[Background Image: 'Rangers' by Imad Awan](https://www.artstation.com/artwork/B2qvl)

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### 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.
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### 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.
['Lost Embers in the Moonlit Sylvan Sanctuary'
by timforshadedigital](https://www.deviantart.com/timforshadedigital/art/Lost-Embers-in-the-Moonlit-Sylvan-Sanctuary-1223297132)
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### 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.
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### 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.
['Battle of the Monongahela, 1755'
by Manuel Krommenacker](https://manu67.artstation.com/projects/d0R0bX)
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### 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.
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['Elven Ranger' by Manuel Krommenacker](https://www.deviantart.com/manuelkrommenacker/art/Elven-Ranger-767098063)
### 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.
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### 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.
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### 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.
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#### 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.
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['Elf' by Wojtek Depczyński ](https://wojtek-depczynski.art/projects/VzG6n?album_id=620191)
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## 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.
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## **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.
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['Prince of the Elves'
by Jack Wang ](https://www.artstation.com/artwork/vEkAY)