Alerion Ranger V2.2 (12/21/25)

by GofyTomcat1

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The Alerion Ranger

Table of Contents

The Alerion Ranger

Class Introduction -------------------------------------------------------3 Class Table ----------------------------------------------------------------4 Class Features ----------------------------------------------------------5-7 Glossary of New Mechanics --------------------------------------------8

Ranger Companies

Ghost -----------------------------------------------------------------------9 Marksman ----------------------------------------------------------------10 Pathfinder ----------------------------------------------------------------11 Vanguard -----------------------------------------------------------------12

Setting Specific Companies

Greenwarden-------------------------------------------------------------13 Marshwalker--------------------------------------------------------------14 Talonguard---------------------------------------------------------------15 Torchbearer--------------------------------------------------------------16

Ranger Spell List

Ranger Spells --------------------------------------------------------16 New Spell Descriptions -------------------------------------------17-21

Appendices

Appendix A: Exploring the Wilderness -----------------------------21 Appendix B: New Weapons and Equipment ----------------------22 Appendix C: Optional Class Features

The Alerion Ranger

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

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

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

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

Adaptable Skirmishers

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

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

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

Seasoned Survivors

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

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

Creating a Ranger

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

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

Quick Build

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

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

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

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

Class Features

As a ranger, you gain the following class features.

Hit Points


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

Proficiencies


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

Equipment

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

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

Bushfighter

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

Martial Prowess

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

In addition, choose two weapons with which you are proficient. You can utilize the 1st-degree Martial Exploits associated with those weapons. You can utilize higher tier martial exploits when you reach 5th (2nd degree), 11th (3rd-degree), and 17th (4th degree) levels in this class.

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.

Ambuscade APC

During the first round of combat,you gain a +10 bonus to the first attack roll you make during that turn.

Archery

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

Defense

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

Dueling

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

Guerrilla Fighting APC

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

Light-Infantry APC

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

Musketry APC

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

Two-Weapon Fighting

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

Spellcasting

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

Preparing and Casting Spells

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

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

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

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

Spellcasting Ability

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

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


Spell attack modifier = your proficiency bonus +
your Wisdom modifier

Instinctual Casting

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

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

Spellcasting Focus

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

Marked for Death

Beginning at 2nd level, when you hit a creature with an attack roll, you can focus your senses upon that creature, marking it as your quarry. Alternatively, you can mark a creature by studying its tracks or other traces of its presence for at least 10 minutes. Your mark lasts until you finish a short or long rest, or until you fall unconscious or use this feature again to mark another creature.

When 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, which is a d6. You can also add your Quarry Die to any Intelligence or Wisdom checks you make to locate your quarry, determine its intentions, or recall information about it.

You can mark quarry the number of times shown for your ranger level in the Mark Uses column of the Ranger table. You regain one expended use when you finish a short rest and all expended uses when you finish a long rest.

Your Quarry Die scales when you reach certain ranger levels, as shown in the Quarry Die column of the Ranger table.

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.

The Alerion Ranger | Class Features

Swift Alacrity

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

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

Ability Score Improvement

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

Extra Attack

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

Instinctive Defense

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

If the triggering creature is 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 natural 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 bonuses 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 all expended uses when you finish a long rest.

The Alerion Ranger |Class Features

Hit and Fade

By 14th level, your time in the wilds has shaped you into an experienced wilderness combatant. Once on each of your turns, you can reroll an attack roll or damage roll you make against the target of your Marked for Death feature. If you do, you must use the second result.

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 are a master of the wilderness 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.

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.

The Alerion Ranger |Class Features

Ranger Companies

In the Realm of Alerion, rangers are often organized into loosely regimented companies, who come together to defend a certain region or take up arms against a specific foe.

Ghost

The archetypal Ghost is an experienced guerrilla fighter who prefers to avoid direct confrontation in favor of ambush tactics and irregular warfare. Striking from the shadows, these rangers use a combination of stealth, surprise, and terror tactics to help turn the tide of battle in their favor.

Ghost rangers in the Realm of Alerion are most commonly associated with the Tynarian rebels of Wildthorne, Eyria, and Etienne, who use their knowledge of the surrounding terrain and their penchant for stealth and surprise to raid Kingsguard supply lines and ambush enemy patrols.

Company Spells

You gain Company spells at the Ranger levels listed.

Ghost Company Spells
Ranger Level Spells
3rd fog cloud, silent image
5th blur, darkness
9th fear, nondetection
13th confusion, greater invisiblility
17th mislead, seeming

Silent but Deadly

Beginning at 3rd level, you have come to favor sudden ambushes and irregular tactics to direct confrontation. You can add your Quarry Die to your initiative rolls and your Dexterity (Stealth) checks.

Additionally, the first time you miss a creature with a weapon attack while hidden, making the attack doesn't automatically reveal your position.

Preemptive Strike

Also at 3rd level, you have learned to strike quickly and decisively before your enemies can retaliate. The first time on each of your turns that you damage the target of your Marked for Death feature with an attack, you deal additional damage equal to one roll of your Quarry Die if the target is surprised or has a lower initiative count than you.

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

The Alerion Ranger | Ranger Companies

Slip Away

Beginning at 7th level, you have become adept at evading your enemies. When a hostile creature enters your reach, you can use your reaction to move up to half your speed without provoking opportunity attacks. You can then immediately attempt to hide.

You can use this reaction a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.

Terror Tactics

Starting at 11th level, your mastery of guerrilla warfare strikes fear into the hearts and minds of even the most resolute foes. When you deal the extra damage from your Preemptive Strike feature, you can force the target and each other hostile creature within 5 feet of it to make a Wisdom saving throw against your spell save DC. On a failed save, each of those creatures becomes frightened of you until the end of your next turn.

Phantom of the Wilds

By the time you reach 15th level, you have learned to strike your foes even more decisively. Immediately after you roll initiative, you gain an additional action that takes place before other creatures can act. You can use this action to move up to half your movement speed and take the Attack (one weapon attack only,) Dash, Disengage, Hide, Scout, or Use an Object action.

If you are surprised when you roll initiative, you are not surprised, but you do not gain this extra action.

Once you use this action, you must finish a short or long rest before you can do so again.

Marksman

Some rangers prefer to keep their distance from their enemies, rather than engaging at close-quarters. These sharpshooters are trained to dispatch their foes from extreme ranges, using their knowledge of cover, concealment, and the surrounding terrain to ambush their enemies from hidden positions before the enemy can react.

In the Realm of Alerion, Marksmen are most commonly associated with the Kingsguard's dedicated rifle companies and the Tynarian irregulars who oppose them. However, various other organizations, such as Wildthorne's Huntsman’s Guild and thesellswords of the Black Drakes, have also trained in the art of sharpshooting and fighting from extreme ranges.

Company Spells

You gain Company spells at the Ranger levels listed.

Marksman Company Spells
Ranger Level Spells
3rd expeditious retreat, magic missile
5th elemental shot, APC invisibility
9th blink, fusillade APC
13th private sanctum, silence
17th greater fusillade, APC tree stride

Marksman's Training

Beginning when you join this Company at 3rd level, you've learned to combine cover, concealment, and the deadly accuracy of rifled weaponry to turn you into a lethal battlefield sharpshooter. You gain proficiency with the hunting rifle, marksman's rifle, and rifled musket, as well as proficiency with Tinker's Tools.

In addition, while in a natural environment, if you are receiving the benefits of at least half-cover, you gain a +1 bonus to AC and you don't suffer disadvantage on your ranged attack rolls for firing from a kneeling or prone position. This bonus increases to +2 at 7th level and to +3 at 15th level.

Deadly Aim

Also at 3rd level, you begin to practice a style of combat that promotes precision over volume of attacks. The first time on each of your turns that you hit the target of your Marked for Death feature with a ranged weapon attack, you deal additional damage equal to one roll of your Quarry Die if you did not move prior to making the attack.

The Alerion Ranger | Ranger Companies

Cover to Cover

Beginning at 7th level, your training as a sharpshooter allows you to quickly extract yourself when the pressure starts to mount. After you make a ranged weapon attack on your turn, you can use your reaction to move up to half your speed without provoking opportunity attacks.

If you are holding a ranged weapon, you can also reload it as a part of this movement.

Pin Them Down

Beginning at 11th level, you can attempt to pin an enemy in place with your fire. When you deal the extra damage from your Deadly Aim feature, you can force the target to make a Dexterity saving throw against your spell save DC. On a failed save, the creature becomes Suppressed* until the start of your next turn.

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

Deadeye Shot

By 15th level, you have learned to quickly adjust your aim to compensate for your opponent's movements. Once on each of your turns, when you miss with a ranged weapon attack, you can use your reaction to cause that attack to hit instead.

Pathfinder

Some rangers excel not only in fighting but in charting unknown lands and blazing trails for others to follow. These rangers, known as Pathfinders, specialize in reconnaissance, navigation, and uncovering hidden threats long before an enemy realizes they have been found.

While groups of Pathfinders can be found throughout the Realm of Alerion, these rangers are most commonly encountered in the provinces of Wildthorne, Etienne and Syralon, where they act as scouts for military forces and lead colonial expeditions into the uncharted parts of the Realm. Whether serving as trailblazers for an army or leading settlers through uncharted wilderness, these rangers are trusted companions in any expedition.

Company Spells

You gain company spells at the Ranger levels listed.

Pathfinder Company Spells
Ranger Level Spells
3rd expose weakness, APC identify
5th pass without trace, reconnoiter APC
9th clairvoyance, tongues
13th arcane eye, freedom of movement
17th home ground, APC legend lore

Scout's Awareness

Beginning when you join this Company at 3rd level, you can add your Skirmish Die to your Intelligence (Investigation) and your Wisdom (Perception) checks.

In addition, your eyes are specially adapted to even the most adverse conditions. You can take the Search action as a bonus action on your turn.

Studied Strike

Also at 3rd level, you have learned to carefully observe your enemies before committing to the fight. Once on each of your turns, when you damage the target of your Marked for Death feature, you can increase that damage by an amount equal to one roll of your Quarry Die if you used the Scout action against the target prior to attacking it.

When you deal this extra damage, you can immediately apply one of the following benefits of your choice:

  • Coordinated Strike. Until the start of your next turn, creatures other than you can add your Wisdom modifier to attack rolls they make against that target.
  • Exploit Weakness. You learn one of the target’s damage resistances, immunities, or vulnerabilities (if it has any).
  • Nowhere to Run, Nowhere to Hide. Until your mark ends, you always know your quarry's exact location if it's within 60 feet of you, and you don't receive disadvantage on attack rolls against that target as a result of being unable to see it.

Tracker's Senses

By 7th level, you have developed heightened senses to tail your quarry and uncover hidden truths. You have advantage on ability checks and saving throws made to discern whether something is an illusion, as well as advantage on saving throws against being blinded or deafened.

Moreover, you can see through lightly obscured areas—such as dim light, foliage, smoke, or mist—without disadvantage on Wisdom (Perception) checks.

Enhanced Precision

Starting at 11th level, your astute awareness allows you to deliver a decisive strike before your enemy can respond. When you deal your extra damage with your Studied Strike feature, you can choose one of the following additional effects:

  • Harrying Strike. The target has disadvantage on the next attack roll it makes before the start of your next turn.
  • No Escape. Until your mark ends, you always know your quarry's exact location if it's on the same plane of existence as you.
  • Unerring Blow. Until the end of your turn, any damage you deal against your quarry ignores resistance to your weapon damage.

Master Tracker

Beginning at 15th level, you are able to sense the unique presence of other creatures in the region. You always have the locate object and locate creature spells prepared, and you can cast each of these spells once without expending a spell slot. Once you cast either spell in this way, you can’t do so again until you finish a long rest.

The Alerion Ranger | Ranger Companies

Vanguard

The Vanguard Company is made up of rangers who have honed their battlefield instincts to a razor’s edge. Those selected to join "the van" are masters of swift assaults and relentless pursuit, harrying their foes before slipping away beyond reprisal. These warriors thrive in the chaos of battle, combining deadly precision with unmatched mobility to outmaneuver any opponent.

In the Realm of Alerion, Vanguards are most commonly associated with professional military service, such as the Kingsguard's dedicated light-infantry companies and the guerrillas of the Restoration movement. However, the tactics commonly employed by these rangers have also been employed by various mercenary companies, adventuring parties, and hunter's guilds, who use them to great effect against their foes.

Company Spells

You gain company spells at the Ranger levels listed.

Vanguard Company Spells
Ranger Level Spell
3rd expeditious retreat, longstrider
5th misty step, pass without trace
9th expose weakness, APC haste
13th freedom of movement, locate creature
17th hold monster, tree stride

Tip of the Spear

Beginning at 3rd level, you have learned to utilize your peerless mobility to help pave the way for your allies to strike. You can add your Quarry Die to your Dexterity (Acrobatics) checks.

In addition, at the start of your turn, if there are no allies within 20 feet of you and you aren't surprised, you can use your bonus action to immediately move up to half your speed in any direction without provoking opportunity attacks.

Skirmisher's Strike

Beginning at 3rd level, when you damage your quarry with a weapon attack, you can increase that damage by one roll of your Quarry Die if you moved at least 15 feet from your starting position prior to attacking.

You can also deal this extra damage, known as Skirmish Damage, if you are hidden from your target or are receiving at least half cover against it.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a volley of musket fire or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Unrelenting Pursuit

By 11th level, you have become tireless in your purusit of your marked enemies. As long as a creature is marked by your Marked for Death feature, taking damage can't break your Concentration on your Ranger spells.

In addition, you gain proficiency in either Constitution or Wisdom saving throws (your choice.)

Always Moving

Beginning at 15th level, you have mastered the art of controlling the momentum of the battlefield. While conscious, you can add your Quarry Die to any saving throws you make against spells or effects that would restrain you, reduce your speed, or otherwise hinder your movement.

In addition, you can move through supernatural difficult terrain as though it were natural.

The Alerion Ranger | Ranger Companies

Setting Specific Companies

Greenwarden

Often referred to as "Verdant Knights," the ancient and mystical order of the Greenwardens were among the first rangers formally organized under the rule of Tynar the Unifier. For generations, these noble rangers protected the sacred pact between nature and civilization, sheperding the wild places of the world and vanquishing poachers, land-hungry settlers, and others who sought to exploit the wilderness for their own gain.

Today, the Greenwarden order is more of a distant memory, having been declared outlaws by Lord Kylan shortly after the Lord Protector's ascension. Yet, in secluded parts of both Alerion and her colonies, there are small holdouts that still cling to the old ways, awaiting the day when a Tynarian heir will reemerge and allow them to step out of the shadows once more.

Company Spells

You gain company spells at the Ranger levels listed.

Greenwarden Company Spells
Ranger Level Spells
3rd shield, speak with animals
5th beast sense, warding bond
9th plant growth, speak with plants
13th locate creature, stoneskin
17th awaken, commune with nature

Protector of the Wilds

Beginning when you join this Company at 3rd level, you have devoted yourself to the defense of the natural order. You gain proficiency with heavy armor, if you don't already have it, and you can add your Quarry Die to your Intelligence (Nature) and your Wisdom (Animal Handling) checks.

In addition, whenever you finish a short or long rest, you immediately recover one level of exhaustion.

Guardian's Ward

When you mark a creature as the target of your Marked for Death feature, choose a creature you can see within 90 feet of you as your Ward. Until your mark ends, that creature gains the following benefits:

  • The first time on each of your turns that you or your Ward hits your marked quarry with a weapon attack, you can increase that damage by one roll of your Quarry Die.
  • When your Ward takes damage from your marked quarry, you can use your reaction to roll your Quarry Die, reducing the incoming damage by twice the result or half (whichever is greater.)
  • Whenever your Ward kills your marked Quarry, it has advantage on the next attack roll it makes before the start of its next turn.

Enduring Survivor

Beginning at 7th level, you have learned to shield your guided allies from even the harshest conditions the frontier can thrust against you. While an ally is designated as your Ward, it has advantage on saving throws against extreme heat, cold, exhaustion, or the effects of a Forced March.

In addition, as an action on your turn, you can grant both yourself and your Ward a number of Temporary Hit Point sequal to your Ranger level + your Wisdom modifier.

You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses when you finish a long rest.

Heightened Connection

Beginning at 11th level, your Guardian's Ward feature ignores damage resistance to nonmagical attacks and damage.

Moreover, whenever you or your Ward damages your quarry with an attack, the other creature has advantage on the next attack they make against that creature before the start of your next turn.

Primordial Sentinel

By 15th level, you can extend the benefits of your Guardian's Ward feature to include a number of creatures equal to your Wisdom modifier.

In addition, when a creature warded by you is attacked by a hostile creature, you can use your reaction to make a single attack against the source of that damage before they make their attack roll. If the attack hits, that creature has disadvantage on any subsequent attacks they make against that warded ally until the start of your next turn.

The Alerion Ranger | Ranger Companies

Marshwalker

While many people see the mist, mud, and swampy water of the Eyrian moorlands as nothing more than an obstacle to be avoided, there are some Rangers who see the beauty in it, as well as the potential tactical advantages that such environments can hold. These rangers, known as Marshwalkers, are at home in dank marshlands and lightless swamps, where difficult terrain, dangerous monsters, and low visibility make even the simplest travel a dangerous challenge.

Company Spells

You gain Company Spells at the Ranger levels listed:

Marshwalker Company Spells
Ranger Level Spell
3rd create or destroy water, witch bolt
5th hold person, misty step
9th stinking cloud, water walk
13th confusion, control water
17th cloudkill, contagion

Murky Strike

You have mastered the art of ambushing your enemies in the swamps and marshes of your homeland. The first time on each of your turns that you hit the target of your Marked for Death feature with a weapon attack, you can increase that damage by one roll of your Quarry Die.

If the attack is made during the first round of combat, you can choose to deal maximum damage instead of rolling. Once you do, you must finish a short or long rest before you can do so again.

Moorland Wanderer

When you choose this conclave at 3rd level, you can add your Quarry Die to your Dexterity (Stealth) checks. Moreover, moving stealthily or while prone doesn't cost you additional movement.

Shroud of Mist

At 7th level, you are surrounded by an aura of mist and fog that shrouds you from your foes. You are always considered to be lightly obscured, unless you choose not to be. Moreover, when an opponent makes a Wisdom (Perception) check to detect you, you can use your reaction to move up to 10 feet in any direction. This movement doesn't provoke attacks of opportunity.

The Alerion Ranger | Ranger Companies

Bog Down

Starting at 11th level, when you hit a creature with your Murky Strike feature, you deal additional damage equal to your Wisdom modifier (minimum of 1). Moreover, the target's movement speed is reduced by 10 feet until the start of your next turn.

Swamp Fox

Starting at 15th level, you have learned to alter your immediate surroundings, transforming them into the swampy terrain of the moorlands. As a bonus action, you can transform the ground within a 30-foot radius centered on yourself into difficult terrain until the start of your next turn. You can choose any number of creatures to be uneffected by this terrain.

When a creature enters this radius for the first time on its turn or starts its turn within it, it must succeed on a Dexterity saving throw against your Spell Save DC. On a failed save, the target is pulled beneath the swamp, taking 4d6 poison damage. Additionally, that creature falls prone and is restrained until the start of its next turn. On a successful save, the creature takes only half that damage and falls prone, but is not restrained.

Once you use this feature, you cannot do so again until you finish a long rest.

Talonguard

The dragon-riding rangers that serve the Order of the Emberwing, known as the Talonguard, are highly capable scouts and skirmishers, tasked with pinpointing enemy positions from the skies and laying down covering fire for the order's infantry. Their mastery of aerial combat gives them the skill they need to chase down the swiftest adversaries or outmaneuver pursuing forces.

Rangers who wish to join the ranks of the Talonguard must first prove themselves to both their fellow rangers and the dragons with which they bond. They must survive a gauntlet of rigorous challenges before presenting themselves to a dragon, at which point they will either become full-fledged members of the Talonguard... or be consumed by the dragon's breath.

Company Spells

You gain company spells at the Ranger levels listed:

Talonguard Spells
Ranger Level Spells
3rd feather fall
5th dragon's breath
9th fear
15th secret chest
17th dominate person

Talonguard Initiate

Beginning at 3rd level, you have acquired the basic knowledge to scout, fight, and maneuver from the back of a dragon. You gain the following benefits:

  • You learn to speak, read, and write Draconic. If you already know Draconic, you can instead choose another language of your choice.
  • You can add your Quarry Die to your Wisdom (Animal Handling) and Dexterity (Acrobatics) checks.
  • You have advantage on saving throws to avoid falling off your razorwing companion.

Talonguard's Companion

At 3rd level, as an action, you can magically form a bond with a razorwing drake.This razorwing is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Talonguard's Companion stat block, which uses your proficiency bonus (PB) in several places. When you first bond with your dragon, choose its lineage from among those listed in the Draconic Lineage table.

In combat, the razorwing shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn or forego one of your own attacks to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your companion can take any action of its choice, not just Dodge.

At 3rd level, you can use your razorwing as a mount if it is on the ground, but it can't use its flying speed while you are mounted on it. It is considered an independent mount, making its own decisions and choices in combat.

If your razorwing has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The razorwing returns to life after 1 minute with all its hit points restored.

Draconic Lineage
Draconic
Companion
Damage
Type
Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Take to the Skies

Beginning at 7th level, your bond with your companion has deepened, allowing you to engage in limited aerial combat. You and your dragon gain the following features:

Dragon Rider. Thanks to the strength of your bond, your razorwing can now use its flying speed while you are mounted on it, but it must end its turn on the ground.

Empowered Strikes. Once on each of your turns, when you or your razorwing hit the target of your Marked for Death feature, you can increase tha damage by one roll of your Quarry Die. Further, your companion's attacks count as magical for the purposes of overcoming resistance to nonmagical attacks and damage.

Draconic Fury

Starting at 11th level, fighting alongside your dragon unlocks more of the creature's potential. Your companion can now use its Breath Weapon and Multiattack actions.

In addition, your companion's flying speed increases to 60 feet, and it can remain airborne while you are riding it.

Bond of Flame and Iron

By 15th level, you have perfected your connection with your draconic companion. Your razorwing grows to Large size.

In addition, you and your companion gain the following benefits:

Draconic Channeling. Whenever you cast a ranger spell that targets yourself, you can also choose to target your companion with that spell.

Mighty Breath. The range of your razorwing's breath weapon increases to either a 30 foot cone or a 5 foot by 60 foot line (depending on its lineage.)


Talonguard's Companion

Medium Dragon, shares your alignment


  • Armor Class 14+PB (Natural Armor)
  • Hit Points 5 + five times your ranger level (your dragon has a number of hit dice [d10s] equal to your ranger level)
  • Speed 30 feet, fly 30 feet

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 8 (-1)

  • Saving Throws Dex +1 + PB, Wis +2 + PB
  • Damage Resistances Determined by Draconic Lineage
  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Draconic
  • Proficiency Bonus equals your PB

  • Draconic Lineage. When you bond with your dragon, choose its scale color from among those listed in the Draconic Lineage table. Your dragon has resistance to the element associated with the chosen color.

Actions

  • Breath Weapon (Level 11+, Recharge 5-6.) The dragon exhales elemental power in the radius associated with its Draconic Lineage. Each creature within that range must make the associated saving throw against your Spell Save DC, taking 8d6 elemental damage on a failed save and half as much on a successful one.
  • Multiattack (Level 11+.) The dragon makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + PB slashing damage.

The Alerion Ranger |Class Features

Torchbearer

Rangers who follow the ways of the Torchbearer seek to bring the light of civilization to the darkest places of the world. Blessed with the gift of fire by the forge-god Errenthal, the rangers of this conclave are tasked with bringing the power and majesty of his gift to the furthest corners of Alerion, bringing light to the darkness and incinerating any who would threaten the unwary or the helpless.

Torchbearer rangers are most commonly seen patrolling the entrance to the Mount Erren temple in Eyria, defending its ancient halls from would-be raiders and despots. While most members of the Torchbearer order take little interest in the matters of revolution and independence, various conclaves of rangers who follow the Forge-Father's teachings have chosen to aid the Restoration, believing that reforging the soul of the nation through the restoration of Tynarath's line is the proper path for the nation to take.

The Alerion Ranger | Ranger Companies

Company Spells

You gain Company Spells at the Ranger levels listed:

Torchbearer Company Spells
Ranger Level Spell
3rd burning hands, sanctuary
5th continual flame, warding bond
9th branding smite, fireball
13th fire shield, wall of fire
17th dispel evil and good, flame strike

Ember Strike

Beginning at 3rd level, you can augment your weapons with flame that not only burns, but destroys other flames, absorbing their heat. As a bonus action, you can imbue up to two weapons you are holding with flame, which lasts for 1 minute or until you stop holding the weapon.

The first time each turn that you hit a target with a weapon attack using any imbued weapon, the attack deals additional fire damage equal to one roll of your Quarry Die. If the target is immune to fire damage and has a body or aura that deals fire damage when hit (such as fire elementals or kiln guardians) the attack deals cold damage instead.

Ashen Gift

Also at 3rd level, you have learned to channel protective magic into the fires you build. As a bonus action, when you ignite a fire used to provide warmth or light, such as a torch, campfire, or similar flame, you can imbue that fire with primal magic. If you do, creatures of your choice within 20 feet of the fire are considered to be under the effects of the protection from evil and good spell.

Burning Spirit

Starting at 7th level, you have learned to endure the intense heat of the flames you wield, along with the toxic smoke and ash they bring. You gain resistance to fire damage, you have advantage on saving throws against poison, and you don't suffer disadvantage on attack rolls caused by your target being heavily obscured.

Also, you can use an action or bonus action on your turn to extinguish any nonmagical flames in a 10-foot cube that you can see within 30 feet of you.

Stoke the Flames

Starting at 11th level when you deal fire damage to a target using a spell or class feature, you can also deal that damage to each other creature of your choice within 10 feet of the target. You can only use this feature once per turn.

Warden of the Blaze

At 15th level, you learn how to use flames to defend yourself. When a creature that you can see within 5 feet of you hits you with a melee attack, you can use your reaction to fling sparks at the attacker. It must succeed on a Constitution saving throw against your ranger spell save DC or it is lit ablaze. Until a creature takes an action to douse the fire, it takes 1d10 fire damage at the start of each of its turns.

Additionally, creatures that are ablaze or deal fire damage when they are hit with a melee attack have disadvantage on melee attacks against you as long as you aren't incapacitated.

 

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