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

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### Bushfighter
As a ranger, you have significant experience moving, tracking, and fighting in dense wilderness. While in natural terrain, if you aren't wearing heavy armor, your movement speed increases by 5 feet and any opportunity attacks provoked by your movement are made with disadvantage. This bonus increases when you reach certain ranger levels: to 10 feet at 6th level and to 15 feet at 14th level.
In addition, your keen senses and eye for detail make you an adept scout and observer. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to locate other creatures and track them through the wilderness, as well as on Intelligence checks to learn or recall information about enemies you've defeated during combat.
### Rules of Ranging
Also at 1st level, your self-reliance has made you adept at bushcraft and wilderness survival. Choose two of your skill or tool proficiencies from the ranger class. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
In addition, your experience has taught you to skillfully navigate the untamed wilds. You gain the following benefits while traversing natural terrain for an hour or more:
- ***Adapt and Overcome.*** You have advantage on any Wisdom (Survival) checks made to navigate the wilderness, as well as on your ability checks and saving throws to identify and overcome natural hazards.
- ***Cover your Tracks.*** You can move stealthily while traveling at a normal pace and other creatures have disadvantage on ability checks to locate you.
- ***Live off the Land.*** While foraging, you find twice as many supplies as you normally would if you succeed on the Wisdom (Survival) check and half as many supplies as you normally would if you fail.
- ***Remain Vigilant.*** You don't suffer the -5 penalty to your passive Wisdom (Perception) score while traveling at a fast pace, and even when you are engaged in another activity while traveling — such as foraging, navigating, or tracking — you remain alert to danger.
- ***Study the Foe.*** When you successfully analyze a set of tracks, you also learn the exact number of creatures you are tracking, their sizes, and how long ago they passed through the area.
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### Martial Prowess
By 2nd level, you have undergone extensive training to bolster your skill at arms. . Choose one of the following Fighting Style options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
In addition, choose two weapons with which you are proficient. You can utilize the Martial Exploits associated with those weapons.
During a long rest, you can alter the focus of your training and replace your chosen Fighting Style or one of your trained weapons with another option available to you.
#### Archery
You gain a +2 bonus to attack rolls you make with bows and crossbows.
#### Bayonet Fighting
APC
You get a +2 bonus to attack rolls made with affixed bayonets and can attack with a bayonet using your Dexterity modifier as though it had the Finesse property.
#### Defense
While you are wearing armor, you gain a +1 bonus to AC.
#### Dueling
When you are wielding a melee weapon or pistol in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
#### Guerrilla Fighting
APC
You get a +1 bonus to attack and damage rolls you make while hidden or receiving the benefits of at least half-cover.
#### Light-Infantry
APC
While wearing light or medium armor, if you move at least 15 feet away from your starting position prior to making a weapon attack, you get a +2 bonus to the damage roll for that attack.
#### Musketry
APC
You get a +1 bonus to attack and damage rolls you make with firearms.
#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
['Lost Embers in the Moonlit Sylvan Sanctuary'
by timforshadedigital](https://www.deviantart.com/timforshadedigital/art/Lost-Embers-in-the-Moonlit-Sylvan-Sanctuary-1223297132)
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### Spellcasting
By 2nd level, you've learned to weave the primal energy of the world into your mundane herbalism and bushcraft, allowing you to cast spells.
#### Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down. The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *animal friendship*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
#### Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
**Spell save DC =** 8 + your proficiency bonus +
your Wisdom modifier
___
**Spell attack modifier =** your proficiency bonus +
your Wisdom modifier
#### Instinctual Casting
You have a pool of Instinct Points equal to your proficiency bonus. Once on each of your turns, you can use these points to cast a ranger spell without a spell slot if that spell has the Instinct tag and you have the spell prepared.
You regain all expended Instinct Points when you finish a long rest.
#### Spellcasting Focus
You can use a set of tools or a weapon that you are proficient with as a spellcasting focus for your Ranger spells.
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### Marked for Death
Beginning at 2nd level, when you hit a creature with an attack roll, you can focus your senses upon that creature, marking it as your quarry. Alternatively, you can mark a creature by studying its tracks or other traces of its presence for at least 10 minutes. Your mark lasts until you finish a short or long rest, or until you fall unconscious or use this feature again to mark another creature.
When you successfully damage your quarry with a weapon attack or a ranger spell that requires an attack roll, you can increase that damage by one roll of your Quarry Die, which is a d6. You can also add your Quarry Die to any Intelligence or Wisdom checks you make to locate your quarry, determine its intentions, or recall information about it.
You can mark quarry the number of times shown for your ranger level in the *Mark Uses* column of the Ranger table. You regain one expended use when you finish a short rest and all expended uses when you finish a long rest.
Your Quarry Die scales when you reach certain ranger levels, as shown in the *Quarry Die* column of the Ranger table.
### Ranger Company
At 3rd level, you choose to emulate the ideals and training of a ranger company, such as the Ghost, Marksman, Pathfinder, or Vanguard. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
['Battle of the Monongahela, 1755'
by Manuel Krommenacker](https://manu67.artstation.com/projects/d0R0bX)
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### Swift Alacrity
Starting at 3rd level, your swiftness and agility allow you to move quickly and act decisively. After hitting a creature with a weapon attack, you can use your bonus action to take either the Disengage, Hide, or Scout action.
If you hit the target of your *Marked for Death* feature, you can also move up to half your speed as a part of the same bonus action. This movement doesn't provoke opportunity attacks.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Instinctive Defense
Starting at 6th level, when an attacker you can see hits you with an attack, you can use your reaction to roll your Quarry Die and add the result to your AC, potentially causing that attack to miss you.
If the triggering creature is also the target of your *Marked for Death* feature, you have advantage on saving throws against that creature's spells and innate abilities until the start of your next turn.
### One With the Undergrowth
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through natural environmental hazards, (such as sharp rocks or thorny plants), without being slowed by them and without taking damage from them.
Further, while in natural terrain, you treat any partial cover bonuses granted by that terrain as one step higher (from one-quarter to half and from half to three-quarters) and you can attempt to hide even if you are only lightly obscured.
### Fade From Sight
By 10th level, you can call upon primal forces to help obscure you from your foes. When you use your *Swift Alacrity* feature to take the Hide action, you can magically shroud yourself, along with any equipment you are wearing or carrying, until the start of your next turn.
While shrouded in this way, you are considered invisible, and you can't be tracked by nonmagical means unless you choose to leave a trail.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
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['Elven Ranger' by Manuel Krommenacker](https://www.deviantart.com/manuelkrommenacker/art/Elven-Ranger-767098063)
### Hit and Fade
By 14th level, your time in the wilds has shaped you into an experienced wilderness combatant. Once on each of your turns, you can reroll an attack roll or damage roll you make against the target of your *Marked for Death* feature. If you do, you must use the second result.
In addition, while in natural terrain, you can attempt to hide even if you aren’t obscured or are being directly observed by another creature.
### Heightened Senses
By 18th level, your enhanced senses allow you to strike swiftly before vanishing without a trace. As long as you aren't blinded or deafened, you have Blindsight and Tremorsense out to a range of 30 feet.
Additionally, attack rolls made against creatures within 30 feet of you can't be made with disadvantage.
### Master Skirmisher
At 20th level, you are a master of the wilderness and an unparalleled hunter of your foes. You gain the following benefits:
- Your Strength or Dexterity score increases by 2, and your Wisdom score increases by 2. Your maximum for those scores also increases by 2.
- You can add your Wisdom modifier to attack and damage rolls you make against the target of your *Marked for Death* feature.
- As long as you aren't surprised or incapacitated, you are considered to be under the effects of the *Freedom of Movement* spell.
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## **New Terms and Mechanics**
### Expanded Terrain Types (Pg. 5)
The *Alerion* campaign setting introduces three categories of terrain as a part of its exploration system:
- ***Natural Terrain*** is completely untouched by civilization or magical effects.
- ***Supernatural Terrain*** is currently being affected by magic or some other otherworldly effect (such as land near a magical leyline, a portal to the Veil, or an area under the influence of Wild Magic.)
- ***Urban Terrain*** has been significantly altered by the presence of humanoid races (such as cities, towns, ports, or military fortifications.)
### New Action: Scout (Pg. 7)
When you take the ***Scout*** action on your turn, you make an Intelligence or Wisdom check (determined by the GM) to discern specific information about a particular location, object or enemy,
Depending on the type of information you wish to learn, you might roll a Wisdom (Perception) check to locate a source of cover or observe an enemy's physical traits, or a relevant Intelligence check to determine an enemy's current morale or a condition or spell that is affecting it.
### Revised Cover Rules (Pg. 7)
The *Alerion* campaign setting introduces a new degree of cover (one-quarter) to make wilderness combat more dynamic. These revised cover rules are summarized below.
- A target with **one-quarter cover** has a +1 bonus to AC and Dexterity saving throws. A target has one-quarter cover if an obstacle blocks at least one-fourth of its body, such as a thin pillar, a boulder, a fallen log, or a creature of one size category smaller.
- A target with **half cover** has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low barricade, a large piece of furniture, a narrow tree trunk, or a creature of the same size category, whether that creature is an enemy or a friend.
- A target with **three-quarters cover** has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is obstructed by an obstacle. The obstacle might be a wooden pallisade, a gunport, a thick tree trunk, or a creature of one size category larger.
- A target with **total cover** can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
### New Condition: Suppressed (Pg.12)
A **suppressed** creature can move up to half its speed and take either an action or bonus action on its turn, but not both.
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['Elf'
by Wojtek Depczyński ](https://wojtek-depczynski.art/projects/VzG6n?album_id=620191)
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## Ranger Companies
In the Realm of Alerion, rangers are often organized into loosely regimented companies, who come together to defend a certain region or take up arms against a specific foe.
### Ghost
*The archetypal Ghost is an experienced guerrilla fighter who prefers to avoid direct confrontation in favor of ambush tactics and irregular warfare. Striking from the shadows, these rangers use a combination of stealth, surprise, and terror tactics to help turn the tide of battle in their favor.*
*Ghost rangers in the Realm of Alerion are most commonly associated with the Tynarian rebels of Wildthorne, Eyria, and Etienne, who use their knowledge of the surrounding terrain and their penchant for stealth and surprise to raid Kingsguard supply lines and ambush enemy patrols.*
#### Company Spells
You gain Company spells at the Ranger levels listed.
##### Ghost Company Spells
| Ranger Level | Spells |
|:--------------:|:-------------------------------------|
| 3rd | *fog cloud, silent image* |
| 5th | *blur, darkness* |
| 9th | *fear, nondetection* |
| 13th | *confusion, greater invisiblility* |
| 17th | *mislead, seeming* |
#### Silent but Deadly
Beginning at 3rd level, you have come to favor sudden ambushes and irregular tactics to direct confrontation. You can add your Quarry Die to your initiative rolls and your Dexterity (Stealth) checks.
Additionally, the first time you miss a creature with a weapon attack while hidden, making the attack doesn't automatically reveal your position.
#### Preemptive Strike
Also at 3rd level, you have learned to strike quickly and decisively before your enemies can retaliate. The first time on each of your turns that you damage the target of your *Marked for Death* feature with an attack, you deal additional damage equal to one roll of your Quarry Die if the target is surprised or has a lower initiative count than you.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once,) regaining all expended uses when you finish a long rest.
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#### Slip Away
Beginning at 7th level, you have become adept at evading your enemies. When a hostile creature enters your reach, you can use your reaction to move up to half your speed without provoking opportunity attacks. You can then immediately attempt to hide.
You can use this reaction a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.
#### Terror Tactics
Starting at 11th level, your mastery of guerrilla warfare strikes fear into the hearts and minds of even the most resolute foes.
When you deal the extra damage from your *Preemptive Strike* feature, you can force the target and each other hostile creature within 5 feet of it to make a Wisdom saving throw against your spell save DC. On a failed save, each of those creatures becomes frightened of you until the end of your next turn.
#### Phantom of the Wilds
By the time you reach 15th level, you have learned to strike your foes even more decisively. Immediately after you roll initiative, you gain an additional action that takes place before other creatures can act. You can use this action to move up to half your movement speed and take the Attack (one weapon attack only,) Dash, Disengage, Hide, Scout, or Use an Object action.
If you are surprised when you roll initiative, you are not surprised, but you do not gain this extra action.
Once you use this action, you must finish a short or long rest before you can do so again.
['Test' by Link Chen](https://www.artstation.com/artwork/gGW4Q)
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### Marksman
*Some rangers prefer to keep their distance from their enemies, rather than engaging at close-quarters. These sharpshooters are trained to dispatch their foes from extreme ranges, using their knowledge of cover, concealment, and the surrounding terrain to ambush their enemies from hidden positions before the enemy can react.*
*In the Realm of Alerion, Marksmen are most commonly associated with the Kingsguard's dedicated rifle companies and the Tynarian irregulars who oppose them. However, various other organizations, such as Wildthorne's Huntsman’s Guild and thesellswords of the Black Drakes, have also trained in the art of sharpshooting and fighting from extreme ranges.*
#### Company Spells
You gain Company spells at the Ranger levels listed.
##### Marksman Company Spells
| Ranger Level | Spells |
|:--------------:|:---------------------------------------------------|
| 3rd | *expeditious retreat, magic missile* |
| 5th | *elemental shot,
APC * *invisibility* |
| 9th | *blink, fusillade
APC * |
| 13th | *private sanctum, silence* |
| 17th | *greater fusillade,
APC tree stride* |
#### Marksman's Training
Beginning when you join this Company at 3rd level, you've learned to combine cover, concealment, and the deadly accuracy of rifled weaponry to turn you into a lethal battlefield sharpshooter. You gain proficiency with the hunting rifle, marksman's rifle, and rifled musket, as well as proficiency with Tinker's Tools.
In addition, while in a natural environment, if you are receiving the benefits of at least half-cover, you gain a +1 bonus to AC and you don't suffer disadvantage on your ranged attack rolls for firing from a kneeling or prone position. This bonus increases to +2 at 7th level and to +3 at 15th level.
#### Deadly Aim
Also at 3rd level, you begin to practice a style of combat that promotes precision over volume of attacks. The first time on each of your turns that you hit the target of your *Marked for Death* feature with a ranged weapon attack, you deal additional damage equal to one roll of your Quarry Die if you did not move prior to making the attack.
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#### Cover to Cover
Beginning at 7th level, your training as a sharpshooter allows you to quickly extract yourself when the pressure starts to mount. After you make a ranged weapon attack on your turn, you can use your reaction to move up to half your speed without provoking opportunity attacks.
If you are holding a ranged weapon, you can also reload it as a part of this movement.
#### Pin Them Down
Beginning at 11th level, you can attempt to pin an enemy in place with your fire. When you deal the extra damage from your *Deadly Aim* feature, you can force the target to make a Dexterity saving throw against your spell save DC. On a failed save, the creature becomes Suppressed* until the start of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all expended uses when you finish a long rest.
#### Deadeye Shot
By 15th level, you have learned to quickly adjust your aim to compensate for your opponent's movements. Once on each of your turns, when you miss with a ranged weapon attack, you can use your reaction to cause that attack to hit instead.
['Sharpe and Harper March Again' by Gabi Lorenz](https://www.deviantart.com/gabi-lorenz/art/Sharpe-and-Harper-march-again-739919767)
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### Pathfinder
*Some rangers excel not only in fighting but in charting unknown lands and blazing trails for others to follow. These rangers, known as Pathfinders, specialize in reconnaissance, navigation, and uncovering hidden threats long before an enemy realizes they have been found.*
*While groups of Pathfinders can be found throughout the Realm of Alerion, these rangers are most commonly encountered in the provinces of Wildthorne, Etienne and Syralon, where they act as scouts for military forces and lead colonial expeditions into the uncharted parts of the Realm. Whether serving as trailblazers for an army or leading settlers through uncharted wilderness, these rangers are trusted companions in any expedition.*
#### Company Spells
You gain company spells at the Ranger levels listed.
##### **Pathfinder Company Spells**
|Ranger Level | Spells|
|:-----------:|:----------------------------------------------------------|
| 3rd | *expose weakness,
APC * *identify* |
| 5th | *pass without trace, reconnoiter
APC * |
| 9th | *clairvoyance, tongues* |
| 13th | *arcane eye, freedom of movement* |
| 17th | *home ground,
APC legend lore* |
#### Scout's Awareness
Beginning when you join this Company at 3rd level, you can add your Skirmish Die to your Intelligence (Investigation) and your Wisdom (Perception) checks.
In addition, your eyes are specially adapted to even the most adverse conditions. You can take the Search action as a bonus action on your turn.
#### Studied Strike
Also at 3rd level, you have learned to carefully observe your enemies before committing to the fight. Once on each of your turns, when you damage the target of your *Marked for Death* feature, you can increase that damage by an amount equal to one roll of your Quarry Die if you used the Scout action against the target prior to attacking it.
When you deal this extra damage, you can immediately apply one of the following benefits of your choice:
- ***Coordinated Strike.*** Until the start of your next turn, creatures other than you can add your Wisdom modifier to attack rolls they make against that target.
- ***Exploit Weakness.*** You learn one of the target’s damage resistances, immunities, or vulnerabilities (if it has any).
- ***Nowhere to Run, Nowhere to Hide.*** Until your mark ends, you always know your quarry's exact location if it's within 60 feet of you, and you don't receive disadvantage on attack rolls against that target as a result of being unable to see it.
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['Scouts' by Odobenus](https://www.deviantart.com/odobenus/art/Scouts-504416520)
#### Tracker's Senses
By 7th level, you have developed heightened senses to tail your quarry and uncover hidden truths. You have advantage on ability checks and saving throws made to discern whether something is an illusion, as well as advantage on saving throws against being blinded or deafened.
Moreover, you can see through lightly obscured areas—such as dim light, foliage, smoke, or mist—without disadvantage on Wisdom (Perception) checks.
#### Enhanced Precision
Starting at 11th level, your astute awareness allows you to deliver a decisive strike before your enemy can respond. When you deal your extra damage with your *Studied Strike* feature, you can choose one of the following additional effects:
- ***Harrying Strike.*** The target has disadvantage on the next attack roll it makes before the start of your next turn.
- ***No Escape.*** Until your mark ends, you always know your quarry's exact location if it's on the same plane of existence as you.
- ***Unerring Blow.*** Until the end of your turn, any damage you deal against your quarry ignores resistance to your weapon damage.
#### Master Tracker
Beginning at 15th level, you are able to sense the unique presence of other creatures in the region. You always have the locate object and locate creature spells prepared, and you can cast each of these spells once without expending a spell slot. Once you cast either spell in this way, you can’t do so again until you finish a long rest.
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### 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 | *freedom of movement, locate creature* |
|17th | *hold monster, tree stride* |
#### Tip of the Spear
Beginning at 3rd level, you have learned to utilize your peerless mobility to help pave the way for your allies to strike. You can add your Quarry Die to your Dexterity (Acrobatics) checks.
In addition, at the start of your turn, if there are no allies within 20 feet of you and you aren't surprised, you can use your bonus action to immediately move up to half your speed in any direction without provoking opportunity attacks.
#### Skirmisher's Strike
Beginning at 3rd level, when you damage your quarry with a weapon attack, you can increase that damage by one roll of your Quarry Die if you moved at least 15 feet from your starting position prior to attacking.
You can also deal this extra damage, known as Skirmish Damage, if you are hidden from your target or are receiving at least half cover against it.
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#### Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a volley of musket fire or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
#### Unrelenting Pursuit
By 11th level, you have become tireless in your purusit of your marked enemies. As long as a creature is marked by your *Marked for Death* feature, taking damage can't break your Concentration on your Ranger spells.
In addition, you gain proficiency in either Constitution or Wisdom saving throws (your choice.)
#### Always Moving
Beginning at 15th level, you have mastered the art of controlling the momentum of the battlefield. While conscious, you can add your Quarry Die to any saving throws you make against spells or effects that would restrain you, reduce your speed, or otherwise hinder your movement.
In addition, you can move through supernatural difficult terrain as though it were natural.
['Shauna Leafstone' by Olie Boldador](https://www.reddit.com/r/characterdrawing/comments/6khdoy/rf_halfelf_musket_woman_shauna_leafstone_for/)
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## Setting Specific Companies
### Greenwarden
*Often referred to as "Verdant Knights," the ancient and mystical order of the Greenwardens were among the first rangers formally organized under the rule of Tynar the Unifier. For generations, these noble rangers protected the sacred pact between nature and civilization, sheperding the wild places of the world and vanquishing poachers, land-hungry settlers, and others who sought to exploit the wilderness for their own gain.*
*Today, the Greenwarden order is more of a distant memory, having been declared outlaws by Lord Kylan shortly after the Lord Protector's ascension. Yet, in secluded parts of both Alerion and her colonies, there are small holdouts that still cling to the old ways, awaiting the day when a Tynarian heir will reemerge and allow them to step out of the shadows once more.*
#### Company Spells
You gain company spells at the Ranger levels listed.
##### **Greenwarden Company Spells**
|Ranger Level | Spells|
|:-----------:|:----------------------------------------------------------|
| 3rd | *shield,* *speak with animals* |
| 5th | *beast sense, warding bond* |
| 9th | *plant growth, speak with plants* |
| 13th | *locate creature, stoneskin* |
| 17th | *awaken, commune with nature* |
#### Protector of the Wilds
Beginning when you join this Company at 3rd level, you have devoted yourself to the defense of the natural order. You gain proficiency with heavy armor, if you don't already have it, and you can add your Quarry Die to your Intelligence (Nature) and your Wisdom (Animal Handling) checks.
In addition, whenever you finish a short or long rest, you immediately recover one level of exhaustion.
#### Guardian's Ward
When you mark a creature as the target of your *Marked for Death* feature, choose a creature you can see within 90 feet of you as your Ward. Until your mark ends, that creature gains the following benefits:
- The first time on each of your turns that you or your Ward hits your marked quarry with a weapon attack, you can increase that damage by one roll of your Quarry Die.
- When your Ward takes damage from your marked quarry, you can use your reaction to roll your Quarry Die, reducing the incoming damage by twice the result or half (whichever is greater.)
- Whenever your Ward kills your marked Quarry, it has advantage on the next attack roll it makes before the start of its next turn.
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#### Enduring Survivor
Beginning at 7th level, you have learned to shield your guided allies from even the harshest conditions the frontier can thrust against you. While an ally is designated as your Ward, it has advantage on saving throws against extreme heat, cold, exhaustion, or the effects of a Forced March.
In addition, as an action on your turn, you can grant both yourself and your Ward a number of Temporary Hit Point sequal to your Ranger level + your Wisdom modifier.
You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses when you finish a long rest.
#### Heightened Connection
Beginning at 11th level, your *Guardian's Ward* feature ignores damage resistance to nonmagical attacks and damage.
Moreover, whenever you or your Ward damages your quarry with an attack, the other creature has advantage on the next attack they make against that creature before the start of your next turn.
#### Primordial Sentinel
By 15th level, you can extend the benefits of your *Guardian's Ward* feature to include a number of creatures equal to your Wisdom modifier.
In addition, when a creature warded by you is attacked by a hostile creature, you can use your reaction to make a single attack against the source of that damage before they make their attack roll. If the attack hits, that creature has disadvantage on any subsequent attacks they make against that warded ally until the start of your next turn.
['growing strong' by Ebbytree](https://www.deviantart.com/ebbytree/art/growing-strong-reani-884261726)
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### Marshwalker
While many people see the mist, mud, and swampy water of the Eyrian moorlands as nothing more than an obstacle to be avoided, there are some Rangers who see the beauty in it, as well as the potential tactical advantages that such environments can hold. These rangers, known as Marshwalkers, are at home in dank marshlands and lightless swamps, where difficult terrain, dangerous monsters, and low visibility make even the simplest travel a dangerous challenge.
#### Company Spells
You gain Company Spells at the Ranger levels listed:
##### **Marshwalker Company Spells**
|Ranger Level | Spell |
|:------------:|:-----------------------------------------------------------------------|
| 3rd | *create or destroy water, witch bolt* |
| 5th | *hold person, misty step* |
| 9th | *stinking cloud, water walk* |
|13th | *confusion, control water* |
|17th | *cloudkill, contagion* |
#### Murky Strike
You have mastered the art of ambushing your enemies in the swamps and marshes of your homeland. The first time on each of your turns that you hit the target of your *Marked for Death* feature with a weapon attack, you can increase that damage by one roll of your Quarry Die.
If the attack is made during the first round of combat, you can choose to deal maximum damage instead of rolling. Once you do, you must finish a short or long rest before you can do so again.
#### Moorland Wanderer
When you choose this conclave at 3rd level, you can add your Quarry Die to your Dexterity (Stealth) checks. Moreover, moving stealthily or while prone doesn't cost you additional movement.
#### Shroud of Mist
At 7th level, you are surrounded by an aura of mist and fog that shrouds you from your foes. You are always considered to be lightly obscured, unless you choose not to be. Moreover, when an opponent makes a Wisdom (Perception) check to detect you, you can use your reaction to move up to 10 feet in any direction. This movement doesn't provoke attacks of opportunity.
\columnbreak
#### Bog Down
Starting at 11th level, when you hit a creature with your *Murky Strike* feature, you deal additional damage equal to your Wisdom modifier (minimum of 1). Moreover, the target's movement speed is reduced by 10 feet until the start of your next turn.
#### Swamp Fox
Starting at 15th level, you have learned to alter your immediate surroundings, transforming them into the swampy terrain of the moorlands. As a bonus action, you can transform the ground within a 30-foot radius centered on yourself into difficult terrain until the start of your next turn. You can choose any number of creatures to be uneffected by this terrain.
When a creature enters this radius for the first time on its turn or starts its turn within it, it must succeed on a Dexterity saving throw against your Spell Save DC. On a failed save, the target is pulled beneath the swamp, taking 4d6 poison damage. Additionally, that creature falls prone and is restrained until the start of its next turn. On a successful save, the creature takes only half that damage and falls prone, but is not restrained.
Once you use this feature, you cannot do so again until you finish a long rest.
['Character Concept for Pathfinder: Kingmaker' by Valeriy Vegera](https://64.media.tumblr.com/b8ea30c63287d07043379b37c5e7e1b1/tumblr_oq4kwvrgTB1v0l7ifo1_1280.jpg)
\pagebreakNum
### Talonguard
*The dragon-riding rangers that serve the Order of the Emberwing, known as the Talonguard, are highly capable scouts and skirmishers, tasked with pinpointing enemy positions from the skies and laying down covering fire for the order's infantry. Their mastery of aerial combat gives them the skill they need to chase down the swiftest adversaries or outmaneuver pursuing forces.*
*Rangers who wish to join the ranks of the Talonguard must first prove themselves to both their fellow rangers and the dragons with which they bond. They must survive a gauntlet of rigorous challenges before presenting themselves to a dragon, at which point they will either become full-fledged members of the Talonguard... or be consumed by the dragon's breath.*
#### Company Spells
You gain company spells at the Ranger levels listed:
##### Talonguard Spells
| Ranger Level | Spells |
|:-:|:-:|
| 3rd|*feather fall*|
| 5th|*dragon's breath* |
| 9th|*fear*|
| 15th|*secret chest*|
| 17th|*dominate person*|
#### Talonguard Initiate
Beginning at 3rd level, you have acquired the basic knowledge to scout, fight, and maneuver from the back of a dragon. You gain the following benefits:
- You learn to speak, read, and write Draconic. If you already know Draconic, you can instead choose another language of your choice.
- You can add your Quarry Die to your Wisdom (Animal Handling) and Dexterity (Acrobatics) checks.
- You have advantage on saving throws to avoid falling off your razorwing companion.
#### Talonguard's Companion
At 3rd level, as an action, you can magically form a bond with a razorwing drake.This razorwing is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Talonguard's Companion stat block, which uses your proficiency bonus (PB) in several places. When you first bond with your dragon, choose its lineage from among those listed in the Draconic Lineage table.
In combat, the razorwing shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn or forego one of your own attacks to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your companion can take any action of its choice, not just Dodge.
At 3rd level, you can use your razorwing as a mount if it is on the ground, but it can't use its flying speed while you are mounted on it. It is considered an independent mount, making its own decisions and choices in combat.
If your razorwing has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The razorwing returns to life after 1 minute with all its hit points restored.
##### Draconic Lineage
|Draconic
Companion | Damage
Type | Breath Weapon |
|:-----------------:| :---------: |:----------------------------:|
| Black | Acid | 5 by 30 ft. line (Dex. save) |
| Blue | Lightning | 5 by 30 ft. line (Dex. save) |
| Brass | Fire | 5 by 30 ft. line (Dex. save) |
| Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
| Copper | Acid | 5 by 30 ft. line (Dex. save) |
| Gold | Fire | 15 ft. cone (Dex. save) |
| Green | Poison | 15 ft. cone (Con. save) |
| Red | Fire | 15 ft. cone (Dex. save) |
| Silver | Cold | 15 ft. cone (Con. save) |
| White | Cold | 15 ft. cone (Con. save) |
#### Take to the Skies
Beginning at 7th level, your bond with your companion has deepened, allowing you to engage in limited aerial combat. You and your dragon gain the following features:
***Dragon Rider.*** Thanks to the strength of your bond, your razorwing can now use its flying speed while you are mounted on it, but it must end its turn on the ground.
***Empowered Strikes.*** Once on each of your turns, when you or your razorwing hit the target of your *Marked for Death* feature, you can increase tha damage by one roll of your Quarry Die. Further, your companion's attacks count as magical for the purposes of overcoming resistance to nonmagical attacks and damage.
#### Draconic Fury
Starting at 11th level, fighting alongside your dragon unlocks more of the creature's potential. Your companion can now use its *Breath Weapon* and *Multiattack* actions.
In addition, your companion's flying speed increases to 60 feet, and it can remain airborne while you are riding it.
#### Bond of Flame and Iron
By 15th level, you have perfected your connection with your draconic companion. Your razorwing grows to Large size.
In addition, you and your companion gain the following benefits:
***Draconic Channeling.*** Whenever you cast a ranger spell that targets yourself, you can also choose to target your companion with that spell.
***Mighty Breath.*** The range of your razorwing's breath weapon increases to either a 30 foot cone or a 5 foot by 60 foot line (depending on its lineage.)
\pagebreakNum
___
> ## 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.
___
\columnbreak
['Aurelia Silverstar' by FondlyFramed](https://lh3.googleusercontent.com/drive-storage/AJQWtBMIBWmFb_lKhmxV6K2ARBCoaxpP8IO_kk5_elrVWyuxRIjvHpMgpjvfgGuzgy4a7uNuk1f5_v5ci6-6Ze8xIa_ydnVymYVY7xfimmQAPzew6g=w1918-h912?auditContext=forDisplay)
\pagebreakNum
### Torchbearer
*Rangers who follow the ways of the Torchbearer seek to bring the light of civilization to the darkest places of the world. Blessed with the gift of fire by the forge-god Errenthal, the rangers of this conclave are tasked with bringing the power and majesty of his gift to the furthest corners of Alerion, bringing light to the darkness and incinerating any who would threaten the unwary or the helpless.*
*Torchbearer rangers are most commonly seen patrolling the entrance to the Mount Erren temple in Eyria, defending its ancient halls from would-be raiders and despots. While most members of the Torchbearer order take little interest in the matters of revolution and independence, various conclaves of rangers who follow the Forge-Father's teachings have chosen to aid the Restoration, believing that reforging the soul of the nation through the restoration of Tynarath's line is the proper path for the nation to take.*
#### Company Spells
You gain Company Spells at the Ranger levels listed:
##### **Torchbearer Company Spells**
|Ranger Level | Spell |
|:------------:|:-----------------------------------------------------------------------|
| 3rd | *burning hands, sanctuary* |
| 5th | *continual flame, warding bond* |
| 9th | *branding smite, fireball* |
|13th | *fire shield, wall of fire* |
|17th | *dispel evil and good, flame strike* |
#### Ember Strike
Beginning at 3rd level, you can augment your weapons with flame that not only burns, but destroys other flames, absorbing their heat. As a bonus action, you can imbue up to two weapons you are holding with flame, which lasts for 1 minute or until you stop holding the weapon.
The first time each turn that you hit a target with a weapon attack using any imbued weapon, the attack deals additional fire damage equal to one roll of your Quarry Die. If the target is immune to fire damage and has a body or aura that deals fire damage when hit (such as fire elementals or kiln guardians) the attack deals cold damage instead.
#### Ashen Gift
Also at 3rd level, you have learned to channel protective magic into the fires you build. As a bonus action, when you ignite a fire used to provide warmth or light, such as a torch, campfire, or similar flame, you can imbue that fire with primal magic. If you do, creatures of your choice within 20 feet of the fire are considered to be under the effects of the protection from evil and good spell.
\columnbreak
#### Burning Spirit
Starting at 7th level, you have learned to endure the intense heat of the flames you wield, along with the toxic smoke and ash they bring. You gain resistance to fire damage, you have advantage on saving throws against poison, and you don't suffer disadvantage on attack rolls caused by your target being heavily obscured.
Also, you can use an action or bonus action on your turn to extinguish any nonmagical flames in a 10-foot cube that you can see within 30 feet of you.
#### Stoke the Flames
Starting at 11th level when you deal fire damage to a target using a spell or class feature, you can also deal that damage to each other creature of your choice within 10 feet of the target. You can only use this feature once per turn.
#### Warden of the Blaze
At 15th level, you learn how to use flames to defend yourself. When a creature that you can see within 5 feet of you hits you with a melee attack, you can use your reaction to fling sparks at the attacker. It must succeed on a Constitution saving throw against your ranger spell save DC or it is lit ablaze. Until a creature takes an action to douse the fire, it takes 1d10 fire damage at the start of each of its turns.
Additionally, creatures that are ablaze or deal fire damage when they are hit with a melee attack have disadvantage on melee attacks against you as long as you aren't incapacitated.
['Ranger Lord DnD Character' by Italo Mateus](https://www.artstation.com/artwork/q98z8L)
\pagebreakNum
## Ranger Spell List
##### 1st-level
- Alarm
- Animal Friendship
- Armor of Thorns APC
- Conjure Minor Trap APC
- Create Ammunition APC
- Create Poultice APC
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Elemental Ward APC
- Entangle
- Expose Weakness APC
- Feather Fall +
- Find Familiar
- Fog Cloud
- Goodberry
- Hunter’s Snare (I) APC
- Hunter's Strike APC
- Jump
- Lead the Way APC
- Longstrider
- Nurturing Touch APC
- Ranger's Resolve APC
- Skirmisher's Strike (I) APC
- Speak with Animals
- Thorn Burst (I) APC
\columnbreak
##### 2nd-level
- Animal Messenger
- Barkskin
- Blindness / Deafness +
- Darkvision
- Ear to the Ground APC
- Elemental Arrows (I) APC
- Find Companion APC
- Find Traps
- Flame Blade
- Heat Metal
- Imbue Ammunition APC
- Invisibility +
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Misty Step +
- Pass without Trace
- Pitfall APC
- Protection from Poison
- Reconnoiter APC
- Sharpshooter's Sight APC
- Silence
- Spike Growth
\columnbreak
##### 3rd-level
- Bivouac APC
- Conjure Animals
- Conjure Trap APC
- Daylight
- Fusillade (I) APC
- Haste +
- Nondetection
- Plant Growth
- Protection from Energy
- Skirmisher's Swiftness APC
- Speak with Plants
- Venom / Antivenom APC
- Water Breathing
- Water Walk
- Wind Wall
\columnbreak
##### 4th-level
- Conjure Woodland Beings
- Dispel Magic +
- Freedom of Movement
- Greater Invisibility +
- Hallucinatory Terrain +
- Find Greater Companion APC
- Locate Creature
- Stoneskin
##### 5th-level
- Apex Predator (I) APC
- Commune with Nature
- Endless Ammunition APC
- Greater Fusillade (I) APC
- Greater Restoration +
- Home Ground APC
- Primal Defiance APC
- Split Focus APC
- Tree Stride
- Whirlwind of Blades (I) APC
APC : New spell from the *Alerion Player's Compendium*
I : Instinct Spell
+ : New addition to the Ranger spell list
> ##### Other Spells
>
> The *Alerion Ranger* is compatible with other Ranger spells presented in officially published 5e material. It is recommended to allow Rangers in the *Alerion* campaign setting to have access to these spells.
['M20 Forest' by Alayna Danner](https://www.alayna.net/images/gallery/fullsize/mtg/m20forests.jpg)
\pagebreakNum
### New Ranger Spells
#### Armor of Thorns
*1st-level abjuration*
___
- **Casting Time:** One 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, whenever a creature hits you with a weapon attack or ends its turn within 5 feet of you, it takes 1d6 piercing damage.
At the start of each of your turns, if you are grappling a creature, you can deal 1d6 piercing damage to that creature.
___
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, your AC increases by an additional +1 for each spell slot level beyond 1st.
#### Apex Predator
*5th-level Transmutation*
___
- **Casting Time:** 1 bonus action
- **Range:** 30 feet
- **Target:** A willing creature you can see within range
- **Components:** V
- **Duration:** 1 minute
___
You become the ultimate hunter, filling yourself with primal resilience and predatory instincts. Until the spell ends, the target's movement speed increases by 30 feet, it gains resistance to nonmagical bludgeoning, piercing, and slashing damage, and its weapon attacks deal an additional 1d6 damage. If the target can cast spells, taking damage doesn't break its concentration.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
#### Bivouac
*3rd-level Evocation (Ritual)*
___
- **Casting Time:** 1 minute
- **Range:** Self (10-foot-radius hemisphere)
- **Target:** A 10-foot-radius around and above you
- **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, and other creatures have disadvantage on ability checks made to locate it.
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 supplied with enough Camp Supplies to supply its occupants for the spell's duration, as well as bedrolls, blankets, and other necessities of a Travel Refuge. In addition, the bivouac can be modified to have arrow slits or gunports (your choice) carved into its sides, allowing creatures inside to fire outwards. Creatures within the bivouac are considered to be within three-quarters cover.
#### Conjure Minor Trap
*1st-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 conjure a magical trap or snare for a creature of size Large or smaller. The trap's DC equals your spellcasting modifier. You determine the trap's appearance, its mechanism, and how it functions. A creature can spot the trap by making a Wisdom (Perception) check against the trap's DC.
Whenever a creature interacts with the trap, it must make a Dexterity saving throw against the trap's DC. On a failed save, the creature suffers 1d6 slashing, bludgeoning, or piercing damage (your choice, depending on the trap's mechanism,) and becomes restrained.
A creature can use its action to make a Strength check against the trap's save DC, freeing itself or another creature within its reach on a success. Each failed check deals 1d6 damage to the trapped creature.
#### Conjure Trap
*3rd-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 conjure a magical trap or snare for a creature of size Large or smaller. The trap's DC equals your spellcasting modifier. You determine the trap's appearance, its mechanism, and how it functions. A creature can spot the trap by making a Wisdom (Perception) check against the trap's DC.
Whenever a creature interacts with the trap, it must make a Dexterity saving throw against the trap's DC. On a failed save, the creature suffers 2d6 slashing, bludgeoning, or piercing damage (your choice, depending on the trap's mechanism,) and becomes restrained.
A creature can use its action to make a Strength check against the trap's save DC, freeing itself or another creature within its reach on a success. Each failed check deals 1d6 damage to the trapped creature.
#### 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, magically conjuring up to 5 pieces of the same type of ammunition into your hand or an appropriate container, such as a quiver or cartridge bag. The created ammunition is considered magical for the purpose of overcoming damage resistance or immunity but has no other special properties.
Any ammunition created by the spell vanishes at the end of the spell's duration.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you create an additional 5 pieces of ammunition for each spell slot level beyond 1st.
\pagebreakNum
#### Create Poultice
*1st-level Conjuration*
___
- **Casting Time:**: 1 bonus action
- **Range:** 90 feet
- **Components:** S, M (naturally gathered herbs and a cloth bandage)
- **Duration:** Instantaneous
_____
Using a combination of bushcraft and primal magic, you create a number of special healing poultices equal to your spellcasting modifier.
As an action, you can apply one of your poultices to a willing humanoid creature, expending the poultice in the process. Applying a poultice restores a number of hit points equal to 1d10 + your Ranger level. Alternatively, you can use a poultice to remove one condition or disease affecting the target.
Your poultices lose their potency if they have not been applied within 24 hours of the casting of this spell.
#### Ear to the Ground
*2nd-level transmutation*
___
- **Casting Time:**: 1 action
- **Range:** Touch
- **Components:** V, S, M (compact earth or a large stone)
- **Duration:** Concentration, up to 1 minute
____
You touch a willing creature. The target gains Tremorsense with a range of 30 feet for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
#### Elemental Arrow (Instinct)
*3rd-level transmutation*
___
- **Casting Time:**: 1 bonus action
- **Range:** Self
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute (Instantaneous if cast with Instinct Points)
____
You imbue your ammunition with elemental energy. Choose one of the following elements: acid, cold, fire, lightning, poison, or thunder. The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition transforms into a concentrated bolt of the chosen element. Make the attack roll as normal. The target takes 4d8 elemental damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. The ammunition then returns to its mundane form.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
***Instinctual Casting.*** When you cast this spell with your Instinct Points, the spell's casting time becomes instantaneous, it no longer requires concentration, and the spell's damage becomes 2d8 elemental damage on a hit or half as much damage on a miss.
\columnbreak
#### 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 create a magical ward around yourself, shielding yourself from incoming damage. Your AC increases by 1, and you gain resistance to the triggering damage type until the end of your next turn. Moreover, the next time you hit a creature with a weapon attack, it takes extra damage of the triggering type equal to twice your spellcasting modifier, and the spell ends.
***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.
#### Endless Ammunition
*5th level Transmutation*
___
- **Casting Time:** 1 bonus action
- **Range:** Touch
- **Components:** V, S, M (a quiver or cartidge pouch containing at least one piece of ammunition)
- **Duration:** Concentration, up to 1 minute
____
You transmute your quiver or cartridge pouch so it produces an endless supply of nonmagical ammunition.
On each of your turns until the spell ends, you can use your bonus action to make an additional ranged attack with your weapon. On a hit, the attack deals an additional 2d6 damage. Each time you make such a ranged attack, your quiver or cartridge box magically replaces the ammunition you used with a similar piece of nonmagical ammunition.
At the end of the spell's duration, any ammunition created by the spell is destroyed. Your quiver or cartridge pouch also loses its magical properties if it leaves your possession.
#### Expose Weakness
*1st-level divination*
___
- **Casting Time**: 1 bonus action
- **Range**: 90 feet
- **Components**: V
- **Duration**: Instantaneous
___
You select a creature within range and attempt to determine its weaknesses. Make a Wisdom (Survival) check. On a success, you learn one of the following attributes of your choice:
- The creature's movement speed.
- The creature's Strength, Dexterity, or Wisdom score (your choice)
- One damage resistance, immunity, or vulnerability the creature is subject to (your choice)
- Any special effects triggered when the creature takes damage, (such as fire damage halting its regeneration.)
- One martial ability (such as a fighting style) the creature knows
- The highest spell level the creature is capable of casting.
___
***At Higher Levels*:** When you cast this spell using a spell slot of 2nd level or higher, you learn an additional attribute for each spell slot level beyond 1st.
\pagebreakNum
#### Find Companion
*2nd level conjuration*
___
- **Casting Time**: 10 minutes
- **Range**: 30 feet
- **Target**: An unoccupied space within range
- **Components**: V S
- **Duration**: Instantaneous
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal animal companion, creating a long-lasting bond with it. Appearing in an unoccupied space within range, your companion takes on a form that you choose, such as a panther, a wolf, a giant eagle, or a black bear. (Your DM might allow other animals to be summoned as companions.)
Your companion has the statistics of the chosen form, though it is a celestial, elemental, or fey (your choice) instead of its normal type, and it loses its multiattack action if it has one. Additionally, if your companion has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
In combat, your companion shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. While in combat, you can make any spell you cast that targets only you also target your companion.
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.
\columnbreak
#### Fusillade
*3rd-level Conjuration*
___
- **Casting Time**: 1 action
- **Range**: Self (60-foot cone)
- **Components**: V,S,M (a thrown weapon or one piece of ammunition)
- **Duration**: Instantaneous
___
By throwing your weapon skyward or firing its ammunition, you cause a volley of identical weapons or ammunition to careen into your enemy's ranks. Make a ranged attack roll against each creature you can see within a 60-foot cone. A creature takes 4d6 damage on a hit, or half as much damage on a miss.
If the ammunition used as a component has any special properties (such as incendiary arrows or explosive shot,) then the duplicated ammunition also has these properties.
#### Greater Fusillade
*5th-level Conjuration*
___
- **Casting Time**: 1 action
- **Range**: Self (60-foot cone)
- **Components**: V,S,M (a thrown weapon or one piece of ammunition)
- **Duration**: Instantaneous
___
By throwing your weapon skyward or firing its ammunition, you cause a volley of identical weapons or ammunition to careen into your enemy's ranks. Make a ranged attack roll against each creature you can see within a 60-foot cone. A creature takes 8d6 damage on a hit, or half as much damage on a miss.
If the ammunition used as a component has any special properties (such as incendiary arrows or explosive shot,) then the duplicated ammunition also has these properties.
['M20 Forest' by Alayna Danner](https://www.alayna.net/images/gallery/fullsize/mtg/m20forests.jpg)
\pagebreakNum
#### Fusillade
*3rd-level Conjuration*
___
- **Casting Time**: 1 action
- **Range**: Self (60-foot cone)
- **Components**: V,S,M (a thrown weapon or one piece of ammunition)
- **Duration**: Instantaneous
___
By throwing your weapon skyward or firing its ammunition, you cause a volley of identical weapons or ammunition to careen into your enemy's ranks. Make a ranged attack roll against each creature you can see within a 60-foot cone. A creature takes 4d6 damage on a hit, or half as much damage on a miss.
If the ammunition used as a component has any special properties (such as incendiary arrows or explosive shot,) then the duplicated ammunition also has these properties.
#### Greater Fusillade
*5th-level Conjuration*
___
- **Casting Time**: 1 action
- **Range**: Self (60-foot cone)
- **Components**: V,S,M (a thrown weapon or one piece of ammunition)
- **Duration**: Instantaneous
___
By throwing your weapon skyward or firing its ammunition, you cause a volley of identical weapons or ammunition to careen into your enemy's ranks. Make a ranged attack roll against each creature you can see within a 60-foot cone. A creature takes 8d6 damage on a hit, or half as much damage on a miss.
If the ammunition used as a component has any special properties (such as incendiary arrows or explosive shot,) then the duplicated ammunition also has these properties.
#### 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
- **Range:** Self
- **Components:** V
- **Duration:** Concentration, up to 1 minute (Instantaneous if cast with Instinct Points)
The next time you hit a creature with a weapon attack before this spell ends, the target becomes surrounded by thorny magical vines that attempt to imprison it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 piercing damage and becomes restrained until the spell ends. If the target succeeds on the save, the target takes half damage, but the vines immediately wither and the spell has no effect. Further, the ground in a 5 foot radius of the target becomes magical difficult terrain until the spell ends.
At the start of each of its turns, the target or a creature adajacent to it can make a Strength check against your Spell Save DC to attempt to free itself. On a failed save, the target takes 1d6 additional piercing damage. On a successful save, the creature is freed, and the difficult terrain and vines wither away.
***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
***Instinctual Casting.*** When you cast this spell with your Instinct Points, the spell's casting time becomes instantaneous, it no longer requires concentration, and the restrained condition lasts until the start of your next turn.
#### 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:** Instantaneous
___
You brandish a weapon or piece of ammunition and fill it with primal magic, allowing you to mark your prey for yourself and your allies. The next time you hit a creature with the weapon or ammunition used in the spell's casting, your attack deals an additional 2d6 force damage. Additionally, your target becomes marked by a feint aura of light which only you can see, which grants advantage on attack rolls made against the creature until the start of your next turn. You can see the aura even if the target is behind partial cover.
***At Higher Levels.*** At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
\pagebreakNum
#### 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 can imbue up to 10 standard arrows, crossbow bolts, or firearm cartridges with elemental magic. For each piece of ammunition, choose one of the following effects:
* ***Imbue Acid*.** When a creature is hit by this ammunition, it takes an additional 1d6 acid damage. Additionally, the target suffers a penalty to its next attack roll equal to the amount of additional damage dealt this way.
* ***Imbue Fire*.** When a creature is hit by this ammunition, it takes an additional 1d6 fire damage. Additionally, the target must make a Constitution saving throw. On a failed save, the target takes that damage again at the end of their next turn.
* ***Imbue Ice*.** When a creature is hit by this ammunition, it takes an additional 1d6 cold damage. Additionally, the target's movement speed is reduced by 10 feet until the start of its next turn.
* ***Imbue Lightning*.** When a creature is hit by this ammunition, it takes an additional 1d6 lightning damage, and another creature within 10 feet of the target also takes this damage.
* ***Imbue Poison*.** When a creature is hit by this ammunition, it takes an additional 1d6 poison damage. Additionally, the target's flying and climbing speeds is reduced by 10 feet until the start of its next turn.
* ***Imbue Thunder.*** When a creature is hit by this ammunition, it takes an additional 1d6 thunder damage. Additionally, the target is pushed 15 feet away from you in a straight line.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can imbue up to 5 additional pieces of ammunition for each slot level above 2nd.
#### 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, the target can roll a d4 and add the number rolled to an Intelligence (Nature) check, a Wisdom (Survival) check, or a Wisdom saving throw. The spell then ends.
____
**At Higher Levels:** This spell's die increases when you cast this spell using a spell slot of 2nd level or higher: to a d6 at 2nd level, a d8 at 3rd level, a d10 at 4th level, and a d12 at 5th level.
\columnbreak
#### 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, filling them with vitality. The target gains one of the following effects:
- The target is cured of the Poisoned condition and has advantage on saving throws against being poisoned.
- The target gains a number of temporary hit points equal to 1d4 + your spellcasting modifier.
- The target is cured of one disease afflicting it.
- The target regains a number of hit points equal to 1d4 + your spellcasting modifier.
- The target gains resistance to one damage type of your choice.
***At Higher Levels:*** When you cast this spell using a spell slot of 2nd-level or higher, you can choose an additional effect for each spell slot level beyond 1st.
#### Pitfall
*2nd-level conjuration*
___
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a trowel)
- Duration: Instantaneous
____
You remove four 5-foot cubes of terrain from the surrounding environment. You may arrange these four cubes however you want, but they must be contiguous.
If you remove the earth beneath a creature, it must succeed on a Dexterity saving throw or fall into the pit. If a creature does, it falls prone.
While the removal of the earth does not disturb the surrounding terrain, it does not prevent the side-effects of its spontaneous absence. You cannot remove dirt more than 5 feet beneath an unwilling creature.
*At Higher Levels.* When you cast this spell using a spell slot of 3rd-level or higher, you can remove another four cubes for each slot level above 2nd.
#### Primal Defiance
*5th level Transmutation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V S M
- **Duration:** Concentration, up to 10 minutes)
___
You fill yourself with a savage resolve, allowing you to shrug off even the most ferocious blows. For the spell's duration, if you would be reduced to 0 hit points, you can instead fall to a number of hit points equal to your spellcasting modifier.
Moreover, for the spell's duration, you have resistance to nonmagical bludgeoning, piercing, and slashing damage.
\pagebreakNum
#### Ranger's Resolve
*1st-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
___
You imbue creatures within 30 feet who can see and understand you with a determination to persevere. For the duration, each creature of your choice can add your Wisdom modifier to their ability checks and saving throws.
In addition, creatures within 30 feet of you are immune to being charmed and frightened for the duration of the spell.
#### 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. For the spell's duration, 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.)
You can use this feature to detect multiple groups of creatures. If you do, you learn the direction and distance to each group of enemies you have detected.
***At Higher Levels:*** When you cast this spell using a spell slot of 3rd-level or higher, you learn an additional attribute for each spell slot level beyond 2nd.
\columnbreak
#### Sharpshooter's Sight
*2nd-level Transmutation*
____
- **Casting Time**: 1 bonus action
- **Range:** Self
- **Components:** S
- **Duration:** Concentration, up to 1 minute
___
Your eyesight becomes heightened, allowing you to perceive your surroundings, as well as nearby enemies, with incredible detail. For the duration, you gain two of the following benefits:
- Once on each of your turns, when you miss with a weapon attack roll, you can choose to reroll it. If you do, you must use the second result.
- You can take the Search action as a bonus action on your turn.
- You get a +2 bonus to your Dexterity-based ability checks and saving throws.
- You get a +2 bonus to your weapon attack rolls.
- You get a +2 bonus to your passive Wisdom (Perception) score.
***At Higher Levels*:** When you cast this spell using a spell slot of 3rd-level or higher, you learn an additional attribute for each spell slot level beyond 2nd.
#### Skirmisher's Step
*2nd-level illusion*
___
- **Casting Time**: 1 action
- **Range:** Self
- **Components:** S,M (a bit of fur from a wolf or similar predator)
- **Duration:** Concentration, up to 1 minute
___
You channel primal magic into your steps, For the duration, whenever you move at least 10 feet during your turn, you are considered heavily obscured.
Moreover, the first time you take the Dash or Disengage action on your turn before the spell ends, you can make one weapon attack as a bonus action. The spell then ends.
['M20 Forest' by Alayna Danner](https://www.alayna.net/images/gallery/fullsize/mtg/m20forests.jpg)
\pagebreakNum
#### Skirmisher's Strike
*1st-level transmutation (Instinct)*
___
- **Casting Time**: 1 action
- **Range**: Self
- **Components**: V
- **Duration**: Concentration, up to 1 minute (Instantaneous if cast with Instinct Points)
___
You fill yourself with the alacrity of an apex 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 in any direction without expending any of your movement. 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 1d8 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 1d6.
#### Split Focus
*5th-level abjuration*
___
- **Casting Time**: 1 reaction, which you take when you cast a second spell that requires concentration
- **Range:** Self
- **Components:** V
- **Duration:** Special
___
Focusing primal magic into yourself, you find the inner strength to do the impossible. Until this spell ends, you can concentrate on up to two other spells that require concentration. If you fail any Constitution saving throw to maintain concentration, both spells you are concentrating on (as well as this spell) immediately end. This spell also ends if you stop concentrating on either of the spells you have already cast.
#### Thorn Burst
*1st-level transmutation*
___
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, M (a piece of ammunition or a thrown weapon)
- **Duration**: Concentration, up to 1 minute (Instantaneous if cast with Instinct Points)
The next time you hit a creature with a ranged weapon attack before the spell ends, a spray of thorns bursts from your ammunition, spraying the surrounding area with something similar to grapeshot. Each creature in a 15-foot cone originating from the initial target must make a Dexterity saving throw. A creature takes 2d10 piercing damage on a failed save, or half as much on a success.
The weapon or piece of ammunition is then destroyed.
___
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the spell's damage increases by 1d10 for each spell slot level beyond 1st.
**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 1d10.
#### Venom/Antivenom
*2nd level Transmutation*
___
- **Casting Time:** 1 action
- **Range:** Self (30-foot radius)
- **Components:** V, S, M (The fang of a venomous snake)
- **Duration:** Instantaneous
___
You imbue a flask of liquid with either a strong poison or a healing antidote. As an action, you can apply poison to food, drink, a melee weapon, or up to 5 pieces of ammunition, or administer an antidote to a willing creature.
When a creature ingests the poison or is struck by a poisoned weapon, it must make a Constitution saving throw. On a failed save, the target becomes Poisoned for one hour.
When an antidote is ingested, the target is cured of the Poisoned condition.
You can create a number of poisons or antidotes equal to your spellcasting modifier. Any poison or antidote loses its potency if it has not been used within 24 hours.
#### Whirlwind Strike
5th-level conjuration
- **Casting Time:** 1 action
- **Range:** 5 feet
- **Components:** S, M (a melee weapon worth at least 1 sp)
- **Duration:** Instantaneous
You strike down your foes, cleaving through their lines with ease. Choose any number of creatures you can see within your weapon's range. Make a melee weapon attack against each target. On a hit, a target takes 2d12 force damage in addition to the weapon's damage. Any creature hit by the attack must make a Wisdom saving throw. On a failed save, the target becomes Frightened of you until the end of your next turn.
You can then move up to your speed without provoking opportunity attacks.