# PART I
##### The Alerion Ranger
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## The Alerion Ranger
Wearing a determined expression on his face, a grizzled human in an Eyrian uniform stalks alone through the shadows of trees, hunting the band of raiders he knows are planning a raid on a local settlement. Affixing a sword bayonet to the muzzle of his rifle, he becomes a whirlwind of steel and shot, firing into the marauders before engaging his enemies in close-quarters.
A Kingsguard officer 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 stand as eternal guardians of civilization, defending the common-folk from marauding raiders, savage monsters, and the threat of hostile armies. From the northern wastes of Cirillion to the southern plains of Cathadrion, the rangers of the Realm keep their eternil vigil.
### Deadly Skirmishers
While the professional soldiers of the Kingsguard and the other standing armies of the world might consider asymmetrical warfare and guerrilla tactics to be uncivilized and even barbaric, the rangers of Alerion hardly consider themselves bound to societal expectations of honor and decorum. To a ranger of Alerion, there is only one rule in a fight: Survive.
Most rangers are excellent shots, capable of wielding a longbow, crossbow, or rifle with deadly precision and efficiency. Using bushes, rocks, trees, and other sources of natural cover, a ranger can easily conceal themselves from sight of the enemy, picking off individual targets from extreme ranges without drawing attention to themselves.
That is not to say, however, that rangers are useless in close-quarters. Many rangers will carry a heavy knife or brush axe with them during their travels, combining tool and weapon together in a single deadly implement. Other rangers, who have received professional military training, will carry sword bayonets to affix to their crossbows or rifles, providing them with a lethal secondary weapon in the event that their primary arm malfunctions or runs out of ammunition.
Due to the Realm's numerous magical leylines and other sources of supernatural energy, it is unsurprising that the rangers of Alerion have learned to add magic to their arsenal. Rangers can use their spells for a variety of purposes: from setting up deadly ambushes and empowering their weapons and ammunition to concealing their presence from their foes. This unique combination of stealth, skirmishing, and spellcasting makes the rangers of Alerion particularly deadly foes, as they are incredibly mobile, unpredictable, and almost impossible to pin down.
### Scouts and 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, the rangers of the Realm are true trailblazers and explorers, venturing beyond the relative safety of civilization to expand the borders of the frontier.
Rangers in Alerion 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 even the harshest of the wilderness's many 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 join one of the Kingsguard's light infantry companies, honing your skills as part of an elite force of skirmishers and scouts? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.
#### Quick Build
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.
## Acknowledgements
Elements of *The Alerion Ranger* were inspired by [Dracodruid](https://www.gmbinder.com/profile/dracodruid) and his [Focused Ranger](https://www.gmbinder.com/share/-LAS-3LfFFAV5IZeI0Fy), as well as various threads in [r/DnD5CommunityRanger](https://www.reddit.com/r/DnD5CommunityRanger/).
> ## Artist Credit
> - [Gunpowder Witch](https://www.deviantart.com/thegryph/art/Gunpowder-Witch-608221653) by [Nicole Cardiff](http://www.artofnicolecardiff.com/)
>
> - [Falconer](https://www.deviantart.com/cristi-b/art/Falconer-349601676) by [Cristi B](https://www.deviantart.com/cristi-b)
>
>- [An Elf Ranger](https://www.deviantart.com/artofjexion/art/An-Elf-Ranger-875220475) by [Art of Jexion](https://www.deviantart.com/artofjexion)
>
> - [Human Ranger](https://dimilon.artstation.com/projects/58D9E8) by [Dionisis Milonas](https://dimilon.artstation.com/)
>
> - [DND Gloom Stalker Ranger Commission](https://cdna.artstation.com/p/assets/images/images/024/240/614/large/victor-tan-milapazek-lr.jpg?1581775320) by [Victor Tan](https://victortandesign.com/)
>
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['Falconer' by Cristi B](https://www.deviantart.com/cristi-b/art/Falconer-349601676)
##### The Alerion Ranger
| Level
Bonus | Features |Instincts
Known|Quarry
Die| 1st | 2nd | 3rd | 4th | 5th | |:----: |:--:|:-------------------------------------------------|:----:|:----:|:-:|:-:|:-:|:-:|:-:| | 1st | +2 | Rules of Ranging, Scout's Awareness, Wilderness Lore | — | — | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting, Ranger's Quarry | — | 1d6 | 2 | — | — | — | — | | 3rd | +2 | Ranger Company, Survival Instincts | 2 | 1d6 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 2 | 1d6 | 3 | — | — | — | — | | 5th | +3 | Extra Attack | 2 | 1d8 | 4 | 2 | — | — | — | | 6th | +3 | Trailblazer | 2 | 1d8 | 4 | 2 | — | — | — | | 7th | +3 | Ranger Company feature | 3 | 1d8 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement, Instinctive Defense | 3 | 1d8 | 4 | 3 | — | — | — | | 9th | +4 | — | 3 | 1d8 | 4 | 3 | 2 | — | — | | 10th | +4 | Fade From Sight | 3 | 1d8 | 4 | 3 | 2 | — | — | | 11th | +4 | Ranger Company feature | 3 | 1d10 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 3 | 1d10 | 4 | 3 | 3 | — | — | | 13th | +5 | — | 3 | 1d10 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Hit and Fade | 3 | 1d10 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Ranger Company feature | 4 | 1d10 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 4 | 1d10 | 4 | 3 | 3 | 2 | — | | 17th | +6 | — | 4 | 1d12 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Honed Senses | 4 | 1d12 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 4 | 1d12 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | One With the Wild | 4 | 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, smoothbore firearms, rifled firearms, sword bayonets
- **Tools:** Choose one from Herbalism Kit, Poisoner’s Kit
___
- **Saving Throws:** Strength, Dexterity
- **Skills:** Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
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#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* scale mail or *(b)* leather armor
- *(a)* two shortswords, *(b)* two simple melee weapons, or *(c)* a martial weapon and a shield
- *(a)* a dungeoneer's pack or *(b)* an explorer's pack
- A ranged weapon and 20 pieces of ammunition
> ##### Optional Rule: Firearm Proficiency
> The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse, including the *Alerion* campaign setting. If your campaign includes firearms and your ranger has been exposed to the operation of such weapons, your ranger is proficient with them.
─Spell Slots per
Spell Level─
| ProficiencySpell Level─
Bonus | Features |Instincts
Known|Quarry
Die| 1st | 2nd | 3rd | 4th | 5th | |:----: |:--:|:-------------------------------------------------|:----:|:----:|:-:|:-:|:-:|:-:|:-:| | 1st | +2 | Rules of Ranging, Scout's Awareness, Wilderness Lore | — | — | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting, Ranger's Quarry | — | 1d6 | 2 | — | — | — | — | | 3rd | +2 | Ranger Company, Survival Instincts | 2 | 1d6 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 2 | 1d6 | 3 | — | — | — | — | | 5th | +3 | Extra Attack | 2 | 1d8 | 4 | 2 | — | — | — | | 6th | +3 | Trailblazer | 2 | 1d8 | 4 | 2 | — | — | — | | 7th | +3 | Ranger Company feature | 3 | 1d8 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement, Instinctive Defense | 3 | 1d8 | 4 | 3 | — | — | — | | 9th | +4 | — | 3 | 1d8 | 4 | 3 | 2 | — | — | | 10th | +4 | Fade From Sight | 3 | 1d8 | 4 | 3 | 2 | — | — | | 11th | +4 | Ranger Company feature | 3 | 1d10 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 3 | 1d10 | 4 | 3 | 3 | — | — | | 13th | +5 | — | 3 | 1d10 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Hit and Fade | 3 | 1d10 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Ranger Company feature | 4 | 1d10 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 4 | 1d10 | 4 | 3 | 3 | 2 | — | | 17th | +6 | — | 4 | 1d12 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Honed Senses | 4 | 1d12 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 4 | 1d12 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | One With the Wild | 4 | 1d12 | 4 | 3 | 3 | 3 | 2 |
The Alerion Ranger| Part 1
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### Rules of Ranging
As a Ranger, your self-reliance has made you a master of bushcraft and wilderness survival. You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
In addition, as part of a long rest, you can share your knowledge of the wilderness with your allies, preparing them for the dangers ahead. When you do so, choose a number of creatures equal to your Wisdom modifier (a minimum of one). Until the end of your next long rest, you and your guided allies gain the following benefits:
- ***Adapt and Overcome.*** When you or a guided ally fails an ability check or saving throw to identify or overcome a wilderness, dungeon, or weather hazard, you may choose to add your Wisdom modifier to the roll, potentially turning that failure into a success. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.
- ***Cover your Tracks.*** While traveling for an hour or more, you and your guided allies can travel stealthily at a normal pace, and difficult terrain doesn’t slow your group’s travel.
- ***Keep your Eyes Open.*** You and your guided allies don’t suffer the -5 penalty to your passive Wisdom (Perception) checks for 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.
- ***Live off the Land.*** While you and your guided allies are foraging for food and other natural resources, if you succeed on the Wisdom (Survival) check, you find twice as much supply as you normally would, as determined by your rolls. If you fail, you still find enough supplies to sustain your group for one day.
- ***Study the Foe.*** When you or one of your guided allies succeeds on a Wisdom (Survival) check to track other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
['M20 Forest' by Alayna Danner](https://www.alayna.net/images/gallery/fullsize/mtg/m20forests.jpg)
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### Scout’s Awareness
Beginning at 1st level, your connection with the natural world allows you to quickly assess your surroundings. Over the course of one minute, you can attune with nature within a number of miles equal to your Ranger level.
Within this range, you can detect whether two of the following features are present, as well as the approximate direction and distance to each of those features relative to your location. You may select additional features when you reach 6th, 10th, and 14th levels in this class.
- A reliable source of fresh food and clean water.
- A strategically advantageous position, (such as natural chokepoints or dense cover.)
- A natural environmental hazard (such as natural pitfalls, poisonous plants, or dangerous currents.)
- A settlement or camp with five or more occupants.
- An abandoned man-made structure, (such as ruins.)
- One or more hostile creatures of a specific type: : aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or a specific race of humanoid (such as gnolls or orcs).
- Members of a named faction known to you (such as the Alerion Kingsguard or a named Eyrian clan.)
You may use this feature to detect multiple groups of creatures. If you do, you learn the direction and distance to each group of enemies you have detected.
You can use this feature a number of times equal to 1 + your Wisdom modifier (a minimum of once), regaining all expended uses whenever you finish a long rest.
### Wilderness Lore
Finally at 1st level, your time in the wilds has allowed you to recall useful information about the lands you have traversed and the various foes you have encountered. As part of a long rest, you may choose two types of enemy from among those listed in your *Scout's Awareness* feature and two types of terrain: arctic, cavern, coast, desert, forest, grassland, mountain, swamp, or urban. Until the start of your next long rest, you can add double your proficiency bonus to any Wisdom or intelligence check you make related to the chosen terrains or enemies.
The Alerion Ranger| Part 1
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### Fighting Style
By 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
#### Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
#### Bushfighting APC
After making a weapon attack, you can move up to 5 feet in any direction as a reaction. This movement does not provoke opportunity attacks. Additionally, you get a +1 bonus to your attack rolls if you are hidden or are receiving the benefits of cover.
#### Defense
While you are wearing armor, you gain a +1 bonus to AC.
#### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
#### Guerrilla Fighting APC
If you have moved at least 10 feet during your turn, you get a +1 bonus to your attack and damage rolls.
#### Light-Infantry APC
As long as you are not wearing heavy armor, your movement speed increases by 10 feet. Moreover, you can take the Dash action as a Bonus Action on your turn.
#### Musketry APC
You get a +1 bonus to attack and damage rolls made with firearms. Moreover, when making a firearm attack, you can use a reaction to reduce that firearm’s Misfire score by 1 (to a minimum of 1) until the start of your next turn.
#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
> ##### A note on Fighting Styles
> This document presents the official Fighting Style options found in the 5th Edition SRD, as well as a number of new options found in the *Alerion Player's Compendium* (denoted with APC )
>
> However, *The Alerion Ranger* is also designed to be compatible with fighting styles available in other published sources.
### Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 of the 5th Edition *Player's Handbook* for the general rules of spellcasting and Part IV of this document for the expanded Ranger spell list.
#### Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your Ranger spells of 1st level and higher. To cast one of these Ranger spells, 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 half your ranger level + your Wisdom modifier. The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Ranger, you have three 1st-level and three 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six 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 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can also 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.
The Alerion Ranger| Part 1
['Human Ranger'
by Dionisis Milonas](https://dimilon.artstation.com/projects/58D9E8)
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### Ranger's Quarry
Beginning at 2nd level, you have learned to call upon primal forces to mark an enemy for death. When you hit a creature with a weapon attack, you can choose to designate that creature as your Ranger's Quarry. Your mark lasts for 1 hour, until your quarry dies, or until you use this feature again to mark a different creature.
For the duration of your mark, whenever you hit your quarry with a weapon attack, you can deal an additional 1d6 force damage to the target, in addition to the weapon's damage. This die, known as your Quarry Die, increases in size as you gain levels in this class, as shown in the *Quarry Die* column of the Ranger table.
In addition, you can add your Quarry Die to any Wisdom (Perception) or Wisdom (Survival) check you make to locate your quarry, provided you possess an object the creature possesses or can follow its trail.
You can use this feature to designate quarry a number of times equal to your Wisdom modifier (a minimum of once), regaining all expended uses when you finish a long rest. If you have no uses of this feature remaining, you can expend a Ranger spell slot of 1st-level or higher to regain one expended use.
The duration of your mark increases as you gain levels in this class: to 8 hours at 5th level, to 24 hours at 11th level, and indefinitely at 17th level.
by Dionisis Milonas](https://dimilon.artstation.com/projects/58D9E8)
['Elven Ranger' by Manuel Krommenacker](https://www.deviantart.com/manuelkrommenacker/art/Elven-Ranger-767098063)
\columnbreak
### Ranger Company
At 3rd level, you choose to emulate the ideals and training of a ranger company. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
### Survival Instincts
Beginning at 3rd level, you have learned various survival knacks to help you endure the harshness of the frontier. You learn two Survival Instincts of your choice, which are detailed at the end of the class description. You can select additional Survival Instincts when you reach certain levels in this class, as shown in the *Instincts Known* column of the Ranger table.
Whenever you gain a level in this class, you can replace one of your known Survival Instincts with a different one on the list.
### 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.
### Trailblazer
Beginning at 6th level, your experience traveling the land allows you to guide your companions through even the most treacherous terrain. You gain the following benefits as long as you are not wearing heavy armor:
- Your movement speed increases by 10 feet.
- You can take the Dash, Disengage, or Hide action as a bonus action on your turn.
- Moving through nonmagical difficult terrain, as well as climbing or swimming, doesn't cost you additional movement.
In addition, you and your guided allies have advantage on saving throws made to resist spells and effects that would reduce your speed or impede your movement.
### Instinctive Defense
Starting at 8th level, your speed and stealth make you difficult to pin down in combat. Once on each of your turns, when an enemy hits you with an attack, you can use your reaction to add your Wisdom modifier to your Armor Class. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
If the triggering creature is also your Ranger's Quarry, you also have advantage on saving throws against that creature's spells and innate abilities until the end of your next turn.
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.
\pagebreakNum
### Fade from Sight
By 10th level, you're familiar with group travel and avoiding detection. You can spend 30 minutes using locally found resources and naturally occurring materials to camouflage a camp site and hide up to 6 medium sized companions in a 15-foot radius.
Once camouflaged this way, your campsite, as well as the creatures within it, are considered heavily obscured. In addition, creatures within the camp receive a +10 bonus to any Dexterity (Stealth) checks they make to remain hidden. Anything overt, such as a fire or talking above a whisper, negates this benefit.
In addition, you can call upon primal magic to obscure you from your foes. Whenever you successfully hide during your turn, you may choose to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. If you expend a Ranger spell slot when you use this feature, you may also extend the benefits of that invisibility to your guided allies.
You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses when you finish a long rest.
The Alerion Ranger| Part 1
### Hit and Fade
By 14th level, you have learned to fully take advantage of your speed and stealth during combat. Whenever you take the Dash, Disengage, or Hide action on your turn, you may make one weapon attack against a creature within range as a part of that action.
In addition, the first time a guided ally makes an attack against your Ranger's Quarry on each of its turns, it can roll your Quarry Die and add it to either the attack roll or the damage roll. An ally can choose to use this feature before or after the roll, but before any effects of the roll are applied.
### Honed Senses
Starting at 18th level, you have learned to focus your senses, allowing you to detect even the most elusive foes. As long as you aren't blinded or deafened, you have blindsight with a range of 30 feet. If you already have blindsight, it instead increases by 30 feet.
In addition, when you use your *Scout's Awareness* feature, you learn the exact distance (in miles) to any features you have detected.
### One with the Wild
By 20th level, you have become a master of the wilderness and an unparalleled hunter of your foes. You gain the following benefits:
- You gain a bonus to all attack and damage rolls equal to your Wisdom modifier.
- You have advantage on saving throws against poison, and you no longer suffer the adverse effects of extreme heat, cold, or altitude.
- When you roll initiative, if you have no uses of your *Scout's Awareness,* *Ranger's Quarry,* *Instinctive Defense,* or *Fade from Sight* features remaining, you immediately regain one additional use of those features, as well as one Ranger spell slot for each spell level available to you.
['DnD Gloom Stalker Ranger Commission' by Victor Tan](https://cdna.artstation.com/p/assets/images/images/024/240/614/large/victor-tan-milapazek-lr.jpg?1581775320/)
The Alerion Ranger| Part 1
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## Survival Instincts
Listed below are all the Survival Instincts available to the Ranger Class. You can't select a Survival Instinct option more than once, even if you later get to choose again.
#### Adept's Instinct
You have learned a number of skills thanks to your time in the wilds. Choose one of your skill proficiencies from the Ranger class. Your Proficiency Bonus is doubled for any ability check you make that uses the chosen skill.
In addition, you learn to speak, read, and write one language of your choice.
#### Ambusher’s Instinct
You are a master of catching your foes by surprise. You have advantage on your initiative rolls, as well as on the first attack roll or damage roll you make on each of your turns (your choice.)
In addition, you gain proficiency in the Stealth skill, if you don’t already have it.
#### Beast Tamer's Instinct
You have learned to commune with beasts and they consider you a kindred spirit. You have advantage on Wisdom (Animal Handling) checks made to interact with beasts.
In addition, you always have the *Find Companion* spell prepared, and it doesn't count against the number of spells you can prepare. You can cast it without expending a spell slot a number of times equal to your Wisdom modifier, regaining all expended uses when you finish a long rest.
#### Combatant’s Instinct
You have received additional martial training from your ranger company. You learn an additional fighting style of your choice from the list of fighting styles available to the Ranger class.
#### Delver's Instinct
You are at home in the darkness of the caverns and caves that run beneath the surface of the world. You gain darkvision out to a range of 30 feet. If you already have darkvision, it instead increases by 30 feet.
In addition, you also gain blindsight out to a range of 5 feet. If you already have blindsight, it instead increases by 5 feet.
#### Dunestrider's Instinct
You have spent time wandering the dunes of a harsh desert and have grown used to the sweltering heat and the burning sands. You gain resistance to fire damage.
In addition, you are naturally acclimated to the adverse effects of extreme heat.
#### Fletcher's Instinct
You have learned to craft new types of arrows to help you adapt to your enemies' weaknesses. As part of a long rest, you can craft a number of specialized arrows or crossbow bolts equal to your ranger level (described in *Appendix A: Ranger Equipment*.) When you craft these arrows or bolts, you may do so at half their normal GP and material cost.
In addition, you gain proficiency with the Fletcher's Kit, if you don't have it already.
The Alerion Ranger| Part 1
#### Forager's Instinct
You can always manage to find food, even in the heart of the wilderness. You have advantage on Intelligence (Nature) checks to identify edible roots, berries, mushrooms, or other foraged foods.
In addition, as part of a short or long rest or while traveling at a slow pace, you can spend an hour foraging a number of edible foodstuffs equal to your Proficiency Bonus. When consumed, a foraged foodstuff restores 1d4 hit points and provides enough nourishment to sustain a creature for one day. After 24 hours, the foraged resources spoil and can no longer be safely consumed.
#### Frostwalker's Instinct
You have spent countless days wandering the frigid lands of the far north, enduring sub-zero temperatures and biting winds. You gain resistance to cold damage.
In addition, you are acclimated to the adverse effects of extreme cold.
#### Healer's Instinct
You have learned to heal your allies through a combination of primal magic and bushcraft. You have a pool of Bush Medicine Dice, which are d8s, equal to your Wisdom modifier. As a bonus action, you can expend and roll one or more of these dice, regaining a number of hit points equal to the result. Alternatively, you can expend a Bush Medicine die to end the effects of one poison or disease afflicting you, or to remove one level of exhaustion. You regain all expended Bush Medicine Dice when you finish a long rest.
In addition, you gain proficiency in the Medicine skill, if you don't already have it.
#### Herbalist's Instinct
You have learned to use natural plants to craft various healing remedies. You always have the
*Create Poultice* spell prepared, and it doesn't count against the number of spells you can prepare. You can cast it without expending a spell slot a number of times equal to your Wisdom modifier, regaining all expended uses when you finish a long rest.
In addition, you have advantage on Intelligence (Nature) checks to identify the medicinal properties of plants, and on Wisdom (Medicine) checks made to stabilize creatures.
#### Highlander's Instinct
Your time in the mountainous regions of the world has taught you to endure the perils of extreme altitude and lofty heights. You gain a climbing speed equal to your walking speed.
In addition, you are acclimated to the adverse affects of extreme altitude.
#### Hunter's Instinct
You have learned to study your enemies, allowing you to bring them down with ruthless efficiency. You always have the *Expose Weakness* spell prepared, and it doesn't count against the number of spells you can prepare. You can cast it without expending a spell slot a number of times equal to your Wisdom modifier, regaining all expended uses when you finish a long rest.
Moreover, when you designate your Ranger's Quarry, you may cast *Expose Weakness* as a 1st-level spell as a part of that designation.
\pagebreakNum
#### Mariner's Instinct
You have spent time at sea or within a coastal region and have picked up a few skills from the locals. You gain a swimming speed equal to your walking speed.
In addition, while swimming, you can hold your breath for twice as long as you normally would.
#### Marksman’s Instinct
You have learned to eliminate your enemies from extreme ranges. The short and long ranges of your ranged weapons each increase by 5 feet.
In addition, at the start of each of your turns, you can choose to gain a bonus to the first ranged weapon attack roll you make before the start of your next turn equal to your Wisdom modifier.
#### Marshdweller's Instinct
You have spend time wandering the misty moors and fetid swamps of the world. You gain resistance to poison damage.
In addition, you have advantage on saving throws against conditions that would poison you.
The Alerion Ranger| Part 1
#### Pathfinder's Instinct
You are a natural navigator. You gain proficiency with Cartographer's Tools, if you don't already have it.
In addition, you have advantage on any Wisdom (Perception) check you make to avoid becoming lost, or to locate hidden trails or paths.
#### Poisoner's Instinct
You have learned to use natural poisons and venoms to take down your foes. You gain proficiency in the Poisoner's Kit, if you don't already have it.
In addition, you always have the *Venom/Antivenom* spell prepared, it counts as a Ranger spell for you, and it doesn't count against the number of spells you can prepare. You can cast it without expending a spell slot a number of times equal to your Wisdom modifier, regaining all expended uses when you finish a long rest.
#### Scavenger's Instinct
You have learned to make the most of every resource at your disposal. When harvesting bones, scales, or other materials from a slain creature, you find twice as many resources as you normally would.
In addition, you gain proficiency in one set of artisan's tools of your choice.
#### Skirmisher's Instinct
You have learned to move swiftly and decisively. As long as you are not wearing heavy armor, your movement speed increases by 5 feet.
In addition, you always have the *Expeditious Retreat* spell prepared, it counts as a Ranger spell for you, and it doesn't count against the number of spells you can prepare. You can cast it without expending a spell slot or requiring concentration a number of times equal to your Wisdom modifier, regaining all expended uses when you finish a long rest.
\columnbreak
#### Spellbreaker’s Instinct
You have learned tactics for countering enemy mages. You gain proficiency in the Arcana skill, if you don't already have it.
In addition, when you hit a creature with a weapon attack, it has disadvantage on the next Constitution saving throw it makes to maintain concentration on a spell.
#### Strider's Instinct
You have spent time wandering secluded steppes and vast plains. Your movement speed increases by 5 feet. In addition, you gain proficiency in the Perception skill, if you don't have it already.
#### Survivor's Instinct
At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus to saving throws you make with the chosen ability.
In addition, whenever you finish a long rest, you regain all of your expended Hit Dice (as opposed to half).
#### Tracker's Instinct
You have learned to track down and locate even the most elusive prey. While studying tracks or other signs left by one or more creatures, you learn the creatures’ overall state of health, the age of the tracks, as well as a rough approximation of when and where they entered and left the area.
In addition, you can add double your Proficiency bonus to any Wisdom (Perception) or Wisdom (Survival) check you make to track or locate a creature.
#### Trapper's Instinct
You have mastered the art of ensnaring your foes. You can spend 10 minutes setting a trap or snare for a creature of size Large or smaller. The trap's DC equals 8 + your proficiency bonus + your Wisdom modifier. You determine the trap's appearance, its mechanism, and how it functions. A creature can spot the
trap by making a Wisdom (Perception) check against the trap's DC.
Whenever a creature interacts with the trap, it must make a Dexterity saving throw against the trap's DC. On a failed save, the creature suffers 1d6 slashing, bludgeoning, or piercing damage (your choice, depending on the trap's mechanism,) and becomes restrained.
A creature can use its action to make a Strength check against the trap's save DC, freeing itself or another creature within its reach on a success. Each failed check deals 1d6 damage to the trapped creature.
In addition, you can add your Proficiency bonus to any Wisdom (Perception) or Wisdom (Survival) check made to locate traps, as well as to any Dexterity (Sleight of Hand) checks made to disarm them.
#### Urban Ranger's Instinct
You have learned to successfully survive in the wilderness of back-alleys and winding streets. You have advantage on Wisdom (Perception) checks made to notice if someone is following you.
In addition, you have advantage on saving throws made to resist diseases found in polluted water or carried by vermin.
The Alerion Ranger| Part 1
\pagebreakNum
The Alerion Ranger| Part 2
# PART II
##### Offical Subclass Revisions
\pagebreakNum
### Hunter
*Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. These rangers, known as hunters, learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.*
*In the Realm of Alerion, hunter rangers work closely with the Huntsman's Guild, helping the guild's elite monster hunters track down and eliminate their quarry. They operate throughout the Realm, but are most prominent in the provinces of Etienne, Eyria, and Wildthorne, where they help the guild defend frontier settlements from marauding orcs, ravaging brigands, and terrifying beasts.*
#### Hunter Spells
At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare each day.
##### Hunter Spells
| Ranger Level | Spells |
|:-:|:-:|
| 3rd|*heroism*|
| 5th|*hold person*|
| 9th|*protection from energy*|
| 15th|*death ward*|
| 17th|*hold monster*|
#### Mark of the Hunter
You have learned to strike you chosen prey more accurately, aiming for specific weak points and striking them with lethal intent. When you use your *Ranger’s Quarry* feature, the first time you make a weapon attack against your quarry on each of your turns, you may roll your quarry die and add it to the attack roll.
#### Hunter's Prey
Beginning when you choose this archetype at 3rd level, you have learned to strike down your foes with lethal intent. When you designate your Ranger's Quarry, you may choose one of the following options. You gain the benefits of your choice for the duration of your mark.
- ***Colossus Slayer***. When you hit your quarry with an attack, you can apply an additional quarry die to the damage roll if it’s below its hit point maximum. You can deal this extra damage only once per turn.
- ***Giant Killer.*** When your quarry hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. To use this Hunter's Ploy, your target must be of Large or larger size.
- ***Horde Breaker.*** When you make an attack against your quarry, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
The Alerion Ranger| Part 2
\columnbreak
#### Defensive Tactics
At 7th level, you have learned to defend yourself against your quarry's attacks. At the start of each of your turns, you can choose to employ one of the following Defensive Tactics of your choice. Your choice lasts until the start of your next turn.
- ***Escape the Horde.*** Until the start of your next turn, opportunity attacks against you are made with disadvantage.
- ***Multiattack Defense.*** Until the start of your next turn, when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. If the triggering creature is also your Ranger's quarry, this bonus increases to +6.
- ***Steel Will.*** Until the start of your next turn, you have advantage on saving throws against being frightened.
#### Superior Hunter's Prey
Beginning at 11th level, you learn the following additional *Hunter's Prey* options:
- ***Volley.*** You can use your action to make a ranged attack against your quarry and any number of creatures within 10 feet of that creature. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
- ***Whirlwind Attack.*** You can use your action to make a melee attack against your quarry and any number of creatures within 5 feet of that creature, with a separate attack roll for each target.
- ***Retaliatory Strike.*** When your quarry hits you with a weapon attack, you can use your reaction to make one melee attack against that creature, then move up to 5 feet in any direction. This movement doesn't provoke attacks of opportunity.
#### Superior Hunter's Defense
At 15th level, you gain the following additional *Defensive Tactics* options:
- ***Evasion.*** When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
- ***Stand Against the Tide.*** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
- ***Uncanny Dodge.*** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
\pagebreakNum
# PART III
##### Ranger Companies (Alerion)
\pagebreakNum
### Ghost
*The archetypal Ghost embodies a Ranger who is the secret defender of the people and an unseen slayer of those who would do them harm. Dedicating themselves to the art of irregular warfare and bushfighting, Ghost rangers are the silent guardians of the common folk, working to create safe havens for people in a world filled with terrible danger, whether that danger comes from the monsters and beasts of the wilds or the clutches of a tyrant’s hand.*
*Ghost rangers in the Realm of Alerion are most commonly associated with the Tynarian rebels of Wildthorne, Eyria, and Etienne, who use their deadly irregular tactics to great effect against the armies of Lord Kylan and other Royalist leaders. Led by the mysterious "Lady of Etinar," these rangers strike at Royalist supply lines, steal arms and munitions for the rebel cause, and perform deadly ambushes against Kingsguard patrols.*
#### Ghost Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ghost Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare each day.
##### Ghost Spells
|Ranger Level | Spell |
|:---:|:-----------:|
| 3 | *invisibility* |
| 5 | *blur* |
| 9 | *slow* |
| 13 | *confusion* |
| 17 | *mislead* |
#### Silent but Deadly
Beginning when you choose this Company at 3rd level, you have learned to catch your enemies off guard, taking them by surprise before they can react. You gain proficiency in the Stealth skill, if you don't already have it.
In addition, you may add your Wisdom modifier to your initiative rolls, as well as to any attack rolls you make against creatures that have not yet acted during the first round of combat.
#### Mark of the Ghost
Also at 3rd level, you can attempt to frighten your quarry by striking from ambush. Whenever you deal additional damage to your quarry using your *Ranger’s Quarry* feature, you can expend a use of this feature to add an additional quarry die to the damage roll and force it to make a Wisdom saving throw against your Ranger Spell Save DC. On a failed save, your quarry becomes frightened of you until the start of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
\columnbreak
#### Slip Away
Beginning at 7th level, you can use your speed and primal magic to help you evade capture. When a hostile creature moves within 5 feet of you, you may use your reaction to move up to 15 feet in any direction, then immediately attempt to hide. Any opportunity attacks made against you as a result of this movement are made with disadvantage.
If you successfully hide using this feature, you are considered to be heavily obscured until the start of your next turn.
#### Terror Tactics
Starting at 11th level, you have grown even more adept at the art of frightening your enemies through asymmetrical combat. You can reroll the additional damage from your *Mark of the Ghost* feature, but you must use the second result.
Moreover, when you use your *Mark of the Ghost* feature to frighten your quarry, you can force each other creature within 10 feet of the original target to make a Wisdom saving throw against your spell save DC. On a failed save, those creatures take additional Psychic damage equal to one roll of your skirmish die and become frightened of you until the start of your next turn.
#### Ambush Predator
By 15th level, you have learned to strike your foes even more decisively. Immediately after you roll initiative, you gain one additional action. You can use this action to move up to half your movement speed and take the Attack (one weapon attack only,) Dash, Hide, Search, or Use an Object action.
Once you use this action, you cannot do so again until you finish a short or long rest.
['Ranger Hunter' by mazzaropi](https://www.deviantart.com/mazzaropi/art/Ranger-hunter-563797275)
['Test' by Link Chen](https://www.artstation.com/artwork/gGW4Q)
\pagebreakNum
###
\pagebreakNum
### Outrider
*Certain rangers have formed a bond with an animal companion, using them as mounts and allies during battle. Commonly employed by Cathadri and Etienni provincial forces, these rangers, known collectively as Outriders, often serve as scouts, messengers, and even as main-line cavalry. Their mastery of mounted combat gives them the skill they need to chase down the swiftest adversaries or outrun pursuing forces.*
*Outside of military service, certain guilds, mercenary groups, and even individual rangers are known to employ outriders within their ranks. Whether patrolling the borders of the unexplored frontier or defending a settlement from marauders and monsters, outriders and their companions are invaluable allies, both because of their strength during combat and because of their innate empathy towards one another, which often extends beyond their personal bond to include those they serve beside.*
#### Outrider Spells
Beginning at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the *Outrider Spells* table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare each day.
##### Outrider Spells
| Ranger Level | Spells |
|:-:|:-:|
| 3rd|*find familiar*|
| 5th|*healing spirit*|
| 9th|*conjure animals*|
| 15th|*guardian of nature*|
| 17th|*insect plague*|
#### Outrider's Companion
Beginning when you join this Company at 3rd level, you form a powerful bond with an Outrider's Companion, a faithful beast that serves you as both a mount and a trusted ally. You learn the *Ranger's Companion* spell and it doesn't count against the number of spells you can prepare. When you cast *Ranger's Companion,* you can choose one of the following additional forms for your companion: a Dire Wolf, a Tiger, a Grizzly Bear, or a Pegasus. (Your DM may allow other creatures as additional companion types.)
While you are dismounted, your companion takes its initiative right after yours. It can move and take reactions on its own, but it will automatically defend itself or you from any melee attackers. If there are no melee attackers within range, your companion will automatically take the dodge action, unless you use your *Outrider's Command* feature to command it to take a different action. If you are incapacitated or absent, your companion acts on its own, focusing on protecting you and itself.
While mounted, you and your companion share the same initiative. Your companion can make one attack when you take the Attack action on your turn, and any Ranger spell you cast that targets only you can also target your companion.
\columnbreak
#### Outrider's Command
Also at 3rd level, you have learned to command your companion during the heat of battle. On your turn, you can verbally command your companion where to move (no action required by you). You can use your action to verbally command it to take the Dash, Disengage, Dodge, or Help action. You can also use your action to command it to defend one of your allies instead of you (as described above). Finally, you can use your action to direct it to attack any creature of your choosing. It will continue attacking that creature until the creature is defeated, your companion is incapacitated, or you issue a different command.
#### Dragoon
Beginning at 7th level, you can use a bonus action (instead of an action) to use your *Outrider's Command* feature.
Moreover, while mounted on your companion, you can use your *Instinctive Defense* feature to help protect your mount instead of you.
#### Outrider's Fury
Starting at 11th level, your companion can make two attacks when it takes the Attack action on its turn.
Moreover, while attacking, your companion can now deal the damage from your Ranger's Quarry feature.
#### Ride to Ruin
Beginning at 15th level, you can use your *Outrider's Command* feature as a reaction on your turn.
In addition, while mounted, you can command your mount to move up to its movement speed towards a hostile creature. If it ends its turn within 5 feet of the target, both you and your mount can make a single weapon attack against that creature. If either attack hits, the target must succeed on a Wisdom saving throw (DC= 8 + your Proficiency Bonus + your Wisdom modifier), or become frightened of both you and your companion until the start of your next turn.
Once you use this feature, you cannot do so again until you finish a long rest.
['Yasova Dragonclaw' by Winona Nelson](https://www.winonanelsonart.com/assets/yasova_dragonclaw_by_winona_nelson.jpg)
\pagebreakNum
### Pathfinder
*Rangers of the Pathfinder Company are born rovers and explorers who seek out untamed lands for the purposes of exploration and discovery. They are equally at home in the wild and on the battlefield, clearing brush for a lean-to shelter as efficiently as they erect defensive earthworks. Whether assigned to the Kingsguard as forward scouts or acting independently as paid guides for adventuring parties, Pathfinders are restless adventurers, never content to remain in one place for too long and always eager to advance the borders of the frontier.*
#### Pathfinder Magic
At 3rd level, you learn an additional spell when you reach certain levels in this class, which is related to your choice of Home Ground at 3rd level. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare each day.
#### Home Ground
Beginning when you join this company at 3rd level, you are adept at traveling and surviving in the wilderness and particularly familiar with certain types of natural environment. Choose two types of terrain where you honed your skills as a Ranger: arctic, cavern, coast, desert, forest, grassland, mountain, or swamp.
You gain each terrain's associated Survival Instinct and the Terrain Spells associated with that terrain, as described in "Terrain Types" below.
You can select additional terrain types when you reach 7th, 11th, and 15th levels in this class.
#### Mark of the Pathfinder
At 3rd level, you can adapt the damage of your weapon to match your environment. When you designate your Ranger's Quarry, you may choose one damage type from among those associated with one of your Home Grounds, detailed in the table below. For the duration of your mark, whenever you deal quarry damage to the target, you deal additional damage of the chosen type to that creature equal to one roll of your quarry die.
| Terrain | Damage Type | |:---:|:-----------:| | Arctic | Cold | | Cavern | Necrotic | | Coast | Thunder | | Desert | Fire | | Forest | Poison | | Grassland | Force | | Mountain | Lightning | | Swamp | Acid |
The Alerion Ranger| Part 3
\columnbreak
#### Safe Haven
Begining at 7th level, when your use your *Scout Ahead* feature to detect natural chokepoints and other defensible terrain, you can use this knowledge of the local environment to create a refuge for your group. When you arrive at the location detected by this feature, you can spend up to 24 hours fortifying that position in one of the following ways:
- After searching for the appropriate raw materials, you can create a number of traps equal to your Wisdom modifier (minimum of 1 trap) and place them around your safe haven.
- You can camouflage the area using local rocks, foliage, and other natural materials, granting hostile creatures disadvantage on any Wisdom (Perception) or Intelligence (Investigation) checks made to find you or your group within your safe haven.
- You can destabilize rocks and other terrain leading to your safe haven, turning the terrain in a 1-mile radius of your safe haven into difficult terrain for creatures hostile to you or your group.
In order to fortify your safe haven, you must succeed on a Wisdom (Survival) check for each fortification option you apply. The DC for the ability check starts at 10, then increases by 5 for each additional option you apply to your haven. If an ally assists you in the construction of your haven, you have advantage on the ability check.
Your safe haven lasts for 24 hours, or until it is detected by hostile creatures or monsters. Once you use this feature to create a safe haven, you cannot do so again until you finish a long rest.
#### Adaptive Strike
Starting at 11th level, you may choose to apply two types of elemental damage from your *Mark of the Pathfinder* feature when you designate your quarry. If you do so, when you deal damage to your quarry, you may apply one additional quarry die to the damage roll for each of the chosen elements.
#### Master of the Land
Starting at 15th level, you gain additional benefits while traversing a familiar terrain. You gain the following benefits:
- You may cast each of your terrain spells once per day without expending a spell slot. Once you cast a spell this way, you cannot do so again until you finish a long rest.
- When an attack hits you while traversing a familiar terrain, you can use your reaction to instead cause the attack to miss. Once you use this feature, you cannot do so again until you finish a short or long rest.
- When you cast a terrain spell, you regain a Ranger spell slot of one level lower than the spell you cast.
- Your Adaptive Strike damage ignores damage resistance and immunity to the corresponding element.
\pagebreakNum
### Terrain Types
##### Arctic
You gain the *Frostwalker's Instinct* Survival Instinct. If you have already chosen this instinct, you instead gain one additional Survival Instinct of your choice.
| Ranger Level | Spells |
|:---:|:-----------:|
| 3th |*armor of agathys* |
| 5th | *hold person* |
| 9th | *sleet storm* |
| 13th| *ice storm* |
| 17th| *cone of cold*|
##### Cavern
You gain the *Delver's Instinct* Survival Instinct. If you have already chosen this instinct, you instead gain one additional Survival Instinct of your choice.
| Ranger Level | Spells |
|:---:|:-----------:|
| 3th |*bane* |
| 5th | *darkness* |
| 9th | *fear* |
| 13th| *arcane eye* |
| 17th| *creation*|
##### Coast
You gain the *Mariner's Instinct* Survival Instinct. If you have already chosen this instinct, you instead gain one additional Survival Instinct of your choice.
| Ranger Level | Spells |
|:---:|:-----------:|
| 3th |*create or destroy water* |
| 5th | *misty step* |
| 9th | *gaseous form* |
| 13th| *control water* |
| 17th| *destructive wave*|
##### Desert
You gain the *Dunestrider's Instinct* Survival Instinct. If you have already chosen this instinct, you instead gain one additional Survival Instinct of your choice.
| Ranger Level | Spells |
|:---:|:-----------:|
| 3th |*burning hands* |
| 5th | *blur* |
| 9th | *create food and water* |
| 13th| *hallucinatory terrain* |
| 17th| *flame strike*|
\columnbreak
##### Forest
You gain the *Herbalist's Instinct* Survival Instinct. If you have already chosen this instinct, you instead gain one additional Survival Instinct of your choice.
| Ranger Level | Spells |
|:---:|:-----------:|
| 3th |*goodberry* |
| 5th | *web* |
| 9th | *tiny hut* |
| 13th| *dominate beast* |
| 17th| *awaken*|
The Alerion Ranger| Part 2
##### Grassland
You gain the *Strider's Instinct* Survival Instinct. If you have already chosen this instinct, you instead gain one additional Survival Instinct of your choice.
| Ranger Level | Spells |
|:---:|:-----------:|
| 3th |*find familiar* |
| 5th | *invisibility* |
| 9th | *slow* |
| 13th| *giant insect* |
| 17th| *insect plague*|
##### Mountain
You gain the *Highlander's Instinct* Survival Instinct. If you have already chosen this instinct, you instead gain one additional Survival Instinct of your choice.
| Ranger Level | Spells |
|:---:|:-----------:|
| 3th |*feather fall* |
| 5th | *spider climb* |
| 9th | *meld into stone* |
| 13th| *stone shape* |
| 17th| *wall of stone*|
##### Swamp
You gain the *Marshdweller's Instinct* Survival Instinct. If you have already chosen this instinct, you instead gain one additional Survival Instinct of your choice.
| Ranger Level | Spells |
|:---:|:-----------:|
| 3th |*ray of sickness* |
| 5th | *Melf's acid arrow* |
| 9th | *stinking cloud* |
| 13th| *blight* |
| 17th| *contagion*|
\pagebreakNum
### Skirmisher
Rangers of the Skirmisher Company are swift and deadly, using mobility and momentum to overwhelm their enemies. They operate ahead of the line of battle, engaging with the enemy’s scouts, disrupting enemy supply lines, and probing for weaknesses in the enemy’s defenses.
While most skirmisher rangers are members of military organizations, such as the Alerion Kingsguard or the Tynarian Restoration, some independent adventurers, sellswords, and mercenaries will often practice the same hit-and-run tactics as their martial counterparts. After all, moving swiftly and decisively is a powerful tool, whether against a horde of kobolds, a marauding dragon, or a company of enemy infantry.
#### Skirmisher Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Skirmisher Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare each day.
##### Skirmisher Spells
|Ranger Level | Spell |
|:---:|:-----------:|
| 3 | *expeditious retreat* |
| 5 | *misty step* |
| 9 | *haste* |
| 13 | *freedom of movement* |
| 17 | *steel wind strike* |
#### Guerrilla Tactics
Starting at 3rd level, you are difficult to pin down during a fight.
\columnbreak
#### Mark of the Skirmisher
Beginning at 3rd level, you have learned to fight your enemies on your own terms. Once on each of your turns, when you hit your Ranger's Quarry with a weapon attack, you may apply an additional Quarry die to the damage roll, provided you meet any of the following conditions:
- You haven't attacked another target since the beginning of your next turn.
- You’ve moved at least 15 feet during your turn.
- You are attacking your target while hidden or receiving the benefits of cover.
- Your target is surprised or hasn’t taken its turn in combat yet.
- Your target is an enemy of a type or faction you have detected using your Scout Ahead feature within the past 24 hours.
You can apply this additional damage, known as skirmish damage, multiple times if you fulfill multiple conditions when attacking. The extra damage is of the same type as your weapon.
#### Swift Defense
Beginning at 7th level, if you have moved at least 15 feet during your turn and are not wearing heavy armor, you gain a +2 bonus to your Armor class until the start of your next turn. This bonus increases to +4 at 15th level.
Moreover, you can add your Wisdom modifier to your Dexterity saving throws until the start of your next turn.
The Alerion Ranger| Part 1
#### Hit and Fade
By 11th level, you have learned to fully take advantage of your speed and stealth during combat. Whenever you take the Dash, Disengage, or Hide action on your turn, you may make one weapon attack against a creature within range as a part of that action.
\pagebreakNum
# PART III
##### New Ranger Spells
['Character Commission-Elf' by BTFly009](https://www.deviantart.com/btfly009/art/Character-Commission-elf-875323421)
##### 1st Level
- Alarm
- Animal Friendship
- Armor of Thorns APC
- Beast Bond
- Comprehend Languages *+*
- Conjure Ammunition APC
- Create Poultice APC
- Cure Wounds
- Detect Evil and Good *+*
- Detect Magic
- Detect Creature APC
- Detect Poison and Disease
- Earthen Barrier APC
- Ensnaring Strike
- Expose Weakness APC
- Faerie Fire *+*
- Feather Fall *+*
- Find Familiar *+*
- Fog Cloud
- Goodberry
- Hail of Thorns
- Hunter's Strike APC
- Hunter’s Mark
- Jump
- Longstrider
- Nuturing Touch APC
- Purify Food and Drink *+*
- Seeker's Mark APC
- Sleep *+*
- Speak With Animals
- Survivor's Boon APC
- Swift Stride
\columnbreak
##### 2nd Level
- Alter Self *+*
- Animal Messenger
- Barkskin
- Beast Sense
- Blindness/Deafness *+*
- Blur *+*
- Branding Smite *+*
- Cordon of Arrows
- Darkvision
- Darkness *+*
- Fade Away APC
- Find Companion APC
- Find Traps
- Invisibility *+*
- Ignite Weapon APC
- Imbue Ammunition APC
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Pass Without Trace
- Protection From Poison
- Silence
- Spider Climb *+*
- Spike Growth
- Venom/Antivenom APC
\columnbreak
##### 3rd Level
- Ashardlon’s Stride
- Catnap *+*
- Conjure Animals
- Conjure Barrage
- Daylight
- Dispel Magic *+*
- Expose Weakness APC
- Flame Arrows
- Freedom of the Waves
- Greater Hunter's Mark APC
- Lightning Arrow
- Nondetection
- Plant Growth
- Primal Alacrity APC
- Protection From Energy
- Speak With Plants
- Water Breathing
- Water Walk
- Wind Wall
\columnbreak
##### 4th Level
- Conjure Woodland Beings
- Elemental Bane *+*
- Find Greater Steed *+*
- Fire Shield *+*
- Freedom of Movement
- Giant Insect *+*
- Grasping Vine
- Greater Invisibility *+*
- Guardian of Nature
- Hallucinatory Terrain *+*
- Locate Creature
- Ranger's Resolve APC
- Staggering Smite *+*
- Stoneskin
##### 5th Level
- Banishing Smite *+*
- Commune With Nature
- Conjure Volley
- Contagion *+*
- Freedom of the Winds
- Hunter's Focus APC
- Mislead *+*
- Steel Wind Strike
- Swift Quiver
- Tree Stride
*+* New addition to the Ranger spell list
*APC* *Spell from the *Alerion Player's Compendium**
> ##### A Note on Optional Spells
>
> The Alerion Ranger is also compatible with the optional Ranger spells presented in officially published 5e material. It is recommended to allow Rangers in the Alerion campaign setting to have access to these optional spells.
['M20 Forest' by Alayna Danner](https://www.alayna.net/images/gallery/fullsize/mtg/m20forests.jpg)
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### Homebrew Ranger Spells
The following spells are added to the ranger spell list:
#### Armor of Thorns
*1st level Abjuration*
___
- **Casting Time:** 1 bonus action
- **Range:** 90 feet
- **Components:** V
- **Duration:** 10 minutes
___
Sharp natural thorns and brambles cover your body and armor, granting you additional defenses. Whenever a creature hits you with a weapon attack, the attacker takes 1d6 piercing damage.
At the start of each of your turns, if you are grappling a creature, you can deal 1d6 piercing damage to that creature.
***At Higher Levels:*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level beyond 1st.
#### Create Poultice
*1st level Conjuration*
___
- **Casting Time:**: 1 bonus action
- **Range:** 90 feet
- **Components:** S, M (naturally gathered herbs and a cloth bandage)
- **Duration:** Instantaneous
_____
Using a combination of bushcraft and primal magic, you create a number of special healing poultices equal to your spellcasting modifier, with properties similar to some healing potions.
As an action, you can apply one of your poultices to a willing humanoid creature, expending the poultice in the process. Applying a poultice restores a number of hit points equal to 1d10 + your Ranger level.
Your poultices lose their potency if they have not been applied within 24 hours of the casting of this spell.
#### Conjure Ammunition
*1st level Conjuration*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** S
- **Duration:** 1 minute
___
In your hand or in an open container on your person, you create up to 5 arrows, crossbow bolts, firearm cartridges, or darts. The created items are magical for the purpose of overcoming damage resistance or immunity but have no other special properties.
As part of the bonus action used to cast this spell, you can use as a material component an amount of gems, gold, or silver equal in value to the ammunition you created. If you do so, the material component is consumed by the spell, and the ammunition becomes nonmagical at the end of the duration. If you do not, the ammunition vanishes at the end of the duration.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you create an additional 5 pieces of ammunition for each spell slot level beyond 1st.
\columnbreak
#### Detect Creature
*1st level Divination*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V,S
- **Duration:** Up to 10 minutes
___
Choose a creature type: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs).
For the duration, you sense the presence of any creature of the chosen type within 30 feet of you. If you sense a creature in this way, you can use your action to see a faint aura around any visible creature of that type, and you learn a rough sense of the direction it is traveling (if any).
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
['Daybreak Ranger'
by Steve Prescott](https://gathering-art.tumblr.com/image/141964507788)
\pagebreakNum
#### Expose Weakness
*1st-level divination*
___
- **Casting Time**: 1 bonus action
- **Range**: 90 feet
- **Components**: V
- **Duration**: Instantaneous
___
You select a creature within range and attempt to determine its weaknesses. Make a Wisdom (Survival) check. On a success, you learn one of the following attributes of your choice:
- The creature's movement speed.
- The creature's Strength, Dexterity, or Wisdom score (your choice)
- One damage resistance, immunity, or vulnerability the creature is subject to (your choice)
- Any special effects triggered when the creature takes damage, (such as fire damage halting its regeneration.)
- One martial ability (such as a fighting style) the creature knows
- The highest spell level the creature is capable of casting.
___
***At Higher Levels*:** When you cast this spell using a spell slot of 2nd level or higher, you learn an additional attribute for each spell slot level beyond 1st.
#### Earthen Barrier
*1st-level abjuration*
___
- **Casting time**: 1 reaction, which you take when you are hit by an attack
- **Range**: 10 feet
- **Components**: V, S
- **Duration**: 1 minute
___
You call forth a pillar of rock and stone in an unoccupied, 5-foot cube within range when you would be hit by an attack. The barrier is immobile and has an AC of 10 and 27 hit points.
The barrier acts as total cover to any creatures adjacent to it. If this cover causes the attack to miss, the barrier takes the damage instead.
#### Fade Away
*2nd-level illusion*
___
- **Casting Time**: 1 bonus action
- **Range**: Self
- **Components**: S
- **Duration**: Concentration, up to 10 minutes
Ducking out of view, you vanish from sight. For the duration, you become heavily obscured as long as you remain behind cover and all Wisdom (Perception) checks made to detect your presence are made with disadvantage.
If you make an attack, cast a spell, or move more than half your speed in a round, this spell immediately ends.
\columnbreak
#### Find Companion
*2nd level conjuration*
___
- **Casting Time**: 10 minutes
- **Range**: 30 feet
- **Target**: An unoccupied space within range
- **Components**: V S
- **Duration**: Instantaneous
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal animal companion, creating a long-lasting bond with it. Appearing in an unoccupied space within range, your companion takes on a form that you choose, such as a panther, a wolf, a giant eagle, or a black bear. (Your DM might allow other animals to be summoned as companions.)
Your companion has the statistics of the chosen form, though it is a celestial, elemental, or fey (your choice) instead of its normal type, and it loses its multiattack action if it has one. Additionally, if your companion has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
In combat, your companion shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
When your companion drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your companion at any time as an action, causing it to disappear. In either case, casting this spell again summons the same companion, restored to its hit point maximum.
While your companion is within 1 mile of you, you can communicate with it telepathically.
You can't have more than one companion bonded by this spell at a time. As an action, you can release your companion from its bond at any time, causing it to disappear.
#### Greater Hunter’s Mark
*3rd level Evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** 90 feet
- **Components:** V
- **Duration:** Concentration, up to 1 hour
___
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d8 damage to the target whenever you hit it with a weapon attack, and you always know the direction to that creature as long as it’s on the same plane as you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
***At Higher Levels*:** When you cast this spell using a spell slot of 4th level or higher, you can maintain your Concentration on the spell for up to 24 hours.
\pagebreakNum
#### Hunter's Focus
*5th-level abjuration*
___
- **Casting Time**: 1 reaction, which you take when you cast a second spell that requires concentration
- **Range:** Self
- **Components:** V
- **Duration:** Special
___
Focusing primal magic into yourself, you find the inner strength to do the impossible. When you cast *hunter's focus*, you can maintain concentration on two other spells simultaneously. If you fail any Constitution saving throw to maintain concentration, both spells you are concentrating on (as well as this spell) immediately end. This spell also ends if you stop concentrating on either of the spells you have already cast.
#### Hunter's Strike
*1st-level Divination*
___
- **Casting Time**: 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** 1 minute
___
The next time you hit with a melee weapon attack during the spell's duration, your attack deals an additional 1d6 force damage. Additionally, your target becomes marked by a feint aura of light which only you can see, which grants you advantage on attack rolls made against the creature. You can see the aura even if the target is behind cover.
#### Ignite Weapon
*2nd level Transmutation*
___
- **Casting Time:** 10 minutes
- **Range:** Self
- **Components:** V, M (A melee weapon or piece of ammunition worth at least 2gp)
- **Duration:** One round
___
You touch a weapon or piece of ammunition, imbuing it with magical flames. The first time you attack with the imbued weapon or ammunition, it ignites and bursts into flame. On a hit, the target takes an additional 4d4 fire damage and begins to burn. On a miss, the target takes half as much damage and is not set ablaze.
The burning creature sheds bright light in a 10-foot radius and dim light in a 10-foot radius beyond that. Moreover, at the start of each of its turns, the creature takes 1d4 fire damage unless it expends an action to put out the fire.
Once an attack has been made with the weapon or ammunition, the spell ends.
***At Higher Levels:*** When you cast this spell using a spell slot of 3rd level or higher, both the initial damage and the burn damage increases by 1d4.
\columnbreak
#### Imbue Ammunition
*2nd level Enchantment*
___
- **Casting Time:** 10 minutes
- **Components:** V, M (1gp per piece of ammunition worth of elemental phosphorus, a sliver of cold iron; a tuft of bear fur; a griffon feather)
- **Duration:** Concentration, up to 8 hours
___
When you cast this spell, you can imbue up to 10 standard arrows, crossbow bolts, or firearm cartridges with elemental magic. For each piece of ammunition, choose one of the following effects:
* ***Imbue Acid*.** When a creature is hit by this ammunition, it takes an additional 1d6 acid damage. Additionally, the target suffers a penalty to its next attack roll equal to the amount of additional damage dealt this way.
* ***Imbue Fire*.** When a creature is hit by this ammunition, it takes an additional 1d6 fire damage. Additionally, the target must make a Constitution saving throw. On a failed save, the target takes that damage again at the end of their next turn.
* ***Imbue Ice*.** When a creature is hit by this ammunition, it takes an additional 1d6 cold damage. Additionally, the target's movement speed is reduced by 10 feet until the start of its next turn.
* ***Imbue Lightning*.** When a creature is hit by this ammunition, it takes an additional 1d6 lightning damage, and another creature within 10 feet of the target also takes this damage.
* ***Imbue Poison*.** When a creature is hit by this ammunition, it takes an additional 1d6 poison damage. Additionally, the target's flying and climbing speeds is reduced by 10 feet until the start of its next turn.
* ***Imbue Thunder.*** When a creature is hit by this ammunition, it takes an additional 1d6 thunder damage. Additionally, the target is pushed 15 feet away from you in a straight line.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can imbue up to 5 additional pieces of ammunition for each slot level above 2nd.
#### Nurturing Touch
*1st level Transmutation*
___
- **Casting Time:** 1 action
- **Target:** A willing creature within range
- **Components:** V,S
- **Duration:** 1 minute
___
You touch a willing creature, filling them with vitality.
For the duration of the spell, the target gains one of the following effects:
- The target is cured of the Poisoned condition and has advantage on saving throws against being poisoned.
- The target gains a number of temporary hit points equal to 1d4 + your spellcasting modifier.
- The target is cured of one disease afflicting it.
- The target regains a number of hit points equal to 1d4 + your spellcasting modifier.
- The target gains resistance to one damage type of your choice.
\pagebreakNum
***At Higher Levels:*** When you cast this spell using a spell slot of 2nd level or higher, you can choose an additional effect for each spell slot level beyond 1st.
#### Primal Alacrity
*3rd level Transmutation*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V S M (The wing feather of a bird of prey)
- **Duration:** Concentration, up to 1 minute)
___
You choose a willing creature that you can see within range and fill it with increased speed and mobility. Until the spell ends, the target’s speed is doubled, difficult terrain no longer costs it additional movement, and it can use a bonus action on each of its turns to make a single weapon attack. If engaged in two-weapon fighting, the target can make this attack as part of the same bonus action it uses to make the attack with its other hand.
If the target of this spell is under the benefit of the *haste* spell, it gains no benefit from this spell.
#### Ranger's Resolve
*4th-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
___
You imbue creatures within 30 feet who can see and understand you with a determination to persevere. Each creature of your choice can choose to suppress one ongoing effect caused by a spell, a condition, a disease, a poison, or from any and all levels of exhaustion for the duration of the spell. If the effect would cause damage, the creature doesn’t take any damage from the effect as long as it is suppressed.
If you are unable to communicate with the affected creatures (such as being made unable to speak), you
immediately lose concentration on this spell.
#### Survivor's Boon
*1st level Transmutation*
____
- **Casting Time:** 1 bonus action
- **Range:** Touch
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
____
You touch a willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. The spell then ends.
____
**At Higher Levels:** This spell's die increases when you cast this spell using a spell slot of 2nd level or higher: to a d6 at 2nd level, a d8 at 3rd level, a d10 at 4th level, and a d12 at 5th level.
\columnbreak
#### Seeker's Mark
*1st level Evocation*
___
- **Casting Time**: 1 bonus action
- **Range**: 90 feet
- **Components**: V
- **Duration**: Concentration, up to 1 hour
___
You choose a creature you can see within range and mark it as your quarry. Until the spell ends, the target gains no benefit from half cover or three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
**At Higher Levels**. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
#### Swift Stride
*2nd level Transmutation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S,
- **Duration:** 1 minute
___
For the spell's duration, your movement doesn't provoke attack of opportunity. You can choose to end the spell early to increase your speed by 15 feet until the end of your turn or gain advantage on the next weapon attack you make.
#### Venom/Antivenom
*2nd level Transmutation*
___
- **Casting Time:** 1 action
- **Range:** Self (30-foot radius)
- **Components:** V, S, M (The fang of a venomous snake)
- **Duration:** Instantaneous
___
You imbue a flask of liquid with either a strong poison or a healing antidote. As an action, you can apply poison to food, drink, a melee weapon, or up to 5 pieces of ammunition, or administer an antidote to a willing creature.
When a creature ingests the poison or is struck by a poisoned weapon, it must make a Constitution saving throw. On a failed save, the target is Poisoned for one hour.
When an antidote is ingested, the target is cured of the Poisoned condition.
You can create a number of poisons or antidotes equal to your spellcasting modifier. Any poison or antidote loses its potency if it has not been used within 24 hours of the casting of this spell.
\pagebreakNum
by Steve Prescott](https://gathering-art.tumblr.com/image/141964507788)