Table of Contents
The Alerion Ranger
Class Introduction -------------------------------------------------------3 Class Table ----------------------------------------------------------------4 Class Features ----------------------------------------------------------5-7 Ranger's Marks------------------------------------------------------------8 Optional Class features-------------------------------------------------9 Glossary of New Mechanics --------------------------------------------9
Ranger Companies
Ghost ---------------------------------------------------------------------10 Marksman ----------------------------------------------------------------11 Pathfinder ----------------------------------------------------------------12 Vanguard -----------------------------------------------------------------13
Setting Specific Companies
Greenwarden-------------------------------------------------------------14 Marshwalker--------------------------------------------------------------15 Talonguard-----------------------------------------------------------16-17 Torchbearer--------------------------------------------------------------18
Ranger Spell List
Ranger Spells --------------------------------------------------------19 New Spell Descriptions -------------------------------------------20-26
Appendices
Appendix A: Exploring the Wilderness -----------------------------21 Appendix B: New Weapons and Equipment ----------------------22
Legal Information
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.
*The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 available at https://creativecommons.org/licenses/by/4.0/legalcode.
Lady Sienna Erren's Rules of Ranging, 1745 AR
- I. Always keep your equipment, arms and armor in fighting order, and be prepared for any eventuality.
- II. Remember the past and learn from it. Be willing and able to adapt to changes in your environment.
- III. Protect the helpless and the innocent to the bitter end. We are the bastion that stands between civilization and the unexplored wilderness.
- IV. When you kill a creature, do so only in self-defense, or in defense of your cause. Do not commit atrocities in the name of justice, for you will eventually become like the very monsters you have sworn to destroy.
- V. Take from nature only that which is needed to survive.
- VI Not all beasts of the wilds are enemies of civilization. If you befriend and protect them, they will protect you in kind.
- VII. Always weigh the risks before choosing to engage the enemy. There is no sense committing to a fight you are sure to lose badly.
- VIII. Always study the enemy before committing to a fight.
- IX. When reporting what you observed on a scout or patrol, be honest and spare no detail. Your allies are depending on you.
- X. Never announce your presence while on patrol. Always cover your tracks.
- XI. If you are allowed to dictate where a battle is to be fought, do not waste the opportunity you have been given. Use the terrain and the surrounding environment to its fullest advantage.
- XII. Don't expose yourself unnecessarily. Use cover and hit the enemy from the where they least expect it.
- XIII. If an enemy forces you to fight, use every resource at your disposal to defeat him.
- XIV. Likewise, when presented with an opportunity to exploit an enemy, do so swiftly and decisively.
- XV. Face your enemies with courage and resolve. Do not give in to fear or adversity.
- XVI. When faced with superior adversaries, it is not cowardly to retreat and recollect your forces. Better to keep the cause alive than to die needlessly in a fool's errand.
- XVII. If you are driven from the field, take time to replenish and resupply before returning to the fight. Do not allow vengeance to consume your thoughts.
- XVIII. An enemy's unguarded supplies are free resources. Claim them whenever possible, to prevent the foe from successfully waging war.
- XIX. When fighting a monstrous foe, the rules of war come second to the rules of survival.
- XX. Complacency is a killer. Always complete a task thoroughly and to the best of your ability.
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.
Note: New Terms and Mechanics
Any game terms and mechanics that are unique to the Alerion campaign setting (or have been modified from base 5th edition) are listed in a glossary at the end of this class description.
The Alerion Ranger
| Level ─Spell Slots per Spell Level─ |
Prof. Bonus |
Features | Mark Uses |
Quarry Die |
1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Bushfighter, Rules of Ranging | — | — | — | — | — | — | — |
| 2nd | +2 | Martial Prowess, Marked for Death, Spellcasting | 2 | 1d6 | 2 | — | — | — | — |
| 3rd | +2 | Ranger Company, Swift Alacrity | 2 | 1d6 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 1d6 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 3 | 1d6 | 4 | 2 | — | — | — |
| 6th | +3 | Instinctive Defense | 3 | 1d8 | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Company feature | 3 | 1d8 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement, One with the Undergrowth | 3 | 1d8 | 4 | 3 | — | — | — |
| 9th | +4 | — | 4 | 1d8 | 4 | 3 | 2 | — | — |
| 10th | +4 | Fade from Sight | 4 | 1d8 | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Company feature | 4 | 1d10 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 1d10 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 5 | 1d10 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Hit and Fade | 5 | 1d10 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Company feature | 5 | 1d10 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 5 | 1d10 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 6 | 1d12 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Heightened Senses | 6 | 1d12 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 6 | 1d12 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Master Skirmisher | 6 | 1d12 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a ranger, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per ranger level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons, flintlock firearms
- Tools: Choose one from Cartographer's Tools, Fletching Kit, Herbalism Kit, Hunter's Tools, or Ordinance Kit
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Acrobatics, Animal Handling, Athletics, Investigation, Nature, Perception, Stealth, or Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor and a marksman’s cloak
- (a) a longbow and a quiver of 20 arrows or (b) an infantry musket, a socket bayonet, and a cartridge box containing 20 paper cartridges
- (a) a melee weapon and a shield or (b) two melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- One set of tools with which you are proficient
Background Image: 'Rangers' by Imad Awan
Bushfighter
As a ranger, you have significant experience moving, tracking, and fighting in dense wilderness. While in natural terrain, if you aren't wearing heavy armor, your walking speed increases by 5 feet and any opportunity attacks provoked by your movement are made with disadvantage. This bonus increases when you reach certain ranger levels: to 10 feet at 6th level and to 15 feet at 14th level.
In addition, your keen senses and eye for detail make you an adept scout and observer. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to locate other creatures and track them through the wilderness, as well as on Intelligence checks to learn or recall information about enemies you've defeated during combat.
Rules of Ranging
Also at 1st level, your self-reliance has made you adept at bushcraft and wilderness survival. Choose two of your skill or tool proficiencies from the ranger class that you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
In addition, your experience has taught you to skillfully navigate the untamed wilds. You gain the following benefits while traversing natural terrain for an hour or more:
- Adapt and Overcome. You have advantage on any Wisdom (Survival) checks made to navigate the wilderness, as well as on your ability checks and saving throws to identify and overcome wilderness hazards.
- Cover your Tracks. You can move stealthily while traveling at a normal pace and other creatures have disadvantage on ability checks to locate you.
- Live off the Land. While foraging, you find twice as many supplies as you normally would if you succeed on the Wisdom (Survival) check and half as many supplies as you normally would if you fail.
- Remain Vigilant. You don't suffer the -5 penalty to your passive Wisdom (Perception) score while traveling at a fast pace, and even when you are engaged in another activity while traveling — such as foraging, navigating, or tracking — you remain alert to danger.
- Study the Foe. When you successfully analyze a set of tracks, you also learn the exact number of creatures you are tracking, their sizes, and how long ago they passed through the area.
Martial Prowess
By 2nd level, you have undergone extensive training to bolster your skill at arms. Choose one of the following Fighting Style options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
In addition, choose two weapons with which you are proficient. You can utilize the Martial Exploits associated with either of those weapons.
During a long rest, you can alter the focus of your training and replace your chosen Fighting Style or one of your trained weapons with another option available to you.
Archery
You gain a +2 bonus to attack rolls you make with bows and crossbows.
Bayonet Fighting APC
You get a +2 bonus to attack rolls made with affixed bayonets and can attack with a bayonet using your Dexterity modifier as though it had the Finesse property.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon or pistol in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Guerrilla Fighting APC
You get a +1 bonus to attack and damage rolls you make while hidden or receiving the benefits of at least half-cover.
Light-Infantry APC
While wearing light or medium armor, if you move at least 15 feet away from your starting position prior to making a weapon attack, you get a +2 bonus to the damage roll for that attack.
Musketry APC
You get a +1 bonus to attack and damage rolls you make with firearms.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By 2nd level, you've learned to weave the primal energy of the world into your mundane herbalism and bushcraft, allowing you to cast spells.
Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down. The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell animal friendship, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Instinctual Casting
You have a pool of Instinct Points equal to your proficiency bonus. Once on each of your turns, you can use these points to cast a ranger spell without a spell slot if that spell has the Instinct tag and you have the spell prepared.
You regain all expended Instinct Points when you finish a long rest.
Spellcasting Focus
You can use a set of tools or a weapon that you are proficient with as a spellcasting focus for your Ranger spells.
Marked for Death
Starting at 2nd level, when you hit a creature with an attack roll, you can choose to focus your senses on that creature, marking it as your quarry. The target remains marked until it dies, or until you finish a short or long rest, fall unconscious, or use this feature again to mark another creature.
Whenever you successfully damage your quarry with a weapon attack or a ranger spell that requires an attack roll, you can increase that damage by one roll of your Quarry Die. This die starts as a d6 and scales with you as you gain Ranger levels, as shown in the Ranger table.
In addition, at the end of a long rest, you can prepare a number of Ranger's Marks equal to your Proficiency Bonus, which are detailed at the end of this class description. When you designate your quarry, you can expend a Ranger spell slot to apply the benefits of one of your prepared Marks, which lasts for your mark's entire duration. You can only apply the effects of one Ranger's Mark per quarry.
You can use this feature to designate quarry the number of times shown for your ranger level in the Ranger table. You regain one expended use when you finish a short rest and all expended uses when you finish a long rest.
Ranger Company
At 3rd level, you choose to emulate the ideals and training of a ranger company, such as the Ghost, Marksman, Pathfinder, or Vanguard. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Company Marks
When you join your company at 3rd level, you also learn a specialized Ranger's Mark unique to that company. Your company's mark is always prepared, and it doesn't count against the number of Marks you can prepare each day.
Swift Alacrity
Starting at 3rd level, your swiftness and agility allow you to move quickly and act decisively. After hitting a creature with a weapon attack, you can use your bonus action to take either the Disengage, Hide, or Scout action.
If you hit the target of your Marked for Death feature, you can also move up to half your speed as a part of the same bonus action. This movement doesn't provoke opportunity attacks.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Instinctive Defense
Starting at 6th level, when an attacker you can see hits you with an attack, you can use your reaction to roll your Quarry Die and add the result to your AC, potentially causing that attack to miss you.
If the triggering creature was also the target of your Marked for Death feature, you have advantage on saving throws against that creature's spells and innate abilities until the start of your next turn.
One With the Undergrowth
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical environmental hazards, (such as sharp rocks or thorny plants), without being slowed by them and without taking damage from them.
Further, while in natural terrain, you treat any partial cover granted by that terrain as one step higher (from one-quarter to half and from half to three-quarters) and you can attempt to hide even if you are only lightly obscured.
Fade From Sight
By 10th level, you can call upon primal forces to help obscure you from your foes. When you use your Swift Alacrity feature to take the Hide action, you can magically shroud yourself, along with any equipment you are wearing or carrying, until the start of your next turn.
While shrouded in this way, you are considered invisible, and you can't be tracked by nonmagical means unless you choose to leave a trail.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain one expended use when you finish a short rest, and all expended uses when you finish a long rest.
Hit and Fade
Starting at 14th level, when you designate quarry using your Marked for Death feature, you can simultaneously apply the effects of two of your prepared Ranger's Marks to that target. You can also prepare a new list of marks whenever you finish a short or long rest.
In addition, while in natural terrain, you can attempt to hide even if you aren’t obscured or are being directly observed by another creature.
Heightened Senses
By 18th level, your enhanced senses allow you to strike swiftly before vanishing without a trace. As long as you aren't blinded or deafened, you have Blindsight and Tremorsense out to a range of 30 feet.
Additionally, attack rolls made against creatures within 30 feet of you can't be made with disadvantage.
Master Skirmisher
At 20th level, you have become an adept survivor and an unparalleled hunter of your foes. You gain the following benefits:
- Your Strength or Dexterity score increases by 2, and your Wisdom score increases by 2. Your maximum for those scores also increases by 2.
- You can add your Wisdom modifier to attack and damage rolls you make against the target of your Marked for Death feature.
- As long as you aren't surprised or incapacitated, you are considered to be under the effects of the Freedom of Movement spell.
Ranger's Marks
The Marks for the Ranger class are presented here. If a mark has prerequisites, you must meet them to prepare it. You can prepare a mark at the same time you meet its prerequistes. A mark's level prerequisite refers to your level in this class.
Some of your Ranger's Marks require your quarry to make a saving throw to resist the mark's effects. Your Mark save DC is the same as your Ranger Spell Save DC.
2nd-Level Marks
Blazing Mark
Using alchemical oils and primal magic, you coat your weapon with flame. The first time on each of your turns that you hit your quarry with a weapon attack, the attack deals additional Fire damage equal to one roll of your Quarry Die.
In addition, at the start of each of the target’s turns, it must make a Constitution saving throw. On a failed save, the target takes 1d4 fire damage. The target can use its action to extinguish the flames.
Envenomed Mark
You coat your weapon with a deadly poison, weakening your quarry's defenses. The first time on each of your turns that you hit your quarry with a weapon attack, the attack deals additional poison damage equal to one roll of your Quarry Die.
In addition, at the start of each of the target's turns, it must make a Constitution saving throw. On a failed save, the target takes 1d4 Poison damage and has disadvantage on the first d20 roll it makes during this turn that is an attack roll, ability check, or saving throw.
Freezing Mark
You imbue your weapon with glacial cold, hindering your quarry’s ability to flee. Once on each of your turns when you hit your quarry with an attack, the attack deals additional cold damage equal to one roll of your Quarry Die.
In addition, at the start of each of the target’s turns, it must make a Constitution saving throw against your Ranger Spell Save DC. On a failed save, the target’s speed is reduced by 10 feet until the start of its next turn.
Hunter's Mark
You mystically mark your quarry, allowing you to pinpoint its location and study its movements. Until your mark ends, you can add your Quarry Die to any Intelligence or Wisdom check you make to track, locate, identify, or anticipate the actions of your quarry.
Shocking Mark
You fill your quarry with a tempest's fury. Once on each of your turns, when you hit your quarry with an attack, your quarry and up to two other creatures of your choice within 5 feet of it must each make a Dexterity saving throw.
On a failed save, a creature takes lightning damage equal to one roll of your Quarry Die and can't take reactions until the start of its next turn. On a successful save, it takes half as much damage.
5th-level Marks
Bleeding Mark
You inflict a bloody wound into your marked foe that cannot be healed through mundane means. The first time on each of your turns that you damage your quarry with an attack, it begins bleeding. At the start of its next turn, it takes necrotic damage equal to your Quarry Die unless it receives magical healing or succeeds on a Constitution saving throw.
Disorienting Mark
Your attacks leave your quarry reeling and slow to respond. The first time on each of your turns that you hit your quarry with an attack, it must make a Constitution saving throw against your Ranger Spell Save DC. On a failed save, the creature can’t take reactions until the start of its next turn.
Exposing Mark
You inspire your allies to strike your enemy. The first time on each of your turns that you hit your quarry with an attack, the next attack made against it by a creature other than you before the start of your next turn is made with advantage.
Harrying Mark
You concentrate your strikes, denying your quarry the opportunity to advance. The first time on each of your turns that you hit your quarry with an attack, choose ability checks, attack rolls, or saving throws. The target rolls your Quarry Die and subtracts the result from the next roll of the chosen type it makes before the end of its next turn.
Suppressive Mark
You pin down your quarry, preventing it from fleeing the field. Once on each of the target's turns, it must make a Wisdom saving throw against your Ranger Spell Save DC. On a failed save, the target becomes Suppressed until the start of its next turn.
11th-level Marks
Blinding Mark
You flash a brilliant light towards your quarry, temporarily depriving it of sight. Once on each of your quarry's turns, it must make a Constitution saving throw against your Ranger Spell Save DC. On a failed save, the target becomes Blinded until the start of its next turn.
Concussive Mark
You send a wave of thunderous force towards your quarry, knocking it off-balance. Once on each of your turns when you hit your quarry with an attack, the attack deals additional Thunder damage equal to one roll of your Quarry Die.
In addition, the target must make a Dexterity saving throw against your Spell Save DC. On a failed save, the target is pushed back 10 feet and becomes Deafened until the start of its next turn.
Crippling Mark
You aim for your quarry's limbs or other exposed weak points, limiting their ability to fight. Once on each of the target’s turns, when it hits with an attack, it must make a Constitution saving throw. On a failed save, the damage of that attack is halved.
Ensnaring Mark
You grasp your foe in thorny vines, preventing their escape. Once on each of your turns when you hit your quarry with an attack, it must make a Strength saving throw. On a failed save, the creature’s speed becomes 0 until the start of its next turn and it can’t benefit from bonuses to its speed during that time.
Terrifying Mark
You fill your quarry with supernatural dread. Once on each of your turns, when you damage your quarry, it takes additional Psychic damage equal to one roll of your Quarry Die. The target must also succeed on a Wisdom saving throw or become Frightened of you until the end of its next turn.
17th-level Marks
Executioner's Mark
You sunder your quarry’s defenses, delivering a swift end to the hunt. Once on each of your turns, when you hit your quarry with an attack while it has half its hit points or fewer, the attack deals additional damage equal to two rolls of your Quarry Die.
This additional damage ignores resistance to the attack’s damage type. If the target is immune to that damage type, treat that immunity as resistance instead.
Huntmaster's Mark
You embody the final stage of the hunt, establishing dominion over your prey. Once on each of your turns when you hit your quarry with an attack, the attack deals additional force damage equal to one roll of your Quarry Die.
In addition, until your mark ends, you know the exact location of your quarry as long as it is on the same plane of existence as you.
Relentless Mark
You hound your foe without mercy, denying it the chance to recover from your strikes. The first time on each of your turns that your quarry fails a saving throw caused by one of your Ranger's Marks, it takes psychic damage equal to one roll of your Quarry Die.
If the creature succeeds on the saving throw instead, it takes half as much damage.
Stalker's Mark
You pursue your prey like an apex predator, ensuring it cannot flee. Once on each of your turns when your quarry moves more than 10 feet, it takes force damage equal to one roll of your Quarry Die.
In addition, until your mark ends, your quarry cannot benefit from teleportation or planar travel effects unless it succeeds on a Charisma saving throw at the time of the effect. On a failed save, the effect is wasted.
Withering Mark
Your strikes sap the vitality of even the hardiest quarry.
Once on each of your turns when you hit your quarry with an attack, the attack deals additional necrotic damage equal to one roll of your Quarry Die. The target must make a Constitution saving throw. On a failed save, the target can’t regain hit points until the start of its next turn.

Optional Class Features
Studied Foe
(Optional 1st-Level Alerion Ranger feature, which replaces the Bushfighter feature)
Beginning at 1st level, you are particularly familiar with the characteristics, behaviors, and tactics of certain enemies. Choose two types of creatures as your Studied Foes (such as Beasts or Undead.) Alternatively, you can select the humanoid members of one organization known to you (such as the Alerion Kingsguard or the Tynarian Restoration) as your studied foes.
You add your Proficiency Bonus to weapon damage rolls you make against your studied foes. You also have advantage on any Intelligence and Wisdom checks to locate your studied foes or recall information about them, and you can communicate simple ideas to them in a language they speak, assuming they speak one at all.
You choose one additional studied foe at 6th, 10th, 14th, and 18th level. Furthermore, when you gain a level in this class, you can replace one of your studied foes with another enemy you've encountered during your adventures.
Wilderness Guide
(Optional 1st-Level Alerion Ranger feature, which replaces the Rules of Ranging feature)
You are particularly familiar with certain types of natural environment and are adept at traveling and surviving in such regions. Choose two types of favored terrain: arctic, cavern, coast, desert, forest, grassland, mountain, or swamp.
When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you’re proficient in. You also gain the passive benefit associated with your chosen terrain, detailed below:
- Arctic. You are naturally adapted to cold climates and have resistance to cold damage.
- Cavern. You gain darkvision out to a range of 60 feet. If you already have darkvision, it instead increases by 60 feet.
- Coast. Your swimming speed increases by 10 feet, and you can hold your breath underwater twice as long as you normally would.
- Desert. You are naturally adapted to hot climates and have resistance to fire damage.
- Forest Your climbing speed increases by 10 feet, and you can track other creatures even while moving at a fast pace.
- Grassland. Your walking speed increases by 10 feet, and you can take the Dash action as a bonus action on your turn.
- Mountain. You are naturally adapted to extreme altitudes and have resistance to fall damage.
- Swamp. You gain resistance to poison damage and have advantage on saving throws against disease.
You choose additional favored terrain types at 6th, 10th, 14th, and 18th level. Further, whenever you gain a level in this class, you can replace one of your known Favored Terrains with a different terrain you have traversed during your journeys.
Primal Bushcraft
(Optional 3rd-level Alerion Ranger feature, which replaces the Swift Alacrity feature)
You have learned to combine primal magic and woodcraft techniques to help you survive in the wilderness: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Bushcraft Spells table. You always have these spells prepared, and they don't count against the number of ranger spells you can prepare each day.
Primal Bushcraft Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Create Poultice APC |
| 5th | Reconnoiter APC |
| 9th | Conjure Trap APC |
| 13th | Bivouac APC |
| 17th | Ranger's Resilience APC |
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Adaptive Camouflage
(Optional 1oth-level Alerion Ranger feature, which replaces the Fade from Sight feature.)
Beginning at 10th level, you can spend 1 minute creating camouflage for yourself and a number of allies equal to your Wisdom modifier (a minimum of one ally.) The camouflage lasts for up to 1 hour, or until it is removed (either voluntarily or through some external effect.)
WHile camouflaged in this way, you can add your Quarry Die to your Dexterity (Stealth) checks, and you can't be tracked ny nonmagical means unless you choose to leave a trail.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
New Terms and Mechanics
Expanded Terrain Types (Pg. 5)
The Alerion campaign setting introduces three categories of terrain as a part of its exploration system:
- Natural Terrain is completely untouched by civilization or magical effects.
- Supernatural Terrain is currently being affected by magic or some other otherworldly effect (such as land near a magical leyline, a portal to the Veil, or an area under the influence of Wild Magic.)
- Urban Terrain has been significantly altered by the presence of humanoid races (such as cities, towns, ports, or military fortifications.)
New Action: Scout (Pg. 7)
When you take the Scout action on your turn, you make an Intelligence or Wisdom check (determined by the GM) to discern specific information about a particular location, object or enemy.
Depending on the type of information you wish to learn, you might roll a Wisdom (Perception) check to locate a source of cover or observe an enemy's physical traits, or a relevant Intelligence check to determine an enemy's current morale or a condition or spell that is affecting it.
Revised Cover Rules (Pg. 7)
The Alerion campaign setting introduces a new degree of cover (one-quarter) to make wilderness combat more dynamic. These revised cover rules are summarized below.
- A target with one-quarter cover has a +1 bonus to AC and Dexterity saving throws. A target has one-quarter cover if an obstacle blocks at least one-fourth of its body, such as a thin pillar, a boulder, a fallen log, or a creature of one size category smaller.
- A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low barricade, a large piece of furniture, a narrow tree trunk, or a creature of the same size category, whether that creature is an enemy or a friend.
- A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is obstructed by an obstacle. The obstacle might be a wooden pallisade, a gunport, a thick tree trunk, or a creature of one size category larger.
- A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
New Condition: Suppressed (Pg.12)
A suppressed creature can move up to half its speed and take either an action or bonus action on its turn, but not both. Forced movement, teleportation, or planar travel are not restricted by this effect.

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 |
Mark of the Ghost
Beginning 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 yours.
In addition, the first time you miss your quarry with a weapon attack while you are hidden, making that attack does not automatically reveal your position.
Silent but Deadly
Also 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.
In addition, while you are lightly or heavily obscured by dim light or natural environmental conditions (such as foliage, mist, smoke, or similar terrain features), you gain a +10 bonus to your Dexterity (Stealth) checks.
Slip Away
By 7th level, your instincts don’t just warn you of danger—they guide your escape. When an enemy misses you with an attack as a result of you using your Instinctive Defense feature, you can immediately move up to half your speed without provoking opportunity attacks.
If you end this movement in dim light, natural concealment, or total cover, you can attempt to Hide as part of the same reaction.
You can use this additional benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Terror Tactics
By 11th level, your sudden and ruthless strikes sow panic among your enemies. When you deal the extra damage granted by your Mark of the Ghost feature, you can force your quarry and each other hostile creature of your choice within 5 feet of it to make a Wisdom saving throw against your Ranger Spell Save DC. On a failed save, a creature 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 with preternatural speed, denying them the chance to respond. Immediately after you roll initiative, you gain one additional action that occurs before other creatures can act. You can use this action to move up to your walking speed and take the Attack (one weapon attack only,) Dash, Disengage, Hide, Scout, or Use an Object action.
Once you use this feature, 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 the sellswords 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, thorn burst APC |
| 5th | imbue ammunition, silence |
| 9th | blink, fusillade APC |
| 13th | private sanctum, hallucinatory terrain |
| 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 you are in natural terrain and benefit from at least half cover provided by natural features, you gain a +1 bonus to AC. This bonus increases to +2 at 7th level and to +3 at 15th level.
Further, while benefiting from this bonus, you do not suffer disadvantage on ranged weapon attacks made with firearms for attacking from a kneeling or prone position.
Mark of the Deadeye
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 during the turn before making the attack.
In addition, until the start of your next turn, your quarry gains no benefit from one-quarter, half, or three-quarters cover against your attacks, and you can see the target even if it becomes invisible to you.
Entrenched Position
Beginning at 7th level, your training as a sharpshooter allows you to hunker down when the pressure starts to mount. When you use your Instinctive Defense feature while you are benefiting from at least half cover, you have advantage on your Dexterity saving throws and attacks against you cannot be made with advantage.
These additional benefits last until the start of your next turn.
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 Mark of the Deadeye feature, you can force your quarry and one other hostile creature of your choice within 5 feet of it to make a Strength or Dexterity saving throw (the target's choice) against your Ranger Spell Save DC. On a failed save, a creature becomes suppressed until the end of its next turn.
Deadly Aim
By 15th level, you have mastered the art of identifying and eliminating enemies from across the battlefield. When a creature makes an attack roll against you while you are benefiting from your Entrenched Position feature, you immediately learn the creature’s exact location, ignoring cover, invisibility, and obscurement.
If the attack misses, you can use your reaction to make one ranged weapon attack against that creature. This attack ignores all cover and concealment bonuses granted to the target and does not suffer disadvantage due to long range.
Once you use this feature, you must finish a short or long rest before you can do so again.
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 | identify, speak with animals |
| 5th | erase the trail APC , locate animals or plants |
| 9th | clairvoyance, reconnoiter APC |
| 13th | arcane eye, locate creature |
| 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.
Mark of the Pathfinder
Also at 3rd level, you have learned to patiently analyze your enemy's weaknesses 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 one roll of your Quarry Die if you used the Scout action against the target since the end of your last turn.
When you deal this extra damage, you also learn one of the following about your quarry:
- Its current HP relative to its hit point maximum.
- Its highest or lowest saving throw.
- One damage resistance, immunity, or vulnerability it possesses.
This information remains accurate until the end of your next turn.
Brace for Impact
Starting at 7th level, your observations of your enemy allow you to predict its attacks. When you use your Instinctive Defense feature against a creature, you gain insight into its attack patterns. The next time before the end of your next turn that you use Instinctive Defense against that same creature, you can roll your Quarry Die twice and use either result.
Heightened Precision
By 11th level, your observations allow you to guide your strikes to devastating effect.Once on each of your turns, when you hit your quarry with an attack, the target becomes vulnerable to that attack's damage type.
You must have successfully used the Scout action against the target since the start of your last turn to gain this benefit.
Supreme Awareness
By 15th level, your preternatural powers of observation ensure that nothing on the battlefield escapes your notice. As long as you are conscious, you can’t be surprised, and you have advantage on your initiative rolls.
Moreover, as an action on your turn, you can grant yourself Truesight with a range of 60 feet, which lasts until the end of your next turn. The first time you hit an invisible or otherwise unseen creature with an attack while benefitting from this truesight, the attack deals additional damage equal to two rolls of your Quarry Die.
Once you use this feature, you must finish a short or long rest before you can do so again.
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 | haste, skirmisher's swiftness APC |
| 13th | dimension door, freedom of movement |
| 17th | relentless pursuit, APC skirmisher's stride APC |
Tip of the Spear
Beginning at 3rd level, you have learned to use speed and positioning to break enemy lines and draw pressure away from your allies. You can add your Quarry Die to your Dexterity (Acrobatics) checks.
In addition, at the start of your turn, if there are no allied creatures within 20 feet of you and you are not surprised, you can use your bonus action to move up to half your walking speed without provoking opportunity attacks. You must end this movement in a space you can see.
Mark of the Vanguard
Beginning at 3rd level, you've learned to combine mobility and concealment to give you an edge in combat. The first time on each of your turns that you hit your quarry with an 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 if you are hidden from your target or are receiving at least half cover against it.
Immediately after dealing this extra damage, you can use your reaction to take the Dash or Disengage action.
Nimble Step
Beginning at 7th level, your instinctive reactions allow you to evade sweeping blows and sudden dangers. When you use your Instinctive Defense feature, you can apply it to a Dexterity saving throw instead of an attack roll against you.
If you do so, roll your Quarry Die and add the result to the saving throw, potentially turning a failure into a success.
Linebreaker
Starting at 11th level, your mobility allows you to punch through enemy formations and leave them vulnerable.
When you deal the extra damage from your Mark of the Vanguard feature, the target must succeed on a Strength or Dexterity saving throw (target’s choice). On a failed save, choose one of the following effects:
- Drive Back. The target is pushed up to 10 feet in a direction of your choice.
- Disrupt Guard. The target has disadvantage on the next opportunity attack it makes before the start of its next turn.
- Open the Way. The next attack made against the target by a creature other than you before the start of your next turn has advantage.
A creature can be affected by only one of these options per turn.
Always Moving
Beginning at 15th level, you have mastered the art of controlling the momentum of the battlefield. While you are conscious, you can add your Quarry Die to any saving throw you make against a spell or effect that would restrain you, reduce your speed, knock you prone, or otherwise hinder your movement.
In addition, you ignore any movement penalties imposed by supernatural terrain.
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, 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.
Mark of the Greenwarden
Also at 3rd level, your mark binds your quarry to a slow but certain fate. Once on each of your turns, when you hit your quarry with an attack, you can increase that damage by one roll of your Quarry Die if it's below its Hit Point maximum.
When you deal this extra damage, the target has disadvantage on the next saving throw it makes before the end of your next turn.
Enduring Survivor
Beginning at 7th level, when a creature misses you with an attack because of your Instinctive Defense feature, you immediately gain a number of temporary hit points equal to your Ranger level + your Wisdom modifier.
In addition, you can add your Quarry Die to saving throws you make against extreme heat, cold, exhaustion, or the effects of a Forced March.
Relentless Focus
Starting at 11th level, you can ignore even the most grievous injuries to focus on the hunt. While a creature is marked by your Marked for Death feature, taking damage can't break your concentration on your Ranger spells.
In addition, choose two of your prepared Ranger spells which require concentration to cast. You can cast each of these spells once at their lowest level you can cast without expending a spell slot or requiring concentration. Once you use this feature, you must finish a short or long rest before you can do so again.
You can select new spells when you finish a long rest.
Avatar of the Hunt
By 15th level, you embody the unrelenting spirit of the hunt. While a creature is marked by your Marked for Death feature, you can’t be frightened or charmed, and your movement speed can’t be reduced below half your normal speed.
In addition, if your quarry drops to 0 hit points, you can immediately mark another creature you can see within 60 feet without expending a use of your Marked for Death feature.
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 |
Moorland Wanderer
When you join this company at 3rd level, you have learned to live, move, and fight where others flounder. You can add your Quarry Die to your Dexterity (Stealth) and Wisdom (Survival) checks, and you have a climbing speed and a swimming speed equal to your walking speed.
In addition, you can attempt to Hide even when you are only lightly obscured by foliage, mist, rain, smoke, shallow water, or other natural difficult terrain. If you are hidden at the start of your turn, your movement doesn’t reveal your position unless you make an attack or cast a spell.
Mark of the Marshwalker
Also at 3rd leve, you have learned to strike from concealment, dragging your quarry into the mire. Once on each of your turns, when you hit your quarry with an attack, the attack deals additional Necrotic or Poison damage (your choice) equal to one roll of your Quarry Die if you were hidden from the target at the start of your turn or if the target is standing in difficult terrain.
When you deal this extra damage, you can force the target to make a Wisdom saving throw. On a failed save, the target's speed is reduced by 10 feet until the end of its next turn, and it has disadvantage on the next Perception check or opportunity attack it makes against you. On a successful save, the target's speed isn't reduced, but it still suffers from this disadvantage.
After dealing this extra damage, you can immediately attempt to Hide as a bonus action, even if you are only lightly obscured.
Shroud of Mist
At 7th level, you are surrounded by an aura of mist and fog that shrouds you from your foes. When you successfully cause an attack to miss you using your Instinctive Defense feature, you can teleport up to 30 feet to an unoccupied space that you can see that is not occupied by another creature.
If you end this movement in difficult terrain, you become heavily obscured until the start of your next turn.
Bog Down
Beginning at 11th level, your strikes bind your quarry to the swamp itself. When you deal the extra damage from your Mark of the Marshwalker feature, the target must make a Strength saving throw against your Ranger Spell Save DC. On a failed save, the creature becomes restrained until the start of your next turn. ERT.
A creature restrained or grappled by this feature can use its action to attempt a Strength (Athletics) or Dexterity (Acrobatics) check against your Spell Save DC, ending the effect on a success.
While a creature is affected by this feature, it treats all terrain within 10 feet of you as difficult terrain.
Swamp Fox
By 15th level, you have mastered the art of striking unseen and vanishing without a trace. While you are hidden or heavily obscured, opportunity attacks against you are made with disadvantage, and you can move through hostile creatures’ spaces as if they were difficult terrain. You also don't reveal your position when you hit your marked quarry with an attack as long as you are hidden or obscured.
In addition, when you would be hit by an attack, you can use your reaction to trigger your Fade from Sight feature. You can then immediately move up to half your speed as part of this reaction without provoking opportunity attacks.
Once you use this feature, you must finish a short or long rest before you can do so again.
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 Company Spells
| Ranger Level | Spells |
|---|---|
| 3rd | expeditious retreat, feather fall |
| 5th | alter self, scorching ray |
| 9th | glyph of warding, fear |
| 15th | polymorph, secret chest |
| 17th | dominate person, legend lore |
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 razorwing, 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 verbally command it (no action required) to take an action from its stat block or another action available to it. While a creature is marked by your Marked for Death feature, the razorwing can instead take the Attack action against that quarry.
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) |
Mark of the Talonguard
Also at 3rd level, your bond allows you to coordinate your attacks with your razorwing ally. Once on each of your turns when you hit your quarry with an attack, you can increase that damage by one roll of your Quarry Die if your razorwing is within 10 feet of your target.
When you deal this extra damage, your razorwing deals additional damage of its breath type to your quarry equal to one roll of your Quarry Die. Alternatively, the target has disadvantage on the next saving throw it makes before the end of your next turn.
Take to the Skies
7th level, you have mastered airborne maneuvers with your razorwing, allowing it to take to the air to elude danger. Your razorwing can use its flying speed when you ride it, but it must end its turn on the ground.
Moreover, you can use your Instinctive Defense feature against attacks that target either you or your companion. When you do so, your razorwing can use its reaction to impose disadvantage on the triggering attack if it is within 10 feet of you or your quarry.
Draconic Fury
Starting at 11th level, fighting alongside your companion unlocks more of the creature's potential. Your razorwing can utilize its Breath Weapon and Multiattack features. While attacking a creature marked by your Marked for Death feature, your razorwing has advantage on any bite and claw attacks it makes against that creature, and its breath weapon’s range or area increases by 15 feet.
In addition, your companion's flying speed increases to 60 feet, and it can remain airborne even 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:
- Whenever you cast a ranger spell that targets yourself, you can also choose to target your Razorwing with that spell.
- Opportunity attacks against you or your Razorwing are made with disadvantage.
- When either you or your Razorwing hits your marked quarry with an attack, the other can move up to 15 feet as a reaction without provoking opportunity attacks.
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.
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.
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 |
Light the Way
When you join this Company at 3rd level, you have learned to wield fire and illumination as tools of survival and warfare. You gain proficiency with alchemist’s supplies or smith’s tools (your choice).
In addition, you can use your bonus action to ignite or extinguish a nonmagical flame you can see within 30 feet of you, or cause a torch, lantern, or similar object you carry to shed bright light in a 20-foot radius and dim light for an additional 20 feet. This light lasts until the flame is extinguished.
While shedding bright light from a nonmagical source you control, you and any allies you can see within the bright light have advantage on saving throws against being frightened. Further, any invisible creatures do not gain advantage on attack rolls against creatures within the bright light.
Mark of the Torchbearer
Also at 3rd level, you can brand your foes with a mark that denies them concealment and signals nearby allies to strike. Once on each of your turns, when you hit your quarry with an attack, the attack deals additional Fire or Radiant damage (your choice) equal to one roll of your Quarry Die if the target is in bright light or took fire or radiant damage since the end of its last turn.
When you deal this extra damage, the target sheds dim light in a 10-foot radius until the start of your next turn. Further, the next attack roll made against the target before the end of your next turn is made with advantage.
Steady Flame
By 7th level, you've learned to endure and advance through heat, smoke, and chaos. You gain resistance to fire damage, and you can add your Quarry Die to saving throws against being blinded, frightened, or poisoned.
In addition, when you use your Instinctive Defense feature, you can choose to cause embers to flare around you in a 5-foot radius. Until the start of your next turn, the area is considered lightly obscured, and the first time a creature within that area hits you with a melee attack, it takes fire damage equal to one roll of your Quarry Die.
Cleansing Blaze
By 11th level your fire no longer merely harms—it purifies. When you deal the extra damage from your Mark of the Torchbearer feature, you can end one of the following conditions affecting a creature of your choice within 15 feet of the target: Charmed, Frightened, or Poisoned.
Additionally, when a creature that is frightened of you or affected by one of your Ranger’s Marks starts its turn while within bright light you control, it takes fire or radiant damage (your choice) equal to your Quarry Die.
Beacon of Resolve
Beginning at 15th level, you have become a living symbol of endurance and resolve. As a bonus action, you can ignite a beacon of radiant flame that lasts for 1 minute or until you are incapacitated.
As long as the beacon is active, you shed bright light in a 30-foot radius and dim light for an additional 30 feet. Moreover, you and any allies within the beacon are immune to being charmed or frightened.
If a creature affected by one of your Ranger's Marks starts its turn within the beacon's light, it takes fire or radiant damage (your choice) equal to two rolls of your Quarry Die.
Once you use this feature, you must finish a long rest before you can do so again.
Ranger Spell List
1st-level
- Alarm
- Animal Friendship
- Armor of Thorns APC
- Create Poultice APC
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Expose Weakness APC
- Feather Fall +
- Fog Cloud
- Goodberry
- Healing Word +
- Hunter's Snare APC
- Hunter’s Strike APC
- Imbue Ammunition APC
- Jump
- Longstrider
- Ranger's Resilience APC
- Speak with Animals
- Thorn Burst APC
- Venom / Antivenom APC
2nd-level
- Animal Messenger
- Barkskin
- Blindness / Deafness +
- Call Wilderness Ally APC
- Conjure Trap APC
- Darkvision
- Elemental Ward APC
- Erase the Trail APC
- Find Traps
- Heat Metal +
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Pass without Trace
- Protection from Poison
- Silence
- Spike Growth
3rd-level
- Bivouac APC
- Conjure Animals
- Daylight
- Ear to the Ground APC
- Fusillade APC
- Nondetection
- Plant Growth
- Protection from Energy
- Reconnoiter APC
- Speak with Plants
- Water Breathing
- Water Walk
- Wind Wall
4th-level
- Claim the Ground APC
- Conjure Woodland Beings
- Freedom of Movement
- Hallucinatory Terrain +
- Home Ground APC
- Locate Creature
- Stoneskin
5th-level
- Apex Predator APC
- Commune with Nature
- Greater Fusillade APC
- Greater Restoration +
- Relentless Pursuit APC
- Split Focus APC
- Tree Stride
APC : New spell from the Alerion Player's Compendium
+ : New addition to the Ranger spell list
Other Spells
The Alerion Ranger is compatible with other Ranger spells presented in officially published 5e material. It is recommended to allow Rangers in the Alerion campaign setting to have access to these spells.