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Ranger Archetypes Guide

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100% found this document useful (1 vote)
440 views15 pages

Ranger Archetypes Guide

Uploaded by

Mat Gui
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Ranger Archetypes

Masterful Technique
Ranger Archetypes 7th-level Bounty Hunter Archetype feature
The following Archetypes are available to Rangers, along Your skill at disabling foes grows. You gain one additional
with the official Archetypes from the Player's Handbook: Superiority Die, and your Superiority Dice all become d8s.
You also learn two additional Maneuvers of your choice.
Bounty Hunter Shifter Wastelander
When you reach 18th level in this class you gain another
Buccaneer Spellbreaker Wrangler Superiority Die (for a total of five), and your Superiority Dice
become d10s. You also learn two additional Maneuvers.
Grim Warden Stargazer ─
Nomad Trapper ─ Unwavering
11th-level Bounty Hunter Archetype feature
You are a master of disabling foes. When a Large of smaller
Bounty Hunter
creature you can see misses you with a melee attack, you can
Bounty Hunters protect humanoids from their own. Trained use your reaction to force it to make a Dexterity saving throw
to hunt in cities and towns, they can track their prey through against your Maneuver save DC. On a failed save, the attacker
the dark alleyways and underbelly of any human settlement. suffers one of the following effects of your choice:
Skilled in the use various martial techniques, these rangers
You can knock it prone if it is Large or smaller.
are able to confront and subdue any dangerous humanoid.
You can automatically grapple it if you have a free hand.
Ranger Level Feature You can make a single melee weapon attack against it.
3rd Ear to the Ground, Marital Superiority
The Most Dangerous Game
7th Dead or Alive, Masterful Technique 15th-level Bounty Hunter Archetype feature
11th Unwavering Your supernatural instincts allow you to predict your foe's
attacks. After you hit a creature with a weapon attack, any
15th The Most Dangerous Game time that creature damages you until the start of your next
turn, the damage is reduced by an amount equal to your
Ear to the Ground Wisdom modifier.
3rd-level Bounty Hunter Archetype feature
Your line of work has granted you a unique familiarity with
the underbelly of civilization. After you complete a long rest
in a settlement, you have advantage on all ability checks to
gather information on its contacts, factions, or underworld.
You also learn to speak, decipher, and leave messages in
Thieves' Cant, the language of the criminal underworld.

Martial Superiority
3rd-level Bounty Hunter Archetype feature
You have honed your martial skill, gaining the benefits below:
Maneuvers. You learn two Maneuvers of your choice from
the list of Maneuvers available to the Battle Master Archetype
in the Player's Handbook. You can use only one Maneuver
per attack. Each time you gain a Ranger level you can replace
a Maneuver you know with another Maneuver of your choice.
Superiority Dice. You gain three Superiority Dice, which
start as d6s. To use one of your Maneuvers
you must expend one Superiority Die. You
regain all of your expended Superiority Dice
each time you finish a short or long rest.
Saving Throws. Some of your Maneuvers may
require the target to make a saving throw to resist
its effects. The saving throw DC for your Maneuvers is
calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your


Strength or Dexterity modifier (your choice).

Dead or Alive
7th-level Bounty Hunter Archetype feature
Whenever you make a Strength (Athletics) check to grapple
or shove a creature prone, you gain a bonus to your ability
check equal to your Wisdom modifier (minimum of +1).
Also, being within 5 feet of a hostile creature does not
impose disadvantage on your attack rolls with nets.
Buccaneer
Combining their survival skills, affinity for nature magic, and
passion for the high seas, Buccaneers are Rangers who feel
more at home on the water than on solid ground. Serving as
sailors, pirates, marines, and privateers, they
are often one of the most valuable members
of their vessel's crew. What drove you to the
sea? Were you pressed into service by a pirate
king? Or, have you sworn to slay a sea monster?
Ranger Level Feature
3rd Buccaneer Magic, Sea Legs
7th Windswept Hide
Deep Sea Diver,
11th
Wrath of the Waves
15th Watery Resilience

Buccaneer Magic
3rd-level Buccaneer Archetype feature
You learn certain spells at the Ranger levels noted in the table
below. These spells count as Ranger spells for you, but do not
count against your total number of Ranger Spells Known.
Ranger Level Spell
3rd fog cloud
5th misty step
9th call lightning XGE
13th watery sphere XGE
17th control winds XGE

Sea Legs
3rd-level Buccaneer Archetype feature
The time you have spent at sea grants you abilities that land-
locked Rangers lack. You gain the benefits listed below:
You learn the Mariner Fighting Style from the list at the
end of this document. If you already know that Fighting
Style, you learn a Ranger Fighting Style of your choice.
You gain a swimming speed equal to your walking speed.
You can hold your breath underwater for up to 1 hour.
When you make a Wisdom (Perception) check that relies Wrath
on sight, you can treat a d20 roll of 7 or lower as an 8. of the Waves
11th-level Buccaneer Archetype feature
Windswept Hide You bear the watery magic of the high seas whether on sea or
7th-level Buccaneer Archetype feature on land. Once per turn when you hit a creature with a weapon
Your experience has granted you increased resistance to the attack, you can imbue the strike with watery magic, forcing it
dangers of the sea. You gain resistance to cold and lightning to make a Strength saving throw against your Spell save DC.
damage, and you have advantage on saving throws to resist On a failed save, the creature takes 1d8 cold damage and is
being knocked prone or moved against your will. knocked back 10 feet in a straight line away from you.
You can also see twice as far as the average member of Creatures at least one size larger then you have advantage
your race, and you have advantage on Wisdom (Perception) on this Strength saving throw to resist being knocked back.
checks when you have a clear line of sight and clear skies.
Watery Resilience
Deep Sea Diver 15th-level Buccaneer Archetype feature
11th-level Buccaneer Archetype feature When a creature you can see hits you with an attack, you can
You move in the water as a creature of the sea. While you are use a reaction to temporarily take on a watery form, halving
underwater, you can take the Dash action as a bonus action, the damage you would take from the triggering attack.
and you gain darkvision out to a 60-foot radius. If you already As part of this reaction, you can also move up to 10 feet
have darkvision its radius increases by 30 feet. without provoking opportunity attacks.
Grim Warden Warden Magic
3rd-level Grim Warden Archetype feature
Sometimes it takes a monster to destroy a monster. Rangers You learn certain spells at the Ranger levels noted in the table
that take up the mantle of the Grim Warden undergo a dark below. These spells count as Ranger spells for you, but do not
alchemical ritual, known as the Warden's Rite, where they
count against your total number of Ranger Spells Known.
inject sinister alchemical compounds into their bloodstream
to enhance their physical abilities. They sacrifice any chance Ranger Level Spell
for a normal life, mingling their blood with that of monsters, 3rd bane
in order to gain sinister power to destroy their foes.
5th hold person
Ranger Level Feature
9th bestow curse
Warden's Rite, Crimson Brand,
3rd 13th shadow of moil XGE
Warden Magic
7th Grim Augmentation 17th hold monster
11th Greater Crimson Brand
Grim Augmentation
15th Sanguine Mastery 7th-level Grim Warden Archetype feature
The sinister magic in enhances your physical capabilities.
Warden's Rite Your walking speed increases by 10 feet. Also, whenever you
3rd-level Grim Warden Archetype feature make a Strength, Dexterity, or Constitution ability check, you
You have undergone the Warden's Rite, an alchemical ritual gain a bonus to your roll equal to your Wisdom modifier.
that suffuses your blood with the sinister power of monsters.
You change in the ways below, which cannot be reversed: Greater Crimson Brand
11th-level Grim Warden Archetype feature
You count as both a humanoid and a monstrosity.
Powerful blood magic infuses all of your strikes. Once per
You gain darkvision out to a radius of 60 feet. If you
turn, when you hit a creature with a melee weapon attack,
already have darkvision, it radius increases by 30 feet.
you can deal an additional 1d10 necrotic damage to it.
You gain proficiency in alchemist's supplies and Religion.
When you make an Intelligence (Religion) check related to Sanguine Mastery
fiends, undead, or the dark magic of necromancy, you can 15th-level Grim Warden Archetype feature
add double your proficiency bonus to the roll. The magic of your Warden's Rite manifests its full potential.
You have advantage on saving throws to resist the frightened
Crimson Brand
condition, and you are always under the effects of protection
3rd-level Grim Warden Archetype feature
from good & evil while you are conscious.
You can empower your attacks with dark blood magic. When
you hit a creature with a weapon attack, you can expend Hit
Dice (up to your Wisdom modifier) to deal an additional 1d8
necrotic damage per Hit Die expended. A Monster to Fight Monsters
This additional necrotic damage increases by 1d8 if your If you like the idea of a full class that uses sinister
target is a fiend or undead. blood magic, check out my Alternate Blood Hunter!
Expunging Strikes
3rd-level Nomad Archetype feature
You can imbue your strikes with the psionic power of the
noosphere to disrupt your foe's mind. Once per turn when
you hit a creature with a weapon attack, you can force it
to make an Intelligence saving throw against your Ranger
Spell save DC. On a failure, you deal a bonus 1d4 psychic
damage to the target and it cannot see, hear, or sense you
in any way until the beginning of your next turn.

Mystical Knowledge
3rd-level Nomad Archetype feature
You can use your connection to the Noosphere to
draw knowledge from the Nomads of past and
present. Each time you finish a long rest, you
gain proficiency in one skill or tool, or learn to
speak, read, and write a language of your choice.
You retain the knowledge of this language or skill
proficiency until the end of your next long rest.
Beginning at 11th level in this class, you gain two
proficiencies or languages of your choice through this
feature at the end of a long rest, following these rules.

Nomad's Step
7th-level Nomad Archetype feature
You can temporarily merge your consciousness with
the Noosphere to avoid harm and move through the world
in strange ways. You gain the two features below. You can
use these features a combined number of times equal to
your Wisdom modifier (minimum of once), and you regain
all expended uses when you finish a long rest.
Phase Defense. When you are hit by an attack you can
Nomad Conclave see, you can use a reaction to disappear into the Noosphere,
Whether by birth, happenstance, or a ritual, the mind of every causing the attack to miss. You then appear in an unoccupied
Nomad has been connected to the mystical web of knowledge space that you occupied since the start of your previous turn.
known as the Noosphere. This psionic link allows Nomads to Psionic Jaunt. As a bonus action, you expend any amount
access knowledge from far-off places and distant lives. These of your remaining movement to instantly teleport a number of
strange wanderers spend their lives collecting hidden lore to feet equal to the movement you expended, reappearing in an
add to this web of information that connects every Nomad. unoccupied space you can see within that range.
Ranger Level Feature Strange Movement
Nomadic Magic, Expunging Strike, 11th-level Nomad Archetype feature
3rd
Mystical Knowledge Your connection to the Noosphere has grown. You regain all
uses of Nomad's Step when you finish a short or long rest.
7th Nomad's Step
Also, the damage of Expunging Strike increases to 2d4.
11th Strange Movement
15th Mystical Burst
Mystical Burst
15th-level Nomad Archetype feature
When reappearing from the Noosphere you can assault your
Nomadic Magic foes with the residual psionic power. When you teleport with
3rd-level Nomad Archetype feature
a Nomad Spell or feature, creatures of your choice within 10
You learn certain spells at the Ranger levels noted in the table
feet of the point you appear must make an Intelligence saving
below. These spells count as Ranger spells for you, but do not
throw against your Spell save DC. Targets take 2d8 psychic
count against your total number of Ranger Spells Known.
damage on a failed save, and half as much psychic damage on
Ranger Level Spell a successful saving throw.
3rd disguise self
5th misty step Optional Rule: Psionic Spellcasting
9th clairvoyance For mechanics to match the fantasy of a psionic
Ranger, replace all Ranger and Nomad Archetype
13th dimension door
features that use Wisdom with Intelligence.
17th seeming
Shifter Druidic Magic
While all Rangers have a bond with wild beasts, those known 3rd-level Shifter Archetype feature
as Shifters take this to its extreme. Using an ancient Druidic You learn certain spells at the Ranger levels noted in the table
magic, these Rangers are able to change their physical forms below. These spells count as Ranger spells for you, but do not
to take on the shapes of the beasts they defend. They use this count against your total number of Ranger Spells Known.
primal power to stand as the guardians of all wild animals. When you learn a new Ranger spell, you can choose from
the Druid spell list, and it becomes a Ranger spell for you.
Ranger Level Feature
Ranger Level Spell
3rd Wild Shape, Druidic Magic
3rd animal friendship
7th Druidic Soul
5th alter self
11th Empowered Shapes
9th conjure animals
15th Thousand Forms
13th guardian of nature XGE
Wild Shape 17th commune with nature
3rd-level Shifter Archetype feature
You can draw on primal nature magic to take on the shape of
beasts, much like Druids do. As a bonus action, you can shift,
Drudic Soul
transforming into a Beast Shape you know. To learn a Beast 7th-level Shifter Archetype feature
Shape, you must touch a non-hostile, living beast. The primal power you channel grants you the abilities of a
true Druid. You learn to speak Druidic, and you can use it to
Your Ranger level determines the maximum CR of beasts
decode and leave hidden messages for other Druids. While
that you can transform into, as shown in the table below. You
speaking Druidic you also gain the benefits of speak with
obey all the other rules for Wild Shape as they are detailed in
animals without expending a spell slot. You also count as a
Druid's Wild Shape feature in the Player's Handbook, except
Druid for the purposes of attuning to magic items.
you retain your hit points in place of the beast's hit points.
Finally, your Wild Shape form's attacks count as magical
Level Max CR Limitations Example for the purpose of overcoming resistances and immunities.
No Flight or
3rd 1
Swim Speed
Brown Bear Empowered Shapes
11th-level Shifter Archetype feature
7th 2 No Flight Speed Hunter Shark Druidic magic empowers your Wild Shapes. Whenever you
11th 3 — Giant Scorpion use Wild Shape, you gain temporary hit points equal to your
Ranger level, and you add your Wisdom modifier (minimum
15th 4 — Elephant of +1) to its Natural Weapon attack rolls and ability checks.
19th 5 — Giant Crocodile
Thousand Forms
You can stay in Wild Shape for up to one hour, at which 15th-level Shifter Archetype feature
point you revert to your normal form. You can revert to your You are so in tune with the primal magic you wield that you
normal form earlier if you use a bonus action to do so, if can alter your normal form in subtle ways at will. You
you fall unconscious, you drop to 0 hit points, or you die. can cast alter self at will, targeting only
Once you use Wild Shape you must complete a short yourself, without expending a spell slot.
or long rest before you can use it again. When you have
no uses left, you can expend a spell slot to use it again.
Spellbreaker
Spellbreakers are a small but dedicated group of Rangers
that specialize in hunting mages who use their arcane power
for evil. While most pursue the life of a Spellbreaker for noble
reasons, there are some who seek to destroy anyone with the
potential to use magic. Most Spellbreakers work in secrecy,
only striking when success is a certainty. If a wrong move
could end in disintegration, there is no room for error.
Ranger Level Feature
Mage Breaker, Spellsight,
3rd
Spellbreaker Magic
7th Arcane Defense
11th Spellbane
15th Mantle of the Master

Mage Breaker
3rd-level Spellbreaker Archetype feature
You ward your weapons with antimagic enchantments. When
you hit a creature with a weapon attack, it has disadvantage
on its Constitution saving throw to maintain concentration.
Also, when you see or hear a creature within your reach
attempt to cast a spell, you can use your reaction to make an
opportunity attack against it.

Spellsight
3rd-level Spellbreaker Archetype feature
You have learned to see the arcane potential of others. As a
bonus action, you can focus on a creature and instantly learn
its spellcasting ability (if it has one) and the highest level spell
that it has the ability to cast. If it is hidden from divination
magic, such as by nondetection, this feature fails.
You can use this feature a number of times equal to
your Wisdom modifier (minimum of once). You regain
all expended uses when you finish a short or long rest.

Spellbreaker Magic
3rd-level Spellbreaker Archetype feature
Spellbane
You learn certain spells at the Ranger levels noted in the table
11th-level Spellbreaker Archetype feature
below. These spells count as Ranger spells for you, but do not
You are an unparalleled hunter of mages. Whenever you hit a
count against your total number of Ranger Spells Known.
creature with a weapon attack, you can expend a spell slot of
Ranger Level Spell 1st-level or higher to deal bonus force damage to your target
3rd absorb elements XGE equal to 1d8 per level of the spell slot you expended.
Also, when you cast counterspell or dispel magic, you add
5th blindness/deafness your Wisdom modifier (minimum of +1) to the ability check.
9th counterspell
Mantle of the Master
13th resilient sphere 15th-level Spellbreaker Archetype feature
17th wall of force Your Spellbreaker training has reached its pinnacle. You are
resistant to damage from spells and all other magical effects
so long as you are not unconscious or incapacitated.
Arcane Defense
7th-level Spellbreaker Archetype feature
You can steel yourself to better resist the magics of your foes.
Whenever you are forced to make a saving throw to resist a Arcane Spellbreaker
spell or another magical effect, you gain a bonus to your roll Looking for a more dedicated mage hunter? Check
equal to your Wisdom modifier (minimum of +1). out the Order of Spellbreakers for the Magus Class.
Moreover, whenever you are subjected you to a spell or The Magus is an Intelligence-based, arcane half-
magical effect that allows you to make a saving throw to take caster that serves as the counterpart to the Ranger
only half damage, you instead take no damage on a success,
and Paladin. Hunt with mastery of spell & sword!
and only half damage on a failed saving throw.
Stargazer Stargazer Magic
3rd-level Stargazer Archetype feature
Since ancient times, mortals have looked to the stars of night You learn certain spells at the Ranger levels noted in the table
for stories of the past, omens for the present, and portents of below. These spells count as Ranger spells for you, but do not
the future. The Rangers known as Stargazers dedicate their
count against your total number of Ranger Spells Known.
lives to the study of stars and constellations, and can draw on
their radiant power to conjure celestial magic, vanquish their Ranger Level Spell
foes, and twist the threads of fate for those around them. 3rd Constellation Spells
Ranger Level Feature 5th moonbeam
Constellation Spells, Celestial Guidance, 9th clairvoyance
3rd
Stargazer Magic
13th divination
7th Threads of Fate
17th wall of light XGE
11th Starlight Strikes
15th Resplendent Soul Threads of Fate
7th-level Stargazer Archetype feature
Constellation Spells You can use the insights you gain from the stars to twist fate.
3rd-level Stargazer Archetype feature When a creature you can see within 30 feet makes an ability
You draw your power from the stars of the night sky. When check or saving throw, you can use your reaction to add your
you finish a long rest, you attune to one of the Constellations Wisdom modifier (minimum of +1) to the result of its roll. You
below. While attuned, you know its Constellation spells, one must use this reaction before you know if it succeeds or fails.
Cantrip and one 1st-level spell. They count as Ranger spells You can use this reaction a number of times equal to your
for you but don't count against your Ranger Spells Known. Wisdom modifier (a minimum of once), and you regain all of
You can cast your 1st-level Constellation spell once without your expended uses when you finish a long rest.
expending a spell slot, at the level of your highest level slot as
shown on the Ranger table for your level, and you regain the Starlight Strikes
ability to do so when you finish a short or long rest. 11th-level Stargazer Archetype feature
You infuse your weapons with the power of celestial starlight.
Constellation Cantrip 1st-level Spell Once per turn, when you hit a creature with a weapon attack
Adder thorn whip inflict wounds or damage it with a Ranger spell, you deal an additional 1d8
radiant damage to your target.
Bear resistance wrathful smite
Also, whenever you cast a Ranger spell, you can choose for
Elephant guidance bless it to deal radiant damage in place of its normal damage type.
Snow Hare minor illusion armor of agathys Resplendent Soul
Stag shillelagh heroism 15th-level Stargazer Archetype feature
Your very soul is filled with starlight and you can release it in
Wolf true strike guiding bolt
bursts to blind foes. When a creature you can see targets you
Celestial Guidance with an attack, you can use your reaction to release a flash of
light toward it, forcing it to make a Constitution saving throw
3rd-level Stargazer Archetype feature
against your Spell save DC. On a failed save, it takes 3d10
The constellations of the night sky guide your
radiant damage and its attack automatically misses you.
steps. You gain proficiency in cartographer's
or navigator's tools, and you cannot become You can use this reaction a number of times equal to your
lost, even by magical means so long as you Wisdom modifier (a minimum of once), and you regain all
can see the stars of the night sky. expended uses of when you finish a long rest. If you have
no uses left, you can expend a spell slot of
1st-level or higher to use this again.
Meticulous Fingers
3rd-level Trapper Archetype feature
You are exceptionally gifted with mechanical objects. You
gain proficiency in Sleight of Hand and with thieves'
tools and tinker's tools. You can also take the Use
an Object action as a bonus action on your turns.
Also, if you have access to the inner workings
of a disarmed trap, you can use tinker's tools to
rearm the trap (so long as reaming it is possible).
If you do, its new DC equals your Spell save DC.

Trap Adept
3rd-level Trapper Archetype feature
You can construct natural traps. Over the course
of 1 hour, which can be during a short or long
rest, you can use a knife, natural materials, and
expend 10 feet of rope to craft a Trap.
As an action, you can set one of
the Traps in an adjacent unoccupied
5-foot space. The first Large or smaller
creature to move into that space must make
a Dexterity saving throw against your Ranger
Spell save DC or become restrained.
As an action, the restrained creature, or another
within 5 feet, can use an action to make a Strength
check against your Ranger Spell save DC, freeing
the restrained creature on a success.
As an action (separate from setting the Trap), you
can hide a Trap. If hidden, a successful Intelligence
(Investigation) against your Ranger Spell save DC
is required to detect the Trap.
You can maintain a number of Traps equal to
your Ranger level. If you create more, your oldest
Trapper trap falls into disrepair and no longer functions.
While all Rangers have some skill with snares and traps, few
are true masters of the craft. These Trappers are meticulous Combat Snares
planners with mechanical minds who use their skills to plan 7th-level Trapper Archetype feature
ambushes and set snares for their foes. They have a talent for You can quickly assemble and use makeshift traps in combat.
anticipating their foe's next move and laying the perfect trap. As an action, you can craft a Trap and throw it at a space you
can see within 20 feet. Creatures in that area make a saving
Ranger Level Feature throw as if they had moved into the Trap's space, suffering its
Trapper Magic, Meticulous Fingers, effects on a failure. Traps crafted this way last for 1 minute.
3rd
Trap Adept You can also take the Use an Object action to throw a Trap
that you had already crafted at a creature in this way.
7th Combat Snares
11th Deadly Snares Deadly Snares
11th-level Trapper Archetype feature
15th Master Trapper
Your skill has grown and increased the potency of your traps.
Creatures automatically fail the initial saving throw against
Trapper Magic your Traps they are unaware of the Trap's location. Moreover,
3rd-level Trapper Archetype feature any Traps you craft now work on creatures that are Huge or
You learn certain spells at the Ranger levels noted in the table smaller, and if a creature makes a saving throw against your
below. These spells count as Ranger spells for you, but do not Trap, it takes 3d8 magical bludgeoning, piercing, or slashing
count against your total number of Ranger Spells Known.
damage (your choice) on a failure, and half that on a success.
Ranger Level Spell
Master Trapper
3rd alarm 15th-level Trapper Archetype feature
5th cordon of arrows You are always ready to lay a trap. When you roll initiative
you can use your reaction to craft one Trap and throw it to
9th slow one unoccupied space you can see within 20 feet of you.
13th grasping vine Also, whenever you craft a Trap, you can choose whether
that Trap will take up a 10-foot square, a single 5-foot square,
17th planar binding
or a 15-foot line. You can use an action to adjust this area.
Wastelander
While all Rangers have the skills to survive in the wilds, those
known as Wastelanders are true masters of survival. Rugged
wanderers, they have adapted to survive in the harshest lands
imaginable; arid deserts, frozen tundra, great alpine heights,
and magical wastelands. These survivalists combine a talent
for illusion magic and protective gear to survive anywhere.
Ranger Level Feature
Wastelander Magic, Wasteland Weaver,
3rd
Wilderness Adept
7th Rugged Resilience
11th Illusory Strikes
15th Mirage Transposition

Wastelander Magic
3rd-level Wastelander Archetype feature
You learn certain spells at the Ranger levels noted in the table
below. These spells count as Ranger spells for you, but do not
count against your total number of Ranger Spells Known.
Ranger Level Spell
3rd silent image
5th invisibility
9th wall of sand XGE
13th hallucinatory terrain
17th mislead Rugged Resilience
7th-level Wastelander Archetype feature
Wasteland Weaver You imbue the mystical weave of your enhanced garments
3rd-level Wastelander Archetype feature with illusion magic. A creature wearing one of your enhanced
You have mastered an ancient pattern of enhancing clothing. garments can use a bonus action to cast invisibility on itself.
You gain proficiency with weaver's tools, and you add double It can do so three times, but when the last use is expended,
your proficiency bonus to your checks with weaver's tools. the garment loses any beneficial properties. Your enhanced
At the end of each long rest, you can use weaver's tools to garments regain all uses of this feature when you spend time
enhance one set of clothing or cloak. While a creature wears during a long rest maintaining your enhanced garments.
this enhanced garment it gains the following benefits:
Illusory Strikes
It gains a bonus to Dexterity (Stealth) checks to hide in
11th-level Wastelander Archetype feature
the wild equal to your Wisdom modifier (minimum of +1).
You enhance your combat style with potent illusion magic.
It requires one-quarter as much water in order to survive.
When you take the Attack action on your turn, you can use a
It has advantage on saving throws to resist the effects of
bonus action to create an Illusory Duplicate of yourself in an
harsh environments and subsequent exhaustion levels.
unoccupied space you can see within 30 feet. It makes one
During each long rest, you must spend 1 hour maintaining attack with a duplicate of your weapon, which deals force
any garments you have enhanced or they lose these beneficial damage in place of your weapon's damage and disappears.
properties. You can maintain a number of garments equal to
your Wisdom modifier (a minimum of 1 set of garments). Mirage Transposition
15th-level Wastelander Archetype feature
Wilderness Adept You can use a bonus action to create your Illusory Duplicate
3rd-level Wastelander Archetype feature even if you do not take the Attack action. When you conjure
You have trained to survive the most extreme environments. an Illusory Duplicate, you can instantly switch places with it.
You gain one of these benefits at 3rd, 7th, and 11th levels:
Alpine Adept. You gain a 30-foot climbing speed, and you
can use your reaction to reduce any falling damage you take Elemental Wastelands
by an amount equal to your Ranger level. While most Wastelanders hail from the deserts of
Aquatic Adept. You gain a 30-foot swimming speed, and the material plane, it is not unheard of for them to
while underwater, you can hold your breath for up to 1 hour. come from the chaotic inner planes. Some call the
Underground Adept. You gain darkvision out to a range of elemental planes of air, earth, fire, and water home.
60 feet. If you have darkvision its range increases by 30 feet.
Wrangler Bring to Heel
7th-level Wrangler Archetype feature
While most Rangers have some skill with animals, those who You can bend creatures of the wild to your will. Whenever a
pursue the life of a Wrangler are true masters at taming wild beast or monstrosity that is charmed by you makes a saving
beasts. Drawing upon their intimate understanding of animal
throw to end the charmed condition, you can use a reaction
behavior, they tame and guide all sorts of fantastical animals.
to shout at that creature and subtract your Wisdom modifier
Rugged and wild, Wranglers are always on the hunt for ever
(minimum of 1) from the result of its saving throw.
more strange and exotic creatures to tame and befriend.
You can also command the monsters you tame. Any beast
Ranger Level Feature or monstrosity charmed by you acts during your turn for the
duration of that charm effect. If you are within 30 feet of the
3rd Beast Tamer, Wrangler Magic
creature and it can hear you, you can use a bonus action to
7th Bring to Heel order it to take one of the actions from its stat block.
11th Monster Tamer
Monster Tamer
15th Wrangler of Legends 11th-level Wrangler Archetype feature
Your ability to tame and train creatures is near-supernatural
Wrangler Magic in scope. Any Wrangler feature that normally affects beasts
3rd-level Wrangler Archetype feature and monstrosities also affects celestials, dragons, fey, fiends,
You learn certain spells at the Ranger levels noted in the table giants, plants, and oozes that have an Intelligence score less
below. These spells count as Ranger spells for you, but do not than or equal to your Ranger level.
count against your total number of Ranger Spells Known.
Ranger Level Spell Wrangler of Legends
15th-level Wrangler Archetype feature
3rd charm person Once you charm a creature, there is little it can do to escape.
5th calm emotions When you cast an enchantment spell on a beast, monstrosity,
or one of the creature types listed for Monster Tamer, your
9th conjure animals concentration cannot be broken unless you wish it to be.
13th charm monster XGE Moreover, when a creature that is charmed by you is forced
to make a saving throw while it is within 30 feet, you can use
17th hold monster your reaction to add your Wisdom modifier (minimum of +1)
to its roll. It must be able to hear you to gain this benefit.
Beast Tamer
3rd-level Wrangler Archetype feature
Your intimate understanding of animal behaviors and habits
Wrangler's and Sidekicks
grants you certain benefits. You gain proficiency in Athletics
or Animal Handling, and you can add double your proficiency Tasha's Cauldron of Everything provides rules for
bonus to any checks you make with that skill.
sidekicks, allowing creatures to gain simple class
features. If your Wrangler is especially dedicated to
In addition, any enchantment spells you know that can
training a particular beast or monster, consider
normally only target humanoids can also target beasts allowing them to make use of these optional rules.
and monstrosities when you cast them.
Alternate Beast Master Options Alternate Hunter Options
In their role as guardians of nature, some Rangers form deep Hunters hold the line between civilization and the wilderness
connections with the beasts of the wild. In recognition of this using their deadly tracking and hunting skills. In the shadows
relationship, great spirits of the wild known as Primal Beasts of every countryside town lurks a Hunter, silently taking care
will seek out such Rangers and form a primal bond. Together, of any monster that threatens the peace. Hordes of orcs, vile
Master and Beast stand together to defend the natural world. trolls, great and terrible dragons, or great beasts of the wild,
Detailed below are some additional and alternate features it matters not. A Hunter will always overcome their quarry.
for the Beast Master as presented in the Player's Handbook Detailed below are some additional options for the Hunter
and expanded upon in Tasha's Cauldron of Everything. Ranger Archetype as presented in the Player's Handbook.

Beast Master Magic Hunter Magic


New 3rd-level Beast Master Archetype feature New 3rd-level Hunter Archetype feature
You learn certain spells at the Ranger levels noted in the table You learn certain spells at the Ranger levels noted in the table
below. These spells count as Ranger spells for you, but do not below. These spells count as Ranger spells for you, but do not
count against your total number of Ranger Spells Known. count against your total number of Ranger Spells Known.
Ranger Level Spell Ranger Level Spell
XGE
3rd beast bond 3rd snare XGE
5th warding bond 5th pass without trace
9th haste 9th conjure barrage
13th freedom of movement 13th locate creature
17th awaken 17th conjure volley

Additional Primal Beasts Hunter's Prey


Additional 3rd-level Beast Master Archetype feature Additional Option - 3rd-level Hunter feature
Detailed below is an additional option for the Beast Master's You have specialized your fighting style to counter certain
Primal Companion; the Beast of the Cave. This stat block monsters. At 3rd level, can also choose the following:
uses your proficiency bonus (PB) in several places, and any Crippling Strike. Once per turn when you hit a creature
references to a save DC refer to your ranger spell save DC. with a weapon attack, you can force it to make a Constitution
saving throw against your Ranger Spell save DC. On a failure,
its speed is reduced to 0 until the start of your next turn.
Beast of the Cave Defensive Tactics
Medium Beast, Neutral Additional Option - 7th-level Hunter feature
You have honed your skills to better protect yourself from
Armor Class 13 + PB (natural armor) your foes. At 7th level, you can also choose the following:
Hit Points 5 + five times your Ranger level Stout Frame. As a reaction when you take bludgeoning,
(the beast has a number of hit dice [d8s] piercing, or slashing damage you reduce the damage by an
equal to your ranger level) amount equal to your Constitution modifier (minimum of 1).
Speed 30 ft., burrow 10 ft.
Multiattack
Additional Option - 11th-level Hunter feature
STR DEX CON INT WIS CHA You have mastered specialized techniques to thwart your
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0) foes. At 11th level, you can also choose the following:
Rapid Strike. If you take the Attack action on your turn
and have advantage on an attack roll against against one of
Senses darkvision 120 ft., passive Perception 12
Languages understands the languages you speak the targets, you can forgo the advantage for that roll to make
one additional weapon attack against that target, as part of
the same action. You can do so no more than once per turn.
Primal Bond. You can add your PB to any ability
check or saving throw that the Beast makes.
Tremmorsense. The Beast knows the location of The Alternate Ranger Class
anything in contact with the ground within 30 feet.
Dissatisfied with the Ranger class as presented in
Actions the Player's Handbook? Make sure to check out my
Alternate Ranger Class! Become the master of the
Claw. Melee Weapon Attack: your spell attack wilderness you were meant to be! Build the Ranger
modifier to hit, reach 5 ft., one target. Hit: 1d6 +2 you've always wanted with Knacks, new Fighting
+PB piercing or slashing damage (your choice). Styles, prepared Spellcasting, and Ranger's Quarry!
Additional Fighting Styles Melee Marksman
Classes: Fighter, Ranger
The Fighting Styles below are available to player characters Having a hostile creature within 5 feet of you doesn't impose
that gain the Fighting Style feature, in addition to the options disadvantage on your ranged weapon attacks, so long as you
presented in the Player's Handbook. A character must have 1
are attacking a creature within 5 feet.
level in the prerequisite class to learn that Fighting Style.
When you make a ranged weapon attack against a creature
Blind Warrior within 5 feet, you can use your bonus action to make a melee
attack against it with your ranged weapon. On hit, you deal
Classes: Fighter, Paladin, Ranger
bludgeoning damage equal to 1d4 + your Strength modifier.
You have blindsight with a range in feet equal to 5 times your
proficiency bonus. In that range, you can see invisible targets Mountaineer
and anything that isn't behind total cover or hidden from you.
Classes: Fighter, Ranger
Brawler When you are not wearing medium or heavy armor, or using
a shield, you have a climbing speed equal to your walking
Classes: Fighter, Paladin, Ranger
speed, and you gain a +1 bonus to your Armor Class.
Your unarmed strikes deal bludgeoning damage equal to 1d6
+ your Strength modifier on hit. If you have two free hands Mounted Warrior
and use your action to make only unarmed strikes you can
Classes: Fighter, Paladin, Ranger
make a single unarmed strike as a bonus action on that turn.
While you are riding a controlled mount, both you and your
Dual Wielding mount gain a +1 bonus to your Armor Class, and you can use
Classes: Fighter, Ranger a bonus action on each of your turns to command the mount
to take one action from its stat block or another action.
While two-weapon fighting, you make your off-hand attack as
part of your Attack action instead of as your bonus action, and Strongbow
you add your ability modifier to the damage of this attack.
Classes: Fighter, Paladin, Ranger
You cannot also make an off-hand attack as a bonus action. You can use your Strength modifier, in place of Dexterity, for
attack and damage rolls with longbows and shortbows. When
Featherweight Fighting
you do so, you gain a +1 to damage rolls with those weapons.
Classes: Fighter, Ranger
While you are unarmed or wielding only light weapons, and Versatile Fighting
are not wearing medium or heavy armor, your walking speed Classes: Fighter, Paladin, Ranger
increases by 10 feet, and you gain a +1 bonus to your damage While wielding a single versatile weapon and no shield, you
rolls with light melee weapons and unarmed strikes. gain a +1 bonus to your attack rolls with that weapon. While
doing so, you can also use your bonus action to make a single
Mariner
grapple or shove attack, or to take the Use an Object action.
Classes: Fighter, Ranger
When you are not wearing medium or
heavy armor, or using a shield, you
have a swimming speed equal to
your walking speed, and you gain
a +1 bonus to your Armor Class.
Ranger
Archetypes
Defend of civilization against the Wilderness
with ten new Ranger Archetypes, additional
features for official Ranger Archetypes, and ten
new and improved Fighting Styles!

Version 3.0.0 - Created by /u/laserllama


Last updated June 23, 2024

Artist Credits:
Covers - Johannes Voss - Sigrid, God Favored
Page 1 - S. Prescott - Apprentice Sharpshooter
Page 2 - Magali Villeneuve - Captain Sisay
Page 3 - Christy Balanescue - Huntmaster
Page 4 - Magali Villenuve - Bane of the Dead
Page 5 - Ilse Gort - Squirrel Sovereign
Page 6 - Schirmer & Voss - Elite Inquisitor
Page 7 - Mila Pesic - Blessing of Frost
Page 8 - Dan dos Santos - Savvy Hunter
Page 9 - Leesha Hannigan - Tulzidi Caravaneer
Page 10 - M. Villeneuve - Weaponized Monsters
Page 12 - Justine Cruz - Spoils of the Hunt

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