Table of Contents
The Alerion Ranger
Class Introduction -------------------------------------------------------3 Class Table ----------------------------------------------------------------4 Class Features ----------------------------------------------------------5-7 Optional Class features-------------------------------------------------8 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) a 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 the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
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 (minimum of one spell). 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 prayer and 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 may spend a number of Instinct Points equal to the spell's level to cast that spell without a spell slot if that spell has the Instinct tag and you have the spell prepared. If you do, the spell is modified in the manner described in the Instinctual Casting section of the spell's description.
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 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, until your mark ends, you can add your Quarry Die to any Intelligence or Wisdom checks you make to locate your quarry or recall information about it.
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
Also 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 Spells
Each Ranger Company has a list of Company Spells that you always have prepared once you reach the Ranger levels noted in your Company's description. Your Company Spells count as Ranger spells for you, but they don't count against your total number of spells that 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
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 the damage from your Marked for Death feature. If you do so, 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 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.
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 | Conjure Trap APC |
| 9th | Bivouac APC |
| 13th | Locate Creature |
| 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
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
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
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
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, APC darkness |
| 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.
Deadly Aim
Starting at 11th level, when you reduce your quarry to 0 hit points using your Mark of the Deadeye feature, you can immediately transfer your mark to another creature you can see within 30 feet of that target.
When you transfer your mark, you can use your bonus action to make one weapon attack against the new target. If the attack hits, you can add your Wisdom modifier to the damage roll.
Killing Field
By 15th level, you have mastered the art of shaping the battlefield with lethal precision. At the end of your turn, choose a space you can see within your weapon’s normal range. Until the start of your next turn, the first time a hostile creature enters that space or a space adjacent to it, you can use your reaction to make one ranged weapon attack against that creature.
This attack ignores any bonuses to cover or concealment the target might receive, and it doesn’t suffer disadvantage due to long range. On a hit, the attack deals additional piercing 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.
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 an action on your turn, you can grant yourself Truesight with a range of 30 feet, which lasts until the end of your next turn. The first time during this duration that you hit a creature with an attack that would normally be unseen by you (such as a creature that is invisible or heavily obscured), 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. 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 you meet at least one of the following conditions and you aren't wearing heavy armor:
- You moved at least 15 feet from your starting position prior to making the attack.
- You are hidden or heavily obscured from your target.
- You are receiving the benefits of partial cover from foliage, elevation, or other environmental conditions.
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 move at least 15 feet during your turn, you get a +1 bonus to your AC until the end of that turn. This bonus increases to +2 when you reach 15th level in this class.
In addition, when you use your Instinctive Defense feature, you can apply it to a Dexterity saving throw instead of an attack roll against you.
Linebreaker
Starting at 11th level, your mobility allows you to punch through enemy formations and leave them vulnerable. When you damage your quarry with your Mark of the Vanguard feature, you can also deal the same damage to another hostile creature of your choice within 5 feet of that creature. A creature can still only take this damage once per turn.
Whirlwind Assault
By 15th level, you have perfected the art of turning a single opening into total battlefield collapse. As an action on your turn, you can move up to your speed without provoking opportunity attacks. At the end of this movement, choose a number of creatures you can see within 5 feet of you equal to your Wisdom modifier (minimum of one), and make a separate melee weapon attack against each of those targets. On a hit, a target takes 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.
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 | compelled duel, 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, when you designate quarry using your Marked for Death feature, you can use your bonus action to embody the unrelenting spirit of the hunt. While the target is marked, 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.
Once you use this bonus action, you must finish a short or long rest before you can do so again.
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 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.
In addition, you can use your bonus action to enter an ambush stance that lasts until the end of your turn. While in this stance, you can move up to your speed without provoking opportunity attacks. The first time you hit a creature during this movement, the attack deals additional damage equal to two rolls of your Quarry Die. After dealing this extra damage, you can then use your bonus action to trigger your Fade from Sight feature.
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 | charm person, feather fall |
| 5th | draconic fury, APC elemental ward APC |
| 9th | fly, protection from energy |
| 15th | freedom of movement, secret chest |
| 17th | apex predator, APC dominate person |
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
Starting at 15th level, your razorwing grows to Large size, and you can target it with spells that target yourself as long as it is within 30 feet of you.
In addition, you can use your bonus action to strengthen your bond with your companion. Until the end of your next turn, both you and your companion can each move up to your speed without provoking opportunity attacks, as long as you end that movement within 30 feet of each other.
The first time either you or your companion hits a creature with an attack while your bond is heightened, the attack deals additional damage equal to two rolls of your Quarry Die. The other member of the bond can then immediately use their reaction to make a single attack against the same target.
Once you use this feature, you must finish a short or long rest before you can do so again.
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 | guiding bolt, sanctuary |
| 5th | continual flame, warding bond |
| 9th | daylight, 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 short or long rest before you can do so again.
Ranger Spell List
1st-level
- Alarm
- Animal Friendship
- Armor of Thorns APC
- Camouflage Cloak APC
- Create Ammunition APC
- Create Poultice APC
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Elemental Ward APC
- Entangle +
- Expose Weakness APC
- Feather Fall +
- Fog Cloud
- Goodberry
- Healing Word +
- Hunter's Snare APC, I
- Hunter's Strike APC, I
- Jump
- Lead the Way APC
- Longstrider
- Minor Bushcraft APC
- Speak with Animals
- Thorn Burst APC, I
- Trackless Step APC
2nd-level
- Animal Messenger
- Barkskin
- Blindness/ Deafness +
- Blur +
- Brambletrap APC, I
- Conjure Trap APC
- Darkvision
- Darkness +
- Ear to the Ground APC
- Erase the Trail APC
- Find Traps
- Glacial Shard APC, I
- Heat Metal +
- Invisibility +
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Nurturing Touch APC
- Pass without Trace
- Pitfall APC
- Protection from Poison
- Ranger's Companion APC
- Silence
- Spider Climb +
- Spike Growth
3rd-level
- Bivouac APC
- Bush Medicine APC
- Catnap +
- Clairvoiance +
- Conjure Animals
- Daylight
- Dispel Magic +
- Elemental Arrows APC, I
- Fusillade APC, I
- Major Bushcraft APC
- Nondetection
- Plant Growth
- Protection from Energy
- Reconnoiter APC
- Skirmisher's Step APC
- Speak with Plants
- Venom/ Antivenom APC
- Water Breathing
- Water Walk
- Wind Wall
4th-level
- Conjure Woodland Beings
- Freedom of Movement
- Giant Insect +
- Greater Invisibility +
- Hallucanatory Terrain +
- Locate Creature
- Relentless Pursuit APC, I
- Stoneskin
- Wild Growth APC, I
5th-level
- Apex Predator APC, I
- Commune with Nature
- Greater Fusillade APC, I
- Greater Restoration +
- Home Ground APC
- Mislead +
- Primal Defiance APC
- Tree Stride
+ : new addition to the Ranger Spell List
APC : spell from the Alerion Player's Compendium
I : Instinct spell
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.
Armor of Thorns
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
A carapace of thorns and brambles covers your armor, granting you additional protection. For the duration of the spell, you get a +1 bonus to AC. In addition, the first time that a creature hits you with a weapon attack or ends its turn within 5 feet of you, that creature takes 1d6 piercing damage.
At the start of each of your turns, if you are grappling a creature, you can deal 1d6 piercing damage to that creature. You can only apply this damage once per turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your AC increases by an additional +1 for each spell slot level beyond 1st.
Apex Predator
5th-level Transmutation (Instinct)
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V
- Duration: 2 rounds (See Instinctual Casting)
You heighten your instincts with primal resilience and predatory fury. Choose a willing creature you can see within range. For the duration, the target's walking speed is doubled, it has resistance to nonmagical bludgeoning, piercing, and slashing damage, and its melee weapon attacks deal an extra 1d6 damage. If the target can cast spells, taking damage doesn’t break its concentration.
When the spell ends, the target’s heightened senses return to normal. Until the start of its next turn, the target’s speed is halved, and it has disadvantage on attack rolls.
Instinctual Casting. When you cast this spell using your Instinct Points, the spell does not require concentration and lasts until the end of your next turn. The end-of-spell penalties do not apply.
Bivouac
3rd-level Evocation (Ritual)
- Casting Time: 1 minute
- Range: Self (10-foot-radius hemisphere)
- Components: V S M (Leaves, twigs, mud, and other natural materials)
- Duration: 8 hours
A 10-foot-radius dome of mud, twigs, and other natural materials springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. The bivouac is heavily obscured from the outside.
Nine creatures of Medium size or smaller can fit inside the bivouac with you. The spell fails if its area includes a larger creature or more than nine creatures. The bivouac comes equipped with enough food, water, blankets, and bedding to support its occupants for the duration.
You can optionally carve arrow slits or gunports into the walls of the bivouac. Creatures inside the bivouac have three-quarters cover when attacking through these openings.
Brambletrap
2nd-level Conjuration (Instinct)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a thorny vine)
- Duration: Concentration, up to 1 minute (See Instinctual Casting)
You conjure a dense, thorn-choked mass of brambles centered on a point you can see within range. The area is a 10-foot-radius sphere and is considered difficult terrain for the duration.
A creature takes 4d6 piercing damage when it enters the area for the first time on a turn or starts its turn there.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Instinctual Casting. When you cast this spell using your Instinct Points, the bramble mass lasts until the end of your next turn, does not require concentration, and the damage is reduced to 2d6.
Bush Medicine
3rd-level Transmutation (Instinct)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (bandages, crushed herbs, or tree resin)
- Duration: Instantaneous
You rapidly treat wounds using battlefield remedies and primal magic. A creature you touch regains 4d8 hit points, and one of the following conditions affecting it ends: blinded, deafened, poisoned, or one disease currently affecting it.
If the target has 0 hit points, it also immediately regains consciousness.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd.
Camouflage Cloak
1st-level Transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (mud, animal excrement, leaves, or other materials for creating natural camouflage)
- Duration: Up to 24 hours
Using a combination of primal magic and bushcraft, you camouflage a willing creature you can see. While active, the creature gains a +10 bonus to Dexterity (Stealth) checks, and it can attempt to hide even when it is only lightly obscured by natural terrain.
The camouflage becomes suppressed if the creature moves more than half its speed on its turn, makes an attack, or casts a spell.
While suppressed, the camouflage provides no benefit. The creature can use its action to reapply the camouflage, restoring its effects.
The camouflage loses all effectiveness after 24 hours.
Conjure Trap
2nd-level Conjuration
- Casting Time:: 1 bonus action
- Range: Self
- Components: S, M (Wood, rope, metal, and other materials for constructing a trap)
- Duration: 8 hours
You magically assemble a hidden trap or snare in an unoccupied space you can see within 5 feet of you. The trap can affect a creature of Large size or smaller. You determine the trap’s appearance, trigger, and mechanism when you cast the spell. A creature can detect the trap by making a Wisdom (Perception) check against the trap’s DC, which equals your spell save DC.
When a creature enters the trap’s space or interacts with it, the creature must make a Dexterity saving throw against the trap’s DC. On a failed save, the creature takes 3d6 bludgeoning, piercing, or slashing damage (your choice, determined when the trap is created) and is restrained by the trap. On a successful save, the creature avoids the trap and suffers no effect.
A restrained creature, or another creature within its reach, can use an action to attempt to free the restrained creature by making a Strength check against the trap’s DC. On a success, the creature is freed. On a failure, the restrained creature takes 1d6 damage of the same type dealt by the trap.
The trap is destroyed once it successfully restrains a creature or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you gain one of the following benefits for each slot level above 2nd (choose one benefit per slot level):
- Increased Damage. The trap’s initial damage increases by 1d6.
- Stronger Restraints. Creatures have disadvantage on Strength checks made to escape the trap.
- Larger Prey. The trap can affect creatures of Huge size or smaller.
- Wider Trigger. The trap’s trigger area increases to a 10-foot square.
Create Ammunition
1st-level Conjuration
- Casting Time:: 1 bonus action
- Range: Self
- Components: S, M (one piece of ammunition)
- Duration: 1 minute
You wave your hand over a piece of ammunition you are holding and magically conjure up to five pieces of identical ammunition, which appear in your hand or in an appropriate container you are wearing, such as a quiver, bolt case, or cartridge box. The ammunition created by this spell is magical for the purpose of overcoming resistance and immunity to nonmagical attacks, but it has no other special properties.
If you use this spell to create firearm ammunition, the spell also creates the black powder charge or equivalent propellant required to fire the weapon. Any ammunition created by this spell vanishes when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create an additional 5 pieces of ammunition for each spell slot level beyond 1st.
Create Poultice
1st-level Transmutation
- Casting Time:: 1 bonus action
- Range: Self
- Components: S, M (naturally gathered herbs and a cloth bandage)
- Duration: Instantaneous
Using a combination of bushcraft and primal magic, you create a number of healing poultices equal to your spellcasting modifier (minimum of one).
As an action, you can apply one of your poultices to a willing creature, expending the poultice in the process. Applying a poultice restores 2d4 hit points. Alternatively, you can use a poultice to cure the creature of the Poisoned condition or end one nonmagical disease affecting it.
A creature can benefit from only one poultice per turn. Any unused poultices lose their potency and become mundane after 24 hours.
Ear to the Ground
2nd-level divination
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You attune your senses to vibrations, pressure, and subtle disturbances in the terrain around you.
For the duration, you gain tremorsense out to 30 feet, allowing you to detect the location of creatures in contact with the same surface as you. This sense functions through dirt, stone, wood, and similar solid materials, but does not detect flying creatures or creatures not in contact with the same surface.
While a creature is detected by this tremorsense, you know its exact location, and you have advantage on Wisdom (Perception) checks made to notice it. You also have advantage on opportunity attacks you make against it.
Elemental Arrows
3rd-level Evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You conjure three arrows of elemental energy and immediately fire them at creatures you can see within your weapon’s normal range. You can direct the arrows at one creature or several.
Make a ranged spell attack for each arrow. On a hit, the target takes 4d6 damage of a type you choose for that arrow: acid, cold, fire, lightning, or thunder.
On a hit, elemental energy erupts from the target. Each creature other than the target within 10 feet of it must make a Dexterity saving throw. A creature takes 2d6 damage of the same type on a failed save, or half as much damage on a successful one.
A creature can be affected by this eruption only once per casting of this spell, even if it is hit by multiple arrows.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional arrow for each slot level above 3rd.
Instinctual Casting. When you cast this spell using your Instinct Points, you conjure two arrows instead of three. Each arrow deals 2d6 damage on a hit, and the eruption effect does not occur.
Elemental Ward
1st-level abjuration
- Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
- Range: Self
- Components: S
- Duration: 1 round
You briefly surround yourself with a protective elemental ward. When you cast this spell, you gain resistance to the triggering damage type, including the damage that triggered the spell.
In addition, until the start of your next turn, your Armor Class increases by 1.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your AC increases by 1 for each slot level above 1st.
Erase the Trail
2nd-level transmutation
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: 8 hours
You magically obscure signs of passage in a 30-foot radius centered on a creature or object you touch. Until the spell ends, any tracks, scents, broken foliage, or disturbed terrain are concealed. Creatures attempting to track the affected targets have disadvantage on Wisdom (Survival) checks.
Magical tracking effects of 3rd-level or lower automatically fail unless the caster succeeds on a spellcasting ability check.
Expose Weakness
1st-level divination
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V
- Duration: Until the end of your next turn
You rapidly assess a creature’s movements, reactions, and combat tactics. Choose one creature you can see within range and make a Wisdom (Survival) check against a DC equal to 10 or 8 + the creature’s proficiency bonus (if any) + its Constitution modifier, whichever is higher.
On a success, you instinctively discern one of the following attributes of your choice:
- The creature’s walking speed
- One of the creature’s Strength, Dexterity, or Wisdom scores (your choice)
- One damage resistance, immunity, or vulnerability the creature possesses
- One special trait or reaction that is triggered when the creature takes damage
- One martial combat feature the creature uses (such as a Fighting Style or Martial Exploit)
- The highest level of spell the creature is capable of casting, if any
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you learn an additional attribute for each spell slot level beyond 1st.
Fusillade
3rd-level Conjuration (Instinct)
- Casting Time: 1 action
- Range: Self (60-foot cone)
- Components: V,S,M (a thrown weapon or one piece of ammunition)
- Duration: Instantaneous
You throw a weapon skyward or fire a piece of ammunition, creating a volley of identical weapons or ammunition that rain down in a 60-foot cone originating from you.
Make a weapon attack against each creature you can see in the area. On a hit, a creature takes 3d8 damage. On a miss, it takes no damage.
If the ammunition used as a component has special properties (such as incendiary arrows or explosive shot), the duplicated ammunition retains those properties.
Instinctual Casting. When you cast this spell using your Instinct Points, the spell’s area is reduced to a 30-foot cone, and the damage dealt on a hit is reduced to 2d8.
Glacial Shard
2nd-level Conjuration (Instinct)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute (See Instinctual Casting)
You conjure a shard of freezing energy and hurl it at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the creature takes 2d6 cold damage.
Additionally, the target must succeed on a Strength saving throw or become restrained by encasing ice for the duration. While restrained in this way, the creature can use its action to make a Strength check against your spell save DC, ending the effect on a success.
When the restrained effect ends—whether by a successful check or when the spell ends—the creature’s movement speed is reduced by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 1d6 for each slot level above 2nd.
Instinctual Casting. When you cast this spell using your Instinct Points, the spell’s duration becomes instantaneous, it no longer requires concentration, and the restrained condition lasts until the end of the target’s next turn.
Greater Fusillade
5th-level Conjuration (Instinct)
- Casting Time: 1 action
- Range: Self (60-foot cone)
- Components: V,S,M (a thrown weapon or one piece of ammunition)
- Duration: Instantaneous
You throw a weapon skyward or fire a piece of ammunition, conjuring a devastating volley of identical weapons or ammunition that rain down in a 60-foot cone originating from you.
Make a ranged spell attack against each creature you can see in the area. On a hit, a creature takes 5d8 damage. On a miss, the creature takes half as much damage. Any benefits of cover the target receives are reduced by one step (from three-quarters cover to half cover and from half cover to one-quarter cover.)
If the ammunition used as a component has special properties (such as incendiary arrows or explosive shot), the duplicated ammunition retains those properties.
Instinctual Casting: When you cast this spell using your Instinct Points, the spell’s area is reduced to a 30-foot cone, and the damage dealt on a hit is reduced to 4d8.
Home Ground
5th-level Transmutation (Ritual)
- Casting Time: 1 hour
- Range: 10 miles
- Components: V,S,M (earth from the ground you wish to transform)
- Duration: 24 hours
You call upon ancient primordial forces and forge a bond with the land itself, creating a patch of wilderness that is more hospitable for you and your allies. Until the spell ends, while traversing the land within the spell's range, you gain the following benefits:
- You can add double your Proficiency Bonus to any Intelligence or Wisdom checks related to your Home Ground of the creatures that dwell there.
- You ignore any movement penalties caused by natural difficult terrain, and treat supernatural terrain as natural.
- Wile foraging, you have advantage on any Wisdom (Survival) checks you make to locate food, medicinal herbs, or other natural supplies.
- You can't get lost by mundane means, and at the end of the day, you can automatically find shelter within the area that acts as a Refuge.
- Hostile creatures have disadvantage on checks made to locate or track you or your group within your Home Ground, and you can't be ambushed or surprised within it.
Hunter's Snare
1st-level conjuration
- Casting Time: 1 bonus action, which you take immediately after hitting a creature with a weapon attack
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute (see Instinctual Casting)
The next time you hit a creature with a weapon attack before the spell ends, thorny vines erupt around the target, choking the surrounding ground.
Until the spell ends, the ground in a 10-foot-radius centered on the target becomes difficult terrain for the duration.
Whenever a creature attempts to enter or leave this area, it must make a Strength saving throw. On a failed save, the creature takes 2d6 piercing damage and becomes restrained until the end of its next turn.
Large or larger creatures have advantage on this saving throw.
Instinctual Casting. When you cast this spell using your Instinct Points, the spell becomes instantaneous, it no longer requires concentration, and the snared effect lasts until the end of the target’s next turn. The damage is reduced to 1d6.
Hunter's Strike
1st-level Divination
- Casting Time: 1 bonus action
- Range: Self
- Components: V, M (a melee weapon or a piece of ammunition)
- Duration: Concentration, up to 1 minute (see Instinctual Casting)
You fill yourself with the alacrity of a wilderness predator. Until the spell ends, your movement doesn't provoke opportunity attacks.
Once before the spell ends, you can immediately move up to your walking speed towards a creature you can see. If you end this movement within your weapon's range, you can immediately make one weapon attack against that creature. If the attack hits, it deals an additional 2d8 damage.
Instinctual Casting. When you cast this spell using your Instinct Points, the spell's duration becomes instantaneous, it no longer requires concentration, and the damage is reduced to 1d8.
Imbue Ammunition
2nd level Enchantment
- Casting Time: 10 minutes
- Components: V, M (1gp per piece of ammunition worth of elemental phosphorus, a sliver of cold iron; a tuft of bear fur; a griffon feather)
- Duration: Up to 8 hours
When you cast this spell, you imbue up to 10 arrows, crossbow bolts, or firearm cartridges with elemental magic. You choose the effect for each piece of ammunition when it is imbued. The magic is expended when the ammunition hits a creature or when the spell ends.
When a creature is hit by imbued ammunition, it takes an additional 1d6 damage of the chosen type and suffers one of the following effects:
- Acid. The target takes an additional 1d6 acid damage and suffers a –1d4 penalty to its next attack roll before the end of its next turn.
- Fire. The target takes an additional 1d6 fire damage and must make a Constitution saving throw against your spell save DC. On a failed save, it takes 1d6 fire damage again at the end of its next turn.
- Ice. The target takes an additional 1d6 cold damage, and its walking speed is reduced by 10 feet until the start of its next turn.
- Lightning. The target takes an additional 1d6 lightning damage, and one other creature of your choice within 10 feet of it also takes 1d6 lightning damage.
- Poison. The target takes an additional 1d6 poison damage, and its flying and climbing speeds are reduced by 10 feet until the start of its next turn.
- Thunder. The target takes an additional 1d6 thunder damage and is pushed 15 feet away from you in a straight line.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can imbue 10 additional pieces of ammunition for each slot level above 2nd.
Lead the Way
1st level Transmutation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You touch a willing creature. Once before the spell ends, when the target makes an Intelligence (Nature) check, a Wisdom (Survival) check, or a Wisdom saving throw, it can roll a d4 and add the number rolled to the result. The spell then ends.
At Higher Levels: This spell's die increases when you cast this spell using a spell slot of 2nd level or higher: to a d6 at 2nd level, a d8 at 3rd level, a d10 at 4th level, and a d12 at 5th level.
Major Bushcraft
3rd-level transmutation
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (natural materials such as cord, cloth, wood, bone, or stone)
- Duration: 24 hours
You infuse advanced survival preparations with potent primal magic, transforming simple wilderness techniques into enduring works of bushcraft. Choose up to two of the effects below when you cast the spell. Each effect must be applied to a different object, location, or creature, as appropriate.
- Abundant Foraging. You enrich the surrounding land in a 1-mile radius. For the spell’s duration, foraging yields enough food and fresh water to sustain up to ten creatures, and Wisdom (Survival) checks made to forage automatically succeed unless the environment is utterly barren.
- Enduring Fire. You establish a controlled fire pit, hearth, or lantern site. The fire ignites without fuel, sheds bright light in a 30-foot radius and dim light for an additional 30 feet, produces no smoke unless you wish, and burns safely for the spell’s duration. The fire is not extinguished by nonmagical weather and does not spread unintentionally.
- Hidden Camp. You ward a campsite or shelter within a 20-foot radius. Wisdom (Perception) and Wisdom (Survival) checks made to detect, track, or locate creatures resting within the area are made with disadvantage, unless the creatures are engaged in loud or destructive activity.
- Quiet Watch. You establish a watch perimeter within a 30-foot radius. You and creatures you designate are lightly obscured to hostile creatures beyond the area, and you cannot be surprised while resting within the perimeter by nonmagical means.
- Safe Paths. You shape trails and terrain along a route up to 5 miles long. Difficult terrain caused by natural features (such as undergrowth, loose stone, snow, or mud) is treated as normal terrain for creatures you designate, and they have advantage on ability checks and saving throws made to avoid natural hazards along the path.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may choose one additional effect for each slot level above 3rd.
Minor Bushcraft
1st-level transmutation
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (a length of cord, a scrap of cloth, or natural materials at hand)
- Duration: 8 hours
You subtly weave primal magic into simple survival techniques, enhancing mundane preparations with supernatural reliability. Choose up to two of the following effects when you cast the spell. Each effect must be applied to a different object, location, or creature, as appropriate.
- Forager’s Mark. You imbue a container, tool, or token. For the spell’s duration, a creature carrying it has advantage on Wisdom (Survival) checks made to forage for food or fresh water, and foraging yields twice the normal amount.
- Kindled Fire. You prepare a fire pit, torch, or bundle of fuel. When ignited, it burns steadily for up to 8 hours, sheds bright light in a 20-foot radius and dim light for an additional 20 feet, and is not extinguished by nonmagical wind or light precipitation.
- Quiet Camp. You treat a campsite to dampen stray sounds and scents. Wisdom (Perception) checks made to notice creatures resting in the area are made with disadvantage, provided the creatures are not engaged in strenuous activity.
- Trail Sign. You mark a trail, campsite, or object with signs only attuned senses can easily follow. Creatures you designate when casting the spell have advantage on Wisdom (Survival) checks made to track or retrace the marked path, while other creatures have disadvantage on such checks.
- Weatherproof Shelter. You reinforce a tent, lean-to, bedroll, or similar shelter. Creatures resting within it have advantage on saving throws against extreme cold or heat, and the shelter remains dry and intact in heavy rain or snow.
At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, you may choose one additional effect for each slot level above 1st.
Nurturing Touch
1st-level Transmutation
- Casting Time: 1 action
- Target: A willing creature within range
- Components: V,S
- Duration: Instantaneous
You touch a willing creature, channeling restorative natural energy. Choose one of the following effects:
- The target is cured of the Poisoned condition and has advantage on the next saving throw it makes against poison before the end of its next turn.
- The target gains temporary hit points equal to 1d4 + your spellcasting modifier, which last for 1 minute.
- The target is cured of one disease affecting it.
- The target regains hit points equal to 1d4 + your spellcasting modifier.
- The target gains resistance to one damage type of your choice until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional effect for each slot level above 1st. A creature cannot gain resistance to more than one damage type from this spell.
Pitfall
2nd-level conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a trowel)
- Duration: Instantaneous
You remove four contiguous 5-foot cubes of nonmagical terrain from the environment, arranging the removed cubes in any configuration you choose, provided they remain contiguous. The removed space forms a pit whose depth and shape are determined by this arrangement.
If you remove earth beneath a creature, it must succeed on a Dexterity saving throw or fall into the pit, landing prone at the lowest point of the removed terrain. On a successful save, the creature does not fall.
While the surrounding terrain remains undisturbed, the sudden absence of earth may still cause secondary effects at the GM’s discretion (such as collapsing structures or unsecured objects falling). You cannot remove more than 5 feet of terrain beneath an unwilling creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can remove ] four additional 5-foot cubes of terrain for each slot level above 2nd.
Primal Defiance
5th level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a fang, claw, or strip of hardened hide)
- Duration: Concentration, up to 10 minutes (See Instinctual Casting)
For the spell’s duration, you have resistance to nonmagical bludgeoning, piercing, and slashing damage.
In addition, the first time you would be reduced to 0 hit points while this spell is active, you instead drop to a number of hit points equal to your spellcasting modifier (minimum of 1), and the spell immediately ends.
Ranger's Companion
2nd-level conjuration
- Casting Time: 10 minutes
- Range: 30 feet
- Target: An unoccupied space within range
- Components: V S
- Duration: Instantaneous
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal animal companion, creating a long-lasting bond with it. Appearing in an unoccupied space within range, your companion takes on a form that you choose, such as a panther, a wolf, a giant eagle, or a black bear. (Your DM might allow other animals to be summoned as companions.)
Your companion has the statistics of the chosen form, though it is a celestial, elemental, or fey (your choice) instead of its normal type, and it loses its multiattack action if it has one. Additionally, if your companion has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
In combat, your companion shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
When your companion drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your companion at any time as an action, causing it to disappear. In either case, casting this spell again summons the same companion, restored to its hit point maximum.
While your companion is within 1 mile of you, you can communicate with it telepathically.
You can't have more than one companion bonded by this spell at a time. As an action, you can release your companion from its bond at any time, causing it to disappear.
Ranger's Resolve
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You call out commands and reassurances honed by hard travel and wilderness combat. Choose a number of creatures you can see within range equal to your Wisdom modifier (minimum of one). For the duration, each chosen creature gains the following benefits:
- Once per turn, the creature can add your Wisdom modifier to one ability check or saving throw it makes.
- The creature has advantage on saving throws against being charmed or frightened.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Reconnoiter
2nd-level divination (ritual)
- Casting Time: 1 minute
- Range: Self
- Components: V, S
- Duration: Instantaneous
You open your awareness to momentarily survey the wilderness within a 1-mile radius of you. You learn whether a number of the following features equal to the level of the expended spell slot can be found within that region, as well as the approximate direction and distance of those features from your current location:
- A reliable source of fresh food and clean water.
- A strategically advantageous natural position, such as dense cover or a natural chokepoint.
- An area with major environmental hazards, such as poisonous or thorny plants, unstable terrain, or slippery ice.
- A settlement or camp with five or more occupants.
- An abandoned man-made structure, such as ruins.
- One or more creatures of a specific type, or members of a specific faction, that are native to, active within, or occupying the region.
If you choose the creature detection option, you can use that single choice to detect multiple groups of creatures. If you do, you learn the direction and distance to each detected group.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you learn one additional feature for each spell slot level beyond 2nd.
Relentless Pursuit
4th level Transmutation
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V
- Duration: Concentration, up to 1 minute
You give yourself over to the hunt, focusing every ounce of will on bringing down your quarry. For the duration, your movement speed doubles, your movement doesn't provoke opportunity attacks, and difficult terrain doesn't cost you extra movement.
Further, if you end this movement within range of a hostile creature, you can immediately make one weapon attack against that target. If the attack hits, it deals an additional 6d10 damage. The spell then ends.
Skirmisher’s Strike
3rd-level Transmutation (Instinct)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute (see Instinctual Casting)
You touch a willing creature and infuse it with heightened speed and martial momentum.
Once on each of its turns before the spell ends, the target can use its bonus action to make one weapon attack, then immediately move up to half its speed without provoking opportunity attacks.
If the target is engaged in two-weapon fighting, it can make this attack as part of the same bonus action it uses to make its off-hand attack.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target can make two weapon attacks as part of this bonus action. These attacks must be made against the same creature or two different creatures the target can see.
Instinctual Casting. When you cast this spell using your Instinct Points, the spell doesn’t require concentration, and it lasts until the end of your next turn.
Venom/Antivenom
1st level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (The fang of a venomous snake)
- Duration: Instantaneous
Using bushcraft and primal magic, you refine natural substances into either a weaponized toxin or a curative antivenom. When you cast the spell, choose venom or antivenom. You create a number of doses equal to your spellcasting ability modifier (minimum of one).
Venom. As an action, a creature can apply a dose of venom to a weapon or piece of ammunition. The venom remains potent for 1 minute or until delivered.
The next time the coated weapon or ammunition hits a creature, the venom is expended and the target must make a Constitution saving throw. On a failed save, the target takes 2d6 poison damage and is poisoned until the end of its next turn. On a successful save, the target takes half as much damage and isn’t poisoned.
Antivenom. As an action, a creature can apply a dose of antivenom to itself or a willing creature within reach. When applied, the target gains one of the following benefits of your choice:
- Ends the poisoned condition
- Neutralizes one nonmagical poison currently affecting the creature
- Gains advantage on its next saving throw against poison made within the next hour
A creature can benefit from only one dose per turn. Unused doses lose their potency and become mundane after 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional dose for each slot level above 1st.
Wild Growth
4th-level Conjuration (Instinct)
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute (see Instinctual Casting)
You cause roots, thorned growth, and surging earth to erupt across the battlefield. Choose a point you can see within range. The area in a 20-foot-radius sphere centered on that point becomes violently overgrown for the duration.
The area becomes difficult terrain for the duration. Creatures of your choice that start their turn in the area have their speed reduced by 10 feet until the start of their next turn.
When the area appears, each creature of your choice within it must make a Strength saving throw. On a failed save, a creature is pulled up to 10 feet toward the center of the area and knocked prone. On a success, the creature isn’t pulled but still falls prone.
Instinctual Casting. When you cast this spell using your Instinct Points, the spell becomes instantaneous and does not require concentration. Creatures that fail the saving throw are pulled and knocked prone, and the terrain reverts to normal immediately afterward.