Alternate Ranger
Alternate
Ranger Class
As the graying man made his way
through the underbrush of the forest
his faded green cloak made him nearly
invisible. The exceptionally large troll
he had been stalking through the night
had finally stopped to rest. As the great
brute laid down to sleep, a 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 their neck
still standing up from the residual electricity, the
practiced hunter knocked and arrow and let it fly in
the direction of the terrible beast. As the biting dart
struck true, the azure dragon let out a horrible roar and
plummeted to the ground where it lay in a broken heap.
As the massive owlbear slowly lumbered toward the tiny
hamlet that she called home, a small halfling girl whistled to
her companion in the brush. At her signal, a giant hound that
seemed to be more fur then anything else, leaped out from
hiding and stood defiantly in front of the owlbear. Distracted
by her partner, the owlbear was caught completely unawares Creating
by the diminutive ranger. Once their foe was unconscious, the
halfling and her dog released the great owlbear miles away Your Ranger
where it could live without menacing the town they protected. Consider the nature of your ranger's training. Did you train
Defenders of Balance with a mentor, wandering the wilds together, learning all you
could? Or did you forge your primal connection to the natural
Rangers spend their lives between two worlds. On one hand world on your own? What is it that motivates your ranger? Do
they stand as guardians of civilization, protecting those who you have a vendetta against a certain type of monster? Are
dwell on the edges of society. On the other, rangers are expert you a warrior of the wild who feels more comfortable in the
survivalists, deeply acquainted with the flora and fauna of the silence of the forest then in city streets or sleepy towns?
natural world. Rangers protect the balance between society No matter their origin, almost all rangers take up a life of
and the wilderness. When wild creatures wander from their adventuring to impart their knowledge of the wild to the next
natural habitat, rangers will track them down before they can generation. Often, in their later years, these wild warriors will
harm innocent farmers and travelers. When people encroach take on an apprentice, passing on all they know and so that
upon the wilderness, rangers will push back against industry the safety of the wilderness is secured for years to come.
and expansion that doesn't respect the natural balance.
Rangers dedicate their lives to guarding the places where
civilization and the wilderness meet, never fully joining either Multiclassing and the Ranger
of the worlds that they spend their lives defending.
If your group uses the optional multiclassing rule,
Prepared for Anything here's what you need to know if you choose to
take a 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 at least a 13 in both Wisdom and
adapt to their surroundings will die. In the wild, rangers learn Dexterity (or Strength) to take a level in this class,
to 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 isn't your initial
down to them by their mentors, there is rarely a challenge a class, you gain proficiency in light and medium
ranger cannot overcome with enough time to prepare. armor, shields, simple and martial weapons, and
Each ranger has their own philosophy on how they fit into one skill from the ranger class list.
Spell Slots. Add half your levels (rounded down)
the interconnected web that is the natural world. Some view in the ranger class to the appropriate levels from
themselves as apex predators, using their marital skill and other classes to determine available spell slots.
ruthless hunting abilities to keep the wild in line. Others see
themselves as humble servants of nature that serve the wild.
The Alternate Ranger
Knacks
Level PB Features 1st 2nd 3rd 4th 5th Known
1st +2 Survivalist Knacks, Wilderness Expertise — — — — — 2
2nd +2 Fighting Style, Favored Foe, Spellcasting 2 — — — — 2
3rd +2 Ranger Archetype 3 ─ ─ — — 3
4th +2 Ability Score Improvement 3 ─ ─ — — 3
5th +3 Extra Attack 4 2 ─ — — 3
6th +3 Favored Foe Improvement 4 2 ─ — — 4
7th +3 Ranger Archetype Feature 4 3 ─ — — 4
8th +3 Ability Score Improvement 4 3 ─ — — 4
9th +4 ─ 4 3 2 — — 5
10th +4 Wilderness Expertise 4 3 2 — — 5
11th +4 Ranger Archetype Feature 4 3 3 — — 5
12th +4 Ability Score Improvement 4 3 3 — — 6
13th +4 ─ 4 3 3 1 — 6
14th +5 Favored Foe Improvement 4 3 3 1 — 7
15th +5 Ranger Archetype Feature 4 3 3 2 — 7
16th +5 Ability Score Improvement 4 3 3 2 — 8
17th +6 ─ 4 3 3 3 1 8
18th +6 Favored Foe Improvement, Feral Senses 4 3 3 3 1 9
19th +6 Ability Score Improvement 4 3 3 3 2 9
20th +6 Foe Slayer 4 3 3 3 2 10
Class Features Survivalist Knacks
Hit Points In the wild you have gathered bits of primal knowledge that
Hit Dice: 1d10 per ranger level bolster your exploration, hunting, and tracking skills, known
Hit Points at 1st Level: 10 + your Constitution modifier. as Survivalist Knacks. At 1st level, you learn two Knacks of
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution your choice from the list at the end of this class description.
modifier per ranger level after 1st. You learn additional Knacks as you gain ranger levels, as
shown in the Knacks Known column on the Ranger table.
Proficiencies Each time you gain a level in this class, you can choose
Armor: Light armor, medium armor, shields one of the Knacks you know and replace it with another
Weapons: Simple weapons, martial weapons Knack of your choice for which you meet the prerequisites.
Tools: None
Saving Throws: Strength, Dexterity Wilderness Expertise
Skills: Choose three from Animal Handling, Athletics, Your skill in the wild is without peer. At 1st level, choose one
History, Insight, Investigation, Medicine, Nature, of your skill proficiencies you gained from the ranger class
Perception, Stealth, and Survival. skill list. Your proficiency bonus is doubled for any ability
Equipment check you make that uses that skill. You also learn to speak,
You start with the following equipment, in addition to the read, and write one additional language of your choice. Most
equipment granted by your background: rangers learn the language spoken by the enemies they hunt.
(a) chain shirt and a shield or (b) leather armor At 10th level, you select another ranger class skill you are
(a) two shortswords or (b) two simple melee weapons proficient in to gain the benefits of this feature, and you learn
(a) a longbow and 20 arrows or (b) a martial weapon to speak, read, and write another language of your choice.
(a) a dungeoneer's pack or (b) an explorer's pack Fighting Style
Quick Build Your skill in battle surpasses that of most warriors. At 2nd
You can make a ranger quickly by using these suggestions. level you gain a Fighting Style of your choice from the list
First, make Dexterity your highest ability score, followed by below. You can't learn a Fighting Style more than once, even
Constitution. Second, choose the outlander background. if another feature allows you to learn another Fighting Style.
Marine Fighting
When you are not wearing medium or heavy armor, or using
a shield, you have a swimming speed equal to your movement
speed, and you gain a +1 bonus to your Armor Class.
Melee Marksman
When you make a ranged attack targeting a creature within 5
feet of you, you do not have disadvantage on the attack roll.
If you make a ranged attack against a creature within 5
feet, you can strike the creature with your ranged weapon
as a bonus action, dealing 1d4 bludgeoning damage on hit.
Strongbow
You can use your Strength score, in place of Dexterity, for
your attack and damage rolls with longbows and shortbows.
Versatile Fighting
When wielding a versatile weapon with two hands you gain a
+2 bonus to damage rolls. When wielding a versatile weapon
with one hand, and nothing in your other hand, you gain a +1
bonus to both your attack rolls and your Armor Class.
You can also make a shove or unarmed strike attack as
a bonus action so long as you have a free hand to do so.
Favored Foe
You are able to hunt as a creature of the wild. Starting at 2nd
level, when you hit a creature with a weapon attack, you can
expend a spell slot to mark it as your favored foe. Each time
Archery you hit your favored foe with a weapon attack (including the
You gain a +2 bonus to attack rolls with ranged weapons. attack used to mark it) you deal extra damage to the creature.
This extra damage is 1d6 for a 1st-level spell slot, plus 1d6
Defensive Fighting for each spell level higher than 1st, to a maximum of 5d6.
While you are wearing armor or wielding a shield, you gain a It remains your favored foe for 1 hour. Your mark ends
+1 bonus to your Armor Class. early if the creature is slain or you mark another creature.
As you gain levels in this class, the duration of your favored
Dual Wielding foe mark increases: at 6th level it becomes 8 hours, at 14th
When you take the Attack action while two-weapon fighting, level it becomes 24 hours, and at 18th level, your mark lasts
you can make a single additional attack with your off-hand until the creature is slain or you mark another creature.
weapon as part of your action instead of your bonus action, Spellcasting
adding your ability modifier to the damage of this attack.
By the time you reach 2nd level, you can draw on the magical
Dueling essence present in nature to cast spells, much like a druid or
When you are wielding a melee weapon in one hand and no shaman does. See the Player's Handbook for the rules of
other weapons, you gain a +2 bonus to damage rolls with it. spellcasting, and the ranger spell list at the end of this class.
Featherweight Fighting Preparing and Casting Spells
While wielding only light weapons, your speed increases by The Ranger table above shows how many spell slots you have
10 feet and you gain a +2 bonus to damage rolls, so long as to cast spells. To cast a ranger spell of 1st-level or higher, you
you aren't wearing medium or heavy armor, or using a shield. must expend a slot of the spell's level or higher. You regain all
of your expended spell slots when you finish a long rest.
Protection At the end of each long rest, you prepare the list of spells
When a creature you can see attacks a target within 5 feet of that are available for you to cast, choosing from the ranger
you, you can impose disadvantage on their attack roll as a spell list. You prepare a number of ranger spells equal to your
reaction. You must be wielding a melee weapon or a shield. 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
Additional Fighting Styles 1st-level and two 2nd-level spell slots. With a Wisdom of 14,
The Alternate Ranger class is compatible with all you can can prepare four spells of 1st or 2nd-level, in any
official Fighting Styles found in published content. combination. If you prepare the 1st-level spell cure wounds,
you can cast it using a 1st or 2nd-level spell slot. Casting a
spell doesn't remove it from your list of prepared spells.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, Ranger Spell List
since your magic come from the natural world. You use your Below are the spells available to rangers, organized by spell
Wisdom whenever a spell refers to your spellcasting ability. level. They are from the Player's Handbook, Xanathar's Guide
You also use your Wisdom modifier when you set the saving to Everything*, and Tasha's Cauldron of Everything**. Spells
throw DC or make an attack roll for a ranger spell. that can be cast as rituals are marked with the (ritual) tag.
Spell save DC = 8 + your proficiency bonus 1st-Level 3rd-Level
+ your Wisdom modifier absorb elements* blinding smite
Spell attack modifier = your proficiency bonus alarm (ritual) conjure animals
+ your Wisdom modifier animal friendship conjure barrage
beast bond* daylight
Spellcasting Focus cure wounds dispel magic
You can use a druidic focus as a spellcasting focus for your detect magic (ritual) elemental weapon
ranger spells. See the Player’s Handbook for examples. detect poison and disease flame arrows*
ensnaring strike lightning arrow
Ritual Casting entangle meld into stone (ritual)
Your knowledge of the natural world allows you to draw out expeditious retreat nondetection
its innate magic. You can cast a ranger spell as a ritual if that fog cloud plant growth
spell has the ritual tag and you have the spell prepared. goodberry revivify
hail of thorns speak with plants
Ranger Archetype jump summon fey**
longstrider tiny hut (ritual)
At 3rd level, choose an Archetype that best represents your purify food and drink water breathing (ritual)
skills: Beast Master, Hunter, Spellbreaker, or Shadowbane, searing smite water walk (ritual)
each of which is detailed at the end of the class. snare* wind wall
The Ranger Archetype you choose grants you features at speak with animals (ritual)
3rd level, and again when you reach 7th, 11th, and 15th level. zephyr strike* 4th-Level
conjure woodland beings
Ability Score Improvement 2nd-Level death ward
When you reach 4th level, and again at 8th, 12th, 16th, and aid divination (ritual)
19th level, you can increase one ability score of your choice animal messenger (ritual) dominate beast
by 2, or two ability scores by 1. As normal, you can't increase bark skin freedom of movement
one of your ability scores above 20 using this feature. beast sense (ritual) grasping vine
continual flame guardian of nature*
Extra Attack cordon of arrows locate creature
darkvision staggering smite
Beginning at 5th level, you can attack twice, instead of once, enhance ability stoneskin
whenever you take the Attack action on your turn. find traps summon elemental**
gust of wind
Feral Senses healing spirit* 5th-Level
You hunt as an apex predator, never losing track of your prey. lesser restoration awaken
Starting at 18th level, you cannot have disadvantage on an locate animals/plants (ritual) commune with nature (ritual)
attack roll targeting a creature within 30 feet of you. locate object conjure volley
magic weapon contagion
Foe Slayer pass without trace greater restoration
protection from poison steel wind strike*
You are a hunter of legendary status. At 20th level, when you silence (ritual) swift quiver
hit your favored foe with a weapon attack you deal additional spike growth tree stride
damage equal to your Wisdom modifier (minimum of +1). summon beast** wrath of nature*
Ranger Archetype
Choose one of the following Ranger Archetypes that best
represents the training and skill set of your ranger:
Beast Master, Hunter, Spellbreaker, or Shadowbane.
Beast Master
Rangers who develop intense bonds of trust with the natural
world have been known to attract the attention of guardian
nature spirits known as primal beasts. These shapeshifting
defenders of the wilderness join forces with rangers that they
perceive as worthy. Primal beasts fight side by side with their
partner, changing their shape to face the challenge at hand.
Beast Master Magic
You learn the following spells at the ranger levels noted in
the table below. They count as ranger spells for you, you
always have them prepared, and they don't count against
the total number of ranger spells you prepare each day.
Ranger Level Spell
3rd beast bond*, speak with animals
5th beast sense, warding bond
9th haste, protection from energy
13th death ward, freedom of movement
17th awaken, commune with nature
Primal Companion Primal Bond
At 3rd level, you gain a beast companion with markings that The bond between beast and ranger has reached its apex.
indicate its primal origin. It is friendly to you and obeys your Starting at 15th level, when you cast a spell with a range of
commands. You choose the form it takes, selecting one of the self, you can grant your beast the effects of that spell, without
stat blocks at the end of this class: Beast of the Cave, Beast of expending another spell slot, as long as it is within 30 feet.
the Land, Beast of the Sea, or Beast of the Sky. These stat
blocks use your proficiency bonus (PB) in several places. Hunter
In combat, the beast acts during your turn. It can move and
use its reaction on its own, but the only action it takes is the Rangers are as varied as the lands that they hail from. Some
Dodge action, unless you use a bonus action to command it use their knowledge of the wilderness to become guides and
to take an action from its stat block, or another action. If you naturalists. Others make use their skills to become trackers
take the Attack action, you can sacrifice one of your attacks to or traders. Some wander the countryside, while others stand
command the primal beast to take the Attack action. If you as guardians of sacred forests. While they fulfill varies roles,
are incapacitated, your beast can take any action it chooses. deep down inside every ranger beats the heart of a Hunter.
If your primal beast has died within the last hour, you can Marauding hordes of Orcs, vile trolls, great and terrible
touch it and expend a spell slot of 1st-level or higher. After 1 dragons, or great beasts of the wild, it matters not to a true
minute, it returns to life with all its hit points restored. Hunter. They always find a way to overcome their quarry.
When you finish a long rest, you can cause your primal
beast to take on a new form, choosing a new stat block and Hunter Magic
appearance for it. Your primal beast vanishes if you die. You learn tthe following spells at the ranger levels noted in
the table below. They count as ranger spells for you, you
Exceptional Training always have them prepared, and they don't count against the
Starting at 7th level, both you and your primal beast can use a total number of ranger spells that you can prepare each day.
reaction to grant the other advantage on any saving a they are Ranger Level Spell
forced to make, so long as you can see each other.
Also, your beast's attacks count as magical for the sake of 3rd expeditious retreat, snare*
overcoming resistance and immunity to non-magical attacks. 5th cordon of arrows, pass without trace
Bestial Fury 9th conjure barrage, nondetection
Your presence inspires primal fury. Beginning at 11th level, 13th freedom of movement, locate creature
when you command your beast to take the Attack action, it 17th conjure volley, swift quiver
can make two natural weapon attacks as part of that action.
Multiattack
You have mastered specialized techniques to thwart your
foes. At 11th level, you gain one of the following features:
Rapid Strike. If you take the Attack action on your turn
and have advantage on an attack roll against against one of
the targets, you can forgo the advantage for that roll to make
one additional weapon attack against that target, as part of
the same action. You can do so no more than once per turn.
Volley. As an action, you can make a ranged attack against
any number of creatures within 10 feet of a point within your
weapon's range. You roll a separate attack roll for each target,
and you must have ammunition for each individual attack.
Whirlwind Attack. As an action, you can make a melee
attack against any number of creatures within range of your
melee weapon. Make a separate attack roll for each target.
Superior Hunter's Defense
You have mastered defending yourself from wild and vicious
prey. At 15th level, you gain one of the following features:
Evasion. 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.
Stand Against the Tide. As a reaction when a creature
misses you with a melee attack, you can force it to repeat the
same attack against another creature within its reach.
Uncanny Dodge. When a creature you can see hits you
with an attack, you can use your reaction to halve the damage
you would take from that attack.
Hunter's Prey
You have specialized your fighting style to counter certain Spellbreaker
monsters. At 3rd level, you gain one of the following features:
Colossus Slayer. Once per turn when you hit a creature Spellbreakers are a small, but dedicated, fraternity of rangers
that has less than its maximum hit points with a weapon that specialize in hunting mages who use their arcane power
attack, you can deal an additional 1d8 damage on hit. for evil. While most pursue the life of a Spellbreaker for noble
Crippling Strike. Once per turn when you hit a reasons, there are some who seek to destroy anyone with the
creature with a weapon attack, you can force it to potential to use magic. Most Spellbreakers work in secrecy,
make a Constitution saving throw. On a failed save, only striking when success is a certainty. When one wrong
its speed is reduced to 0 until the start of your next turn. move could end in disintegration, there is no room for error.
Giant Killer. When a creature that is at least one size Spellbreaker Magic
larger then you misses you with an attack, you can use You learn the following spells at the ranger levels noted in the
your reaction to make one attack targeting that creature. table below. These spells count as ranger spells for you, you
Horde Breaker. Once per turn when you make a weapon always have them prepared, and they don't count against the
attack against a creature, you can make on additional attack total number of ranger spells that you can prepare each day.
with the same weapon against another creature within 5 feet
of your original target and within the range of your weapon. Ranger Level Spell
3rd absorb elements*, detect magic
Defensive Tactics
You have honed your skills to better protect yourself from 5th blindness/deafness, silence
your foes. At 7th level, you gain one of the following features: 9th counterspell, dispel magic
Escape the Horde. When a creature targets you with an
opportunity attack, they have disadvantage on their attack roll 13th arcane eye, resilient sphere
so long as you can see the attacking creature. 17th dispel evil and good, wall of force
Iron Will. You have advantage on saving throws to resist
the charmed, frightened, and stunned conditions. Spellsight
Multiattack Defense. When a creature hits you with an Starting at 3rd level, you learn to detect arcane potential of
attack, you gain a +4 bonus to your Armor Class against all others. When you mark a creature as your favored foe, you
attacks made by that creature for the rest of the turn. learn its spellcasting ability and its highest level spell slot.
Stout Frame. As a reaction when you take bludgeoning, Once you use this feature you must finish a short or long
piercing, or slashing damage you reduce the damage by an rest before you can use it again. If you have no remaining
amount equal to your Constitution modifier (minimum of 1). uses you can expend a 1st-level spell slot to use it again.
Reflect Spell
Also at 3rd level, you can cast absorb elements
at 1st-level, without expending a spell slot a total
number of times equal to your Wisdom modifier
(minimum of once). You regain all expended
uses when you finish a long rest.
When you cast absorb elements and your next
melee weapon attack targets the creature whose
spell you absorbed, the extra damage from absorb
elements deals the maximum amount of damage.
Arcane Defense
You have can steel yourself against hostile magic.
Starting at 7th level, when you are forced to make
a saving throw to resist a spell or another magical
effect, you gain a bonus to your saving throw equal
to your Wisdom modifier (minimum of +1).
Mage Breaker
At 11th level, you learn advanced techniques
to better thwart those who wield arcane power.
Whenever you mark a creature that can cast at
least one spell as your favored foe, you gain the
following additional benefits: Sinister Insight
Both the damage of your weapon attacks and the extra Starting at 3rd level, you can analyze your foe as you do battle
damage from favored foe becomes force damage. with them. When you mark a creature as your favored foe,
When you hit your favored foe with a weapon attack, they you can enhance the mark with dark magics. Once per turn,
have disadvantage on their Constitution saving throws when you hit that favored foe with a weapon attack, you can
they make to maintain concentration on their spells. learn one of the following characteristics of your choice:
When you hit your favored foe with a weapon attack, you
can immediately end your favored foe mark, causing your Armor Class Damage Resistance
attack to deal maximum damage, instead of rolling. Current Hit Points Damage Vulnerability
Mantle of the Master Damage Immunity Saving Throw Proficiency
Your training has reached its apex, and you are considered a Spellcasting Ability Skill Proficiency
master Spellbreaker. Starting at 15th level, you are resistant Once you enhance your favored foe mark in this way, you
to all damage from spells and other magical effects. must finish a short or long rest before you can do so again.
Shadowbane Supernatural Resilience
Every culture tells stories of evil spirits and monsters that live Your resolute focus allows you to better resist the creatures
just beyond the walls of civilization. Thanks to the quiet you hunt. Beginning at 7th level, whenever your favored foe
watch of dedicated rangers, these terrible monsters remain forces you to make a saving throw, you add 1d6 to your roll.
nothing more than a story. These guardian rangers take up When you reach 15th level, this bonus becomes 2d6.
the mantle of Shadowbane, vowing to protect the innocent
from the things of the night. They seek out vampires, evil fey, Spellsunder
werewolves, and other such vile creatures and destroy them. You have learned how to thwart magic that might help your
sinister foes escape your grasp. Starting at 11th level, when a
Shadowbane Magic creature you can see with in 60 feet casts a spell or attempts
You the following spells at the ranger levels noted in the table to teleport, you can use your reaction to force them to make a
below. These spells count as ranger spells for you, you always Wisdom saving throw. On a failure, the spell or teleport fails.
have them prepared, and they don't count against the total Your favored foe has disadvantage on their saving throw.
number of ranger spells that you can prepare each day. Once you use this reaction, you must finish a short or long
Ranger Level Spell rest before you can use it again. If you have no uses left, you
can expend a spell slot of 1st-level or higher to use it again.
3rd compelled duel, protection from evil/good
5th see invisibility, zone of truth Ruthless Counter
Starting at 15th level, you can counter the attempts of your
9th magic circle, protection from energy foes to harm you. As a reaction when your favored foe forces
13th banishment, faithful hound you to make a saving throw, you can make one weapon attack
targeting them, before you make the saving the saving throw.
17th dispel evil and good, hold monster On hit, you automatically succeed on your saving throw.
Survivalist Knacks Slayer I
Below are the Knacks available to a ranger. If a Knack has a Prerequisite: 3rd level ranger
prerequisite, like your ranger level or another Knack, you can Once you have a quarry in your sights it is rare that they
learn it at the same time that you meet the prerequisites. escape. You have advantage on Wisdom (Perception) and
Alpine Adept
Wisdom (Survival) checks made to track your favored foe.
Prerequisite: 6th level ranger Slayer II
You are amazingly surefooted. You gain a 30 foot climbing Prerequisite: 6th level ranger, Slayer I
speed, and you can use your reaction to reduce any falling Your tracking abilities have become supernaturally accurate.
damage you take by an amount equal to your ranger level. You always know the exact direction and distance of your
If you already have a climbing speed it increases by 10 feet. favored foe while you are on the same plane of existence.
Aquatic Adept Slayer III
Prerequisite: 6th level ranger Prerequisite: 14th level ranger, Slayer I, II
You can swim through the water like a native creature of the Once per turn, when you hit your favored foe with a weapon
sea. You gain a 30 foot swimming speed, and while you are attack, you can force it to make a Constitution saving throw.
underwater, you can hold your breath for up to 1 hour. If you On a failed save, it is blinded, deafened, frightened, poisoned,
already have a swimming speed it increases by 10 feet. or restrained (your choice) until the start of your next turn.
Explorer I Stalker I
You have advantage on Wisdom (Survival) checks to navigate You are a master at covering your tracks. While moving at a
the wild, forage for food and water, and avoid becoming lost. normal pace, you and up to five other creatures who travel
Explorer II
with you, produce no tracks nor scent, and you cannot be
tracked by mundane means unless you wish to be.
Prerequisite: 6th level ranger, Explorer I
At the end of a long rest, you can attune to the surrounding Stalker II
environment. Examples include, but are not limited to: arctic, Prerequisite: 3rd level ranger, Stalker I
coast, desert, forest, grassland, mountain, or swamp. While in You have learned to hunt your prey while remaining unseen.
your attuned environment you gain the following benefits: You can take the Hide action as a bonus action on your turn.
You have advantage on Intelligence and Wisdom checks
related to the native plants, animals, or ecosystem. Stalker III
You find twice as much food when foraging or hunting. Prerequisite: 9th level ranger, Stalker I, II
You cannot be surprised unless you are incapacitated. You cannot be tracked, even by magic. You are always under
You gain a bonus to your initiative rolls equal to your the effects of the nondetection spell, and you can't be tracked
Wisdom modifier (minimum of 1). divination magic or magical means unless you wish to be.
Herbalist I Stalker IV
You have a deep knowledge of plants and their healing Prerequisite: 14th level ranger, Stalker I, II, III
properties. You have advantage on Intelligence (Nature) You can ward yourself to briefly disappear from sight. When
checks to identify the medicinal properties of plants, and you take the Hide action, you, along with anything you are
Wisdom (Medicine) checks made to stabilize creatures. wearing or carrying, become invisible until the start of your
next turn. This ends early if you attack or cast a spell.
Herbalist II
Prerequisite: 3rd level ranger, Herbalist I Strider I
You have learned to use natural plants and herbs to create There are few natural obstacles that you cannot overcome.
healing potions. You gain proficiency with the herbalism kit. You ignore the effects of difficult terrain imposed by natural
At the end of a long rest, you can use a herbalism kit to environments, such as undergrowth, snow, or marshlands.
create a potion of healing. It retains its potency for a number Additionally, you and up to five other creatures who travel
of days equal to your proficiency bonus, after which it spoils. with you do not have your travel slowed by difficult terrain.
Herbalist III Strider II
Prerequisite: 6th level ranger, Herbalist I, II Prerequisite: 3rd level ranger, Strider I
You, and up to five creatures who you touch, spend at least Once in your sights, you pursue your quarries relentlessly.
one Hit Die to regain hit points at the end of the short rest, You can take the Dash action as a bonus action on your turn.
each of those creatures regains an extra 1d8 hit points.
Strider III
Natural Regeneration Prerequisite: 6th level ranger, Strider I, II
Prerequisite: 14th level ranger You can surmount almost any obstacle that would block your
At the end of a short rest, you can recover ranger spell slots path. Your base movement speed increases by 10 feet, and
of a combined level equal to your Wisdom modifier. Once you you ignore the effects of difficult terrain imposed by spells,
do so, you must finish a long rest before you can do so again. magical phenomena, and any other magical effect.
Strider IV
Prerequisite: 14th level ranger, Strider I, II, III
You move through the world unhindered by even the most Beast of the Cave
powerful magic and restraints. You are always under the medium beast, neutral
effects of the freedom of movement spell while conscious.
Armor Class 13 + PB (natural armor)
Survivor I Hit Points 5 + five times your ranger level
Prerequisite: 6th level ranger (the beast has a number of hit dice [d8s]
Your time in the wilds has hardened your physical body. As a equal to your ranger level)
bonus action on your turn, you can grant yourself temporary Speed 30 ft., burrow 10 ft.
hit points equal to your Constitution modifier (minimum of 1).
Survivor II STR DEX CON INT WIS CHA
Prerequisite: 9th level ranger, Survivor I 14 (+2) 14 (+2) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
Your body can rapidly recover from injury. When you expend
a Hit Die to regain hit points, you regain additional hit points
equal to your Wisdom modifier (minimum of 1 hit point). Senses darkvision 120 ft., passive Perception 12
Languages understands the languages you speak
Survivor III
Prerequisite: 14th level ranger, Survivor I, II Tremmorsense. The beast knows the location of
anything in contact with the ground within 30 feet.
You persevere even in the face of death. When you make a
death saving throw, you can add your Wisdom modifier to the Primal Bond. You can add your PB to any ability
roll (minimum of +1). If the result of your roll is 20 or higher, check or saving throw that the beast makes.
you treat it as if you had rolled a 20 on the d20.
Actions
Trapper Claw. Melee Weapon Attack: your spell attack
As an action, you can set a hidden trap made out of natural modifier to hit, reach 5 ft., one target. Hit: 1d6 +2
materials in an adjacent 5-foot space. The first creature that +PB piercing or slashing damage (your choice).
moves into the space must make a Dexterity saving throw
against your ranger spell save DC or become restrained.
The creature repeat the saving throw at the start of each
turn, ending the effect on a success. A creature can detect a Beast of the Land
trap by succeeding on an Investigation check against your
ranger spell save DC. You can have a number of active traps medium beast, neutral
equal to your Wisdom modifier (minimum of 1 trap).
Armor Class 13 + PB (natural armor)
Wild Insights I Hit Points 5 + five times your ranger level
You have a way with wild animals. You can communicate (the beast has a number of hit dice [d8s]
simple ideas to beasts using sounds and gestures, and you equal to your ranger level)
have advantage on Wisdom (Animal Handling) checks that Speed 40 ft., climb 40 ft.
target animals or beasts that are friendly towards you.
STR DEX CON INT WIS CHA
Wild Insights II
Prerequisite: 3rd level ranger, Wild Insight I 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
You have bound yourself with a minor nature spirit. You learn
the find familiar spell. It counts as a ranger spell for you, you Senses darkvision 60 ft., passive Perception 12
always have it prepared, and it doesn't count against the total Languages understands the languages you speak
number of spells you prepare each day. When you cast this
spell your summoned familiar is a fey creature. Charge. If the beast moves at least 20 feet toward a
target and then hits it with a maul attack on the
Wild Insights III same turn, the target takes an extra 1d8 slashing
Prerequisite: 9th level ranger, Wild Insight I damage. If the target is a Large or smaller creature, it
The power of your nature spirit grows. When you cast find must succeed on a Strength saving throw against
familiar, it can take the form of any beast of CR 1 or lower. your spell save DC or be knocked prone.
Primal Bond. You can add your PB to any ability
Primal Beast Stat Blocks check or saving throw that the beast makes.
Detailed below are the options for the Beast Master's Primal Actions
Companion; the Beast of the Cave, Beast of the Land, Beast Maul. Melee Weapon Attack: your spell attack
of the Sea, and Beast of the Sky. These stat blocks your your modifier to hit, reach 5 ft., one target. Hit: 1d8 +2
proficiency bonus (PB) in several places. Any references to +PB piercing or slashing damage (your choice).
your spell save DC refer to your ranger spell save DC.
Beast of the Sea
medium beast, neutral
Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your ranger level
Beast of the Sky
(the beast has a number of hit dice [d8s] small beast, neutral
equal to your ranger level)
Speed 10 ft., swim 60 ft. Armor Class 13 + PB (natural armor)
Hit Points 4 + five times your ranger level
(the beast has a number of hit dice [d6s]
STR DEX CON INT WIS CHA equal to your ranger level)
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0) Speed 10 ft., fly 60 ft.
Senses darkvision 60 ft., passive Perception 12 STR DEX CON INT WIS CHA
Languages understands the languages you speak
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
Amphibious. The beast can breathe in air and water.
Senses darkvision 60 ft., passive Perception 12
Binding Strike. When the beast hits a Large or Languages understands the languages you speak
smaller creature with its Pseudopod, it can choose
to grapple the target (escape DC equal to your spell
save DC). Until this grapple ends, the beast can’t use Flyby. The beast doesn't provoke opportunity attacks
its Pseudopod attack on another target. when it flies out of an enemies reach.
Primal Bond. You can add your PB to any ability Primal Bond. You can add your PB to any ability
check or saving throw that the beast makes. check or saving throw that the beast makes.
Actions Actions
Pseudopod. Melee Weapon Attack: your spell attack Shred. Melee Weapon Attack: your spellcasting
modifier to hit, reach 5 ft., one target. Hit: 1d6 +2 modifier to hit, reach 5 ft., one target. Hit: 1d4 +3
+PB piercing or bludgeoning damage (your choice). +PB piercing or slashing damage (your choice).
Alternate Archetypes
The official Ranger Archetypes published in both Xanathar's
Guide to Everything and Tasha's Cauldron of Everything all
work as written with the Alternate Ranger presented here.
The only change that needs to be made is a slight change
to the Archetype Spell Lists for the four Archetypes below:
Gloom Stalker Magic
Replacement 3rd level Gloom Stalker feature
You learn the following spells at the ranger levels noted in the
table below. These spells count as ranger spells for you, you
always have them prepared, and they don't count against the
total number of ranger spells that you can prepare each day.
Gloom Stalker Spells
Ranger Level Spell
3rd cause fear, disguise self
5th darkness, rope trick
9th fear, nondetection
13th greater invisibility, phantasmal killer
17th mislead, seeming
Horizon Walker Magic Swarmkeeper Magic
Replacement 3rd level Horizon Walker feature Replacement 3rd level Swarmkeeper feature
You learn the following spells at the ranger levels noted in the You learn the following spells at the ranger levels noted in the
table below. These spells count as ranger spells for you, you table below. These spells count as ranger spells for you, you
always have them prepared, and they don't count against the always have them prepared, and they don't count against the
total number of ranger spells that you can prepare each day. total number of ranger spells that you can prepare each day.
Horizon Walker Spells Swarmkeeper Spells
Ranger Level Spell Ranger Level Spell
3rd alarm, protection from evil and good 3rd mage hand, entangle, faerie fire
5th misty step, rope trick 5th spider climb, web
9th haste, magic circle 9th fly, gaseous form
13th banishment, dimension door 13th arcane eye, giant insect
17th banishing smite, teleportation circle 17th arcane hand, insect plague
Fey Wanderer Magic Drakewarden Magic
Replacement 3rd level Fey Wanderer feature Additional 3rd level Drakewarden feature
You learn the following spells at the ranger levels noted in the You learn the following spells at the ranger levels noted in the
table below. These spells count as ranger spells for you, you table below. These spells count as ranger spells for you, you
always have them prepared, and they don't count against the always have them prepared, and they don't count against the
total number of ranger spells that you can prepare each day. total number of ranger spells that you can prepare each day.
Fey Wanderer Spells Drakewarden Spells
Ranger Level Spell Ranger Level Spell
3rd cause fear, charm person 3rd thaumaturgy, absorb elements, command
5th enthrall, misty step 5th dragon's breath, warding bond
9th dispel magic, fear 9th elemental weapon, fear
13th charm monster, dimension door 13th dominate beast, elemental bane
17th geas, mislead 17th awaken, dominate person
The Alternate
Ranger
Become the master of the wilderness you were
meant to be with this alternate version of the
ranger. Includes four Ranger Archetypes, new
Survivalist Knacks, and Alternate Rules for the
official Ranger Archetypes.
Version 3.7.0
Created by /u/laserllama
Artist Credits:
Covers - Johannes Voss - Brightwood Tracker
Page 1 - Alayna Danger - Forest M19
Page 3 - Cristi Balanescu - Tajurua Paragon
Page 4 - Andres Rocha - Timbercrown Pathway
Page 5 - Matt Stewart - Beast Whisperer
Page 6 - Jesper Ejsing - Silverymoon Ranger
Page 7 - Justine Cruz - Fist of the Angels
Page 10 - Robin Olausson - Ranger's Hawk
Page 11 - Igor Kieryluk - Fyndhorn Elves
Expanded Options for the Alternate Ranger,
including additional Survivalist Knacks and five
more Ranger Archetypes can be Found Here
Additional Laserllama Homebrew content
can be found for free on GM Binder.
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