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
Ready to face any challenge, Rangers are survivalists at their
take your first level in the Ranger class.
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 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 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.
the interconnected web that is the natural world. Some view Spell Slots. Add half your levels (rounded down)
themselves as apex predators, using their marital skills and in the Ranger class to the appropriate levels from
ruthless hunting abilities to keep the wild in line. Others see other classes to determine available spell slots.
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, Wild Expertise 1 — — — — — —
2nd +2 Spellcasting, Ranger's Quarry 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 Ranger's Quarry (8 hours) 4 4 2 ─ — — d6
7th +3 Conclave Feature 4 4 3 ─ — — d6
8th +3 Ability Score Improvement 4 4 3 ─ — — d6
9th +4 Wild Expertise 5 4 3 2 — — d6
10th +4 Ranger's Quarry (24 hours) 5 4 3 2 — — d8
11th +4 Conclave Feature, Tireless 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 Ranger's Quarry (1 week) 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 Ranger's Quarry (Indefinite), 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 adopt a Fighting Style that best reflects your
Hit Dice: 1d10 per Ranger level training. You cannot select a Fighting Style more than once,
Hit Points at 1st Level: 10 + your Constitution modifier. even if a feature allows you to select another Fighting Style.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Whenever you gain a level in this class, you can switch your
modifier per Ranger level after 1st. Fighting Style for another Fighting Style of your choice.
Proficiencies Archery
Armor: Light armor, medium armor, shields You gain a +2 bonus to attack rolls with ranged weapons.
Weapons: Simple weapons, martial weapons
Tools: None Defensive Fighting
So long as you are either wearing armor or wielding a shield,
Saving Throws: Strength, Dexterity you gain a +1 bonus to your Armor Class.
Skills: Choose three from Animal Handling, Athletics,
Insight, Investigation, Medicine, Nature, Perception, Dual Wielding
Sleight of Hand, Stealth, and Survival. While two-weapon fighting, you make your off-hand weapon
Equipment attack as part of your Attack action instead of a bonus action,
As a Ranger, you start with the following equipment, in and you add your ability modifier to the damage of this attack.
addition to the equipment granted by your background: When you do, you cannot also make a bonus action attack.
(a) chain shirt and a shield or (b) leather armor Dueling
(a) two shortswords or (b) two simple melee weapons When you are wielding a melee weapon in one hand and no
(a) a longbow and 20 arrows or (b) a martial weapon other weapons, you gain a +2 bonus to damage rolls with it.
(a) a dungeoneer's pack or (b) an explorer's pack
Featherweight Fighting
Quick Build While you are unarmed or wielding only light weapons, and
You can make a Ranger quickly by using these suggestions: are not wearing medium or heavy armor, your walking speed
First, make Dexterity your highest ability score, followed by increases by 10 feet, and you gain a +1 bonus to your damage
your Wisdom. Second, choose the Outlander background. rolls with light melee weapons and unarmed strikes.
Mariner
So long as you are not wearing medium or
heavy armor, or wielding a shield, you have
a swimming speed equal to your walking
speed, and a +1 bonus to Armor Class.
Mountaineer
So long as you are not wearing medium or
heavy armor, or wielding a shield, you have a
climbing speed equal to your walking speed, and
you gain a +1 bonus to your Armor Class.
Strongbow
You can use your Strength, in place of Dexterity, for
your attack and damage rolls with both longbows and
shortbows. When you do so, you gain a +1 to damage
rolls with those weapons.
Thrown Weapon Fighting
You can draw a weapon with the thrown property
as part of the attack you make with the weapon. Also,
whenever you hit with a ranged weapon attack using
a thrown weapon, you gain a +2 bonus to the damage
roll of that attack.
Versatile Fighting
While you are wielding a single versatile weapon and no
shield, you gain a +1 bonus to your attack rolls with that
weapon. While doing so, you can use your bonus action
on that turn to make a single grapple or shove attack,
or to take the Use an Object action.
Knacks
In the wild, you have learned bits of primal knowledge,
known as Knacks, which bolster your hunting, survival,
and tracking skills. At 1st level, you know one Knack of
your choice from the list at the end of this class.
Whenever you gain a Ranger level, you can replace one Spellcasting
Knack you know with a Knack of your choice, so long as you
meet the prerequisites for that Knack. You cannot replace a At 2nd level, you learn to draw upon the primal magic of the
Knack that is a prerequisite for another Knack you know. natural world to enhance your survival and combat skills:
At certain Ranger levels, you learn additional Knacks, as Preparing and Casting Spells
shown in the Knacks Known column of the Ranger table.
The Ranger table above shows how many spell slots you have
Wild Expertise to cast spells. To cast a Ranger spell of 1st-level or higher, you
must expend a slot of the spell's level or higher. You regain all
Your skill at navigating the wilderness is without peer. Also at of your expended spell slots when you finish a long rest.
1st level, choose one skill from the Ranger class skill list that At the end of each long rest, you prepare a list of spells that
you are proficient in. You add double your proficiency bonus are available for you to cast. Choose a number of spells equal
to any ability checks you make with the chosen skill. You also to your Wisdom modifier + half your Ranger level, rounded
learn one additional language of your choice, often one that is down. Spells must all be from the Ranger spell list at the end
spoken by the creatures you hunt, or peoples you defend. of this class, and be of a level for which you have spell slots.
When you reach 9th level in this class, you choose another
skill from the Ranger class skill list that you are proficient in Spellcasting Ability
to gain this benefit and another language of your choice. Your power is drawn from an intuitive knowledge of nature,
so Wisdom is your spellcasting ability for Ranger spells. You
use Wisdom when a spell refers to your spellcasting ability,
Additional Ranger Options your Spell save DC, or when you make a spell attack roll.
Looking for more options for the Alternate Ranger?
Spell save DC = 8 + your proficiency bonus
Check out the Alternate Ranger: Expanded for extra
Fighting Styles, Knacks, Feats and nine Conclaves!
+ your Wisdom modifier
Spell attack modifier = your proficiency bonus
+ your Wisdom modifier
Spellcasting Focus Conclave Spells
You can use a druidic focus as the spellcasting focus for your Each Ranger Conclave has a list of Conclave Spells that you
Ranger spells. See the Player's Handbook for example foci. always have prepared once you reach the Ranger levels noted
in your Conclave's description. Your Conclave Spells count as
Ritual Casting Ranger spells for you, but they do not count against your total
Your knowledge of the natural world allows you to draw out number of spells that you can prepare each day.
its innate magic. You can cast any Ranger spell that you have
prepared as a ritual so long as that spell has the ritual tag. Ability Score Improvement
Ranger's Quarry When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
You focus your senses to hunt as a predator of the wild. Also by 2, or two ability scores by 1. As normal, you can't increase
at 2nd level, you can use a bonus action to mark one creature one of your ability scores above 20 using this feature.
you can see as your Quarry, gaining the benefits below:
Whenever you damage it with an attack, you deal bonus Extra Attack
damage equal to a roll of your Quarry Die, which is a d4. Beginning at 5th level, you can attack twice, instead of once,
Whenever you make an ability check to track or locate it, whenever you take the Attack action on your turn.
you can add one roll of your Quarry Die to your d20 roll.
These benefits last for 1 hour but end early if your Quarry Feral Senses
is slain or if you mark another creature as your Quarry. You You hunt with the skills of an apex predator. At 5th level, you
can use this feature a number of times equal to your Wisdom can't have disadvantage on attack rolls against your Quarry.
modifier (a minimum of once). You regain all expended uses When you reach 18th level, you cannot have disadvantage
when you finish a long rest. When you have no uses left, you on attack rolls against any target within 30 feet of you.
can expend a spell slot to use this feature again.
When you reach 6th, 10th, 14th, and 18th levels in this Tireless
class, both the duration of Ranger's Quarry and the size of You are always ready for another hunt, never letting foes rest.
your Quarry Die increase, as indicated in the Ranger table. Beginning at 11th level, you regain all of your expended uses
Ranger Conclave of Ranger's Quarry whenever you finish a short or long rest.
At 3rd level, you choose your Conclave, a loose association of Foe Slayer
Rangers that share similar abilities, from the options below: You are a Ranger of mythic skill, rivaling the great huntsmen
Beast Master, Hunter, Monster Slayer, and Spellbreaker, each of legend. At 20th level, whenever you hit your Quarry with a
of which is detailed at the end of this class description. weapon attack, you can immediately end the mark and cause
Also included at the end of this class are Ranger Conclaves that attack to deal maximum damage instead of rolling. If the
inspired by official the Ranger options: Deep Stalker, Drake attack reduces the creature to 50 hit
Guard, Fey Wanderer, Planar Warden, and Swarm Keeper. points or fewer, it must succeed on a
Your Ranger Conclave grants you features at Constitution saving throw against.
3rd level, and again at 7th, 11th, your Spell save DC or instantly
and 15th level in this class. be reduced to 0 hit points.
Bestial Focus
Ranger Conclave 7th-level Beast Master Conclave feature
Choose the Conclave that best represents your Ranger: You and your Beast hunt as one. Your Primal Beast gains all
Beast Master, Hunter, Monster Slayer, or Spellbreaker. benefits of your Ranger's Quarry, including any Knacks that
enhance it, and its attacks count as magical for the sake of
Beast Master Conclave overcoming resistance and immunity to nonmagical attacks.
In their role as guardians of nature, some Rangers form deep Exceptional Training
connections with the beasts of the wild. In recognition of this
relationship, great spirits of the wild known as Primal Beasts 11th-level Beast Master Conclave feature
will seek out such Rangers and form a primal bond. Together, You are able to draw out the full ferocity of your Primal Beast.
Master and Beast stand together to defend the natural world. Once per turn when you command your Primal Beast to use
one of the attacks from its stat block, it can make two attacks.
Beast Master Spells
3rd-level Beast Master Conclave feature Primal Bond
You always have certain spells prepared at the Ranger levels 15th-level Beast Master Conclave feature
in the table below. The spells count as Ranger spells for you, The bond with your Primal Beast has reached its apex. When
but they don't count against the spells you prepare each day. you cast a Ranger spell that targets yourself, the Primal Beast
also gains the benefits as long as it is within 30 feet of you.
Ranger Level Spell
XGE
3rd animal friendship, beast bond
5th beast sense, warding bond
Primal Beasts & Animal Companions
While Primal Beasts here are described as powerful
9th haste, protection from energy
nature spirits, they can take on any appearance you
13th death ward, freedom of movement wish, so long as they resemble a beast of their size.
While some Primal Beasts appear as supernatural
17th awaken, commune with nature guardian spirits, others appear as normal animals.
What sort of Primal Beast has your Ranger bonded?
Primal Beast
3rd-level Beast Master Conclave feature
You have formed a bond with a Primal Beast. You choose
its stat block from one of the following options: the Beast
of the Cave, Land, Sea, or Sky, each of which is detailed
on the following page. The Primal Beast stat blocks use
your proficiency bonus (PB) and Ranger Spell save DC.
Your Primal Beast is friendly to you and your allies,
and it obeys your commands. In combat, it acts on
your turn. It can move and use its reaction on its
own, but it only takes the Dodge action unless
you use a bonus action to order it to take
an action from its stat block, or another
action. Whenever you take the Attack
action, you can forgo one attack to
command your Beast to attack.
When you are incapacitated, your
Beast can act on its own, and it
uses its turns to defend both itself
and you to the best of its abilities.
If your Beast is reduced to 0 hit points, it makes
death saving throws like a player character would.
If the Beast dies, you can perform a special 1-hour
ritual, which can be during a short or long rest, that
returns your Primal Beast to life with 1 hit point.
As part of this ritual, the Beast can expend hit dice
to regain additional hit points. It can also take
a new form, choosing a new Primal
Beast stat block and appearance.
Wild Empathy
3rd-level Beast Master Conclave feature
You learn the Wild Insight I Knack, but it doesn't
count against your Knacks Known. If you already
know Wild Insight I, you learn another Knack.
Beast of the Cave Beast of the Sea
Medium Beast, Neutral Medium Beast, Neutral
Armor Class 13 + PB (natural armor) Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your Ranger level Hit Points 5 + five times your Ranger level
Speed 30 ft., burrow 10 ft. Speed 10 ft., swim 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0) 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
Senses darkvision 120 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak Languages understands the languages you speak
Hit Dice. The Beast has a total number of d8 Hit Hit Dice. The Beast has a total number of d8 Hit
Dice equal to your Ranger level. It also gains all the Dice equal to your Ranger level. It also gains all the
normal benefits of both short and long rests. normal benefits of both short and long rests.
Tremorsense. The Beast knows the location of Amphibious. The Beast can breathe in air and water.
anything in contact with the ground within 30 ft.
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: +2 +PB to hit,
Claw. Melee Weapon Attack: +2 +PB to hit, reach 5 reach 5 ft., one target. Hit: 1d6 +2 +PB bludgeoning
ft., one target. Hit: 1d6 +2 +PB slashing damage. damage, and if the target is Large or smaller, it can
choose to instantly grapple it (escape DC equal to
your Spell save DC). While grappling a creature, it
can only use its Pseudopod to attack that creature.
Beast of the Land
Medium Beast, Neutral
Armor Class 13 + PB (natural armor)
Beast of the Sky
Small Beast, Neutral
Hit Points 5 + five times your Ranger level
Speed 40 ft., climb 40 ft.
Armor Class 13 + PB (natural armor)
Hit Points 4 + four times your Ranger level
STR DEX CON INT WIS CHA
Speed 10 ft., fly 60 ft.
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 12
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
Languages understands the languages you speak
Senses darkvision 60 ft., passive Perception 12
Hit Dice. The Beast has a total number of d8 Hit
Languages understands the languages you speak
Dice equal to your Ranger level. It also gains all the
normal benefits of both short and long rests.
Hit Dice. The Beast has a total number of d6 Hit
Charge. If the Beast moves at least 20 ft. in a line
Dice equal to your Ranger level. It also gains all the
toward a target and hits it with a Maul attack, the
normal benefits of both short and long rests.
target takes bonus slashing damage equal to a roll
of your Quarry Die. If it is Large or smaller it must Flyby. The Beast doesn't provoke opportunity
succeed on a Strength saving throw or fall prone. attacks when it flies out of an enemy's 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
Maul. Melee Weapon Attack: +2 +PB to hit, reach 5 Shred. Melee Weapon Attack: +3 +PB to hit, reach 5
ft., one target. Hit: 1d8 +2 +PB slashing damage. ft., one target. Hit: 1d4 +3 +PB slashing damage.
Hunter Conclave 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 foe's
using their deadly tracking and hunting skills. In the shadows attacks. When your Quarry targets you with an attack you can
of every countryside town lurks a Hunter, silently taking care see, you can use your reaction to add your Wisdom modifier
of any monster that threatens the peace. Hordes of orcs, vile (minimum of +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 your chosen foes until they are all
in the table below. The spells count as Ranger spells for you, eradicated. When your Quarry is slain, you can mark another
but they don't count against the spells you prepare each day. creature you can see as your Quarry (no action required)
Ranger Level Spell without expending a use of Ranger's Quarry or a spell slot.
Horde Breaker
XGE
3rd expeditious retreat, snare
5th locate
LL
, pass without trace
LL
11th-level Hunter Conclave feature
LL You are able to cut your chosen prey down as blades of grass.
9th conjure volley , nondetection
You gain the features listed below, each of which can be used
13th faithful hound, freedom of movement as an action on each of your turns. You must be wielding the
LL correct weapon in order to use the corresponding feature:
Volley. Choose a point you can see within the normal range
17th swift quiver , tree stride
Ambuscade of a ranged weapon you are wielding. You can make a ranged
3rd-level Hunter Conclave feature weapon attack against creatures of your choice within 10 feet
You are always prepared to strike first, often getting the jump of that point. You must have ammunition for each target, and
on your chosen prey. When you roll initiative, so long as you you must make a separate attack roll for each as normal.
are not surprised, you can use your reaction to take the Hide Whirlwind. You make a melee weapon attack against any
action, the Attack action, or mark a creature as your Quarry. number of creatures within the reach of a melee weapon you
If you are surprised, you cannot take this special reaction, are wielding, making a separate attack roll for each creature.
but you can act normally on your first turn of combat. Ruthless Focus
Silent Steps 15th-level Hunter Conclave feature
3rd-level Hunter Conclave feature Your deadly skills rival those of the
You stalk your prey unseen until it great hunters of legend and myth.
is too late. You learn the Stalker I You add your Wisdom modifier
Knack, but it does not count against (minimum of +1) to all weapon
your Knacks Known. If you know this attack rolls you make against
Knack you learn another of your choice. your Quarry.
Monster Slayer Conclave Iron Focus
7th-level Monster Slayer Conclave feature
Some Rangers are driven from civilized life by a deep hatred You have trained your mind to better resist the supernatural
for monsters. Often victims of these terrible monsters in their assaults of your hated foes. Whenever your Quarry forces you
youth, those that take up the mantle of Monster Slayer travel to make an ability check or saving throw you gain a bonus to
the world hunting for vile supernatural creatures that prey on your roll equal to one roll of your Quarry Die.
innocent mortals and ruthlessly annihilate them. They track
down vampires, evil fey, restless spirits, werewolves, and any Monster's Nemesis
other vile creature 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 treat its damage immunities as
3rd-level Monster Slayer Conclave feature resistances, and ignore any damage resistances it has.
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
hunt from harming the innocent. When you see your Quarry
9th magic circle, protection from energy
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
weapon attack against it as a reaction. On hit, your Quarry
must succeed on a Wisdom saving throw against your Spell
17th dispel evil & good, hold monster
Knowledge of the Hunt save DC, or its spell, teleport, or
3rd-level Monster Slayer Conclave feature other ability is thwarted and
You have dedicated yourself to the destruction of creatures of fails to take effect.
darkness, and study their weaknesses. You gain proficiency in When you use this feature
your choice of Arcana, History, Nature, or Religion. and your attack hits, you can
As a bonus action, you can analyze a creature you can see choose to instantly end the
effects of Ranger's Quarry
within 30 feet, making an ability check using the skill below to cause the creature
corresponding to its creature type (DC equals 10 + its CR): to automatically
Skill Creature Types fail its Wisdom
Arcana Aberrations, Dragons, Monstrosities
saving throw.
History Giants, Humanoids
Nature Beasts, Elementals, Oozes, Plants
Religion Celestials, Fey, Fiends, Undead
On a successful check, you learn one of the following
characteristics of your choice: its highest ability score,
lowest ability score, its damage vulnerabilities, its
damage resistances or immunities, its condition
immunities, or another weakness it may have. If
the characteristic you choose doesn't apply the
DM reveals another characteristic to you.
If you analyze your Quarry with this
feature you can add one roll of your
Quarry Die to your ability check.
Slayer's Cunning
3rd-level Monster Slayer feature
You are always prepared to hunt.
You gain the Slayer I Knack, but
it does not count against your
total number of Knacks Known.
You can also use Ranger's
Quarry once between each
short or long rest without
expending a use of it.
Spellbreaker Conclave
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 its subsequent Constitution saving
throw to maintain concentration on spells.
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
XGE
3rd absorb elements , detect magic
5th blindness/deafness, silence
LL
9th counterspell , dispel magic
13th arcane eye, resilient sphere
LL
17th dispel evil & good, wall of force
Spellsight
3rd-level Spellbreaker Conclave feature
You have learned to see the arcane potential of creatures.
When you mark a creature as your Quarry, you instantly
learn its spellcasting ability (if it has one) and the level Mantle
of the highest level spell that it has the ability to cast. of the Master
If your Quarry is hidden from divination magic, such as by 15th-level Spellbreaker Conclave feature
a nondetection spell, it appears as if it cannot cast spells. Your Spellbreaker training has reached its pinnacle. You are
Arcane Defense resistant to damage from spells and all other magical effects
7th-level Spellbreaker Conclave feature so long as you are not unconscious or incapacitated.
You can steel yourself to better resist the magics of your foes. Reflect Spell
Whenever your Quarry forces you to make a saving throw to 15th-level Spellbreaker Conclave feature
resist a spell or another magical effect, you gain a bonus to Your training allows you to strike spells from the weave. You
your roll equal to your Wisdom modifier (minimum of +1). can cast absorb elements at will as if you cast it at 1st-level.
Moreover, whenever your Quarry subjects you to a spell or After you cast absorb elements, if your next melee weapon
magical effect that allows you to make a saving throw to take attack is against the creature whose spell you absorbed, you
only half damage, you instead take no damage on a success, treat the absorb elements damage as its maximum amount.
and only 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 expend a spell out the Order of Spellbreakers for the Magus Class.
slot of 1st-level or higher to deal bonus force damage equal to The Magus is an Intelligence-based, arcane half-
one roll of your Quarry Die per level of the spell slot. caster that serves as the counterpart to the Ranger
Also, whenever you cast counterspell or dispel magic, you and Paladin. Hunt with mastery of spell & sword!
can add a roll of your Quarry Die to the ability check.
Knacks
Below are the Knacks available to the Ranger. If a Herbalist II
Knack has a prerequisite, like your Ranger level or Prerequisite: 3rd-level Ranger, Herbalist I
another Knack, you can learn it at the same time that You have learned to use natural plants and herbs to create
you meet all of that Knack's prerequisites. healing salves. Over the course of a long rest, you can spend
Alpine Adept 1 hour using an herbalism kit to create one potion of healing.
These potions of healing retain their potency until the end of
You are amazingly surefooted. You gain a 30-foot climbing your next long rest, at which point they become inert.
speed, and you can use your reaction to reduce any falling
damage you take by an amount equal to your Ranger level. Herbalist III
If you already have a climbing speed it increases by 10 feet. Prerequisite: 6th-level Ranger, Herbalist I, II
Aquatic Adept When you use your herbalism kit to craft potions of healing
during a long rest, you craft a number of potions of healing
You can swim through the water like a native creature of the equal to 1 + your Wisdom modifier (minimum of 2).
sea. You gain a 30-foot swimming speed, and while you are
underwater, you can hold your breath for up to 1 hour. If you Naturalist I
already have a swimming speed it increases by 10 feet. You are an intuitive student of the wilderness. Whenever you
Favored Foe would make an Intelligence (Nature) check in the wilderness,
you can choose to make a Wisdom (Nature) check instead.
Prerequisite: 3rd-level Ranger Also, you can make Wisdom (Nature) checks as a bonus
You are especially adept at studying, tracking, and hunting a action to recall knowledge about one beast or plant you see.
specific type of enemy. Choose one creature type, two races
of humanoid (such as gnolls and orcs), or one organization Naturalist II
(like a thieves' guild or an evil cult) as your Favored Foe. Prerequisite: 6th-level Ranger, Naturalist I
Whenever you make a Wisdom check to hunt or track, or At the end of a long rest, you can attune to your surrounding
an Intelligence check to recall knowledge about a Favored environment. Examples include, but are not limited to: arctic,
Foe, you can treat a roll of 9 or lower on the d20 as a 10. coast, desert, forest, grassland, mountain, or swamp. While in
You can choose to learn this Knack more than once, but your attuned environment, you gain the following benefits:
you must choose a new Favored Foe each time you do so.
You have advantage on Wisdom (Nature) checks related
Herbalist I to the local plants, animals, ecosystem, and weather.
You have an extensive knowledge of plants and their healing You find twice as much food when foraging or hunting.
properties. You gain proficiency with herbalism kits, and you You cannot be surprised unless you are incapacitated.
automatically succeed on your Wisdom (Medicine) checks to You have advantage on your initiative rolls so long as you
stabilize creatures at 0 hit points if you use a herbalism kit. are not surprised or incapacitated.
Natural Regeneration Strider III
Prerequisite: 3rd-level Ranger Prerequisite: 6th-level Ranger, Strider I, II
During a short rest, you can recover spell slots of a combined You can surmount almost any obstacle that would block your
level equal to your Wisdom modifier. Once you do, you must path. Your walking speed increases by 10 feet, and you ignore
finish a long rest before you can use this feature again. the effects of any difficult terrain imposed by spells, magical
phenomena, or any other supernatural effect.
Slayer I
Prerequisite: 3rd-level Ranger Strider IV
When you hit a creature with a weapon attack you can mark Prerequisite: 14th-level Ranger, Strider I, II, III
it as your Quarry as part of the attack, applying your Quarry You move through the world unhindered by even the most
damage bonus and other benefits to the damage roll. powerful magic and restraints. You are always under the
effects of the freedom of movement spell while conscious.
Slayer II
Prerequisite: 6th-level Ranger, Slayer I Survivor I
Your tracking abilities have become supernaturally accurate. Prerequisite: 6th-level Ranger
You can mark a creature as your Quarry by studying signs of Your time in the wilds has hardened your body. As a bonus
its passing, such as tracks, that were left within 24 hours. action on your turn, you can grant yourself temporary hit
Moreover, whenever you make a Wisdom (Perception) or a points equal to your Constitution modifier (minimum of 1).
Wisdom (Survival) check to locate or track your Quarry, you
can treat a roll of 7 or lower on the d20 as an 8. Survivor II
Prerequisite: 9th-level Ranger, Survivor I
Slayer III Your body can rapidly recover from injury. When you expend
Prerequisite: 14th-level Ranger, Slayer I, II a Hit Die to regain hit points, you regain additional hit points
When you hit a Quarry with a weapon attack, you can force it equal to your Wisdom modifier (minimum of 1 hit point).
to make a Constitution saving throw against your Spell save
DC. On a failed save, it is blinded, cannot speak, deafened, or Survivor III
restrained (your choice) until the start of your next turn. You Prerequisite: 14th-level Ranger, Survivor I, II
can only use this feature on your Quarry once per turn. When you make a death saving throw, you add your Wisdom
modifier to the roll (minimum of +1). If the result of your roll
Stalker I is 20 or higher, it is as if you had rolled a 20 on the d20.
You are a master at remaining undetected in the wilderness.
You have advantage on Dexterity (Stealth) checks you make Trapper
to hide while you are in natural environments. You can construct natural traps. Over the course of 1 hour,
which can be during a short or long rest, you can use a knife,
Stalker II natural materials, and expend 10 feet of rope to craft a Trap.
Prerequisite: 3rd-level Ranger, Stalker I As an action, you can set one of these Traps in an adjacent
You have learned to hunt your prey while remaining unseen. unoccupied 5-foot space. The first Large or smaller creature
You can take the Hide action as a bonus action on your turn. to move into that space must succeed on a Dexterity saving
throw against your Spell save DC or become restrained.
Stalker III As an action, the restrained creature, or another creature
Prerequisite: 9th-level Ranger, Stalker I, II within 5 feet of it, can use an action to make a Strength check
You cannot be tracked, even by magic. You are always under against your Spell save DC, freeing the creature on a success.
the effects of the nondetection spell, and you can't be tracked As an action (separate from setting the Trap), you can hide
by divination magic or magical means unless you wish to be. the Trap. If hidden, a successful Intelligence (Investigation)
Stalker IV against your Spell save DC is required to detect the Trap.
Prerequisite: 14th-level Ranger, Stalker I, II, III Wild Insight I
You can ward yourself to briefly disappear from sight. When You have a special insight into the mannerisms and sounds
you take the Hide action, you, along with anything you are of wild animals. You can communicate with beasts as if you
wearing or carrying, become invisible until the start of your were always under the effect of a speak with animals spell.
next turn. This ends early if you attack or cast a spell.
Wild Insight II
Strider I Prerequisite: 3rd-level Ranger, Wild Insight I
You ignore the effects of difficult terrain imposed by natural You have bound yourself with a minor nature spirit. You learn
environments, such as undergrowth, snow, or swamp. You the find familiar spell. It counts as a Ranger spell for you, you
also can't become lost so long as you can see the night sky. always have it prepared, but it doesn't count against the total
Finally, you and up to 10 creatures who travel with you number of spells you prepare each day. When you cast this
don't have your travel slowed by natural difficult terrain. spell your summoned familiar is always a fey creature.
Strider II Wild Insight III
Prerequisite: 3rd-level Ranger, Strider I Prerequisite: 9th-level Ranger, Wild Insight I, II
Once in your sights, you pursue your enemies relentlessly. The power of your nature spirit grows. When you cast find
You can take the Dash action as a bonus action on your turn. familiar, it can take the form of any beast of CR 1/2 or lower.
Ranger Spell List
Below are the spells available to Rangers, organized by spell
level. They are from the Player's Handbook, Xanathar's Guide
to Everything*, and Tasha's Cauldron of Everything**. Spells
that can be cast as rituals are marked with the (ritual) tag.
Spells marked with LL are found in the laserllama Spell
Compendium, which includes both new and alternate spells.
1st-Level 3rd-Level
absorb elements * conjure animals
alarm (ritual) conjure volley LL
animal friendship daylight
beast bond * dispel magic
cure wounds elemental weapon
detect magic (ritual) flame arrows LL
detect poison & disease lightning arrow LL
ensnaring strike LL meld into stone (ritual)
entangle nondetection
expeditious retreat plant growth
fog cloud revivify
goodberry speak with plants
hail of thorns LL summon fey **
jump LL tiny hut (ritual) LL
longstrider water breathing (ritual)
purify food & drink water walk (ritual)
snare * wind wall *
speak with animals (ritual)
zephyr strike * 4th-Level
conjure woodland beings
2nd-Level death ward
aid divination (ritual)
animal messenger (ritual) dominate beast
barkskin freedom of movement
beast sense (ritual) grasping vine
continual flame guardian of nature *
cordon of arrows LL stoneskin
darkvision summon elemental **
enhance ability
find traps 5th-Level
gust of wind awaken
healing spirit commune with nature (ritual)
locate creature (ritual) LL contagion
magic weapon LL steel wind strike LL
pass without trace LL swift quiver LL
protection from poison tree stride
restoration LL wrath of nature *
silence (ritual)
spike growth
summon beast **
Dread Ambusher
Additional Conclaves 3rd-level Deep Stalker Conclave feature
Included here are additional Conclaves based on the official You mimic the surprise tactics of the nameless creatures that
Ranger options from Xanathar's Guide to Everything, Tasha's dwell in the darkness. You gain a bonus to your initiative rolls
Cauldron of Everything, and Fizban's Treasury of Dragons: equal to your Wisdom modifier (minimum of +1), so long as
Official Archetype Alternate Conclave you are not surprised or incapacitated.
Also, when you take the Attack action during your first turn
Gloom Stalker Deep Stalker
in combat, you can make one additional attack as part of that
Drakewarden Drake Guard action. On hit, it deals bonus damage equal to your level.
Fey Wanderer Fey Wanderer
Cloak of Shadows
Horizon Walker Planar Warden 7th-level Deep Stalker Conclave feature
You have learned to conceal yourself even from the creatures
Swarmkeeper Swarm Keeper
native to the deep shadow. While you are in darkness, you are
invisible to creatures that rely on darkvision to see you.
Deep Stalker Conclave
Iron Mind
Deep beneath the earth where the light of the sun is a dream, 7th-level Deep Stalker Conclave feature
nameless things dwell in the deep shadow. The Rangers who You have trained your mind to resist the mental assaults that
stand against these unspeakable terrors of the darkness are are common in the depths you stalk. You gain proficiency in
known as Deep Stalkers. Though their skills were originally Wisdom saving throws. If you are already proficient, you gain
developed by denizens of the Underdark, Deep Stalkers can proficiency in either Intelligence or Charisma saving throws.
be found guarding anywhere darkness lies heavy on the land.
Deep Stalker Spells Precise Strikes
3rd-level Deep Stalker Conclave feature 11th-level Deep Stalker Conclave feature
You always have certain spells prepared at the Ranger levels In the unforgiving dark every strike could be the difference
in the table below. The spells count as Ranger spells for you, between life and death. Once per turn when you miss with a
but they don't count against the spells you prepare each day. weapon attack, you can add one roll of your Quarry Die to
your attack roll, possibly turning your miss into a hit.
Ranger Level Spell
In addition, your darkvision has improved, and allows you
3rd cause fear
XGE
, disguise self to see through both magical and nonmagical darkness.
5th darkness, invisibility Deadly Counter
15th-level Deep Stalker Conclave feature
You can manipulate the shadows to distract your foes. When
9th fear, nondetection
13th greater invisibility, phantasmal killer
a creature you can see targets you with an attack roll, you
can use your reaction to cloak yourself in shadows and
impose disadvantage on its attack roll.
17th mislead, seeming
Umbral Sight If this reaction causes the attack to miss, you can
3rd-level Deep Stalker Conclave feature make a weapon attack against your attacker as
You have adapted to stalk your prey without light. part of the same reaction. If you are in dim
You gain darkvision out to a range of 60 feet. If you light or darkness when you
already have darkvision from another feature, the make this special attack,
range of your darkvision increases by 30 feet. you have advantage
on your attack roll.
Drake Guard Conclave
Sometimes wandering Rangers enter into the service of great
dragons and are gifted 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
XGE
3rd absorb elements , command
XGE
5th dragon's breath , warding bond
9th elemental weapon, fear
XGE
13th dominate beast, elemental bane
17th awaken, dominate person
Draconic Companion
3rd-level Drake Guard Conclave feature
Your soul has been bound to that of a Draconic Companion.
You choose its Essence from the following options: acid, cold,
fire, lightning, or poison. Its Essence influences the color of
its scales, and once it is chosen it cannot be changed.
Your Companion uses the Draconic Companion stat block
on this page, which uses your proficiency bonus (PB) and
Ranger Spell save DC throughout. It cannot bear a rider.
Your Draconic Companion is friendly to you and your allies
and it obeys your commands. In combat, it acts on your turn.
It can move and use its reaction on its own, but it only takes
the Dodge action on its turn unless you use a bonus action to
Draconic Companion
order it to take an action from its stat block or another action.
Small Dragon, Lawful Neutral
Also, whenever you take the attack action, you can forgo one
of your attacks to command the Companion to attack. When Armor Class 14 + PB (natural armor)
you are incapacitated, your Companion acts on its own, and Hit Points 5 + five times your Ranger level
will to defend both itself and you to the best of its ability. Speed 30 ft., fly 30 ft.
When your Companion is reduced to 0 hit points, it makes
death saving throws like a player character would. If it dies, STR DEX CON INT WIS CHA
you can perform a special 1-hour ritual, which can be during 16 (+3) 12 (+1) 15 (+2) 8 (-1) 10 (+0) 14 (+2)
a short or long rest, that restores it to life with 1 hit point. As
part of this ritual, it can expend hit dice to regain hit points. Damage Immunities Essence type
Wyrmsoul Senses darkvision 60 ft., passive Perception 10
3rd-level Drake Guard Conclave feature Languages Draconic, understands any languages
The magic that bonds you to your Companion has infused spoken by the Drake Guard bound to it.
you with draconic power. You learn to speak, read, and write
Draconic, and when you cast a Ranger spell that deals acid, Hit Dice. Your Companion has a total number of d8
cold, fire, lightning, or poison damage, you can cause it to Hit Dice equal to your Ranger level. It also gains all
deal the damage type of your Companion's Essence instead.
the normal benefits of both short and long rests.
Soul Bound. You add your PB to any ability check or
saving throw that the Draconic Companion makes.
Sword, Sorcery, and Dragons! Actions
Interested in playing a true dragon rider? Check out
Claw. Melee Weapon Attack: +3 +PB to hit, reach 5
the Order of Scales for the Magus Class, the arcane
ft., one target. Hit: 1d4 +3 +PB slashing damage +
half-caster companion to the Paladin and Ranger!
1d4 Essence damage.
Greater Companion Beguiling Strikes
7th-level Drake Guard Conclave feature 3rd-level Fey Wanderer Conclave feature
As your power increases, so does that of your Companion. You can weave the wild and disorienting magic of the Feywild
Your Companion becomes Medium in size, and can bear you into your strikes, distracting and taunting your foes. You can
as a rider so long as you are Medium or smaller. However, its choose for the bonus damage of your Ranger's Quarry feature
flying speed is halved while you are riding it. You can also roll to be psychic instead of your weapon's noraml damage type.
d6s, in place of d4s, for the damage of its Claw attacks. If you deal psychic damage to your Quarry with a melee
Elemental Breath
weapon attack, it has disadvantage on all attack rolls against
creatures other than you until the start of your next turn.
11th-level Drake Guard Conclave feature
You and your Companion can directly channel the elemental Fey Wanderer Spells
power of its Essence. As an action, you, or your Companion, 3rd-level Fey Wanderer Conclave feature
can exhale a 30-foot cone of elemental breath. Creatures in You always have certain spells prepared at the Ranger levels
that area must make a Dexterity saving throw against your in the table below. The spells count as Ranger spells for you,
Ranger Spell save DC. Creatures take 8d6 Essence damage but they don't count against the spells you prepare each day.
on a failed save, and half as much damage on a success.
You and your Companion can use this feature a combined
Ranger Level Spell
number of times equal to your Wisdom modifier (a minimum 3rd cause fear
XGE
, charm person
of once), and you regain all expended uses when you finish a 5th enthrall, misty step
long rest. When you have no uses left, you can expend a spell
slot of 3rd-level or higher to use this feature again.
TCE
9th dispel magic, summon fey
XGE
Mythic Companion
13th charm monster , dimension door
15th-level Drake Guard Conclave feature 17th geas, mislead
Your bond with your Companion has unlocked its true power.
As an action, your Companion can change its size, choosing Otherworldly Mystique
to be Small, Medium, or Large. If it is Large in size, its flying 3rd-level Fey Wanderer Conclave feature
speed is no longer halved while it bears you as its rider. The magic of the Feywild has imbued you with a whimsical
Also, once per turn when you command your Companion charm that makes others more likely to trust you, for good or
to attack, it can make two attacks instead of one. Finally, the ill. You gain proficiency in one of the following skills of your
damage of Elemental Breath increases to 10d6 damage. choice: Deception, Performance, or Persuasion.
Also, whenever you make a Charisma
Fey Wanderer Conclave check, you gain a bonus to the roll
In your wild wanderings you have acquired the magic of equal to your Wisdom modifier
the Feywild, and use it to augment your Ranger abilities. (minimum of +1).
Whether you are the chosen warden of a Fey crossroads,
the favored servant of an Archfey, or you pilfered your
power in a fey wager, you now wield the whimsical
and terrifying powers common to the Feywild.
Whimsical Ward
7th-level Fey Wanderer Conclave feature
Your familiarity with the abilities of the fey
grants you increased defenses against their
power. You have advantage on saving throws
to resist being charmed and frightened.
Also, when a creature you can see within 30
feet makes a saving throw to resist the charmed
or frightened condition, you can use a reaction
to force another creature you can see within
60 feet to make a Wisdom saving throw
against your Spell save DC. On a failure,
it is either charmed or frightened of you
(your choice) for 1 minute. The creature
can repeat this saving at the end of each of
its turns, ending this effect on a successful save.
Faerie Guardian
11th-level Fey Wanderer Conclave feature
You can call support from the otherworldly courts of the fey.
You can cast summon fey without its material components.
Also, once per long rest, when you cast summon fey, you
can cast it so that it does not require concentration. When
you do, its duration is reduced from 1 hour to 1 minute.
Mirthful Step
15th-level Fey Wanderer Conclave feature
You can teleport through the Fey realm. You can cast misty
step without expending a spell slot a number of times equal
to your Wisdom modifier (minimum of once), and you regain
all expended uses when you finish a long rest.
When you cast misty step, you can touch a willing creature Planar Warden Spells
within 5 feet and teleport it along with you. It reappears in an 3rd-level Planar Warden Conclave feature
unoccupied space within 5 feet of where you reappear. You always have certain spells prepared at the Ranger levels
Planar Warden Conclave in the table below. The spells count as Ranger spells for you,
but they don't count against the spells you prepare each day.
Planar Wardens dedicate their lives to preserving the balance
of the multiverse by defending their native plane of existence
Ranger Level Spell
from otherworldly threats. Keeping watch over planar portals 3rd alarm, protection from evil & good
these esoteric warriors can draw on the power of the planes 5th misty step, rope trick
to destroy outsiders that would seek to invade their homes.
9th haste, magic circle
Extraplanar Senses
3rd-level Planar Warden Conclave feature
13th banishment, dimension door
As an action, you can detect the exact distance and direction 17th planar binding, teleportation circle
of the nearest creature alien to your current plane or planar
portal within 1 mile that isn't shielded from divination magic. Ethereal Step
As part of this action you can exclude targets of your choice. 7th-level Planar Warden Conclave feature
Once you use this feature you must finish a short or long You can briefly move between planes to disorient your foes.
rest before you can use it again. If you have no uses, you can When you take the Attack action, you can teleport up to 10
expend a spell slot of 1st-level or higher to use this again. feet before each attack to an unoccupied space you can see.
Any distance you teleport with this feature counts against
Planar Warrior your total movement for your turn.
3rd-level Planar Warden Conclave feature
You can augment your strikes with extraplanar energies. You Empowered Strikes
can choose for the additional damage of Ranger's Quarry to 11th-level Planar Warden Conclave feature
be force damage in place of your weapon's damage type. Your ability to move between the planes has improved. If you
Moreover, you can mark any creatures not native to your use Ethereal Step and attack at least two different creatures
current plane of existence as your Quarry without expending with that action, you can make one additional attack as part
a use of Ranger's Quarry. For example, while you are on the of that Attack action against a third creature.
material plane, you can use this feature to mark aberrations, In addition, when you use Ethereal Step and then make an
celestials, elementals, fey, and fiends, as your Quarry. attack, you can choose for your attack to deal force damage.
Ethereal Defense Writhing Horde
15th-level Planar Warden Conclave feature 7th-level Swarm Keeper Conclave feature
You can partially phase out of your current plane to resist the You can compel your swarm to carry you in unnatural ways.
assaults of your foes. When you take damage from an attack You gain a climbing speed equal to your walking speed, and
or spell that you can see, you can use your reaction to grant you can climb sheer surfaces and upside down on ceilings
yourself resistance to the damage of that attack for this turn. without having to make an ability check. While climbing in
this way, you are surrounded by your swarm of vermin.
Swarm Keeper Conclave Also, when you make a Strength (Athletics) check to shove
Swarm Keepers enter symbiotic relationships with swarms of or grapple, or to resist or end a grapple, you can call on your
tiny creatures. Most often surrounded by a swarm of rodents, swarm and add one roll of your Quarry Die to your roll.
insects, birds, or other small animals, these strange Rangers Greater Swarm
see themselves as guardians of the smallest lives. Dwelling in 11th-level Swarm Keeper Conclave feature
the deep woods or underground caves, Swarm Keepers build Your swarm has grown vastly in both numbers and in power.
communities that work together for the good of the swarm. Your Quarry has disadvantage on saving throws against your
Swarm Keeper Spells Symbiotic Swarm features. Your Symbiotic Swarm features
3rd-level Swarm Keeper Conclave feature also gain the following additional benefits:
You always have certain spells prepared at the Ranger levels Biting Assault. On a failed save, the creature is poisoned
in the table below. The spells count as Ranger spells for you, until the start of your next turn in addition to the damage.
but they don't count against the spells you prepare each day. Harrying Horde. On a failed save, the creature is knocked
prone at the end of this forced movement.
Ranger Level Spell
Swarm Step. After you move, you also gain the benefits of
3rd entangle, faerie fire half cover until the beginning of your next turn.
5th spider climb, web
One with the Swarm
9th fly, gaseous form 15th-level Swarm Keeper Conclave feature
You can fade into your swarm to avoid danger. When you take
13th arcane eye, giant insect
damage from a source you can see, you can use your reaction
17th arcane hand, insect plague to become one with your swarm and give yourself resistance
to that instance of damage. You and your swarm then teleport
Symbiotic Swarm to an unoccupied space you can see within 30 feet.
3rd-level Swarm Keeper Conclave feature You can use this special reaction a number of times equal
You have become an integral part of a swarm of vermin. You to your Wisdom modifier (minimum of once), and you regain
know the mage hand cantrip, but when you cast mage hand, all expended uses when you finish a long rest. If you have no
it manifests as part of your swarm which does your bidding. uses left, you can expend a spell slot of 1st-level or higher to
Also, you can use a bonus action on each of your turns to use this special reaction again.
command your swarm in one of the following ways: Swarm Master
Biting Assault. One creature of your choice within 30 feet 15th-level Swarm Keeper Conclave feature
must succeed on a Dexterity saving throw or take piercing or You have become one with your swarm, and can command it
poison damage equal to two rolls of your Quarry Die. with only your mind. You can cast one of your Swarm Keeper
Harrying Horde. One creature of your choice within 30 Spells without expending a spell slot or requiring the normal
feet must succeed on a Strength saving throw or be moved up components, instead relying on your swarm to produce it.
to 15 feet in a direction of your choice. Large and larger Once you use this feature to cast a Swarm Keeper Spell in
creatures have advantage on this Strength saving throw. this way, you must finish a short or long rest before
Swarm Step. You are moved up to 15 feet in a direction you can call on your swarm in this way again.
of your choice without provoking opportunity attacks.
The Alternate
Ranger
Become the Master of the Wilderness you were
meant to be! Includes Twenty-Seven Knacks,
Spells, and Ten New and Revised Conclaves.
Version 4.3.0 - Created by /u/laserllama
Artist Credits:
Covers - Johannes Voss - Brightwood Tracker
Page 1 - Francisco Miyara - Elturguard Ranger
Page 3 - BorjaPindado - Avenging Hunter
Page 4 - Brent Hollowell - Froghemoth
Page 5 - Lake Hurwitz - Blue Bear Hunts
Page 7 - Justine Cruz - Spoils of the Hunt
Page 8 - Tomas Duchek - Vampire Slayer
Page 9 - Schirmer & Voss - Elite Inquisitor
Page 10 - Kim Sokol - Hardy Outlander
Page 13 - Ioannis Fiore - Gloom Stalker
Page 14 - Randy Vargas - Old Gnawbone
Page 15 - Alexandr Leskinen - Caller of the Small
Page 16 - Bayard Wu - Take Aim
Page 17 - Brain Valeza - Wave of Rats
Additional Knacks, Feats, and Ranger Conclaves
can be found in the Alternate Ranger: Expanded
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can be found for free on GM Binder.
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