THE ELDEEN RANGER
Ranger Archetypes for Eberron
A collection of Eberron Character Options
by Stuart Broz
THE ELDEEN RANGER
RANGERSOFEBERRON WHICH RANGER?
The Ranger class can represent any martial character in Some groups use the alternative playtest rules for the
tune with its environment. It need not be limited to those ranger class published in Unearthed Arcana in September
with ties to druidic orders. Indeed, there are rangers who 2016. While this supplement will assume the base ranger
focus on environments that are not even natural – from class published in the Players Handbook, all the archetypes
those who hunt aberrations in the manifest madness of the within should be compatible with the revised ranger as
tunnels of Khyber to bounty hunters stalking the skyways well.
of Sharn to treasure-seeking explorers braving the ruins of
ancient civilizations in Xen’drik.
This supplement is not focused on any of the above.
Herein, we will look at the rangers who follow the common
druidic traditions of Khorvaire: the Ashbound, the Children
of Winter, the Gatekeepers, the Greensingers, and the War-
dens of the Wood. These are not the only druidic traditions
on Khorvaire, nor are they the only ones with rangers who
follow their teachings, but they are among the ones most-
widely known across Eberron.
CHARACTER OPTIONS FOR EBERRON
by Stuart Broz
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ASHBOUND AVENGER
Huntt
heUnna
tural
Champ
ionsofNa
ture At 7th-level, you have advantage on ability checks to track
The Ashbound are a small druidic sect based in the Eldeen or detect hidden creatures if they are humanoids who are
Reaches. They are often considered extremists, believing concentrating on a spell or wearing metal armor, or of the
civilization and its trappings to be affronts against nature. type aberration, construct, monstrosity, or undead. If you
While they have traditionally avoided bloodshed, they are detect such a creature, you may use your reaction to make a
not against launching attacks on frontier settlements or weapon attack against it, provided that you have a weapon
in hand for which the creature is within reach or range.
outposts.
Mage
bli
nde
r
Notably, the Ashbound consider non-druidic magic to be
At 11th-level, you become difcult to detect with divination
unnatural and will, at the very least, discourage its use. magic. A creature that attempts to detect you with a divinta-
TheRanger’
sRol
eAmong tion effect must succeed in an ability check with their spell-
casting ability with a DC equal to 10 + your prociency
bonus + your Wisdom bonus or their attempt fails.
theAshbound Cons
ecra
tionofBl
ood
While most Ashbound are druids, the sect also includes Also at 11th-level, when you reduce a creature to 0 hit
rangers and barbarians. Ashbound rangers, in particular, are points, you may immediately spend your reaction to cause
plants to spring up and grow to full size within a 30 foot ra-
likely to leave the wilderness to lead strike teams and hunt-
dius from the creature. This area becomes difcult terrain,
ing parties against sources of unnatural power. During the but it does not hinder the movement of you or your allies.
Last War, such strike teams were a particular thorn in the
Champ
ionofNa
ture
side of Aundair, with its military reliance on arcane magic.
At 15th-level, while you are under the effects of your
Ashbound prefer to fight unarmored and sometimes rely Strength of Nature feature, you gain additional benets:
upon unarmed strikes. As such, some of their rangers • Your rst weapon attack each round gains an at-
choose to multiclass as barbarians or even monks. tack bonus equal to the level of the spell slot ex-
While some Ashbound rangers become Beast Masters, pended for Strength of Nature. This bonus applies
Hunters, or Monster Slayers, others follow the Avenger to all attacks you make with unarmed strikes.
• When you use your unarmed strike against an ob-
archetype below. Shifters and humans make up the bulk of
ject that is constructed, crafted, or worked in some
Ashbound Avengers. way, any hit is considered a critical hit.
• As long as you are not wearing armor, you heal a
Ashbound Avenger Features number of hit points at the start of your turn equal
Ranger Level Feature to 1d6 + the level of the spell slot expended for
3rd Strength of Nature, Wild Movement Strength of Nature. This trait does not function if
7th Hunt the Unnatural you would otherwise have 0 hit points at the start
11th Mageblinder, Consecration of Blood of your turn.
15th Champion of Nature
St
rengt
hofNa
ture
At 3rd-level, you may expend a spell slot as a bonus action,
enhancing your combat ability. For the next minute, your
rst weapon attack each round deals an additional 1d4 dam-
age. This bonus damage increases to 2d4 at 11th-level. Also,
if you are unarmored, your AC increases for the same dura-
tion by an amount equal to the level of the spell slot ex-
pended. Use of a shield does not prevent you from benet-
ting from this bonus.
Wi
ldMove
ment
At 3rd-level, when you take the Dash action, opportunity at-
tacks made against you until the beginning of your next
turn are made at disadvantage, as you learn to emulate the
motion of beasts in their natural environments.
The Eldeen Ranger 2
AGENT OF WINTER
by an effect that would normally deal poison damage or re-
St
avi
ngof
ftheEndofAl
l quire a saving throw against poison or disease, your melee
The Children of Winter believe that the end is coming – that and ranged weapon attacks gain an extra effect for one
nature has been perverted to its limit and will retaliate, re- minute. A creature hit by your melee or ranged weapon at-
claiming the world. Many of them point to the Mournland tack during this time must succeed on a Constitution saving
as a mere warning. Others see it as the literal beginning of throw or be poisoned until it completes a short rest. The DC
the end. of this saving throw is 8 + your prociency bonus + your
The Children of Winter accept the oncoming winter as part Wisdom bonus.
of the natural cycle. Still, some of them take an active role La
ytoRe
st
in attempting to restore the natural order and forestall na- At 11th-level, corpses that are within 30 feet of you cannot
ture’s wrath. They do this in a variety of ways. Some seek be turned into undead creatures.
out and destroy undead and other unnatural creations of Pl
ague
mas
ter
dark magic. Others cull the weak that are pampered by civi-
Also at 11th-level, when a creature you can see within 60
lization and would have died were they to have been born in
feet of you makes a saving throw against disease or poison,
the wild, often by spreading disease. Rangers among the
you may use your reaction to impose your choice of either
Children of Winter can take either (or both) of these roles.
advantage or disadvantage on the roll.
Some Rangers among the Children of Winter follow the
Gloom Stalker or Monster Slayer paths, but other become
Noxi
ousDe
fens
e
At 15th-level, when a creature you can see within 10 feet of
true Agents of Winter.
you hits your with an attack, you can use your reaction to
Agent of Winter Features force it to choose between two options: it can either reroll
Ranger Level Feature the attack, keeping the second roll, or it can take 3d12 poi-
3rd Plaguetouched, Survivor, Winter Magic son damage.
7th Plaguebearer
11th Lay to Rest, Sense Weakness
15th Plaguemaster
Pl
ague
touche
d
At 3rd-level, when you hit a creature with a weapon attack,
you may use your reaction to deal an additional 1d8 poison
damage to the creature. When you reach 11th-level in this
class, the extra damage increases to 2d8.
Sur
vivor
Also at 3rd-level, you gain resistance to poison damage and
advantage on saving throws against poison and disease.
Wi
nte
rMagi
c
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Agent of
Winter Spells table. The spell counts as a ranger spell for
you, but it doesn’t count against the number of ranger spells
you know.
Agent of Winter Spells
Ranger Level Spell
3rd bane
5th blindness/deafness
9th remove curse
13th death ward
17th contagion
Pl
ague
beare
r
At 7th-level, you become immune to disease and the poi-
soned condition. When you are hit by an attack or targeted
The Eldeen Ranger 3
GATEWAY SENTINEL
come aware of its presence and can identify its creature
GuardAgai
nstt
heHorrors type. If it is invisible or hidden, you know it is there. If you
The Gatekeepers are the oldest of the druidic sects in Khor- can see it, you can identify it and pick it out of a crowd.
vaire, originating with the orcs who closed off the gates to If you become aware of a creature through the use of this
Xoriat, helping to end the Daelkyr invasion over 3,000 years ability, you can add your prociency bonus to any Wisdom
ago. Today, they remain dedicated to keeping Eberron safe saving throws you make against that creature’s abilities un-
from extraplanar threats. The rangers among the Gatekeep- til you complete a short or long rest.
ers take on a variety of roles. Some are Gloom Stalkers or Mi
ndLi
keaTrap
Monster Slayers, who hunt aberrations in Khyber. While At 11th-level, you can use your action to end one effect on
the Horizon Walker archetype would appear to be particu- yourself that is causing you to be charmed. If you do so, the
larly appropriate to the Gatekeepers, its abilities focus upon creature that charmed you must make a Charisma saving
moving between planes, which is not the specialty of the throw with a DC equal to 10 + your prociency bonus + your
Gatekeepers. The Gateway Sentinel, below, provides a set of Wisdom bonus. If the creature fails this saving throw, it be-
features that more closely matches the role and abilities of comes f righte nedof you. On each of its turn, it may use its
rangers among the Gatekeepers. action to make another attempt at this saving throw in or-
Nearly all Gatekeeper rangers select aberrations and ends der to end the effect. Once you use this feature, you may not
as favored enemies. do so again until you have completed a short or long rest.
Di
mens
ionL
ock
Gateway Sentinel Features At 15th-level, you can use your action to cause an area ema-
Ranger Level Feature nating from you in a 20 foot radius to become inaccessible
3rd Dire Guardian, Gatekeeper Magic to interdimensional travel and teleportation effects. Crea-
7th Sense the Unnatural tures can leave this area via such effects, but not enter it.
11th Mind Like a Trap This effect last until you complete a short or long rest or you
15th Dimension Lock use an action to end it.
Di
reGuardi
an
At 3rd-level, you may use a bonus action to select one crea-
ture or object that you can see within 30 feet as your ward.
When a creature within 5 feet of you attacks your ward or
targets it with a spell, you may use your reaction to make a
weapon attack against that creature. If your attack hits, it
deals an extra 1d8 points of damage. This extra damage in-
creases to 2d8 at 11th-level.
Ga
teke
epe
rMagi
c
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Gateway
Sentinel Spells table. The spell counts as a ranger spell for
you, but it doesn’t count against the number of ranger spells
you know.
Gateway Sentinel Spells
Ranger Level Spell
3rd protection from evil and good
5th lesser restoration
9th magic circle
13th banishment
17th dispel evil and good
Se
nset
heUnna
tural
At 7th-level, you become attuned to the presence of aberra-
tions and ends. When an aberration or end comes within
60 feet of you, it must make a Charisma (Deception) check
with a DC equal to your Passive Perception. If it fails, you be-
The Eldeen Ranger 4
TWILIGHT KNIGHT
locales. They may cast detect magic a number of times equal
Champ
ionsoft
heFe
y to their Wisdom modier (minimum 1). While this ability is
The Greensingers are unusual among the druidic sects of in use, they can also detect manifest zones and identify the
the Eldeen Reaches in that they are not, strictly, defenders plane that they are linked to. They regain all expended uses
of the natural order. Instead, they aim to infuse nature with of this feature when they complete a long rest.
the magic of the fey. Twi
lightKni
ghtMagi
c
While there are Horizon Walkers among the Greensingers, Starting at 3rd level, you learn an additional spell when you
they focus upon learning more about other planes. Twilight reach certain levels in this class, as shown in the Twilight
knights, instead, ght to bring more magic into the world. Knight Spells table. The spell counts as a ranger spell for
They may serve a particular Archfey or act as a guardian of you, but it doesn’t count against the number of ranger spells
a manifest zone or other magical location. Others have you know.
taken up a quest in order to ll the world with new legends
– they believe that by doing so they are strengthening the
connection between Thelanis and Eberron.
Touche
dbyThe
lani
s Twilight Knight Spells
Ranger Level Spell
Twilight knights often manifest cosmetic physical changes 3rd heroism
that reflect their fey connection. Your skin may turn green, 5th misty step
taking on the appearance of leaves, your eyes may reflect 9th phantom steed
an alien night sky, or you might be followed by the scent of 13th hallucinatory terrain
honeysuckle. 17th dream
Enchant
ingTouch
At 7th-level, you may make a melee spell attack to touch a
creature and force it to make a Charisma saving throw with
a DC equal to 10 + your prociency bonus + your Wisdom
modier. If the target fails this saving throw, it is c
har
med
by you and nds you fascinating. This effect ends if you
cause harm to the target or one hour passes, at which point
the target realizes that it was charmed by you. Once you use
this feature, you cannot do so again until you complete a
short or long rest.
Fe
yWard
At 11th-level, you may use your bonus action to designate a
creature as your foe. If you do so, you gain resistance to
Twilight Knight Features bludgeoning, piercing, and slashing damage from that crea-
Ranger Level Feature ture’s nonmagical attacks. This feature lasts until you com-
3rd Arcane Strike, Scent of Magic, Twilight Knight plete a short rest or use a bonus action to designate a differ-
Magic ent creature.
7th Enchanting Touch Sce
ntt
heHi
dde
n
11th Fey Ward, Scent the Hidden Also at 11th-level, when you use your Scent of Magic fea-
15th Glorious Challenge ture, you can sense invisible and ethereal creatures as if us-
ing a seei nvis
ibilityspell for the duration of the effect.
ArcaneSt
rike In addition, whenever you use your Primeval Awareness
At 3rd-level, when you hit a creature with a weapon aack, you ability, you also learn whether there is a manifest zone
may use your bonus acon to expend one spell slot and make within range.
an addional aack. If this aack hits, it deals 1d8 extra damage Gl
ori
ousChal
lenge
for a 1st-level spell slot, plus 1d8 for each spell-level higher than At 15th-level, when you use your Fey Ward, creatures other
1st. than your designated foe have disadvantage on attacks
Sce
ntofMagi
c against you. In addition, if you make a weapon attack
against your designated foe and miss, you may use your re-
When they select this archetype at 3rd-level, twilight
action to re-roll the attack.
knights gain an uncanny ability to sense magic and magical
The Eldeen Ranger 5
BORDER WARDEN
Prot
ect
ingt
heBal
ance Guardi
anofBal
ance
The Wardens of the Woods believe in protecting nature and At 15th-level, the environment around you recognizes you
civilization from each other, maintaining a comfortable, if as a guardian of balance and seeks to aid you. Your enemies
sometimes delicate, balance. They are the largest of the El- treat the area in a 20 foot radius around you as difcult ter-
deen sects and the easiest for many outsiders to understand. rain. In addition, you can use a bonus action to call for aid
Their rangers may follow a variety of archetypes, but the from your surroundings, providing you with advantage on a
border wardens are one of the most commonly seen as they single attack, Strength (Athletics), or Wisdom (Perception)
patrol the roads and elds where habitation meets the wild. check.
Border Warden Features
Ranger Level Feature
3rd Charge to Battle
7th Deadly Counter, Guardian Stance
11th Pulse of Life
15th Guardian of Balance
Charget
oBa
ttl
e
At 3rd-level, you may use your bonus acon to take the Dash ac-
on in the $rst round of combat. If you do so, you deal an extra
1d8 damage of the weapon’s damage type on all successful at-
tacks unl the beginning of your next turn.
Borde
rWarde
nMagi
c
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Border
Warden Spells table. The spell counts as a ranger spell for
you, but it doesn’t count against the number of ranger spells
you know.
Border Warden Spells
Ranger Level Spell
3rd detect evil and good
5th warding bond
9th Leomund’s tiny hut
13th aura of life
17th banishing smite
De
adl
yCount
er
When a creature hits you with an aack, your aacks against
that creature score a crical hit on a 19-20 unl the end of your
next turn.
Guardi
anSt
ance
At 7th-level, allies within 10 feet of you can use their bonus
action to take the Disengage action.
Pul
seofLi
fe
At 11th-level you gain the ability to draw on the world
around you to bolster the lives of your allies. You may use
your bonus action to cause all allies within 10 feet of you to
heal a number of hit points equal to your ranger level. Once
you use this feature, you can’t use it again until you com-
plete a short or long rest.
The Eldeen Ranger 6