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Alternate Ranger

 
Rough and wild looking, a grizzled man silently moves
through the forest, tracking the band of orc raiders that
had moved into the peaceful farmland he protected.
Clutching a shortsword in each hand, he leaps out from
the cover of the forest, preying on the orcs when they stop
to rest. In a flash, he becomes a whirlwind of steel.
After tumbling away from a blast of freezing air, a slender
female elf finds her feet and draws her bow, letting loose
another arrow at the white dragon. Shrugging off the wave
of fear that emanates from the great beast, she releases
her final arrow. With a piercing roar the terrible monster
plummets to the ground and lies motionless.
Holding their hand high, a young dwarf whistles, and
the hawk circling high above returns to the side of its
master. Whispering instructions, the dwarf points to the
owlbear they've been tracking. In a blur, the dwarf and
their hawk move as one, and before the owlbear can react
to the assault, it lies slain at the feet of the dwarven warrior.
Far from the bustle of cities and towns, past the hedges
that shelter the most distant farms from the terrors of the
wild, amid the dense-packed trees of trackless forests and
across empty plains, rangers keep their unending watch.
 
Warriors of the wilderness, rangers specialize in tracking and
hunting the monsters that threaten the edges of civilization;
groups of raiders, rampaging beasts, terrible giants, and
deadly dragons. They track their quarry as a predator does,
moving stealthily through the wilds and hiding themselves in
brush and rubble. Rangers focus on mastering devastating
techniques and styles of combat. They often focus these
martial abilities on one creature, aiming to slay their foe
before they have a chance to retaliate.
Thanks to their familiarity with the wild, rangers can
harness the power of nature to cast minor spells and enhance
their hunting skills. Their magic, like their combat ability, 
emphasizes speed, stealth, and the hunt.
 
  If your group uses the optional rule on multiclassing in the
Player's Handbook, here's what you need to know if you
Though a ranger might make a living as a hunter, a guide, or choose the ranger as one of your classes.
a tracker, their true calling is to defend the outskirts of Ability Score Minimum. As a multiclass character, you
civilization from the ravages of the wild. In some places, must have at least a 13 in both Dexterity (or Strength) and
rangers gather in secretive orders or join forces with druidic Wisdom to take a level in this class, or to take a level in
circles. Many rangers, though, are independent almost to a another class if you are already a ranger.
fault, knowing that, when a dragon or a band of orcs attacks, Proficiencies Gained. If ranger isn't your initial class, you
they may be the first, and possibly last, line of defense. gain proficiency in light armor, medium armor, shields,
Their fierce dedication makes rangers well suited to simple weapons, martial weapons, and one skill from the
adventuring. Accustomed to life far from the comforts of a dry ranger class skill list.
bed and a hot bath, they make excellent guides for
adventuring parties that have real experience with the wilds.  
You can make a ranger quickly by following these
   suggestions. If you wish to focus on ranged attacks or
Consider the nature of your training. Did you train with a hunting, make Dexterity your highest ability score, followed
mentor, wandering the wilds together, or did you forge a by Wisdom. Second, choose the Outlander background.
magical connection to nature in your own way? No matter If you wish to focus more on skirmishing or fighting your
their background, most rangers choose to adventure to foes head-on (like with dual-wielding), make Strength your
impart their knowledge of the wilds on to the next generation, highest ability score, followed by Constitution. Second,
securing the safety of civilization for years to come. choose the Mercenary background.

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The Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th Knacks Known
1st +2 Survivalist Knacks, Wilderness Expert — — — — — 1
2nd +2 Favored Foe, Fighting Style, Spellcasting 2 — — — — 1
3rd +2 Ranger Archetype 3 ─ ─ — — 2
4th +2 Ability Score Improvement 3 ─ ─ — — 2
5th +3 Extra Attack 4 2 ─ — — 2
6th +3 ─ 4 2 ─ — — 3
7th +3 Ranger Archetype Feature 4 3 ─ — — 3
8th +3 Ability Score Improvement 4 3 ─ — — 3
9th +4 ─ 4 3 2 — — 4
10th +4 Wilderness Expert 4 3 2 — — 4
11th +4 Ranger Archetype Feature 4 3 3 — — 4
12th +4 Ability Score Improvement 4 3 3 — — 4
13th +4 ─ 4 3 3 1 — 4
14th +5 ─ 4 3 3 1 — 5
15th +5 Ranger Archetype Feature 4 3 3 2 — 5
16th +5 Ability Score Improvement 4 3 3 2 — 5
17th +6 ─ 4 3 3 3 1 5
18th +6 Feral Senses 4 3 3 3 1 5
19th +6 Ability Score Improvement 4 3 3 3 2 5
20th +6 Foe Slayer 4 3 3 3 2 5

   


Your time in the wild has honed your skills, and you have
  acquired survivalist knacks; exploration, hunting, and
Hit Dice: 1d10 per ranger level tracking skills that imbue you with primal magic abilities.
Hit Points at 1st Level: 10 + your Constitution modifier. At 1st level, you gain one knack of your choice. When you
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution gain certain ranger levels, you gain additional knacks of your
modifier per ranger level after 1st. choice, as shown in the Knacks Known column of the Ranger
 Table. When you gain a level in this class, you can choose one
Armor: Light armor, medium armor, shields of the knacks you know and replace it with another knack
Weapons: Simple weapons, martial weapons that you could learn at that level.
Tools: None  
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Your skill as an explorer and survivor are unsurpassed. At 1st
History, Insight, Investigation, Medicine, Nature, level, choose one of the skill proficiencies you know from the
Perception, Stealth, and Survival. ranger skill list. Your proficiency bonus is doubled for any
ability check you make that uses this proficiency. You also
 learn to speak, read, and write one additional language of
You start with the following equipment, in addition to the your choice. Most rangers choose to learn a language that is
equipment granted by your background: spoken by the enemies they specialize in hunting.
(a) scale mail or (b) leather armor Upon reaching 10th level, you select another skill you are
(a) two shortswords or (b) two simple melee weapons proficient in from the ranger skill list to gain the benefits of
(a) a dungeoneer's pack or (b) an explorer's pack this feature, and you learn to speak, read, and write one
A longbow and a quiver of 20 arrows additional language of your choice.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
   
Your mystical bond with nature allows you to place a Your connection to the spirits of nature is stronger then most
supernatural mark on a creature, designating them as your other rangers. You learn two cantrips of your choice from the
favored foe. Beginning at 2nd level, when you hit a creature druid spell list. They count as ranger spells for you, and
with a weapon attack, you can expend a 1st-level spell slot to Wisdom is your spellcasting ability for them.
mark the creature as your favored foe. Once per turn, when When you gain a level in this class, you can replace one of
you hit your favored foe with a weapon attack (including the these cantrips with another cantrip from the druid spell list.
attack that you used to mark the target) you deal an
additional 1d4 damage of your weapon's damage type. 
You can expend higher-level spell slots when you mark the You have mastered the art of fighting with a single weapon.
creature, increasing the additional damage to the amount When you are wielding a melee weapon in one hand and no
indicated in the table below. other weapons, you gain a +2 bonus to weapon damage rolls.
The creature remains your favored foe for one minute, until 
it dies, or you mark another creature as your favored foe.
You have trained to fight on, around, and in the water. As long
Spell Slot Damage Spell Slot Damage as you are not wearing medium or heavy armor or using a
2nd-level 1d6 4th-level 1d10
shield, you have a swimming speed equal to your normal
speed, and you gain a +1 bonus to armor class.
3rd-level 1d8 5th-level 1d12
  
  You can draw a weapon that has the thrown property as part
of the attack you make with the weapon. In addition, when
At 2nd level, you adopt a signature style of fighting that you hit with a ranged attack using a thrown weapon, you gain
reflects your training in the wilderness. Choose one of the a +1 bonus to the damage roll.
following Fighting Style options below. You can't take a
Fighting Style option more than once, even if another class  
feature or feat lets you choose again. You are an expert in dual wielding. When you engage in two-
weapon fighting, you can add your ability modifier to the
 damage of the second attack.
You are a master marksman, striking from afar. You gain a +2
bonus to attack rolls you make with ranged weapons.  
Your unarmed strikes can deal bludgeoning damage equal to
  1d6 + your Strength modifier on hit. If you aren't wielding any
You have honed your other senses to fight even when you weapons or a shield, the d6 becomes a d8.
cannot see. You have blindsight with a range of 10 feet. In addition, at the start of each of your turns, you can deal
Within that range, you can see anything that isn't behind total 1d4 bludgeoning damage to one creature grappled by you.
cover, even if you're blinded or in darkness. Moreover, you can
see an invisible creature within that range, unless the  
creature successfully hides from you. When you make an attack with a versatile weapon, and you
are wielding no other weapon or a shield, you can use your
 bonus action to make an unarmed strike or shove attack.
Your training focused on defending yourself from your foes. You can use this bonus action even if you are wielding your
While you are wearing armor, you gain a +1 bonus to AC. versatile weapon with two hands.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

By the time you reach 2nd level, you have learned to use the
magical essence of nature to cast spells, much as a druid
does. See chapter 11 of the Player's Handbook for the
general rules of spellcasting and the ranger spell list.
   
The Ranger table shows how many spell slots you have to
cast your spells. To cast one of your ranger spells of 1st-level
or higher, you must expend a slot of the spell's level or higher.
You regain all spell slots when you finish a long rest.
You prepare the list of ranger spells that are available for
you to cast, choosing from the ranger spell list. When you do
so, choose a number of ranger spells equal to your Wisdom
modifier + half your ranger level, rounded down. The spells
must be of a level for which you have spell slots.
For example, if you are a 5th-level ranger, you have four
1st-level and two 2nd-level spell slots. With a Wisdom of 14,
your list of prepared spells can include four spells of 1st or
2nd level, in any combination. If you prepare the 1st-level
spell cure wounds, you can cast it using a 1st-level or a 2nd-
level slot. Casting the spell doesn't remove it from your list of
prepared spells. You can change your list of prepared spells
when you finish a long rest.
 
Wisdom is your spellcasting ability for your ranger spells,
since your magic draws on your intimate relationship with
nature. You use your Wisdom whenever a spell refers to your
spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a ranger spell   
you cast and when making an attack roll with one. When you reach 4th level, and again at 8th, 12th, 16th, and
Spell save DC = 8 + your proficiency bonus 19th level, you can increase one ability score of your choice
+ your Wisdom modifier by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
Spell attack modifier = your proficiency bonus using this feature.
+ your Wisdom modifier
 
  Beginning at 5th level, you can attack twice, instead of once,
You can use a druidic focus as a spellcasting focus for your whenever you take the Attack action on your turn.
ranger spells. See chapter 5, of the Player’s Handbook for a
list of things that count as druidic foci.  
  Starting at 18th level, your enhanced senses allow you to
You can cast a ranger spell as a ritual if that spell has the strike with perfect accuracy. Your attack rolls against
ritual tag and you have the spell prepared. creatures within 30 feet cannot have disadvantage.
   
Upon reaching 3rd level, you choose one of the following You have become an unparalleled hunter of your enemies. At
ranger archetypes; Beast Master, Hunter, Drake Warden, 20th level, when you mark a creature as your favored foe, you
Spellbreaker, or Stargazer, each of which is detailed at the apply the additional damage from your favored foe feature to
end of the class description. Your archetype grants you every attack against that creature.
features at 3rd level, and again at 7th, 11th, and 15th level.
  Archetypes in Xanathar's Guide
Each ranger archetype has a list of spells that you gain at the The officially published ranger archetypes from
ranger levels noted in the archetype description. Once you Xanathar's Guide to Everything (Gloom Stalker,
gain an archetype spell, you always have it prepared, and it Horizon Walker, and Monster Slayer) all work as
doesn't count against the number of spells you can prepare. written with the Alternate Ranger presented here.
If you have an archetype spell that doesn't appear on the
ranger spell list, it becomes a ranger spell for you.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
  Prerequisite: 6th-level ranger
Listed here are the survivalist knacks available to rangers. If You can briefly disappear from vision. As a bonus action, you,
a knack has a level prerequisite, you can learn the knack at along with anything you are wearing, carrying, or have
the same time that you meet the level prerequisite. equipped, can turn invisible until the start of your next turn.
Once you use this ability you must complete a short or long
 rest before you can use it again.
You know the land and its bounty. You can find food and fresh
water for yourself and a number of creatures equal to your  
proficiency bonus each day, provided that the land offers Prerequisite: 6th-level ranger
berries, small game, water, and so forth. You have trained your body to recover more rapidly then
most. When you expend a Hit Dice to regain hit points at the
   end of a short rest, you gain a bonus to each Hit Die roll
You have mastered the art of covering your tracks. If you equal to your Wisdom modifier (minimum of 1).
wish, you leave no trace of your movement, produce no tracks
or smell, and you cannot be tracked by nonmagical means.  
Prerequisite: 9th-level ranger
 You can surmount nearly any obstacle that would block your
There are few natural obstacles that you cannot overcome. path. Your movement speed increases by 10 feet, and you
You ignore difficult terrain imposed by natural environments, ignore the effects of difficult terrain, including difficult terrain
such as forest undergrowth, snow drifts, or marshlands. imposed by spells and other magical effects.
    
Prerequisite: 3rd-level ranger Prerequisite: 9th-level ranger
When necessary, you can move rapidly to pursue, or evade, You can hide yourself even from the most advanced magic.
the creatures that you hunt. You can take the Dash action as a You cannot be tracked by magical means, and if you are
bonus action on your turn. targeted with a divination spell, the spell automatically fails.
   
Prerequisite: 3rd-level ranger Prerequisite: 9th-level ranger
You have learned to hunt your prey while remaining unseen. You persevere even in the face of death. When you make a
You can take the Hide action as a bonus action on your turn. death saving throw you gain a bonus to the roll equal to your
Wisdom modifier (minimum of 1). If this increases the total to
  20 or higher, you gain the benefits of rolling a 20 on the d20.
Prerequisite: 3rd-level ranger
You can brace yourself to resist the effects of incoming blows.  
As a bonus action, you can grant yourself temporary hit Prerequisite: 14th-level ranger
points equal to your Wisdom modifier (minimum of 1). Your ability to track your foes is unmatched. You can cast
locate creature without expending a spell slot. When cast
  using this feature, the spell does not require concentration.
Prerequisite: 3rd-level ranger Once you use this feature you must complete a short or
You have honed your senses to react to danger at a moments long rest before you can use it again.
notice. You have advantage on initiative rolls, and you cannot
be surprised while you are conscious.  
Prerequisite: 14th-level ranger
  You can draw power from the natural world. At the end of a
Prerequisite: 6th-level ranger short rest, you can recover an expended spell slot of a level
You surmount overland obstacles like the most surefooted equal to or less than your Wisdom modifier (minimum of 1).
beasts of the land. You gain a 30 foot climb speed, and you
can use your reaction to reduce any falling damage you take  
by an amount equal to your ranger level. Prerequisite: 14th-level ranger
If you have a climb speed from another feature, your climb When you hit your favored foe with a weapon attack, you can
speed increases by 10 feet. choose to forgo the normal weapon damage, and force the
creature to make a Constitution saving throw instead. On a
  failed save, it takes 8d8 damage of the weapon's damage type
Prerequisite: 6th-level ranger and is inflicted with one of the following conditions (your
You move through the water like the swiftest creatures of the choice): blinded, deafened, frightened, or restrained. The
sea. You gain a 30 foot swim speed, and you can hold your effect lasts for one minute. On successful save, the creature
breath for up to one hour. takes half damage and doesn't suffer the additional effect.
If you have a swim speed from another feature, your climb Once you use this feature you must complete a short or
speed increases by 10 feet. long rest before you can use it again.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
Choose one of the following archetypes below; Beast Master,
Hunter, Drake Warden, Spellbreaker, or Stargazer.
 
Rangers who develop intense bonds of trust with the
creatures of the wild attract nature spirits known as primal
beasts. Shapeshifting protectors of the wilderness, they join
forces with rangers they perceive as worthy. The primal beast
will fight side by side with their partner, taking the shape that
best allows them to face the challenges at hand.
Beast Master Magic
Ranger Level Spell
3rd heroism
5th warding bond
9th haste
13th death ward
17th awaken

 
Upon adopting this archetype at 3rd level, you gain a primal
beast as a companion. It is friendly to you and your allies and
obeys your commands. You choose the form your primal
beast takes, selecting an appropriate stat block: Beast of the
Air, Beast of the Earth, or Beast of the Sea. The stat block
uses your proficiency bonus (PB) in several places. Your
beast bears primal markings, indicating its mystical origin.
In combat, the primal beast acts during your turn. It can
move and use its reaction on its own, but the only action it
takes is the Dodge action, unless you take a bonus action on
your turn to command it to take another action. That action    
can be one in its stat block or some other action. If you are small beast, neutral
incapacitated, the beast can take any action of its choice.
If your primal beast has died within the last hour, you can Armor Class 13 + PB (natural armor)
touch it and expend a spell slot of 1st-level or higher. After 1 Hit Points 4 + five times your ranger level
minute, it returns to life with all its hit points restored. (the beast has a number of hit dice [d6s]
When you finish a long rest, you can cause your primal equal to your ranger level)
beast to take on a new form, choosing a new stat block and Speed 10 ft., fly 60 ft.
appearance. The beast also vanishes if you die.
  STR DEX CON INT WIS CHA
The bond between you and your primal beast has grown, 6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
enhancing their resilience. Starting at 7th level, your primal
beast has advantage on saving throws while it can see you. Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
 
Beginning at 11th level, when you command your primal Flyby. The beast doesn't provoke opportunity attacks
beast to use their Attack action it can make two attacks, when it flies out of an enemies reach.
instead of one. The attacks of your primal beast also count
as magical for the sake of overcoming resistances. Primal Bond. You can add your PB to any ability
check or saving throw that the beast makes.
 
The bond between you and your primal beast has been Actions
perfected, allowing you to share magical effects. Upon Shred. Melee Weapon Attack: your spell attack
reaching 15th level, when you cast a spell that targets modifier to hit, reach 5 ft., one target. Hit: 1d4 +3
yourself, you can choose for the spell to effect both yourself slashing damage.
and your primal beast, as long as it is within 30 feet of you.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
       
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
(the beast has a number of hit dice [d8s] (the beast has a number of hit dice [d8s]
equal to your ranger level) equal to your ranger level)
Speed 40 ft., climb 40 ft. Speed 5 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 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak Languages understands the languages you speak

Charge. If the beast moves at least 20 feet in a Amphibious. The beast breathes both air and water.
straight line toward a target and then hits it with a
maul attack on the same turn, the target takes an Binding Strike. When the beast hits a creature with
extra 1d8 slashing damage. If the target is a creature it's Pseudopod attack, it can choose to
it must succeed on a Strength saving throw against automatically grapple the target. The creature can
your ranger spell save DC or be knocked prone. use its action to make an Acrobatics or Athletics
check against your ranger spell save DC to escape.
Primal Bond. You can add your PB to any ability Until this grapple ends, the beast can’t use this
check or saving throw that the beast makes. attack on another target.
Actions Primal Bond. You can add your PB to any ability
check or saving throw that the beast makes.
Maul. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d8 +2 Actions
slashing damage.
Pseudopod. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d6 +2
bludgeoning damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
Dragons are some of the most powerful creatures in the
multiverse, and even the most well-read scholars are unsure
of the full magical potential of ancient dragons. Sometimes,
for reasons that may be mysterious, a powerful ancient
dragon will call upon a ranger who has proved themselves
worthy of draconic power. These rare few are granted the
boon of a minor draconic companion, known as a drake.
Known as Drake Wardens, form a mystical bond with their
draconic companion that allows them to summon the drake
to their side, and share in the awe inspiring power of
dragons. Together with their drake, they venture forth, and as
their bond deepens, both ranger and drake grow in draconic
presence and mystical might.
Drake Warden Magic
Ranger Level Spell
3rd absorb elements
5th dragon's breath
9th elemental weapon
13th elemental bane
17th awaken

 
The bond you share with your drake creates a deeper
connection to dragon kind, granting you understanding
of their language and empowering your presence. Upon
adopting this ranger archetype at 3rd level you learn to
speak, read, and write draconic.
In addition, you learn the thaumaturgy cantrip, which
counts as a ranger spell for you, but doesn't count against the
number of ranger spells you can prepare each day.
 
Starting at 3rd-level, you can use an action to magically
summon the drake bound to you. It appears in an unoccupied
space of your choice that you can see within 30 feet. The
drake is friendly to you and your allies and obeys your
commands. When you summon the drake, choose its
Draconic Essence: acid, cold, fire, lighting, or poison. The
chosen type determines the drake’s damage immunity, the
damage of its bite, and the damage of its Infused Strikes trait.
The drake the Drake Companion stat block, which uses your
proficiency bonus (PB) in several places.
In combat, the drake shares your initiative count, but it
takes its turn immediately after yours. It can move and use its
reaction on its own, but the only action it takes on its turn is
the Dodge action, unless you command it to take another
action from its stat block as a bonus action. If you are
incapacitated, the drake can take any action of its choice.
Once you summon the drake, you can’t do so again until UA: Drakewarden Ranger
you finish a long rest, unless you expend a spell slot of 1st- The Drakewarden originally archetype for the
level or higher to summon it. ranger originally appeared in Unearthed Arcana.
The drake remains for a number of hours equal to your The Drake Warden presented here with the
proficiency bonus, until it is reduced to 0 hit points, until you Alternate Ranger has had some minor changes
use this feature to summon the drake again, or until you die. made to it. The power curve has been made more
Anything the drake was wearing or carrying is left behind linear, and the abilities have been clarified.
when the drake vanishes.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
    
The bond you share with your drake grows stronger. Starting
at 7th level, while your drake is summoned, you are resistant  
to your it's Draconic Essence damage type, and the it's bite small dragon, neutral
attack deals an additional 1d6 Draconic Essence damage.
In addition, your drake is now a medium creature, and
when summoned, it gains one of the following features: Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your ranger level
Your drake takes on aquatic form. It can breathe both air (the beast has a number of hit dice [d10s]
and water, and it gains a swimming speed of 40 feet. equal to your ranger level)
Your drake can take to the skies. It sprouts leathery wings Speed 40 ft.
from it's back and gains a flying speed of 40 feet.
  STR DEX CON INT WIS CHA
Starting at 11th level, the bond between you and your drake 16 (+3) 12 (+1) 15 (+2) 8 (-1) 8 (-1) 14 (+2)
allows you to produce elemental breath resembling a true
dragon. As an action on your turn, either you or your drake Damage Immunities Draconic Essence type
can exhale a 30-foot cone of elemental breath. Each creature Senses darkvision 60 ft., passive Perception 12
in the cone must make a Dexterity saving throw against your Languages Draconic
ranger spell save DC. Creatures take 6d6 Draconic Essence
damage on a failed save, or half as much on a success. Draconic Bond. You add your PB to any ability check,
At 15th level this damage increases to 8d6. attack roll, or saving throw that the drake makes.
Once you use this feature, you can’t do so again until you
finish a long rest, unless you expend 3rd-level spell slot. Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
The bond between you and your drake has reached the one target. Hit: 1d6 +3 piercing damage.
pinnacle of its power. Upon reaching 15th level, your drake is Reactions
now a Large creature, and both you and your drake gain the Infused Strikes. When the drake, or a creature within
following benefits while the drake is summoned: 30 feet that the drake can see, hits a creature with a
Your drake's bite attack deals an additional 1d6 Draconic weapon attack, the drake can infuse the strike,
Essence damage (for a total of 2d6 extra damage). causing the attack to deal an extra 1d6 Draconic
When you or your drake takes damage while within 30 Essence damage.
feet of the other, you can use your reaction to give yourself
or your drake resistance to the damage from that attack.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

With their varied skills, rangers can take up many roles;
guide, naturalist, tracker, or guardian, but at their core
rangers are all hunters. Rangers that lean into their role as
a deadly predator, honing their combat skills, are known as
hunters. These warriors accept their place as a bulwark
between civilization and the terrors of the wilderness.
Walking this path, they master specialized techniques to
better combat the threats they face. True hunters will face any
foe; marauding gnolls, grotesque trolls, or terrible dragons
Hunter Magic
Ranger Level Spell
3rd faerie fire
5th blindness/deafness
9th haste
13th locate creature
17th hold monster

 
When you adopt the hunter archetype, you learn specialized
tactics depending on the type of monsters you hunt. At 3rd
level, you gain one of the following features of your choice:
Colossus Slayer. You strike true, even against the largest
beasts. Once per turn, when you hit a creature that is below
it's hit point maximum with a weapon attack, you deal an
extra 1d8 damage of the weapon's type to the creature. 
Giant Killer. When a Large or larger creature within 5 feet Like an apex predator in the wild, your hunting skills have
of you hits or misses you with an attack, you can use your been honed to deadly effectiveness. At 11th level, you gain
reaction to attack that creature immediately after its attack, one of the following features of your choice:
provided that you can see the creature. Relentless Pursuit. While your favored foe is within 60
Horde Breaker. Once per turn, when you make a weapon feet of you, and you can see it, you use a bonus action to move
attack, you can make another attack with the same weapon your full movement speed towards the creature and make
against a different creature that is within 5 feet of the original one weapon attack targeting your favored foe.
target and within range of your weapon. Volley. As an action, you can make a ranged attack against
Urban Hunter. You have learned to hunt in urban areas as any number of creatures within 10 feet of a point you can see
well as the wild. You gain proficiency in the Perception and that is within the range of your weapon. You must have
Survival skills, and your proficiency bonus is doubled for any ammunition for each target, as normal, and you make a
ability check you make that uses either of these skills while in separate attack roll for each target.
an urban environment. Whirlwind Attack. You can use your action to make a
melee attack against any number of creatures within 5 feet
  of you. You make a separate attack roll for each target.
Your time spent tracking and slaying monsters has taught you
to better defend yourself against those threats. At 7th level,   
you gain one of the following features of your choice: You have learned to better defend yourself against your foes.
Escape the Horde. You are adept at defending yourself At 15th level, you gain one of the following features:
against large numbers of creatures. Opportunity attacks that Evasion. When you are subjected to an effect, such as a
target you are made with disadvantage. red dragon’s fire breath or a lightning bolt spell, that allows
Multiattack Defense. When a creature hits you with an you to make a Dexterity saving throw to take only half
attack, you gain a bonus to your Armor Class equal to your damage, you instead take no damage if you succeed on the
proficiency bonus against any attacks made by that creature saving throw, and only half damage if you fail.
until the start of your next turn. Stand Against the Tide. When a hostile creature misses
Steel Will. Your mind is resilient. You have advantage on you with a melee attack, you can use your reaction to force
saving throws to resist being charmed or frightened. that creature to repeat the same attack against another
Unwavering Focus. You have familiarized yourself with creature of your choice within range (other than itself).
the fighting style of your prey. When your favored foe hits you Uncanny Dodge. When a creature that you can see hits
with an attack, you reduce the damage by an amount equal to you with an attack, you can use your reaction to halve the
your Wisdom modifier (minimum of 1). attack’s damage against you.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
Where there is power, there are those that abuse that power. Your training as a Spellbreaker has given you the unique
Spellbreakers are a small, but dedicated, fraternity of rangers ability to detect the magical ability of other creatures. Upon
who specialize in hunting down spellcasters that use their reaching 3rd level, as an action choose one creature you can
arcane abilities to bring harm to others. While most pursue see within 60 feet of you. You immediately learn its
the life of a Spellbreaker for noble reasons, there are some spellcasting ability (if it has one), and the level of the highest
who seek to destroy any who wield the weave. Most spell the creature can cast.
Spellbreakers operate in the shadows, only revealing Once you use this feature you must complete a short or
themselves when the time is right and their success is a long rest before you can use it again.
certainty. When one wrong move could end in disintegration,  
there is no room for error. Starting at 7th level when you are forced to make a saving
Spellbreaker Magic throw for a spell or other magical effect, you gain a bonus to
Ranger Level Spell
the roll equal to your Wisdom modifier (minimum of 1).
3rd absorb elements  
5th blindness/deafness
You have mastered the art of cutting through spells.
Beginning at 11th level, you gain the following abilities that
9th counterspell you can use to augment your weapon attacks. You can only
13th resilient sphere use one of these abilities per turn.
Dispelling Strike. When you hit a creature that is under
17th wall of force the effects of a spell with a weapon attack, you can attempt to
dispel the magic around them. Make a Wisdom (Arcana)
  check, the DC is equal to 10 + the level of the spell you are
When you adopt this archetype at 3rd level you gain the skills attempting to dispel. On a success the spell is immediately
necessary to hunt spellcasters of all kinds. You gain dispelled and the creature takes 2d8 force damage.
proficiency in the Arcana skill. Any time you make an Disrupting Strike. When you hit a creature that is
Intelligence (Arcana) check to recall information about concentrating on a spell with a weapon attack, you can force
spellcasters or spellcasting, you have advantage on the roll. them to have disadvantage on the Constitution saving throw
In addition, you can cast absorb elements as a 1st-level to maintain concentration. On a failed save, in addition to
spell a number of times equal to your Wisdom modifier losing concentration, they take 2d8 force damage.
(minimum of once) without expending a spell slot. You regain
all expended uses when you finish a long rest.  
Any time you cast absorb elements, and the first melee Upon reaching 15th level, your training as a Spellbreaker has
weapon attack you make on your next turn is against the reached its apex, and your blood has developed an innate
creature whose spell you absorbed, you treat the additional magical ward. You have resistance to all damage from spells
damage from absorb elements as it's maximum roll. and other magical effects.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Throughout time, mortals have looked to the stars for the
stories of the past, guidance in the present, and glimpses of
the future. Stargazers take this devotion to the celestial
bodies above and use it as a basis for radiant magic. They
spend their lives studying the night sky, and understand how
to read the thread of fate by observing the stars. The position
of the heavenly bodies allows Stargazers to see possible
futures and use that knowledge to guide their allies.
Stargazer Magic
Ranger Level Spell
3rd bless
5th mind spike
9th clairvoyance
13th divination
17th scrying

 
Starting at 3rd level, your ability to navigate using the stars
becomes supernaturally accurate. You gain proficiency with
navigator's tools, and you cannot become lost, even by
magical means, as long as you can see the night sky.
In addition, your study of the stars gives you insight into
the events of the present. You learn the guidance cantrip, and
it counts as a ranger spell for you.
 
Upon adopting the traditions of the Stargazer, you learn to let
the celestial bodies guide your strikes in battle. As a bonus
action on your turn, you can enter a trance, aligning your
spirit with one of the minor constellations below, gaining the
features associated with it. The benefits of the constellation
last for one minute, or until you fall unconscious.   
Once you use this ability you must finish a short or long Starting at 11th level, your intense connection to the stars
rest before you can use it again. allows you to discern the threads of fate for you, and
Adder. The adder allows you to strike beyond your normal creatures around you. As a reaction, you can replace one
reach. The range of your melee attacks increases by 5 feet, ability check, attack roll, or saving throw made by you or a
and when you make a ranged weapon attack at the weapon's creatures within 30 feet with a 10. You must choose to use
long range you do not have disadvantage on the attack roll. this feature before the roll is made.
Falcon. As a bonus action on your turn, you can allow the You can use this ability a number of times equal to your
falcon to grant you supernatural aim. For the rest of your Wisdom modifier (minimum of once), and you regain all uses
current turn, you gain a bonus to your attack rolls equal to when you finish a long rest.
your Wisdom modifier (minimum of 1).  
Wolf. The wolf allows you to lead your allies like the alpha Your affinity for the heavenly bodies of the night sky has
leads its pack. You can use the Help action as a bonus action. suffused your physical body with starlight. Upon reaching
Additionally, when you use the Help action to aid an ally in 15th level, you gain resistance to radiant damage, and you
attacking a creature, the target of that attack can be within gain darkvision out a 60-foot radius.
15 feet of you, as long as the target can see or hear you. In addition, when a creature within 30 feet that you can
   see, hits you with an attack, you can use your reaction to
Your study of the stars has given you insight into the art of release a targeted flash of blinding light and force the enemy
bending light. Beginning at 7th level, you can cast the creature to make a Constitution saving throw. On a failed
invisibility spell targeting yourself, without expending a spell save, it takes 2d8 radiant damage and is blinded until the
slot. When you cast invisibility using this feature, the spell start of their next turn. On a successful save, the creature
does not require your concentration. takes half damage and is not blinded.
You may use this feature a number of times equal to your You can use this ability a number of times equal to your
Wisdom modifier (minimum of once), and you regain all Wisdom modifier (minimum of once), and you regain all uses
expended uses when you finish a long rest. when you finish a long rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Alternate
Ranger
An alternate version of the ranger class for the
world's greatest role playing game. Combine the
best of the original ranger, Unearthed Arcana,
and my own personal adjustments to become
the Ultimate Hunter

Version 3.0.0
Created by /u/laserllama

Artist Credits:
Cover - Mark Winters - Hallar, The Firefletcher
Page 1 - depingo - Lovisa Coldeyes
Page 3 - Magali Villeneuve - Celador
Page 4 - Rudy Siswanto - Tajuru Snarecaster
Page 5 - Matt Stewart - Beast Whisperer
Page 6 - Magali Villeneuve - Neyith of the Hunt
Page 7 - Brian Valeza - Mitzy
Page 8 - Chris Rallis - Dragon Whisperer
Page 9 - Lake Hurwitz - Aerial Volley
Page 10 - Ben Meier - Ondu War Cleric
Page 11 - Jason Engle - Nylea, Keen-Eyed
Back - andreasrocha - Basic Land, Forest

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including other classes, sublcasses, and player
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