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Alternate Ranger

The document describes the Ranger class in a fantasy role-playing game, detailing their role as guardians of civilization and experts in survival. It outlines their abilities, training methods, and features such as spellcasting, fighting styles, and unique skills known as Knacks. Additionally, it provides a breakdown of Ranger levels, abilities, and the importance of maintaining the balance between civilization and nature.

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0% found this document useful (0 votes)
5 views21 pages

Alternate Ranger

The document describes the Ranger class in a fantasy role-playing game, detailing their role as guardians of civilization and experts in survival. It outlines their abilities, training methods, and features such as spellcasting, fighting styles, and unique skills known as Knacks. Additionally, it provides a breakdown of Ranger levels, abilities, and the importance of maintaining the balance between civilization and nature.

Uploaded by

ebengraf991
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Alternate Ranger

The
Ranger
As the graying man made his
way through the underbrush of the
forest his faded green cloak made him
nearly invisible. The monstrously large
troll he had been stalking through the
night had finally stopped to rest. As the
great brute lay down to sleep, the silent
green shape emerged from the trees to
snuff out the life of the hideous monster.
As the massive blue dragon descended
upon the small town, a small half-elven man
rolled out of the path of a blast of lightning.
With the small hairs on the back of his neck
still standing up from the residual electricity,
the practiced hunter nocked an arrow and let
it fly in the direction of the terrible beast. As the
dart struck, the dragon let out a horrible roar and
plummeted to the ground landing in a broken heap.
As the fearsome owlbear lumbered toward the tiny
hamlet that she called home, a small halfling whistled to
her companion in the brush. At her signal, a giant dog that
seemed to be more fur than anything else leaped out from
hiding and stood defiantly in front of the owlbear. Distracted
by her partner, the owlbear was caught completely unawares
by the diminutive ranger. Once their foe was unconscious, the
halfling and her dog released the owlbear miles away where
it could live without menacing the town they protected. Creating
All three of the adventurers described here are considered Your Ranger
Rangers, wild wanderers, and defenders of the natural world.
Consider the nature of your Ranger's training. Did you train
Defenders of Balance with a mentor, wandering the wilds together, learning all you
Rangers spend their lives between two worlds. On one hand, could? Or did you forge your primal connection to the natural
they stand as guardians of civilization, protecting those who world on your own? What is it that motivates your Ranger?
dwell on the edges of society. On the other, rangers are expert Do you have a vendetta against a certain type of monster? Are
survivalists, deeply acquainted with the flora and fauna of the you a warrior of the wild who feels more comfortable in the
natural world. Rangers protect the balance between society silence of the forest than in city streets or sleepy towns?
and the wilderness. When a wild creature wanders from its No matter their origin, almost all Rangers take up a life of
natural habitat, Rangers will track it down before it can harm adventuring to impart their knowledge of the wild to the next
innocent farmers and travelers. When people encroach upon generation. Often, in their later years, these wild warriors will
the wilderness, Rangers will push back against industry and take on an apprentice, passing on all their knowledge so that
expansion that doesn't respect the natural balance. the safety of the wilderness is secured for years to come.
Rangers dedicate their lives to guarding the places where
civilization and the wilderness meet, never fully joining either
of the worlds that they spend their lives defending. Multiclassing and the Ranger
If your group uses the optional multiclassing rule,
Prepared for Anything here's what you need to know when you choose to
take your first level in the Ranger class.
Ready to face any challenge, Rangers are survivalists at their Ability Score Minimum. As a multiclass character,
core. The wilderness is a harsh place, and those who cannot you must have a minimum 13 in both Wisdom and
adapt to their surroundings die. In the wild, Rangers learn to Dexterity (or Strength) to take a level in this class,
be adaptable. Drawing on their knowledge of the natural or to take a level in another class if you're a Ranger.
world, their connection to primal magic, and the skills passed Proficiencies Gained. If Ranger is not your initial
down to them by their mentors, there is rarely a challenge a class, you gain proficiency in light armor, medium
Ranger cannot overcome with enough time to prepare. armor, shields, simple and martial weapons, and a
Each Ranger has their own philosophy on how they fit into skill of your choice from the Ranger class list.
the interconnected web that is the natural world. Some view Spell Slots. Add half your levels (rounded down)
in the Ranger class to the appropriate levels from
themselves as apex predators, using their marital skills and other classes to determine available spell slots.
ruthless hunting abilities to keep the wild in line. Others see
themselves as humble servants of the natural world.
The Ranger
Knacks Quarry
Level PB Features Known 1st 2nd 3rd 4th 5th Die
1st +2 Fighting Style, Knacks 1 — — — — — —
2nd +2 Ranger's Quarry, Spellcasting 2 2 — — — — d4
3rd +2 Ranger Conclave 3 3 ─ ─ — — d4
4th +2 Ability Score Improvement 3 3 ─ ─ — — d4
5th +3 Extra Attack, Feral Senses 3 4 2 ─ — — d4
6th +3 ─ 4 4 2 ─ — — d6
7th +3 Conclave Feature 4 4 3 ─ — — d6
8th +3 Ability Score Improvement 4 4 3 ─ — — d6
9th +4 ─ 5 4 3 2 — — d6
10th +4 Tireless 5 4 3 2 — — d8
11th +4 Conclave Feature 5 4 3 3 — — d8
12th +4 Ability Score Improvement 6 4 3 3 — — d8
13th +5 ─ 6 4 3 3 1 — d8
14th +5 ─ 7 4 3 3 1 — d10
15th +5 Conclave Feature 7 4 3 3 2 — d10
16th +5 Ability Score Improvement 8 4 3 3 2 — d10
17th +6 ─ 8 4 3 3 3 1 d10
18th +6 Feral Senses 9 4 3 3 3 1 d12
19th +6 Ability Score Improvement 9 4 3 3 3 2 d12
20th +6 Foe Slayer 10 4 3 3 3 2 d12

Class Features Fighting Style


Hit Points At 1st level, you learn one Fighting Style of your choice from
Hit Dice: 1d10 per Ranger level the list at the end of this class description. To learn a Fighting
Hit Points at 1st Level: 10 + your Constitution modifier. Style, you must meet any prerequisites it has, and you cannot
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution learn the same Fighting Style more than once.
modifier per Ranger level after 1st. When you gain a level, you can replace this Fighting Style
with another Fighting Style available to the Ranger class.
Proficiencies
Armor: Light armor, medium armor, shields Knacks
Weapons: Simple weapons, martial weapons In the wild, you glean bits of knowledge, known as Knacks, to
Tools: None bolster your hunting, tracking, and survival skills. At 1st level,
Saving Throws: Strength, Dexterity you know one Knack of your choice from the list at the end of
Skills: Choose three from Animal Handling, Athletics, this class. To learn a Knack, you must meet any prerequisites
Insight, Investigation, Medicine, Nature, Perception, it may have, such as proficiency in a skill or Ranger level.
Sleight of Hand, Stealth, and Survival. When you gain a Ranger level, you can replace one Knack
Equipment
you know with another Knack of your choice, so long as you
meet its prerequisites. You cannot replace a Knack if it is the
As a Ranger, you start with the following equipment, in prerequisite for another Knack that you know.
addition to the equipment granted by your background: At certain Ranger levels, you learn additional Knacks, as
(a) chain shirt and a shield or (b) leather armor shown in the Knacks Known column of the Ranger table.
(a) two shortswords or (b) two simple melee weapons
(a) a longbow and 20 arrows or (b) a martial weapon
(a) a dungeoneer's pack or (b) an explorer's pack What is a Ranger?
For as long as the Ranger has existed as an option
Quick Build in D&D, players have debated this question. With
You can make a Ranger quickly by using these suggestions: the Alternate Ranger, you answer that question for
First, make Dexterity your highest ability score, followed by yourself, customizing your Ranger using Knacks.
your Wisdom. Second, choose the Outlander background.
Ranger's Quarry Spellcasting Ability
Your power is drawn from your bond with nature, so Wisdom
You can hone in on a foe like the great wild predators. At 2nd is your spellcasting ability. Use Wisdom when a spell refers to
level, you can use your bonus action to mark one creature you Spellcasting ability, your Spell save DC, or a spell attack roll:
can see as your Quarry, gaining certain benefits against it:
Spell save DC = 8 + your Proficiency Bonus
Any time you hit your Quarry with an attack, you deal + your Wisdom modifier
bonus damage equal to your Quarry Die, which is a d4.
If you make an ability check to track, analyze, or recall Spell attack modifier = your Proficiency Bonus
knowledge about it, add your Quarry Die to your roll. + your Wisdom modifier
The creature remains your Quarry for 1 hour. The benefits Ranger Conclave
end early if the Quarry is slain, or you mark another creature. At 3rd level, you choose your Conclave, a loose association of
If a feature uses your Quarry Die, always roll the Quarry Die. Rangers who share similar goals, from the following options:
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once), then you must expend a Beast Master Fey Wanderer Planar Warden
spell slot to use it again. You regain one use each time you
finish a short rest, and all uses when you finish a long rest. Deep Stalker Hunter Spellbreaker
At certain levels, the size of your Quarry Die increases, as Drake Guard Monster Slayer Swarm Keeper
shown in the Quarry Die column of the Ranger class table.
Your Conclave grants features at 3rd, 7th, 11th, and 15th
Spellcasting level. All Conclave features use your Ranger Spell save DC.
Also at 2nd level, you learn to channel the primal magic of the Conclave Spells
natural world to enhance your survival and combat skills: Ranger Conclaves have a list of Conclave Spells you always
Preparing & Casting Spells have prepared once you reach the Ranger levels noted in that
During a long rest, you must spend 1 hour preparing the list Conclave's description. These Spells count as Ranger spells
of Ranger Spells that are available for you to cast. Choose a for you, but they do not count against the spells you prepare.
number of spells equal to your Wisdom modifier + half your Ability Score Improvement
Ranger level, rounded down. To prepare a spell, it must be of
a level for which you have spell slots. When you reach 4th level, you can increase one of your ability
The Ranger class table shows the number and level of the scores by 2, or two of your ability scores by 1. You cannot use
spell slots you have to cast your spells. To cast a Ranger spell this feature to increase your ability scores above 20. You gain
of 1st-level or higher, you expend a slot of that spell's level or this feature again at 8th, 12th, 16th, and 19th level.
higher. You regain all spell slots when you finish a long rest.
Extra Attack
Spellcasting Focus
You can use a Druidic Focus as the spellcasting focus for your Beginning at 5th level, you can attack twice, instead of once,
Ranger spells. See the Player's Handbook for example foci. whenever you take the Attack action on your turn. Moreover,
if you use your action to cast a Ranger spell, you can make a
Ritual Casting single weapon attack with your bonus
You can cast any Ranger spell you have prepared as a action on that same turn.
Ritual, so long as that spell has the Ritual tag.
Feral Senses
You hunt with the skill of an apex predator.
At 5th level, you cannot have disadvantage
on attack rolls against your Quarry.
When you reach 18th level, you cannot
have disadvantage on attack rolls against
any target that is within 30 feet of you.
Tireless
You are always prepared to hunt, never letting foes rest.
Beginning at 10th level, you regain all uses of Ranger's
Quarry whenever you finish a short or long rest.
Foe Slayer
At 20th level, your skill rivals the great hunters of legend.
When you hit your Quarry with a weapon attack, you can
end your mark to cause it to deal the maximum possible
damage, instead of rolling.
Should this special attack reduce your Quarry to 50
hit points or fewer, it must make a Constitution saving
throw or be instantly reduced to 0 hit points.
Fighting Styles
Below is the list of Fighting Styles available to Rangers.
To learn a Fighting Style you must meet its prerequisites:
Archery
Prerequisite: Dexterity of 13 or higher
You gain a +1 bonus to attack rolls with ranged weapons,
and your attacks with ranged weapons ignore half-cover
and treat three-quarters cover as half cover.
Balanced Fighting
When wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to weapon damage
rolls. You can use a shield and still gain this benefit. Mariner
Prerequisite: proficiency in Athletics
Defensive Fighting When you are not wearing heavy armor or a shield, you have
When you are wearing medium armor, heavy armor, a swimming speed equal to your walking speed, and you gain
or a shield you gain a +1 bonus to your Armor Class. a +1 bonus to your Armor Class.
Dual Wielding Mountaineer
Prerequisite: Strength or Dexterity of 13 or higher Prerequisite: proficiency in Athletics
While two-weapon fighting, you make your off-hand attack So long as you are not wearing heavy armor or a shield, you
as part of the Attack action instead of your bonus action, and have a climbing speed equal to your walking speed, and you
you add your ability modifier to the damage of this attack. You gain a +1 bonus to your Armor Class.
cannot also make an attack with your bonus action that turn. Also, whenever you take falling damage, you can use your
Featherweight Fighting
reaction to reduce the damage by twice your level.
Prerequisite: Dexterity of 13, proficiency in Acrobatics Strongbow
While you are unarmed or wielding only light weapons, and Prerequisite: Strength of 13 or higher
are not wearing medium or heavy armor, your walking speed You can use your Strength modifier, in place of Dexterity, for
increases by 10 feet, and you gain a +1 bonus to your damage attack and damage rolls with longbows and shortbows. When
rolls with light melee weapons and unarmed strikes. you do so, you gain a +1 to damage rolls with those weapons.
Hurler Versatile Fighting
Prerequisite: Strength or Dexterity of 11 Prerequisite: Strength or Dexterity of 11 or higher
You can draw a Thrown weapon as part of each ranged attack While wielding a single versatile weapon and no shield, you
you make, and the Range of your thrown attacks is doubled. gain a +1 bonus to your attack rolls with that weapon. While
When wielding only Thrown weapons, you can make one doing so, you can use your bonus action to make a grapple or
ranged attack with a Thrown weapon as a bonus action. shove attack, or to take the Use an Object action.
Naturalist II
Knacks Prerequisite: 9th-level Ranger, Naturalist I
Below are the Knacks available to Rangers. If a Knack has a Your understanding grants you a mystical connection to the
prerequisite, you can learn it at the same time that you meet natural world. At the end of each short or long rest, you gain
it them. Knacks use your Spell save DC for saving throws: benefits as if you had cast the commune with nature spell.
Alpine Adept Natural Regeneration
Prerequisite: proficiency in Athletics Prerequisite: 3rd-level Ranger
You are an expert climber. You gain a 30-foot climbing speed During a short rest, you can recover spell slots of a combined
and Resistance to bludgeoning damage you take from falling. level equal to your Wisdom modifier (minimum one 1st-level).
If you already have a climbing speed, it increases by 10 feet. Once you regain spell slots in this way, you must complete
Finally, you can add double your Proficiency Bonus to any a long rest before you can use this feature again.
Athletics checks that you make.
Slayer I
Aquatic Adept Prerequisite: 3rd-level Ranger, proficiency in Perception
Prerequisite: proficiency in Athletics When you hit a creature with an attack, you can mark it as
You can swim through the water like a native creature of the your Quarry, expending a use of Ranger's Quarry as normal,
sea. You gain a swimming speed of 30 feet, and you can hold and applying the bonus damage and other benefits on hit.
your breath for twice as long underwater. If you already have Finally, you can add double your Proficiency Bonus to any
a swimming speed, it increases by 10 feet. Perception checks that you make.
Finally, you can add double your Proficiency Bonus to any
Athletics checks that you make. Slayer II
Favored Foe
Prerequisite: 6th-level Ranger, Slayer I
Your tracking abilities have become supernaturally accurate.
You are especially adept at studying, tracking, and hunting a You can mark a creature as your Quarry by studying signs of
specific type of enemy. Choose one creature type, two races its passing, like tracks, left within the past 24 hours.
of Humanoid (such as Gnolls and Orcs), or one organization Also, when you mark a creature as your Quarry, the mark
(like a thieves' guild or an evil cult) as your Favored Foe. lasts indefinitely and only ends if you mark another creature.
When you make an ability check to recall knowledge, hunt,
or track a Favored Foe, treat a d20 roll of 9 or lower as a 10. Slayer III
You can learn this Knack more than once, but you choose Prerequisite: 14th-level Ranger, Slayer I, II
a new Favored Foe each time that you learn it. Once on each of your turns when you hit your Quarry with an
attack, you can force it to make a Constitution saving throw.
Herbalist I On a failed save, you choose if it is Blinded, Deafened, unable
Prerequisite: proficiency in Medicine to speak, or Restrained until the start of your following turn.
You have an extensive knowledge of plants and their healing
properties. You gain proficiency with Herbalism Kits, and you Stalker I
automatically succeed on Medicine checks made to stabilize Prerequisite: proficiency in Stealth
creatures at 0 hit points if you use a Herbalism Kit. You are a master at remaining undetected in the wilderness.
Finally, you can add double your Proficiency Bonus to any You have advantage on Stealth checks you make to hide while
Medicine or Herbalism Kit checks that you make. you are in natural environments.
Finally, you can add double your Proficiency Bonus to any
Herbalist II Stealth checks that you make.
Prerequisite: 3rd-level Ranger, Herbalist I
You have learned to use natural plants and herbs to create Stalker II
healing salves. Over the course of a long rest, you can spend Prerequisite: 3rd-level Ranger, Stalker I
1 hour using a Herbalism Kit to create one potion of healing, You have learned to hunt your prey while remaining unseen.
which retains its potency until the end of your next long rest. You can take the Hide action as a bonus action on your turn.
Herbalist III Stalker III
Prerequisite: 6th-level Ranger, Herbalist I, II Prerequisite: 9th-level Ranger, Stalker I, II
When you use your Herbalism Kit to craft potions of healing You cannot be tracked, even by magic. You are always under
during a long rest, you craft a number of these potions equal the effects of the nondetection spell, and you can't be tracked
to 1 + your Wisdom modifier (minimum of 2). by Divination magic or magical means unless you wish to be.
Naturalist I Stalker IV
Prerequisite: proficiency in Nature Prerequisite: 14th-level Ranger, Stalker I, II, III
You are an intuitive scholar of the wild. You use Wisdom, in Your mythic skill allow you to become undetectable. Any time
place of Intelligence, for Nature checks. Also, you can use a you take a Hide action, you, and anything you are wearing or
bonus action on each turn to make a Nature check to recall carrying, becomes invisible until the start of your next turn.
knowledge about one Beast or Plant you can see. This effect instantly ends if you Cast a Spell, or you attack
Finally, you can add double your Proficiency Bonus to any or force a creature to make an ability check or saving throw.
Nature checks that you make.
Strider I Survivor II
Prerequisite: proficiency in Survival Prerequisite: 9th-level Ranger, Survivor I
You ignore the effects of difficult terrain imposed by natural Your body can rapidly recover from injury. When you expend
environments, you cannot become lost so long as you can see a Hit Die to regain hit points, you regain additional hit points
the night sky, and you and up to 10 creatures who travel with equal to your Wisdom modifier (minimum of 1 hit point).
you don't have travel slowed by natural difficult terrain.
Finally, you can add double your Proficiency Bonus to any Survivor III
Survival checks that you make. Prerequisite: 14th-level Ranger, Survivor I, II
When you make a death saving throw, you add your Wisdom
Strider II modifier to the roll (minimum of +1). If the result of your roll
Prerequisite: 3rd-level Ranger, Strider I is 20 or higher, it is as if you had rolled a 20 on the d20.
Once in your sights, you pursue your foes relentlessly. You
can take the Dash action as a bonus action on your turn. Trapper I
Prerequisite: proficiency in Sleight of Hand
Strider III You craft traps from materials on hand. You also add double
Prerequisite: 6th-level Ranger, Strider I, II your Proficiency Bonus to your Sleight of Hand checks. The
You can surmount almost any obstacle that would block your Traps you create use the following rules:
path. Your walking speed increases by 10 feet, and you ignore Crafting a Trap. Over the course of 1 hour, which can be
the effects of difficult terrain imposed by any spell, magical during a short or long rest, you use a knife, natural materials,
phenomena, or any other supernatural effect. and 10 feet of rope to craft one Trap. It remains usable until
the end of your next long rest, when it breaks down.
Strider IV Setting a Trap. As an action, you can place one Trap in an
Prerequisite: 14th-level Ranger, Strider I, II, III adjacent, unoccupied 5-foot space. The first Large or smaller
You move through the world unhindered by even the most creature that moves into the Trap's space must succeed on a
powerful magic and restraints. You are always under the Dexterity saving throw or become Restrained by the Trap.
effects of a freedom of movement spell while conscious. As an action, the Restrained creature, or a creature within
Student of the Wild 5 feet, can make a Strength check (DC is your Spell save DC).
Time in the wild has honed your skills. You gain proficiency On a success, the creature is freed and the Trap is destroyed.
in two skills of your choice from the Ranger class skill list. Hiding a Trap. As an action (separate from setting it), you
You can learn this Knack more than once, but you choose can hide a Trap. Creatures have disadvantage on their saving
two new Ranger class skills each time that you learn it. throws against Traps if they are unaware of them. To detect a
hidden Trap, a creature must make a successful Investigation
Survivor I or Perception check against your Spell save DC.
Prerequisite: 6th-level Ranger Trapper II
Your time in the wilds has hardened your body. As a bonus Prerequisite: 6th-level Ranger, Trapper I
action on your turn, you can grant yourself temporary hit Your skills as a Trapper have grown. So long as you have
points equal to your Constitution enough natural material and rope, you can craft up
modifier (minimum of 1). to three Traps in 1 hour, and once you set your
Traps, they last until triggered or destroyed.
Wild Insight I
Prerequisite: proficiency in Insight
You can verbally communicate with and understand Beasts.
However, when communicating with a Beast, its awareness
and ability to recall knowledge is limited by its Intelligence.
Finally, you can add double your Proficiency Bonus to any
Insight checks that you make.
Wild Insight II
Prerequisite: 3rd-level Ranger, Wild Insight I
Your bond with the wild allows you to conjure bestial spirits.
You always have the conjure familiar ll spell prepared, but it
doesn't count against the spells you prepare each day. When
you cast conjure familiar, its creature type is always Fey.
Ranger Spell List
Below are the spells available to Rangers, by spell level.
They are from the Player's Handbook, Xanathar's Guide
to Everything *, and Tasha's Cauldron of Everything **.
Ritual Spells are marked below with the (r) tag.
Spells marked ll can be found in the laserllama Spell
Compendium, which includes new and alternate spells.
1st-Level 3rd-Level
absorb elements * conjure elemental ll
alarm (r) conjure fey ll
animal friendship conjure volley ll
beast bond ll daylight
create snare ll dispel magic
cure wounds elemental bane ll
detect magic (r) elemental weapon
detect poison & disease flame arrows ll
ensnaring strike ll grasping vine ll
entangle lightning arrow ll
fog cloud meld into stone (r)
goodberry ll nondetection
hail of thorns ll plant growth
jump ll protection from energy
longstrider revivify
purify food & drink speak with plants
speak with animals (r) tiny hut (r) ll
zephyr strike * water breathing (r)
water walk (r)
2nd-Level wind wall *
aid
animal messenger (r) 4th-Level
barkskin ll death ward ll
beast sense (r) divination (r)
conjure beast ll dominate creature ll
cordon of arrows ll freedom of movement
darkvision guardian of nature *
enhance ability stoneskin
gust of wind wall of thorns ll
healing spirit
locate creature (r) ll 5th-Level
magic weapon ll awaken Additional Ranger Options
pass without trace ll commune with nature (r)
protection from poison steel wind strike ll Looking for more options for the Alternate Ranger?
restoration ll swift quiver ll Check out the Alternate Ranger: Expanded for five
silence (r) tree stride additional Fighting Styles, fourteen more Knacks to
spike growth wrath of nature * learn, Ranger-specific Feats, and eleven Conclaves!
Wild Empathy
Ranger Conclave 3rd-level Beast Master Conclave feature
Choose the Concalve from the following options that best Your Primal Beast marks you as a friend to all animals. You
represents your Ranger's training, goals, and combat style: gain proficiency in Insight and learn Wild Insight I. It can't be
Beast Master Fey Wanderer Planar Warden
replaced, but it doesn't count against your Knacks Known.
If you already know Wild Insight I, you learn another
Deep Stalker Hunter Spellbreaker Knack of your choice that you meet the prerequisites for.
Drake Guard Monster Slayer Swarm Keeper Bestial Focus
7th-level Beast Master Conclave feature
Beast Master Ranger and Beast hunt in deadly tandem. Your Primal Beast
In their role as guardians of nature, some Rangers form deep gains all the benefits of your Ranger's Quarry, including any
connections with the beasts of the wild. In recognition of this Knacks you know that enhance it.
relationship, great spirits of the wild known as Primal Beasts Your Primal Beast's Natural Weapon attacks also count as
will seek out such Rangers and form a primal bond. Together, magical for overcoming Resistances and Immunities.
Master and Beast stand together to defend the natural world. Exceptional Training
Beast Master Spells 11th-level Beast Master Conclave feature
3rd-level Beast Master Conclave feature You are able to draw out the full ferocity of your Primal Beast.
You always have certain spells prepared at the Ranger levels Once per turn when you order your Primal Beast to use one
in the table below. The spells count as Ranger spells for you, of the attacks its stat block, it can make two attacks.
but they don't count against the spells you prepare each day: Primal Bond
Ranger Level Spell 15th-level Beast Master Conclave feature
3rd animal friendship, beast bond ll The mystical power which binds you and your Primal Beast
together has reached its apex. When you cast a Ranger spell
5th beast sense, warding bond that targets only yourself, your Primal Beast also gains the
9th haste, protection from energy benefits of that spell, as long as it is within 30 feet.
13th death ward ll, freedom of movement
17th awaken, commune with nature

Primal Beast
3rd-level Beast Master Conclave feature
You have entered a mystical bond with a Primal Beast.
It is Friendly to you, and uses the following rules:
Statistics. Choose a stat block on the next page
that best reflects the nature of the Primal Beast:
Beast of the Cave, Land, Sea, or Sky. It uses
your Proficiency Bonus (PB), Quarry Die,
and Spell save DC for saving throws.
Combat. In combat, your Beast
acts during your turn. As a bonus
action, you can order it to take an
action in its stat block, or another
action. If you take the Attack action,
you can forgo one attack to order your
Beast to attack instead. The Beast can move and use
its reaction on its own, but will only take the Dodge
action unless you give it an order.
If you are Incapacitated, the Beast acts on its own,
and will defend you and itself to the best of its ability.
Primal Shift. During a long rest, you can perform
a 1 hour ritual to change the Primal Beast's
stat block to another Primal Beast.
Death. If your Beast is reduced
to 0 hit points, it must make Death
Saving Throws like a player character would. If it
dies, you can perform a 1-hour ritual, which can
be during a short or long rest, to restore it to life
with 1 hit point. As part of this ritual, it can spend
Hit Dice to regain additional hit points.
Beast
Be ast of the
of the Cave
Ca ve Beast
Be ast of the
of the Sea
Se a

Medium Beast, Neutral Medium Beast, Neutral


AC 13 + PB (natural armor) AC 13 + PB (natural armor)
HP 5 + five times your Ranger level HP 5 + five times your Ranger level
Speed 30 ft., burrow 10 ft. Speed 10 ft., swim 40 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE

Str
St r 16 +3 +3 D
D e x 14 +2 +2 C
ex C o n 13 +1 +3
on Str
St r 16 +3 +3 D
D e x 14 +2 +4 C
ex C o n 15 +2 +4
on

II n t 8 -1 -1 W
nt W i s 12 +1 +3 C
is C h a 11 +0 +0
ha II n t 8 -1 -1 W
nt W i s 12 +1 +1 C
is C h a 11 +0 +0
ha

Skills Stealth +4 Skills Perception +3, Stealth +4


Senses Darkvision 120 ft., Tremorsense 30 ft. Senses Darkvision 60 ft.
Languages understands the languages you speak Languages understands the languages you speak
Traits
Tr aits Traits
Tr aits

Hit Dice. The Beast has a number of d8 Hit Dice equal Amphibious. The Beast can breathe both air and water.
to your level, and it gains the normal benefits of rests.
Hit Dice. The Beast has a number of d8 Hit Dice equal
Primal Bond. When your PB increases, the Beast's bonus to your level, and it gains the normal benefits of rests.
to skill and saving throw proficiencies increases as well.
Primal Bond. When your PB increases, the Beast's bonus
Actions
Ac tions
to skill and saving throw proficiencies increases as well.
Claw. Melee Weapon Attack: 3 +PB to hit, reach 5 ft., one Wrap. If the Beast hits with its Tentacle, it can Grapple
target. Hit: (Quarry Die +PB) slashing damage. the target (escape DC equals your Spell save DC), but it
can no longer attack with that Tentacle. If the Grappled
target is larger than the Beast, the Beast moves with it.

Beast
Be ast of the
of the Land
La nd Actions
Ac tions

Medium Beast, Neutral Tentacle. Melee Weapon Attack: 3 +PB to hit, reach 5 ft.,
AC 13 + PB (natural armor) one target. Hit: (Quarry Die +PB) bludgeoning damage.
HP 5 + five times your Ranger level
Speed 40 ft., climb 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Beast
Be ast of the
of the Sky
Sk y

Str
St r 16 +3 +5 D
D e x 14 +2 +4 C
ex C o n 15 +2 +2
on

Small Beast, Neutral


II n t 8 -1 -1 W
nt W i s 12 +1 +1 C
is C h a 11 +0 +0
ha

AC 13 + PB (natural armor)
Skills Perception +3, Stealth +4, Survival +3 HP 4 + four times your Ranger level
Senses Darkvision 120 ft. Speed 10 ft., fly 60 ft.
Languages understands the languages you speak MOD SAVE MOD SAVE MOD SAVE

Str
St r 6 -2 -2 Dex
De x 16 +3 +5 C
C o n 13 +1 +1
Traits
Tr aits
on

II n t 8 -1
nt -1 W i s 12 +1 +3
W is C h a 11 +0 +0
C ha
Charge. If the Beast moves at least 20 ft. in a line, then
hits with its Maul, it deals bonus damage equal to your Skills Acrobatics +5, Perception +3
Quarry Die, and if the target is equal to the Beast's size Senses Darkvision 60 ft.
or smaller, the target is also knocked Prone. Languages understands the languages you speak
Hit Dice. The Beast has a number of d8 Hit Dice equal Traits
Tr aits
to your level, and it gains the normal benefits of rests.
Flyby. The Beast does not provoke opportunity attacks
Primal Bond. When your PB increases, the Beast's bonus when it flies out of a Hostile creature's reach.
to skill and saving throw proficiencies increases as well.
Hit Dice. The Beast has a number of d6 Hit Dice equal
Actions
Ac tions
to your level, and it gains the normal benefits of rests.
Maul. Melee Weapon Attack: 3 +PB to hit, reach 5 ft., Primal Bond. When your PB increases, the Beast's bonus
one target. Hit: (Quarry Die +PB) slashing damage. to skill and saving throw proficiencies increases as well.

Actions
Ac tions

Tired of being shackled to generic Beast Master stat blocks? Shred. Melee Weapon Attack: 3 +PB to hit, reach 5 ft.,
Patrons get access to the Beast Master: Unchained, a new one target. Hit: (Quarry Die +PB) slashing damage.
take on the Beast Master with access to over 100 new Beast
Shapes from my Compendium of Beasts as Companions!
Deep Stalker Umbral Sight
3rd-level Deep Stalker Conclave feature
Deep beneath the earth where the light of the sun is a dream, You have adapted to stalk your prey without light. You gain
nameless things dwell in the deep shadow. The Rangers who Darkvision out to a range of 60 feet. If you have Darkvision
stand against these unspeakable terrors of the darkness are from another feature, its range increases by 60 feet.
known as Deep Stalkers. Though their skills were originally
developed by denizens of the Underdark, Deep Stalkers can Cloak of Shadows
be found guarding anywhere darkness lies heavy on the land. 7th-level Deep Stalker Conclave feature
Deep Stalker Spells You have learned to conceal yourself even from the creatures
native to the deep shadow. While you are in darkness, you are
3rd-level Deep Stalker Conclave feature invisible to creatures that rely on Darkvision to see you.
You always have certain spells prepared at the Ranger levels
in the table below. The spells count as Ranger spells for you, Iron Mind
but they don't count against the spells you prepare each day: 7th-level Deep Stalker Conclave feature
Ranger Level Spell You have trained your mind to resist the mental assaults that
are common in the depths you stalk. You gain proficiency in
3rd cause fear *, disguise self Wisdom saving throws. If you are already proficient, you gain
5th darkness, invisibility proficiency in either Intelligence or Charisma saving throws.
9th fear, nondetection Precise Strikes
13th greater invisibility, phantasmal killer 11th-level Deep Stalker Conclave feature
In the unforgiving dark, every strike could be the difference
17th mislead, seeming between life and death. Once per turn when you miss with a
weapon attack against your Quarry, you add your Quarry Die
Dread Ambusher to your attack roll, possibly turning your miss into a hit.
3rd-level Deep Stalker Conclave feature Your Darkvision has also improved, allowing you to see in
You mimic the surprise tactics of the nameless creatures that both magical and nonmagical dim light and darkness.
dwell in the darkness. So long as you are not Incapacitated or
Surprised, you add your Wisdom modifier (a minimum of +1) Deadly Counter
to your initiative rolls. 15th-level Deep Stalker Conclave feature
Also, when you take the Attack action during your first turn You can manipulate the shadows to distract your foes. When
in combat, you make one additional attack. If you hit with you see your Quarry target you with an attack, you can use
this additional attack, it deals bonus psychic damage your reaction to cloak yourself in shadows, and impose
equal to your Quarry Die. disadvantage on its attack roll.
If its attack to misses, you can make one weapon
attack against your Quarry as part of the same
reaction. If you are in dim light or darkness
when you make this attack,
you have advantage on
your attack roll.
Drake Guard
Sometimes wandering Rangers enter into the service of great
dragons and are granted a portion of their power. Undergoing
an ancient ritual, they are bound to a Draconic Companion, a
powerful scion of an elder dragon. Known as Drake Guards,
these Rangers fight alongside their Companions as powerful
draconic servants, and can eventually become dragon riders.
Drake Guard Spells
3rd-level Drake Guard Conclave feature
You always have certain spells prepared at the Ranger levels
in the table below. The spells count as Ranger spells for you,
but they don't count against the spells you prepare each day:
Ranger Level Spell
3rd absorb elements *, command
5th dragon's breath *, warding bond
9th elemental bane ll, fear
13th dominate creature ll, polymorph ll
17th awaken, conjure dragon ll

Draconic Companion
3rd-level Drake Guard Conclave feature
Your soul has been bound to a powerful Draconic Companion
through an ancient draconic rite. It uses the following rules:
Draconic Essence. Choose either acid, cold, fire, lightning,
or poison to be the Essence of your Companion. Once chosen
it cannot be changed short of an ancient dragon's magic. This
Essence determines many of its features.
Statistics. Your Draconic Companion is Friendly to your
allies, and fervently loyal to you. It uses the stat block on this
page. It uses your Proficiency Bonus (PB), Quarry Die, and
Ranger Spell save DC for any saving throws. Draconic
Dr C
ompanion
aconic Co
Despite its size, your Draconic Companion is too proud to mpanion

bear another creature as a rider. Small Dragon, Lawful


Combat. In combat, the Companion acts during your turn. AC 14 + PB (natural armor)
It can move and use its reaction independently, but it will only HP 5 + five times your Ranger level
take the Dodge action unless you give it an order. As a bonus Speed 30 ft., fly 30 ft.
action, you can order it to take an action from its stat block or
a different action. Moreover, when you take the Attack action,
MOD SAVE MOD SAVE MOD SAVE

you can forgo one of your attacks and order your Companion Str
St r 16 +3 +3 D
D e x 12 +1 +3 C
ex C o n 15 +2 +4
on

to make a single attack instead. II n t 8 -1 -1 W


nt W i s 10 +0 +0 C
is C h a 14 +2 +2
ha

If you are Incapacitated, your Companion can act on its Immunities Essence damage type
own, and will defend you and itself to the best of its abilities. Skills Acrobatics +3, Intimidation +4
Death. If your Companion is reduced to 0 hit points, it Senses Darkvision 60 ft.
makes Death Saving Throws like a player character would. Languages Draconic, understands the languages of
Should your Draconic Companion die, you can perform a the Ranger bound to it, but cannot speak them
1-hour ritual, which can be during a short or long rest, which
restores it to life with 1 hit point. As part of this ritual, it can Traits
Tr aits

spend its Hit Dice to regain additional hit points. Hit Dice. The Dragon has a number of d8 Hit Dice equal
Wyrmsoul to your level, and it gains the normal benefits of rests.
3rd-level Drake Guard Conclave feature Soul Bond. When your PB increases, the Dragon's bonus
The magic that bonds you to your Companion has infused to skill and saving throw proficiencies increases as well.
you with draconic power. You learn to speak, read, and write
Draconic, the language of dragons. Actions
Ac
Also, you can cause your Ranger's Quarry damage, or any
tions

damage you deal with a Ranger spell, to be your Companion's Claw. Melee Weapon Attack: 3 +PB to hit, reach 5 ft., one
Essence damage in place of its normal damage type. target. Hit: (Quarry Die +PB) slashing +1d4 Essence.
Greater
Companion
7th-level Drake Guard Conclave feature
Your bond infuses your Companion with greater power. Your
Companion becomes Medium in size, and will bear you (and
no other) as a rider if you are Medium or smaller. However, if
you are riding it, your Companion's flying speed is halved. Mythic
My C
ompanion
thic Co mpanion

Your Companion's Natural Weapon attacks also count as Large Dragon, Lawful
magical for overcoming Resistances and Immunities. AC 14 +PB (natural armor)
Elemental Breath HP 5 + five times your Ranger level
11th-level Drake Guard Conclave feature Speed 40 ft., climb 40 ft., fly 60 ft.
As an action you, or your Companion, can exhale a 30-foot MOD SAVE MOD SAVE MOD SAVE

cone of Essence energy, forcing creatures in the area to make Str


St r 20 +5 +5 D
D e x 12 +1 +6 C
ex C o n 18 +4 +9
on

a Dexterity saving throw. They take Essence damage equal to II n t 14 +2 +2 W


W i s 10 +0 +0 C
C h a 18 +4 +4
six Quarry Dice on a failure, and half that on a success.
nt is ha

You and your Companion can use this feature a combined Immunities Essence damage type
number of times equal to your Wisdom modifier (a minimum Skills Acrobatics +6, Intimidation +9
of once). You regain all expended uses when you finish a long Senses Blindsight 30 ft., Darkvision 60 ft.
rest. When you have no uses left, you can expend a spell slot Languages Draconic, understands the languages of
of 3rd-level or higher to use your Elemental Breath again. the Ranger bound to it, but cannot speak them

Mythic Companion Traits


Tr aits

15th-level Drake Guard Conclave feature Hit Dice. The Dragon has a number of d8 Hit Dice equal
Your bond with your Companion has unlocked its true power. to your level, and it gains the normal benefits of rests.
Your Companion now uses the Mythic Companion stat block.
Also, once per turn when you command your Companion Soul Bond. When your PB increases, the Dragon's bonus
to attack, it can make two attacks instead of one. to skill and saving throw proficiencies increases as well.

Actions
Ac tions

Sword, Sorcery, and Dragons! Change Size. Your Companion changes size, becoming
Interested in playing a true dragon rider? Check out Small, Medium, or Large until it uses this feature again.
the Order of Scales for the Magus Class, the arcane
Claw. Melee Weapon Attack: 5 +PB to hit, reach 5 ft., one
half-caster companion to the Paladin and Ranger!
target. Hit: (Quarry Die +PB) slashing + 1d4 Essence.
Fey Wanderer Whimsical Ward
7th-level Fey Wanderer Conclave feature
You have learned to lace your Ranger skills with faerie magic. Your familiarity with faerie magick makes you resistant to its
Whether you were a warden of a Fey crossroads, the favored power. You have advantage on saving throws to resist and end
servant of a faerie lord, or won your faerie magic in a wager, the Charmed and Frightened conditions.
you wield the whimsical and terrifying power of the faeire. Also, if a creature succeeds on its saving throw against one
Beguiling Strikes of your Fey Wanderer spells, you can cause another creature
3rd-level Fey Wanderer Conclave feature of your choice within range to become the target of that spell.
You weave the wild and disorienting faerie magic into your You can only do so once per Fey Wanderer spell you cast.
strikes. Your Ranger's Quarry bonus damage is psychic, and You can choose a new target for a spell a number of times
when you deal this psychic damage to a Quarry that is within equal to your Wisdom modifier (a minimum of 1). You regain
15 feet of you, it has disadvantage on all attack rolls against all expended uses when you finish a long rest.
creatures other than you until the start of your next turn. Faerie Guardian
Fey Wanderer Spells 11th-level Fey Wanderer Conclave feature
3rd-level Fey Wanderer Conclave feature You can call support from the otherworldly faerie courts. You
You always have certain spells prepared at the Ranger levels can cast conjure fey without its material component.
in the table below. The spells count as Ranger spells for you, Moreover, when you cast conjure fey, you can cast it so that
but they don't count against the spells you prepare each day: it doesn't require concentration, but its duration is reduced to
Ranger Level Spell
1 minute. If you cast it again, any previous Fey are dispelled.
3rd cause fear *, charm person Mirthful Step
15th-level Fey Wanderer Conclave feature
5th misty step, suggestion You can use your magic to slip through the faerie realm. You
9th conjure fey ll, enemies abound * can cast the misty step spell without expending a spell slot a
number of times equal to your Wisdom modifier (a minimum
13th charm monster *, dimension door of once). You regain all uses when you finish a long rest.
17th geas, mislead Moreover, any time you cast misty step, you can touch one
willing creature within 5 feet and teleport
Otherworldly Mystique it along with you. It reappears in an
3rd-level Fey Wanderer Conclave feature unoccupied space within 5 feet of
You are infused with the magical charm of the faerie. You the space that you appear in.
gain proficiency in Deception, Performance, or Persuasion.
Also, whenever you would make a Charisma check, you
can use Wisdom instead.
Hunter Cunning Parry
7th-level Hunter Conclave feature
Hunters hold the line between civilization and the wilderness Your unyielding focus allows you to parry and counter your
using their deadly tracking and hunting skills. In the shadows foes. As a reaction when you see your Quarry make an attack
of every countryside town lurks a Hunter, silently taking care against you, you can add your Wisdom modifier (minimum of
of any monster that threatens the peace. Hordes of orcs, vile +1) to your Armor Class against that attack.
trolls, great and terrible dragons, or great beasts of the wild, If this causes the attack to miss, you can make one weapon
it matters not. A Hunter will always overcome their quarry. attack against your Quarry as part of that same reaction.
Hunter Spells Relentless Hunter
3rd-level Hunter Conclave feature 7th-level Hunter Conclave feature
You always have certain spells prepared at the Ranger levels You are relentless, stalking foes until they are all eradicated.
in the table below. The spells count as Ranger spells for you, When your Quarry dies, you can transfer the mark to another
but they don't count against the spells you prepare each day: creature, marking it as your Quarry; no action required.
Ranger Level Spell
Horde Breaker
create snare ll, expeditious retreat
3rd
11th-level Hunter Conclave feature
5th locate creature ll, pass without trace ll You are able to cut your chosen prey down as blades of grass.
9th conjure volley ll, nondetection
You gain the features listed below, each of which can be used
as an action on each of your turns. You must be wielding the
13th faithful hound, freedom of movement correct weapon in order to use the corresponding feature:
17th swift quiver ll, tree stride Volley. Choose a point you can see in the normal Range of
your ranged weapon. You fire a volley of ammunition, forcing
Ambuscade creatures of your choice within 10 feet of that point to make a
3rd-level Hunter Conclave feature Dexterity saving throw. Creatures take damage as if they had
You are always prepared to strike first, often getting the jump been hit by an attack from your ranged weapon on a failure,
on your prey. When you roll initiative, so long as you are not and half as much damage on a successful save.
Surprised, you can use your reaction to take the Hide action, Whirlwind. You strike at the enemies around you, forcing
the Attack action, or mark a creature as your Quarry. creatures of your choice within range of your melee weapon
If you are Surprised, you cannot take this special reaction, to make a Dexterity saving throw. Creatures take damage as
but you can act normally on your first turn in combat. if they had been hit by your melee weapon on a failure, and
half as much damage on a success.
Silent Steps Ruthless Focus
3rd-level Hunter Conclave feature 15th-level Hunter Conclave feature
You stalk your prey unseen until it Your skills as a hunter rival those
is too late. You gain proficiency in of legends and myths. When you
Stealth and you learn the Stalker I damage to your Quarry with
Knack. It cannot be replaced, but does an attack or Horde Breaker,
not count against your Knacks Known. you can add your Wisdom
If you already know Stalker I, you can modifier (a minimium of
learn a different Knack of your choice. +1) to the damage.
Monster Slayer Iron Focus
7th-level Monster Slayer Conclave feature
Some Rangers are driven from civilized life by a deep hatred You have sharpened your mind to withstand the supernatural
for monsters. Often victims of these terrible monsters in their assaults of your foes. When your Quarry forces you to make
youth, those that take up the mantle of Monster Slayer travel an ability check or saving throw you gain a bonus to your roll
the world hunting for vile supernatural creatures that prey on equal to your Quarry Die.
innocent mortals and ruthlessly annihilate them. They track
down vampires, evil faeries, restless spirits, werewolves, and Monster's Nemesis
other vile creatures, and destroy them without hesitation. 11th-level Monster Slayer Conclave feature
Monster Slayer Spells Your hatred for evil empowers your weapons. Your weapon
attacks against your Quarry ignore its damage Resistances,
3rd-level Monster Slayer Conclave feature and treat its damage Immunities as Resistance.
You always have certain spells prepared at the Ranger levels Moreover, when your Quarry misses you with an attack or
in the table below. The spells count as Ranger spells for you, you succeed on a saving throw it forced you to make, you can
but they don't count against the spells you prepare each day: use your reaction to make a single weapon attack against it.
Ranger Level Spell
Ruthless Counter
3rd bane, protection from evil & good
15th-level Monster Slayer Conclave feature
5th moonbeam, see invisibility You do everything in your power to prevent the monsters you
9th magic circle, protection from energy
hunt from harming the innocent. When you see your Quarry
attempt to cast a spell, teleport, or use another supernatural
13th banishment, faithful hound or magical ability from its stat block, you can make a single
17th dispel evil & good, hold monster weapon attack against it as a reaction. On hit, your Quarry
must succeed on a Wisdom saving throw, or that ability is
Knowledge of the Hunt thwarted and fails to take effect.
3rd-level Monster Slayer Conclave feature When you use this feature
You have dedicated yourself to the destruction of creatures of and your attack hits, you can
darkness, and study their weaknesses. You gain proficiency in instantly end the effects of
your choice of Arcana, History, Nature, or Religion. Ranger's Quarry and cause
As a bonus action, you can analyze a creature you can see the Quarry to automatically
fail this saving throw.
within 30 feet, making an ability check using the skill below Should this cause
corresponding to its creature type (DC equals 8 + its CR). If an ability to fail,
the target is your Quarry, add your Quarry Die to your roll: that use of the
Skill Creature Types ability is still
Arcana Aberrations, Dragons, Monstrosities expended
by your
History Giants, Humanoids Quarry.
Nature Beasts, Elementals, Oozes, Plants
Religion Celestials, Fey, Fiends, Undead

On a success, you learn of all Condition and damage


Immunities, Resistances, and Vulnerabilities it has.
Alternately, you can choose to learn its highest
ability score, lowest ability score, Armor Class,
a Trait in its stat block, or another weakness
it may have as determined by the DM.
If you fail your ability check, you can't
use this feature on that creature again
until you hit it with an attack.
Hated Foe
3rd-level Monster Slayer feature
Your skills have been honed for
a particular hated foe. You gain
the Favored Foe Knack.
Once in between each short
or long rest, you can mark one
of your Favored Foes as your
Quarry without spending a
use of the feature or a
spell slot.
Planar Warden
Planar Wardens preserve the balance of the
multiverse by defending their nature plane of
existence from otherworldly incursions. They
stand guard over planar portals, and use their
knowledge to channel planar power. Threats
to their home plane are met with destruction.
Extraplanar Awareness
3rd-level Planar Warden Conclave feature
You have trained to sense otherworldly
presences which may threaten
your home. As an action, you
open your senses, and learn
the distance and direction of
the closest creature not native to
the current plane, or the nearest planar
portal within 1 mile of your location. As
part of this action, you can exclude any
creature or portal you are aware of. If
a creature or portal is shielded from
Divination magic, you do not detect it.
If you detect something, you can mark
it as your Quarry without expending a use,
and for the duration, you know the direction
and distance to it, so long as it remains on
the same plane of existence as you.
You can use this special sense once per
short or long rest at no cost, after that, you
must expend a spell slot to use it again.
Planar Warrior
3rd-level Planar Warden Conclave feature
You can augment your strikes with power drawn
from the space between the planes. Your Ranger's
Quarry bonus damage is force. Elite Warden
Moreover, if your Quarry is a creature that is not native 11th-level Planar Warden Conclave feature
to your current plane of existence, the bonus damage from You are an elite channeler of planar magic. Whenever you use
Ranger's Quarry is doubled to two Quarry Dice. Ethereal Step before a weapon attack, you can choose for all
damage from that attack to become force damage.
Planar Warden Spells Moreover, if you use Ethereal Step and attack at least two
3rd-level Planar Warden Conclave feature different targets, you can make one additional attack as part
You always have certain spells prepared at the Ranger levels of that same Attack action. However, this bonus attack must
in the table below. The spells count as Ranger spells for you, be against a third target.
but they don't count against the spells you prepare each day:
Extraplanar Adept
Ranger Level Spell
11th-level Planar Warden Conclave feature
3rd alarm, protection from evil & good Your ability to sense otherworldly incursions is second nature
5th misty step, rope trick to you. You can use Extraplanar Awareness as a special ritual
which takes 10 minutes to complete, and can be done as part
9th haste, magic circle of a short or long rest.
13th banishment, dimension door Ethereal Defense
17th banishing smite ll, teleportation circle 15th-level Planar Warden Conclave feature
You can partially phase into the space in between planes to
Ethereal Step resist hostile strikes. When you take damage from a source
7th-level Planar Warden Conclave feature you can see, you can use your reaction to gain Resistance to
You can briefly move between planes to disorient your foes. that instance of damage.
When you take the Attack action, you can teleport up to 10 When you use this reaction you can expend a spell slot to
feet before each attack to an unoccupied space you can see. instantly teleport a number of feet equal to 10 times the level
Any distance you teleport with this feature counts against of the spell slot spent, appearing in an unoccupied space you
your total movement for your turn. can see within that range.
Spellbreaker
Spellbreakers are a small but dedicated Conclave of Rangers
that specialize in hunting mages who use their arcane power
for evil. While most pursue the life of a Spellbreaker for noble
reasons, there are some who seek to destroy anyone with the
potential to use magic. Most Spellbreakers work in secrecy,
only striking when success is a certainty. If a wrong move
could end in disintegration, there is no room for error.
Mage Breaker
3rd-level Spellbreaker Conclave feature
You ward your weapons with antimagic enchantments.
When you hit your Quarry with a weapon attack, it has
disadvantage on any subsequent Constitution saving
throw to maintain concentration.
Also, whenever you see or hear a creature within
your reach attempt to cast a spell, you can use your
reaction to make an opportunity attack against it.
Spellbreaker Spells
3rd-level Spellbreaker Conclave feature
You always have certain spells prepared at the Ranger
levels in the table below. They count as Ranger spells for
you, but they don't count against the spells you prepare:
Ranger Level Spell
3rd absorb elements *, detect magic
5th blindness/deafness, silence
9th counterspell ll, dispel magic
13th arcane eye, resilient sphere
17th dispel evil & good, wall of force ll

Spellsight
3rd-level Spellbreaker Conclave feature
You have learned to see the arcane ability of creatures.
When you mark a creature as your Quarry, you learn its
Spellcasting ability (if it has one) and the level of the highest Mantle
spell or spell slot it is able to cast. of the Master
If your Quarry is hidden from Divination magic, such as 15th-level Spellbreaker Conclave feature
by a nondetection spell, it appears as if it cannot cast spells. Your Spellbreaker training has reached its pinnacle. You gain
Arcane Defense Resistance to damage from spells and magical effects so long
7th-level Spellbreaker Conclave feature as you are not Unconscious or Incapacitated.
You steel yourself to resist hostile magic When your Quarry Reflect Spell
forces you to make a saving throw to resist a spell or another 15th-level Spellbreaker Conclave feature
magical effect, you gain a bonus to your roll equal to your Your training allows you to strike spells from the weave. You
Wisdom modifier (minimum of +1). can cast the absorb elements spell at will, at 1st-level.
Moreover, if your Quarry subjects you to a spell or magical After you cast absorb elements, if your next melee weapon
effect that allows you to make a saving throw to take only half attack is against the creature whose spell you absorbed, you
damage, you instead take no damage on a success, and only treat the absorb elements damage as its maximum amount.
half damage on a failed saving throw.
Spellbane
11th-level Spellbreaker Conclave feature Arcane Spellbreaker
You are an unparalleled hunter of mages. Whenever you hit Looking for a more dedicated mage hunter? Check
your Quarry with a weapon attack, you can spend a spell slot out the Order of Spellbreakers for the Magus Class.
of 1st-level or higher to deal bonus force damage equal to one The Magus is an Intelligence-based, arcane half-
Quarry Die per level of the spell slot. caster that serves as the counterpart to the Ranger
and Paladin. Hunt with mastery of spell & sword!
Also, when you cast counterspell or dispel magic, you gain
a bonus to your ability check equal to your Quarry Die.
Swarm Keeper Writhing Horde
7th-level Swarm Keeper Conclave feature
Swarm Keepers enter symbiotic relationships with swarms of Your swarm surrounds you and enhances your abilities. You
tiny creatures. Most often surrounded by a swarm of rodents, gain a climbing speed equal to your walking speed, and you
insects, birds, or other small animals, these strange Rangers can also climb difficult, sheer surfaces and upside down on
see themselves as guardians of the smallest lives. Dwelling in ceilings without an ability check.
the deep woods or underground caves, Swarm Keepers build Also, when you make an Athletics check to resist or end
communities that work together for the good of the swarm. a Grapple or Shove, you add your Quarry Die to your roll.
Swarm Keeper Spells Greater Swarm
3rd-level Swarm Keeper Conclave feature 11th-level Swarm Keeper Conclave feature
You always have certain spells prepared at the Ranger levels Your swarm has grown vastly in both numbers and in power.
in the table below. The spells count as Ranger spells for you, Your Quarry has disadvantage on saving throws against your
but they don't count against the spells you prepare each day: Symbiotic Swarm features. Your Symbiotic Swarm features
Ranger Level Spell also gain the following additional benefits:
3rd entangle, faerie fire Biting Assault. On a failed save, the creature is Poisoned
until the start of your next turn in addition to the damage.
5th spider climb, web Harrying Horde. On a failed save, the creature is knocked
9th fly, gaseous form Prone at the end of this forced movement.
Swarm Step. After you move, you also gain the benefits of
13th arcane eye, giant insect
Half Cover until the beginning of your next turn.
17th arcane hand, insect plague
One with the Swarm
Symbiotic Swarm 15th-level Swarm Keeper Conclave feature
3rd-level Swarm Keeper Conclave feature You can fade into your swarm to avoid danger. When you take
You have become an integral part of a swarm of vermin. You damage from a source you can see, you can use your reaction
know the mage hand Cantrip, but when you cast mage hand, to become one with your swarm and give yourself Resistance
it manifests as part of your swarm which does your bidding. to that instance of damage. You and your swarm then move
Also, you can use a bonus action on each of your turns to up to 30 feet without provoking opportunity attacks.
command your swarm in one of the following ways: You can use this reaction a number of times equal to your
Biting Assault. One creature of your choice within 30 feet Wisdom modifier (minimum of once), and you regain all uses
must succeed on a Dexterity saving throw or take piercing or when you finish a long rest. If you have no uses left, you can
poison damage equal to two Quarry Dice. expend a spell slot to use this special reaction again.
Harrying Horde. One creature of your choice within 30 Swarm Master
feet must succeed on a Strength saving throw or be moved up 15th-level Swarm Keeper Conclave feature
to 15 feet in a direction of your choice. Large and larger You have become one with your swarm, and can command it
creatures have advantage on this Strength saving throw. with only your mind. Once per long rest, you can cast one of
Swarm Step. You are moved up to 15 feet in a direction your Swarm Keeper Spells without expending a spell slot or
of your choice without provoking opportunity attacks. requiring its normal material components.
Alternate Ranger
Become the Master of the Wilderness you were
meant to be! Includes Twenty-Eight Knacks, Ten
Fighting Styles, and Ten reworked Conclaves.

Version 4.4.4 - Created by /u/laserllama


Last Updated: May 10th, 2026

Artist Credits:
Covers - Johannes Voss - Brightwood Tracker
Page 1 - Francisco Miyara - Elturguard Ranger
Page 3 - Brent Hollowell - Froghemoth
Page 4 - BorjaPindado - Avenging Hunter
Page 6 - Randy Vargas - Outland Liberator
Page 7 - Kieran Yanner - Elf Ranger
Page 8 - Lake Hurwitz - Blue Bear Hunts
Page 10 - Ioannis Fiore - Gloom Stalker
Page 11 - Randy Vargas - Old Gnawbone
Page 12 - Ilse Gort - Green Dragon
Page 13 - Alexandr Leskinen - Caller of the Small
Page 14 - Justine Cruz - Spoils of the Hunt
Page 15 - Tomas Duchek - Vampire Slayer
Page 16 - Bayard Wu - Take Aim
Page 17 - Schirmer & Voss - Elite Inquisitor
Page 18 - Brain Valeza - Wave of Rats

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