Alternate Ranger Expanded v3.8.1

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The document discusses additional options for the Alternate Ranger class, including new Fighting Styles, Survivalist Knacks, and Ranger Archetypes.

Additional options included are Additional Fighting Styles, Additional Survivalist Knacks, and Additional Ranger Archetypes.

Additional Fighting Styles presented include Fell Handed, Jungle Adapted, and Desert Adapted.

Alternate Ranger

Expanded
Alternate
Ranger Expanded Additional Knacks
In 5e, the ranger mechanically balanced falls short of the The Survivalist Knacks listed here are available to a Ranger,
fantasy it tries to capture. The Alternate Fighter strives to alongside those presented with the Alternate Ranger class.
capture the fantasy of playing a master of the wilds. Included
below are additional options for the Alternate Ranger class: Arctic Adept
Additional Fighting Styles. The Fighting Styles included Prerequisite: 6th-level Ranger
with the Alternate Ranger emulate the most common forms You have adapted to the frozen tundra. You gain resistance
of combat. Fighting Styles included here can be more exotic, to cold damage. Also, you and creatures of your choice who
specific, or dangerous for those who make use of them. travel with you (maximum 10), have advantage on saving
Additional Survivalist Knacks. The Knacks included here throws to resist the negative effects of arctic environments.
may be harder to learn, or require a specific master to teach. Desert Adept
Additional Ranger Archetypes. Included below are eight Prerequisite: 6th-level Ranger
additional Archetypes for Rangers to choose at 3rd level. You have adapted to scorching deserts. You gain resistance
Additional Fighting Styles to fire damage. Also, you and creatures of your choice who
travel with you (maximum 10), have advantage on saving
The following Fighting Styles are available to the Alternate throws to resist the negative effects of desert environments.
Ranger, in addition to those presented with the base class.
Fell Handed I
Druidic Warrior Prerequisite: 6th-level Ranger
You learn two cantrips of your choice from the Druid spell When you score a critical hit with a weapon attack against
list. They count as Ranger spells for you, and Wisdom is your a creature, you have advantage on the next attack you make
spellcasting ability for them. Whenever you gain a level in this against that creature before the end of your next turn.
class, you can replace one of these cantrips with another
cantrip of your choice from the Druid spell list. Fell Handed II
Prerequisite: 9th-level Ranger, Fell Handed I
Mounted Warrior When you score a critical hit against a creature, your critical
Once per turn, when you hit a Large or smaller creature with hit range for attack rolls against that creature expands by 1.
a melee attack while riding a mount, you can force it to make For example, if you score a critical hit against a creature
a Strength saving throw (DC = 8 + your proficiency bonus + for the first time, you then score a critical hit on a roll of 19
your Strength modifier). On a failure, it is knocked prone. or 20 when you make an attack roll against the creature.
Unarmed Fighting Jungle Adept
Your unarmed strikes can deal bludgeoning damage equal to Prerequisite: 6th-level Ranger
1d6 + your Strength modifier on a hit. If you have two free You have adapted to the jungles. You gain resistance to
hands when you make the attack roll, the d6 becomes a d8. poison damage. Also, you and creatures of your choice who
At the beginning of each of your turns, you can deal 1d4 travel with you (maximum 10) have advantage on saving
bludgeoning damage to one creature you are grappling. throws to resist negative effects of jungle environments.
Ranger Knight I
Though you spend your time in the wilderness you still have
some military training. You gain proficiency in heavy armor.
Ranger Knight II
Prerequisite: 3rd-level Ranger
Though you are a warrior of the wild you understand chivalry
and politics. Whenever you make an Intelligence (History)
or Charisma (Persuasion) check you gain a bonus to the
roll equal to your Wisdom modifier (minimum of +1)
Rider I
Whenever you make a Wisdom (Animal Handling) check to
control, train, or tame a mount, you can treat a roll of 7 or
lower on a d20 as an 8. Also, dismounting from a trained
mount only costs you 5 feet of movement.
Rider II
Prerequisite: 3rd-level Ranger, Rider I
You have trained to fight from your mount. You
gain the Mounted Warrior Fighting Style. If you
already know this Fighting Style you learn another
Ranger Fighting Style of your choice.
Rider III
Prerequisite: 6th-level Ranger, Rider I, II
You are a master of mounted combat. When you are riding
mount and it is hit by an attack, you can use a reaction to
become the target of that attack instead.
In addition, when your mount is forced to make a saving
throw while you are riding it, you can use your reaction to
grant it advantage on its roll.
Underground Adept
Prerequisite: 6th-level Ranger
Ranger
You are especially skilled at navigating the winding tunnels Archetypes
under the earth. You gain darkvision out to a range of 60 feet. Choose one of the following Archetypes that best represents
If you already have darkvision its range increases by 60 feet. your Ranger: Bounty Hunter, Buccaneer, Druidic Guardian,
Also, you can close your eyes and gain tremmorsense in a Dunestrider, Grim Warden, Nomad, Stargazer, or Wrangler.
60-foot radius. Within that radius, you can sense anything
touching the ground. This special sense lasts for 1 minute, or Bounty Hunter
until you open your eyes. Once you use this action you must Bounty Hunters protect humanoids from their own. Trained
finish a short or long rest before you can use it again. to hunt in cities and towns, they can track their prey through
Woodsman I the dark alleyways and underbellies of any town or city.
You are familiar with forests, trees, and timber of all kinds. Trained to use various martial techniques, these rangers can
You gain proficiency with woodcarver's tools, and you have confidently confront and subdue any dangerous humanoid.
advantage on any Intelligence (Nature) checks to identify, Dead or Alive
recall information, and construct things from wood. 3rd-level Bounty Hunter feature
Also, if you hit a tree, raw timber, or a wooden structure When you make a Strength (Athletics) check to grapple or
with a melee weapon attack, it is an automatic critical hit. shove your Favored Foe, you gain a bonus to your roll equal
Woodsman II to one roll of your Favored Foe die.
Prerequisite: 3rd-level Ranger, Woodsman I Also, being within 5 feet of a hostile creature does not
You can identify the strengths and weak points of wooden impose disadvantage on your ranged attack rolls with nets.
objects and creatures. You gain the following benefits: Ear to the Ground
You gain proficiency with carpenter's tools. Anything you 3rd-level Bounty Hunter feature
construct from wood has twice as many hit points. Your line of work has granted you a unique familiarity with
At the end of each long rest, if you have timber available, the underbelly of the civilized world. You can speak in, read,
you can craft a total number of clubs, greatclubs, javelins, decipher, decode, and write in Thieves' Cant.
and quarterstaffs equal to your proficiency bonus. Also, once you finish a long rest in a settlement, you have
When you hit a plant or wooden construct with a battleaxe advantage on ability checks to gather information on that
or greataxe, you score a critical hit on a roll of 19 or 20. settlement and its culture, factions, or important figures.
Martial Exploits Cunning Technique
3rd-level Bounty Hunter feature 7th-level Bounty Hunter feature
You have studied various martial exploits to better counter Your martial skills are especially potent when used against
the humanoids you hunt. You gain the following features: your chosen foe. Once per turn, when you force your Favored
Exploit Dice. The Bounty Hunter Exploits table shows Foe to make a saving throw to resist the effects of an Exploit,
how many Exploit Dice you have to use Exploits. To use an you can force it to make its saving throw with disadvantage.
Exploit, you expend an Exploit Die, and you regain all your
expended Exploit Dice when you finish a short or long rest. Unwavering
High Degree. Your Ranger level limits the technicality of 11th-level Bounty Hunter feature
the Exploits you are able to perform. This limit is reflected in You are a master of disabling foes. When your Favored Foe
the High Degree column of the Bounty Hunter Exploits table. misses you with a melee attack, you can force it to make a
Exploits. You learn two Martial Exploits of your choice Dexterity saving throw against your Exploit Save DC as a
from those available to the Alternate Fighter. You can only reaction. On a failed save, it suffers one of the following:
use one Exploit per ability check, attack, or saving throw. You can knock it prone if it is Large or smaller.
When you gain a Ranger level, you can replace one Exploit You can automatically grapple it if you have a free hand.
you know with another Martial Exploit of your choice. You can make a single melee weapon attack against it.
Saving Throws. If an Exploit requires a creature to make
a saving throw, the saving throw DC is calculated as follows: Most Dangerous Game
15th-level Bounty Hunter feature
Exploit save DC = 8 + your proficiency bonus + your Your nearly supernatural instincts allow you to predict your
Strength or Dexterity modifier (your choice). enemy's attacks. Once per turn when you take damage from
your Favored Foe, you can reduce the damage you would take
Bounty Hunter Exploits by an amount equal to one roll of your Favored Foe die.
Ranger Exploits Exploit Exploit High
Level Known Die Dice Degree Buccaneer
3rd 2 d4 2 1st Combining their survival skills, an affinity for nature magic,
and passion for the high seas, Buccaneers are Rangers who
4th 2 d4 2 1st feel more at home on the water than on solid ground. Serving
5th 3 d4 2 1st as sailors, pirates, marines, or privateers, they are often one
of the most valuable crew members on board their vessels.
6th 3 d4 2 1st How did you come to sail the seas? Were you pressed into the
7th 4 d6 3 2nd service of a pirate captain,
or have you sworn to kill
8th 4 d6 3 2nd a certain sea monster?
9th 4 d6 3 2nd
10th 4 d6 3 2nd
11th 5 d6 3 2nd
12th 5 d6 3 2nd
13th 5 d6 3 2nd
14th 5 d6 3 2nd
15th 6 d8 4 3rd
16th 6 d8 4 3rd
17th 6 d8 4 3rd
18th 6 d8 4 3rd
19th 7 d8 4 3rd
20th 7 d8 4 3rd

Multiclassing & Exploits


Your martial skill depends partly on your combined
levels in classes that learn Exploits, and partly on
your individual levels in each class. If your group
uses the optional rule for multiclassing and you
learn Exploits from more than one class, you use
the following rules: Alternate Martial Multiclassing.
Buccaneer Spells Watery Resilience
3rd-level Buccaneer feature 15th-level Buccaneer feature
You always have the spells from the table below prepared When you are hit by an attack, you can use your reaction to
once you reach certain levels in this class. See the Ranger temporarily take on a liquid watery form, gaining resistance
Archetype class feature for how Archetype Spells work. to all damage from the triggering attack. As part of the same
Ranger Level Spell reaction, you can immediately move up to your full movement
speed without provoking opportunity attacks.
3rd compelled duel, fog cloud You can use this reaction a number of times equal to your
5th gust of wind, locate object Wisdom modifier (minimum of once), and you regain all of
your expended uses when you finish a long rest. If you have
9th call lightning XGtE, water breathing no uses remaining, you can expend a spell slot of 1st-level or
13th control water, watery sphere XGtE higher to use this reaction on additional time.
17th control winds XGtE, maelstrom XGtE Druidic Guardian
Mariner's Eye While most Rangers stand with one foot in the wild and one
3rd-level Buccaneer feature in the civilized world, some side firmly with the natural world.
Your sight has become especially keen. Whenever you make a When cities and settlements encroach on ancient groves and
Wisdom (Perception) check that relies on your sense of sight, wild forests, the Rangers known as Druidic Guardians stand
you can treat a roll of 7 or lower on the d20 as an 8. as defenders of the wild. Drawing upon primeval magic, these
Also, when you make a weapon attack against a Favored warriors use the power of nature to defend their homes.
Foe that is swimming, you have advantage on your attack roll. Druidic Guardian Spells
Sea Legs 3rd-level Druidic Guardian feature
3rd-level Buccaneer feature You always have the spells from the table below prepared
The time you have spent at sea has granted you abilities that once you reach certain levels in this class. See the Ranger
land-locked Rangers lack. You gain the following benefits: Archetype class feature for how Archetype Spells work.
Ranger Level Spell
You gain the Mariner Fighting Style. If you already know
this Fighting Style you learn another Fighting Style of 3rd ensnaring strike, entangle
your choice from those available to the Ranger class. 5th alter self, spike growth
You can hold your breath underwater for a number of
minutes equal to 10 + your Constitution modifier. 9th erupting earth, plant growth
You have advantage on saving throws to resist being 13th grasping vine, guardian of nature XGtE
knocked prone or moved against your will. 17th tree stride, wrath of nature XGtE
Deep Sea Diver
7th-level Buccaneer feature Limited Wild Shape
You have to spend significant time underwater. You can cast 3rd-level Druidic Guardian feature
water breathing, targeting only yourself, without expending You can draw on primal nature magic to take the shape of
a spell slot. Once you cast water breathing in this way you beasts, much like a Druid does. You gain the ability to Wild
must finish a long rest before you can do so again. Shape. As a bonus action on your turn, you can assume the
Moreover, whenever you cast water breathing, the targets form of any beast that you have physically touched.
of the spell gain the following additional benefits: Your Ranger level determines the maximum CR of beasts
that you can transform into, as shown in the table below. You
They gain resistance to cold damage. must follow all the other rules for Wild Shape as detailed in
They gain a swimming speed equal to their walking speed. the Wild Shape feature description for the Druid class.
If the target already has a swimming speed, it can take the
Dash action as a bonus action while it is swimming. Level Max CR Limitations Example
They gain darkvision out to a 60-foot radius. If the target No Flying or
already has darkvision, its radius increases by 30 feet. 3rd 0
Swimming Speed
Deer

Wrath of the Waves 7th 1/4 No Flying Speed Octopus


11th-level Buccaneer feature 11th 1/2 — Hawk
You carry the magic of the high seas whether you are on sea
or land. Once per turn when you hit a creature with a weapon 15th 1 — Giant Eagle
attack, you can imbue your strike with watery magic. When You can stay in Wild Shape for up to one hour, at which
you do, the creature takes additional cold damage equal to point you revert to your normal form. You can revert to your
one roll of your Favored Foe die, and it must succeed on a normal form earlier if you use a bonus action to do so, or if
Strength saving throw against your Spell Save DC or be you fall unconscious, you drop to 0 hit points, or you die.
knocked back from you 10 feet in a straight line. Once you use your Wild Shape you must complete a short
Any creature that is at least one size larger than you has or long rest before you can use it again, unless you expend a
advantage on its Strength saving throw. spell slot of 1st-level or higher to use Wild Shape again.
Wild Bound
7th-level Druidic Guardian feature
The Druidic magic you wield has permeated body and
spirit. You learn Druidic, the secret language of the
Druids. You can speak the language and use it to
leave hidden messages. While speaking Druidic,
you gain the benefits of speak with animals.
Also, your attacks in your Wild Shape beast forms
count as magical for overcoming any resistances or
immunities to non-magical attacks and damage.
Empowered Shapes
11th-level Druidic Guardian feature
You have learned to empower your Wild Shape with the
Druidic magic you wield. When you use Wild Shape, you
can expend a spell slot of 1st-level or higher to transform
into a beast with a CR equal to or lower than the level
of the spell slot you expended to transform.
Once you use this feature you must finish
a short or long rest before you can use it
to empower your Wild Shape again.
Thousand Forms
15th-level Druidic Guardian feature
You are so in tune with your abilities that you can change
your form in subtle ways at will. You can cast alter self at
will, targeting only yourself, without expending a spell slot.
Dunestrider
While all Rangers have the skills necessary to live out in
the wilderness, those known as Dunestriders are the true
masters of survival. These rugged wanderers have adapted
to live in the harshest lands imaginable; arid deserts, frozen Wasteland Weaver
tundra, great alpine heights, and magical wastelands. These 3rd-level Dunestrider feature
survivalists combine a talent for illusion magic and protective You have mastered an ancient pattern of
gear to survive in all but the most extreme hostile conditions. weaving and enhancing clothing, that when worn, enables a
near-supernatural level of survivability. You gain proficiency
Dunestrider Spells with weaver's tools, and you can add double your proficiency
3rd-level Dunestrider feature bonus to any check you make that uses your weaver's tools.
You always have the spells from the table below prepared At the end of each long rest, you can use weaver's tools to
once you reach certain levels in this class. See the Ranger enhance one set of clothing or cloak. While a creature wears
Archetype class feature for how Archetype Spells work. this enhanced garment it gains the following benefits:
Ranger Level Spell It gains a bonus to Dexterity (Stealth) checks to hide in
3rd absorb elements XGtE, silent image wasteland and wilderness equal to your Favored Foe die.
5th invisibility, mirror image
It requires one-quarter as much water in order to survive.
It has advantage on saving throws to resist the effects of
9th wall of sand XGtE, major image harsh environments and subsequent exhaustion levels.
13th greater invisibility, hallucinatory terrain During each long rest, you must spend time maintaining
17th commune with nature, mislead any garments you have enhanced or they lose any beneficial
properties. You can maintain a total number of enhanced
Wilderness Adept garments equal to your Wisdom modifier (minimum of 1).
3rd-level Dunestrider feature
You are able to survive the most inhospitable environments.
You learn one of the following Knacks of your choice: Alpine Elemental Wastelands
Adept, Arctic Adept, Desert Adept, or Jungle Adept. You learn While most Dunestriders hail from the deserts of
another Knack from this list at 7th, 11th, and 15th levels. the material plane, it is not unheard of for them to
The Knacks you learn through this feature do not count come from the chaotic inner planes. Some high-
against your total number of Knacks Known. Also, when you level Dunestriders call the harsh elemental planes
gain a Ranger level, you can only replace a Knack you learned of air, earth, fire, and water home.
through this feature with another Knack from the list above.
Rugged Resilience Grim Warden Spells
7th-level Dunestrider feature 3rd-level Grim Warden feature
You imbue the mystical weave of your enhanced garments You always have the spells from the table below prepared
with illusion magic. A creature wearing one of your enhanced once you reach certain levels in this class. See the Ranger
garments can use a bonus action to cast invisibility on itself. Archetype class feature for how Archetype Spells work.
It can do so three times, but when the last use is expended, Ranger Level Spell
the garment loses any beneficial properties. Your enhanced
garments regain all uses of this feature when you spend time 3rd bane, hex
during a long rest maintaining your enhanced garments. 5th hold person, shadow blade XGtE
Illusory Strikes 9th bestow curse, vampiric touch
11th-level Dunestrider feature 13th blight, shadow of moil XGtE
You can use potent illusion magic to enhance your combat
abilities. When you take the Attack action on your turn, you 17th enervation XGtE, hold monster
can use a bonus action to create an Illusory Duplicate of
yourself in an unoccupied space you can see within 30 feet. Warden's Rite
Your Illusory Duplicate instantly makes one weapon attack 3rd-level Grim Warden feature
with an illusory version of your weapon against a target of You have survived the Warden's Rite, an alchemical ritual that
your choice within its range. On hit, it deals force damage in suffuses your blood with sinister magic. You gain proficiency
place of your weapon's normal damage and disappears. with alchemist's supplies and in the Religion skill.
Also, whenever you make an Intelligence (Religion) check
Illusory Transposition related to fiends, undead, or necromancy magic you gain a
15th-level Dunestrider feature bonus to your roll equal to one roll of your Favored Foe die.
Your skill with illusions has greatly increased. You can use a
bonus action to create your Illusory Duplicate even when you Crimson Brand
do not take the Attack action. Your Illusory Duplicate must 3rd-level Grim Warden feature
still make a weapon attack when it appears. The sinister magic within your blood allows you to enhance
Immediately after your Illusory Duplicate makes an attack, your strikes with your own life force. When you hit a Favored
you can teleport, instantly switching places with your Illusory Foe with a weapon attack, you can expend a Hit Die to cause
Duplicate, without provoking opportunity attacks. all the damage of your attack to become necrotic, and to deal
bonus necrotic damage equal to a roll of your Hit Die.
Grim Warden Any necrotic damage dealt by this feature ignores
Sometimes it takes a monster to destroy a monster. Rangers resistance to necrotic damage, and can treat
that take up the mantle of the Grim Warden undergo a dark immunity to necrotic damage as resistance.
alchemical ritual, known as the Warden's Rite, that enhances Lastly, when you use Crimson Brand
their physical abilities. They sacrifice any chance they have at against a fiend or undead creature, you
a normal life by mingling their blood with that of monsters, in can maximize the necrotic damage roll
order to gain dark, unnatural power to destroy their foes. of your Hit Die in place of rolling.
Expunging Strikes
3rd-level Nomad feature
You can imbue your strikes with psionic energy to disrupt
your foe's memory. Once per turn when you hit a Favored
Foe with a weapon attack, you can force it to make an
Intelligence saving throw against your Spell Save DC. On a
failed save, all damage dealt by your attack becomes psychic
damage, and the creature cannot see, hear, smell, or sense
you in any way until the start of your next turn.
Mystic Knowledge
3rd-level Nomad feature
You can use your connection to the Noosphere to
draw knowledge from Nomads past and present.
When you finish a long rest, you gain proficiency
in one skill or tool, or learn to speak, read, and
write one language of your choice. You retain that
proficiency or language until you finish a long rest.
When you reach 11th level, you gain two proficiencies
or languages from this feature at the end of a long rest.
Nomad Spells
3rd-level Nomad feature
You always have the spells from the table listed below
prepared once you reach certain Ranger levels. See the
Archetype class feature for how Archetype Spells work.
Ranger Level Spell
3rd comprehend languages, disguise self
5th detect thoughts, misty step
9th clairvoyance, tongues
13th dimension door, diviniation
17th commune, seeming

Dark Augmentation Nomadic Step


7th-level Grim Warden feature 7th-level Nomad feature
Sinister magic enhances your physical capability. Whenever You can merge your consciousness with the Noosphere to
you make a Strength, Dexterity, or Constitution ability check, avoid harm. As a reaction when you are hit by an attack, you
you gain a bonus to your roll equal to one roll of your Favored can disappear into the Noosphere, causing the attack to miss.
Foe die, and your walking speed increases by 5 feet. You then instantly reappear in an unoccupied space that you
occupied at some point since the start of your previous turn.
Greater Crimson Brand You can use this reaction a number of times equal to your
11th-level Grim Warden feature Wisdom modifier (minimum of once), and you regain all of
Once per turn, when you hit a creature with a melee weapon your expended uses when you finish a long rest. When you
attack, you can deal an additional 1d10 necrotic damage to it. have no uses remaining, you can expend a spell slot of 1st-
level or higher to use this reaction one additional time.
Sanguine Mastery
15th-level Grim Warden feature Strange Movement
The magic of your Warden's Rite manifests its full potential. 11th-level Nomad feature
You have advantage on saving throws to resist the frightened As an action, you can expend your remaining movement to
condition, and you are always under the effects of protection instead teleport a number of feet equal to your remaining
from good and evil while you are conscious. movement, appearing in an unoccupied space you can see.
Nomad
Whether by birth, happenstance, or a ritual, the mind of every Optional Rule: Psionic Spellcasting
Nomad has been connected to the mystical web of knowledge For mechanics to match the fantasy of a Ranger
known as the Noosphere. This psionic link allows Nomads to who wields the psionic power of the Noosphere,
access knowledge from far-off places and distant lives. These consider replacing all Wisdom-based Ranger class
strange wanderers spend their lives collecting hidden lore to and Nomad Archetype features with Intelligence.
add to this web of information that connects every Nomad.
Mystical Burst
15th-level Nomad feature
When you travel through the Noosphere you can assault your
foes with the residual psionic power. When you teleport with
a Nomad Spell or Nomad feature, you can force creatures of
your choice within 10 feet of the point you appear to make an
Intelligence saving throw against your Spell Save DC. They
take psychic damage equal to one roll of your Favored Foe
die on a failed save, and half as much on a successful one.
Stargazer
Mortals have always looked to the stars to tell stories
of the past, omens for the present, and some believe
that by observing motions of the heavenly bodies one
can even predict the fates of others. Stargazers spend
their lives studying stars and constellations, and learn
to draw on their radiant power to vanquish their foes.
Celestial Guidance
3rd-level Stargazer feature
The great constellations of the night sky guide your
life. You gain proficiency with navigator's tools, and
you cannot become lost, even by magical means,
so long as you can see the stars or the night sky.
Also, each time you finish a long rest, you can
attune yourself to one of the Constellations from
the table below. While attuned, you have both the
cantrip and 1st-level spell that correspond to that
Constellation prepared. Both become Ranger spells
for you, but they don't count against the total number
of Ranger spells that you can prepare each day. Threads of Fate
You can cast your Constellation spell at 1st-level without 7th-level Stargazer feature
expending a spell slot or material components a number of You can use the insights you gain from the stars to twist the
times equal to your Wisdom modifier (minimum of once). threads of fate. As a reaction when you, or another creature
You regain all expended uses when you finish a long rest. you can see within 30 feet, makes an ability check or saving
Constellation Cantrip 1st-level Spell throw, you can add your Wisdom modifier (minimum of +1)
Adder viscous mockery inflict wounds to the result of the roll. You can use this reaction after the roll,
but before you know if the roll succeeds or fails.
You can use this reaction a number of times equal to your
XGtE
Eagle gust zephyr strike XGtE
Elephant guidance bless Wisdom modifier (minimum of once), and you regain all of
Hare minor illusion longstrider
your expended uses when you finish a long rest.
Stag shillelagh compelled duel Starlight Strikes
11th-level Stargazer feature
Turtle resistance shield As a bonus action on your turn, you can enter a trance that
Wolf primal savagery XGtE guiding bolt allows the celestial bodies of the night to guide your attacks.
This trance lasts for 1 minute, or until you are incapacitated.
Stargazer Spells When you roll a 9 or lower on the d20 for an attack roll while
3rd-level Stargazer feature you are in this trance, you can treat the roll as a 10. You can
You always have the spells from the table below prepared do so no more than once per turn.
once you reach certain levels in this class. See the Ranger Once you use this ability you must finish a long rest before
Archetype class feature for how Archetype Spells work. you can use it again. When you have no uses remaining, you
can expend a spell slot of 3rd-level or higher to use it again.
Ranger Level Spell
3rd Constellation Spells
5th mind spike XGtE, moonbeam Many Worlds, Many Constellations
The Constellations included in this Archetype are
9th beacon of hope, clairvoyance generic animals that can be applied to any setting.
13th divination, guardian of faith However, when playing a Stargazer, players should
consider Constellations unique to their world.
17th dawn XGtE, wall of light XGtE
Resplendent Soul Monster Tamer
15th-level Stargazer feature 3rd-level Wrangler feature
Your very being is suffused with starlight. When a creature Your intimate understanding of animal behaviors and habits
you can see within 30 feet hits you with an attack, you can grants you certain benefits. You gain the following features:
use your reaction to release a targeted flash of light, forcing Your weapon attacks against beasts and monstrosities
the attacker to make a Constitution saving throw against your score a critical hit on a roll of 19 or 20 on the d20.
Spell Save DC. On a failed save, the target takes 3d10 radiant You have advantage on Strength (Athletics) checks to
damage and is blinded until the start of its next turn. On a grapple, climb, or wrestle beasts and monstrosities.
successful save, it takes half damage and is not blinded. Any enchantment spell you have prepared that targets
You can use this reaction a number of times equal to your humanoids can also target beasts and monstrosities.
Wisdom modifier (minimum of once), and you regain all of
your expended uses when you finish a long rest. When you Bring to Heel
have no uses remaining, you can expend a spell slot of 1st- 7th-level Wrangler feature
level or higher to use this reaction one additional time. You can bend creatures of the wild to your will. When a beast
or monstrosity that is charmed by you makes a saving throw
Wrangler to end the charmed condition, you can use your reaction to
While most Rangers have some skill with animals, those who force it to make that saving throw with disadvantage.
pursue the life of a Wrangler are true masters at taming wild You can also command the monsters you tame. Any beast
beasts. Drawing upon their intimate understanding of animal or monstrosity charmed by you acts during your turn for the
behavior, they tame and control all sorts of fantastical beasts. duration of your charm, and if you are within 30 feet and the
Rugged and wild, Wranglers are always on the hunt for ever creature can hear you, you can use your action to command
more strange and exotic creatures to tame and befriend. it to take one of the actions from its stat block.
Wrangler Spells Master Tamer
3rd-level Wrangler feature 11th-level Wrangler feature
You always have the spells from the table below prepared Your abilities are nearly supernatural Your Wrangler features
once you reach certain levels in this class. See the Ranger now affect celestials, dragons, fey, fiends, giants, and plants
Archetype class feature for how Archetype Spells work. with an Intelligence score less than or equal to your level.
Ranger Level Spell
Also, you can command any beast or monstrosity charmed
by you to take an action from its stat block as a bonus action.
3rd charm person, command
Wrangler of Legends
calm emotions, summon beast TCoE
5th
15th-level Wrangler feature
9th conjure animals, slow Once you charm a creature, there is little it can do to escape.
13th charm monster, dominate beast
Any enchantment spells you cast on beasts and monstrosities
last until your concentration is broken.
17th awaken, hold monster Also, short and long rests do not break your concentration
on enchantment spells you cast on beasts or monstrosities.
Alternate
Ranger Expanded
A multitude of additional options for the
Alternate Ranger. Includes new Knacks, Fighting
Styles, and eight Archetypes: Bounty Hunter,
Buccaneer, Druidic Guardian, Dunestrider, Grim
Warden, Nomad, Stargazer, and Wrangler.

Version 3.8.1 - Created by /u/laserllama

Artist Credits:
Covers - Mark Winters - Hallar, The Firefletcher
Page 1 - Justine Cruz - Spoils of the Hunt
Page 2 - S. Prescott - Apprentice Sharpshooter
Page 3 - Magali Villeneuve - Captain Sisay
Page 5 - Ilse Gort - Squirrel Sovereign
Page 6 - Leesha Hannigan - Tulzidi Caravaneer
Page 7 - Magali Villenuve - Bane of the Dead
Page 8 - Mila Pesic - Blessing of Frost
Page 9 - Aaron Miller - Tuskguard Captain

The Alternate Ranger class can be found Here.

Additional Laserllama Homebrew content,


including classes, subclasses, and player races,
can be found for free on GM Binder.

Like what you see? Support me on Patreon for


access to the exclusive Primeval Guardian
Archetype for the Alternate Ranger Class!

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