Alternate Ranger Expanded
Additional Survivalist Knacks Underground Adept
The Knacks listed below are available to an Alternate Ranger,
alongside those presented with the base class. If a Knack has Prerequisite: 6th level ranger
a prerequisite, like your ranger level or another Knack, you You are especially skilled at navigating the winding tunnels
can learn it at the same time that you meet the prerequisites. under the earth. You gain darkvision with a range of 60 feet.
If you already have darkvision its range increases by 60 feet.
Arctic Adept
Also, you can close your eyes and gain tremmorsense in a
Prerequisite: 6th level ranger
60 foot radius. Within that radius you can sense anything
You have learned to survive the frozen tundra. You, and up to touching the ground. This special sense lasts for 1 minute, or
five creatures who travel with you have advantage on saving until you open your eyes. Once you use this action you must
throws to resist the negative effects of arctic environments. finish a short or long rest before you can use it again.
In addition, you gain resistance to cold damage. Woodsman I
Desert Adept You are familiar with forests, trees, and timber of all kinds.
You gain proficiency with woodcarver's tools, and you have
Prerequisite: 6th level ranger
advantage on any Intelligence (Nature) checks to identify,
You can survive the scorching desert. You, and up to five recall information, and construct things from wood.
creatures who travel with you have advantage on saving
throws to resist the negative effects of desert environments. In addition, when you hit a tree or raw timber with a melee
weapon attack, it becomes an automatic critical hit.
In addition, you gain resistance to fire damage.
Woodsman II
Fell Handed I
Prerequisite: 3rd level ranger, Woodsman I
Prerequisite: 6th level ranger
You can identify the strengths and weak points of wooden
When you score a critical hit with a weapon attack against a objects and creatures. You gain the following benefits:
creature, you have advantage on the next attack you make
against that creature before the end of your next turn. You gain proficiency with carpenter's tools. Anything you
construct from wood has twice as many hit points.
Fell Handed II At the end of each long rest, if you have timber available,
you can craft a total number of clubs, greatclubs, javelins,
Prerequisite: 9th level ranger, Fell Handed I
and quarterstaffs equal to your proficiency bonus.
When you score a critical hit against a creature, your critical When you hit a plant with a battleaxe or greataxe, you roll
hit range for attack rolls against that creature expands by 1. your damage twice and take the higher of the two rolls.
For example, after you score a critical hit against a creature
for the first time, you now score a critical hit when you roll a
19 or 20 when making an attack roll against that creature.
Jungle Adept
Prerequisite: 6th level ranger
You have learned to survive the hostile jungle. You, and up to
five creatures who travel with you have advantage on saving
throws to resist the negative effects of jungle environments.
In addition, you gain resistance to poison damage.
Rider I
You have trained to ride animals that will take a rider. You
have advantage on Wisdom (Animal Handling) checks to
control your mount, and mounting or dismounting from a
trained mount only costs you 5 feet of your movement.
Rider II
Prerequisite: 3rd level ranger, Rider I
You have special skill at training animals. You have advantage
on Wisdom (Animal Handling) checks to domesticate wild
animals, and you can train a mount in half the normal time.
Rider III
Prerequisite: 6th level ranger, Rider I, II
You are a master of mounted combat. When you are riding
your mount and it is hit by an attack, you can use your
reaction to become the target of that attack instead.
In addition, when you or your mount are forced to make a
Dexterity saving throw, you can use your reaction to grant
both you and your mount advantage on the saving throw.
Alternate
Ear to
Ranger Archetypes the Ground
At 3rd level, an alternate ranger chooses their Archetype. The Starting at 3rd level, once you spend a long rest
following additional options are available to rangers: Bounty in a settlement, city, or town you have advantage on any
Hunter, Grim Warden, Nomad, Stargazer, and Wrangler. ability checks you make to gather information on contacts or
Bounty Hunter factions, and to navigate the underworld of that settlement.
Bounty Hunters protect humanoids from their own. Trained
to hunt in cities and towns, they can track their prey through Dead or Alive
the dark alleyways and underbellies of any town or city.
Trained to use various martial techniques, these rangers can Starting at 7th level, when you make a Strength (Athletics)
confidently confront and subdue any dangerous humanoid. check to initiate or maintain a grapple or shove a creature
prone, you gain a bonus to your roll equal to your Wisdom
Bounty Hunter Features modifier (minimum of +1).
Ranger Level Feature Also, being within 5 feet of a hostile creature doesn’t
3rd Ear to the Ground, Martial Exploits impose disadvantage on your ranged attack rolls with nets.
7th Dead or Alive, Improved Exploits
11th Unwavering Improved Exploits
15th The Most Dangerous Game
Your skills improve. Upon reaching 7th level, you gain one
Martial Exploits additional Exploit Die, and your Exploit Dice become d6s.
You also learn two additional Exploits of your choice.
You have studied various martial exploits to better counter
humanoid foes. At 3rd level, you gain the following features: At 15th level, these skills increase further. You gain another
Exploit Die (for a total of five), and your Exploit Dice become
Exploits. You learn two Exploits of your choice from this d8s. You also learn two more Exploits of your choice.
list at the end of this Archetype description. You can use only
one Exploit per attack. When you gain a ranger level, you can Unwavering
replace one of your Exploits with another of your choice.
You are a master of disabling foes. Starting at 11th level,
Exploit Dice. You have two Exploit Dice, which are d4s for when your favored foe misses you with a melee attack, you
you. You must expend an Exploit Die to use an Exploits. You can force it to make a Dexterity saving throw as a reaction.
regain all expended Dice when you finish a short or long rest. On a failed save, it falls prone, and if you have a free hand you
can choose to automatically grapple the creature.
Saving Throws. Some of your Exploits require your target
to make a saving throw to resist their effects: The Most Dangerous Game
Exploit save DC = 8 + your proficiency bonus
Your supernatural instincts allow you to predict your foe's
+ your Strength or Dexterity modifier (your choice). attacks. Beginning at 15th level, any time you take damage
from your favored foe, the damage is reduced by an amount
equal to your Wisdom modifier (minimum of 1 hit point).
Grim Warden
Sometimes it takes a monster to destroy a monster. Rangers
that take up the mantle of Grim Warden undergo a dark
alchemical ritual, known as the Warden's Rite, to enhance
their physical abilities. They sacrifice any chance they have at
a normal life, mingling their blood with that of monsters, in
order to gain dark, unnatural power to destroy their foes.
Grim Warden Features
Ranger Level Feature
3rd Grim Warden Magic, Warden's Rite
Crimson Brand
7th Dark Augmentation
11th Improved Crimson Brand
15th Sanguine Mastery
Grim Warden Magic
You learn the following spells at the ranger levels noted in the
table below. These spells count as ranger spells for you, you
always have them prepared, and they don't count against the
total number of ranger spells that you can prepare each day.
Ranger Level Spell
3rd bane, hex
5th hold person, shadow blade
Bounty Hunter Exploits 9th bestow curse, vampiric touch
The Exploits below are available to Bounty Hunter Rangers.
They focus on disabling foes they have been charged to hunt. 13th blight, shadow of moil
Blinding Shot.
As a bonus action, you can expend an 17th enervation, hold monster
Exploit Die and force a creature within 10 feet to make a
Constitution saving throw. On a failed save, it takes piercing Warden's Rite
damage equal to your Exploit Die and is blinded until the
start of your next turn. At 3rd level, you undergo the Warden's Rite, an alchemical
ritual that suffuses your blood with sinister magic. You gain
Crippling Strike.
When you hit a creature with a melee proficiency with alchemist's supplies and in the Religion skill.
weapon attack, you can expend an Exploit Die and force it to
make a Dexterity saving throw. On a failure, it takes extra In addition, whenever you make an Intelligence (Religion)
damage equal to your Exploit Die and its movement speed is check related to fiends, undead creatures, or necromancy
reduced to 0 until the beginning of your next turn. magic you can add double your proficiency bonus to the roll.
Dirty Hit.
When you hit a creature with a weapon attack, Crimson Brand
you can expend an Exploit Die and force it to make a
Constitution saving throw. On a failure, it takes extra damage Starting at 3rd level, you can draw upon the dark magic in
equal to your Exploit Die, and until the start of your next turn, your blood to empower your weapon attacks with your life
it cannot take reactions and its movement speed is halved. force. When you hit a creature with a melee weapon attack,
you can expend ranger Hit Dice as part of the attack to deal
Disarm.
When you hit a creature with a weapon attack, necrotic damage to the target, in addition to the weapon's
you can expend an Exploit Die to force them to make a damage. The extra necrotic damage is 1d8 for one Hit Die,
Strength saving throw. On a failed save, the creature takes plus 1d8 for each additional Hit Die you expend as part of the
additional damage equal to your Exploit Die, and it drops one attack. The maximum amount of Hit Dice you can expend is
item that it is currently holding (your choice) at its feet. equal to your Wisdom modifier (minimum of 1 Hit Die).
Sweeping Strike.
When you hit a creature with a melee The additional necrotic damage dealt by this your Crimson
weapon attack, you can expend an Exploit Die to force it to Brand increases by 1d8 if the target is a fiend or undead.
make a Dexterity saving throw. On a failed save, it falls prone
and takes bludgeoning damage equal to your Exploit Die. Blood Hunter, Dissected
Creatures more than one size larger than you have advantage
on this saving throw. The Blood Hunter class contains many risky
mechanics that are difficult to manage. The Grim
Take Down.
As a bonus action, you can expend an Exploit Warden is an attempt to adapt the themes of the
Die to make a Shove or Grapple attack against a creature class while staying in line with the design of 5e.
within your reach, adding your Exploit Die to your roll.
Dark Augmentation
You have learned to exert greater control over the sinister
magic that flows in your veins, enhancing your physical
abilities. Starting at 7th level, when you make a Strength,
Dexterity, or Constitution ability check, you gain a bonus to
your roll equal to your Wisdom modifier (minimum of +1).
In addition, your movement speed increases by 5 feet.
Improved Crimson Brand
Beginning at 11th level, the dark magic in your blood seeps
into your weapon strikes. Once on each of your turns when
you hit a creature with a melee weapon attack, you can deal
an additional 1d8 necrotic damage to the target.
Sanguine Mastery
Your Warden's Rite manifests its full potential. Beginning at
15th level, you have advantage on saving throws to resist the
frightened condition, and you are always under the effects of
the protection from good and evil spell while conscious.
Nomad
Nomads have a desire to learn all they can and spend their
lives uncovering hidden lore. Their minds are in a meditative
state that allows them to perceive a strange, living web of
knowledge known as the Noosphere. This web links all who
follow the way of the Nomad, and allows them to access
knowledge and skills from far off places and distant lives.
Nomad Features
Ranger Level Feature
3rd Nomadic Magic, Expunging Strike (1d4),
Web of Knowledge
7th Memory of One Thousand Steps Web of Knowledge
11th Strange Movement, Expunging Strike (2d4) When you adopt this Archetype at 3rd level, you learn to draw
from the Noosphere, a living web of knowledge that connects
15th Mystical Burst all Nomads, past, present, and future. At the end of each long
rest, you learn one language, or you gain proficiency with one
Nomadic Magic tool or skill of your choice. You retain knowledge of that tool,
skill, or language until you finish your next long rest.
You learn the following spells at the ranger levels noted in the
table below. These spells count as ranger spells for you, you When you reach 11th level in this class, you gain two
always have them prepared, and they don't count against the instances of this feature at the end of each long rest.
total number of ranger spells that you can prepare each day.
Memory of One Thousand Steps
Ranger Level Spell
3rd comprehend languages, disguise self Beginning at 7th level, you are able to partially merge your
5th detect thoughts, misty step consciousness with the Noosphere to avoid harm. When you
9th clairvoyance, tongues are hit by an attack, you can use your reaction to disappear
13th dimension door, diviniation into Noosphere, causing the triggering attack to miss. You
17th commune, seeming then immediately reappear in an unoccupied space that you
occupied at some point since the start of your previous turn.
Expunging Strike
Once you use this reaction, you must finish a short or long
Starting at 3rd level, you can erase yourself from minds of rest before you can use it again. If you have no uses left, you
your foes with a strike. Once on each of your turns when you can expend a spell slot of 2nd-level or higher to use it again.
hit a creature with a weapon attack, you can force them to
make an Intelligence saving throw in addition to the attack's Optional Rule: Psionic Spellcasting
damage. On a failed save, it takes 1d4 psychic damage, and it
cannot perceive you until the start of your next turn. For the mechanics to match the fantasy of a ranger
who wields the psionic power of the Noosphere,
Starting at 11th level, the psychic damage becomes 2d4. consider replacing all Wisdom-based ranger class
and Nomad Archetype features with Intelligence.
Strange Movement Stargazer Magic
Beginning at 11th level, you can
You learn the following spells at the ranger levels noted in the
use a bonus action to expend your
table below. These spells count as ranger spells for you, you
remaining movement and teleport a
always have them prepared, and they don't count against the
number of feet equal to double your
total number of ranger spells that you can prepare each day.
remaining movement, appearing in
an unoccupied space you can see. Ranger Level Spell
You can use this ability a number of
3rd Constellation Spells
times equal to your Wisdom modifier
(minimum of once), and you regain all
5th mind spike, moonbeam
uses when you finish a long rest.
9th beacon of hope, clairvoyance
Mystical Burst
When you travel through the Noosphere you
can assault your foes with its psionic power.
Beginning at 15th level, when you teleport with
one of your Nomadic Magic spells or one of your
Nomad features, creatures of your choice within
10 feet of the point where appear must succeed on an
Intelligence saving throw or take 2d8 psychic damage.
Stargazer
Mortals have always looked to the stars for stories of the past,
and some believe that in observing the motions of the cosmos
one can predict fate. Stargazers are rangers who spend their
lives studying the stars and can draw on their radiant power.
Stargazer Features
Ranger Level Feature
3rd Celestial Guidance, Stargazer Magic
7th Threads of Fate
11th Starlight Strikes
15th Resplendent Soul
Celestial Guidance 13th divination, guardian of faith
Your life is guided by the great constellations of the night sky. 17th dawn, wall of light
Starting at 3rd level, you cannot become lost, even by magical
means, so long as you can see the stars or the night sky. Threads of Fate
Also at the end of each long rest, you attune yourself to one Starting at 7th level, you can use your insight into the stars to
of the constellations from the table below. While attuned to a twist the threads of fate. When you, or another creature you
constellation, you know the cantrip and 1st-level spell that that can see within 30 feet, makes an ability check or saving
correspond to that constellation. Both count as ranger spells throw, you can add your Wisdom modifier (minimum of +1)
for you, you always have them prepared, and they don't count to the result of the roll as a reaction. You can use this action
against the total number of spells you prepare each day. after the roll, but before you know if the roll succeeds or fails.
You can cast your constellation spell at 1st-level without You can use this reaction a number of times equal to your
expending a spell slot or material components a number of Wisdom modifier (minimum of once), and you regain all
times equal to your Wisdom modifier (minimum of once).
expended uses when you finish a long rest.
You regain all expended uses when you finish a long rest.
Starlight Strikes
Constellation Spells
Starting at 11th level, you can enter a trance, filling your eyes
Constellation Cantrip 1st-level Spell with starlight and allowing the celestial bodies of the night
inflict wounds sky to guide your attacks. As a bonus action, you can enter
Adder viscous mockery this trance which lasts for 1 minute. Once per turn when you
bless make an attack roll while you are in this trance, you can treat
Elephant guidance longstrider a d20 roll of 9 or lower as a 10.
compelled duel
Hare minor illusion guiding bolt Once you use this ability you must finish a long rest before
you can use it again. If you have no uses remaining, you can
Stag shillelagh expend a spell slot of 3rd-level or higher to use it again.
Wolf primal savagery
Resplendent Soul Monster Tamer
At 15th level, your very being is suffused with starlight. As a When you adopt this Archetype, you gain exceptional insight
reaction, when a creature you can see within 30 feet hits you into wild animals. At 3rd level you gain the following benefits:
with an attack, you can release a targeted flash of starlight
and force the attacker to make a Constitution saving throw. Your weapon attacks against beasts and monstrosities
On a failed save, the target takes 3d10 radiant damage and is score a critical hit on a roll of 19 or 20 on the d20.
blinded until the start of its next turn. On a successful save, You have advantage on Strength (Athletics) checks to
the target takes half damage and is not blinded. grapple, climb, or wrestle beasts and monstrosities.
Any enchantment spell you have prepared that targets
You can use this reaction a number of times equal to your a humanoid can also target beasts and monstrosities.
Wisdom modifier (minimum of once), and you regain all uses
when you finish a long rest. If you have no uses left, you can Bring to Heel
expend a spell slot of 1st-level or higher to use it again.
Wrangler You can bend creatures of the wild to your will. Beginning at
While most rangers have some skill with animals, those who 7th level, when a beast or monstrosity that is charmed by you
pursue the life of a Wrangler dedicate their lives to training makes a saving throw to end its charmed condition, you can
wild beasts. Their deep knowledge of animal behavior allows impose disadvantage on its saving throw as a reaction.
them to tame and control as sorts of fantastical creatures.
You can also command the monsters you tame. Any beast
These rugged and wild rangers are always on the lookout or monstrosity charmed by you acts during your turn for the
for ever more strange and exotic creatures to befriend. duration of your charm, and if you are within 30 feet and the
creature can hear you, you can use your action to command
Wrangler Magic it to take one of the actions from its stat block.
You learn the following spells at the ranger levels noted in the Improved Monster Tamer
table below. These spells count as ranger spells for you, you
always have them prepared, and they don't count against the Beginning at 11th level, your Wrangler features now affect
total number of ranger spells that you can prepare each day. any celestial, dragon, fey, fiend, giant, plant, or ooze with an
Intelligence score less than or equal to your ranger level.
Ranger Level Spell
3rd charm person, command Also, you can command any beast or monstrosity charmed
5th calm emotions, summon beast by you to take an action from its stat block as a bonus action.
9th conjure animals, slow
13th charm monster, dominate beast Wrangler of Legends
17th awaken, hold monster
Once you charm a creature, there is little it can do to escape.
Starting at 15th level, enchantment spells you cast on beasts
and monstrosities last until your concentration is broken.
Short and long rests don't 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 and five
new Archetypes: Bounty Hunter, Grim Warden,
Nomad, Stargazer, and Wrangler.
Version 3.7.0
Created by /u/laserllama
Artist Credits:
Covers - M. Villeneuve - Huntmaster of the Fells
Page 1 - Mark Winters - Hallar, The Firefletcher
Page 2 - Viko Meneses - Candlelit Cavalry
Page 3 - Christy Balanescue - Huntmaster
Page 4 - Clint Cearley - Ruthless Ripper
Page 5 - Mila Pesic - Blessing of Frost
Page 6 - Aaron Miller - Tuskguard Captain
The Alternate Ranger class can be found Here.
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including classes, subclasses, and player races,
can be found for free on GM Binder.
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