Alternate Ranger - Expanded - GM Binder 2
Alternate Ranger - Expanded - GM Binder 2
Alternate Ranger - Expanded - GM Binder 2
Expanded
Alternate
Ranger Expanded Additional Knacks
In 5e, the Ranger, while narratively interesting, mechanically The Survivalist Knacks listed here are available to a Ranger,
falls short of its class fantasy. The Alternate Ranger 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
While you are riding a controlled mount, both you and your hit range for attack rolls against that creature expands by 1.
mount gain a +1 bonus to your Armor Class, and you can use For example, if you score a critical hit against a creature
a bonus action on your turn to command your mount to take for the first time, you then score a critical hit on a roll of 19
one action from its stat block. 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.
Also, you can ride mounts that are your size or larger.
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.
Also, if your mount makes a saving throw while you ride
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
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