Mechanics

Expanded Terrain Types (Pg. 5)

The Alerion campaign setting introduces three categories of terrain as a part of its exploration system:

  • Natural Terrain is completely untouched by civilization or magical effects.
  • Supernatural Terrain is currently being affected by magic or some other otherworldly effect (such as land near a magical leyline, a portal to the Veil, or an area under the influence of Wild Magic.)
  • Urban Terrain has been significantly altered by the presence of humanoid races (such as cities, towns, ports, or military fortifications.)

New Action: Scout (Pg. 7)

When you take the Scout action on your turn, you make an Intelligence or Wisdom check (determined by the GM) to discern specific information about a particular location, object or enemy.

Depending on the type of information you wish to learn, you might roll a Wisdom (Perception) check to locate a source of cover or observe an enemy's physical traits, or a relevant Intelligence check to determine an enemy's current morale or a condition or spell that is affecting it.

Revised Cover Rules (Pg. 7)

The Alerion campaign setting introduces a new degree of cover (one-quarter) to make wilderness combat more dynamic. These revised cover rules are summarized below.

  • A target with one-quarter cover has a +1 bonus to AC and Dexterity saving throws. A target has one-quarter cover if an obstacle blocks at least one-fourth of its body, such as a thin pillar, a boulder, a fallen log, or a creature of one size category smaller.
  • A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low barricade, a large piece of furniture, a narrow tree trunk, or a creature of the same size category, whether that creature is an enemy or a friend.
  • A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is obstructed by an obstacle. The obstacle might be a wooden pallisade, a gunport, a thick tree trunk, or a creature of one size category larger.
  • A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

New Condition: Suppressed (Pg.12)

A suppressed creature can move up to half its speed and take either an action or bonus action on its turn, but not both. Forced movement, teleportation, or planar travel are not restricted by this effect.

The Alerion Ranger |Class Features
 

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