u/Black_Cat34

The Alerion Ranger: Update 5/19/26 (5e14)
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The Alerion Ranger: Update 5/19/26 (5e14)

GMB link: https://www.gmbinder.com/share/-NJSVheFWvQfViTrGb70

So after doing some tweaking, I consolidated my flintlock-fantasy Alerion Ranger rework and did some overall improvements to make it match the general templating of 2024 (no 'dead' levels, spellcasting at level 1) while sticking to 2014 wording and terminology because that is what my group is used to playing.

The GM Binder link has just the core class. I will update with subclasses and the revised spell list as soon as it is finished.

Class Feature Breakdown:

Level 1

  • Marked for Death is the Alerion Ranger's core class feature, (derived from Favored Foe from Tasha's and the Ranger's Quarry feature from Laserllama's Alternate Ranger) that completely replaces the Hunter's Mark spell ecosystem.
    • Hunter's Mark is removed from the ranger spell list in favor of this new feature, which is concentration-free, but starts at lower damage (1d4) and can only target a single creature (no bouncing marks around.)
      • You can mark your Quarry by either using your Bonus Action (like Hunter's Mark), hitting the target with an attack (like Favored Foe), or by studying a creature's tracks or other traces of its presence for at least 1 minute.
      • My mark also adds the die (your Quarry Die) to tracking and knowledge checks regarding your Quarry, instead of just granting Advantage.
      • The number of uses is the same as the 2024 Ranger's free Hunter's Mark castings, with recovery of a single use on a short rest and all uses on a long rest.
  • Rules of Ranging is a reimagining of the terrain-agnostic version of Natural Explorer from the Revised Ranger (2016) combined with Expertise in two Ranger skills.
    • The ambush features of the Revised Ranger (Ignoring difficult terrain, advantage on initiative, advantage on attack rolls against creatures that have not yet acted during the first round of combat) have been removed from this feature and replaced with said Expertise.
      • However, these ambush features will return at 3rd level for my Ghost subclass (reimagined ambush subclass/ Gloom Stalker analogue)
    • I also retuned the survival focused aspects of Natural Explorer to be a little less of an auto-success (finding twice as much food while foraging is now contingent on a successful Survival check, and there is no more "you can't get lost except by magical means," for example.)
      • Importantly, these features only apply to the ranger until level 6, where you can then grant them to a limited number of allies as well.
  • Spellcasting is moved to level 1, akin to the 2014 Artificer and the 2024 classes. I largely agree with why 2024 moved Spellcasting to 1st level, so I did so here as well.
    • However, The Alerion Ranger's spell preparation still uses the 2014 rules (you can swap your entire spell list like the '14 Paladin and Artificer, not just one spell at a time as in 2024.)
    • The Ranger also gains access to a new resource, known as Instinct, which can be used to cast concentration-free versions of certain iconic Ranger spells, albeit with lower duration and damage. This allows the ranger to choose if they want a quick, instantaneous effect or a more potent spell that requires full Concentration.
    • My ranger uses their tools and/or weapons as a Spellcasting Focus, instead of a Druidic Focus (My ranger is more "semi-magical Army ranger" and less "Druidic guardian of nature" so this is purely for flavor reasons.)

Level 2

  • Fighting Style introduces some flintlock-fantasy options, including a fighting style for firearms, bayonets, and guerrilla warfare tactics.
    • These are totally optional fighting styles if you are playing a non flintlock-fantasy campaign, I simply included them as options.
  • Swift Alacrity is a new Cunning Action - esque feature which allows the Ranger to Disengage, Hide, or Scout (make a knowledge check about a particular enemy mid-combat) as a Bonus Action.
    • However, if you hit your Quarry during your turn, you can also move up to half you speed without provoking opportunity attacks (akin to Scout Rogue, but proactively instead of reactively)

Level 3

  • Ranger Subclasses (known as Companies in the Alerion campaign setting*)* remain largely unchanged from the official Ranger, but have had some unifying changes overall. (Individual subclass changes will be summarized once I have finished updating the subclasses and creating my own.)
    • Companies now tie their core damage rider (e.g. Slayer's Prey, Planar Warrior, Hunter's Tactics) directly into the core Marked for Death feature, using the scaling Quarry Die.
      • These riders still remain once per turn unless otherwise noted.
    • Companies also receive two Company spells at the appropriate levels, instead of one, to mirror the 2014 Artificer and Paladin.
      • These spells are always considered prepared and don't count against the number of spells you can prepare each day.
  • Reconnoiter reimagines the 2014 Primeval Awareness feature, allowing the Ranger to detect not only enemies, but also sources of food, nearby settlements, and natural advantages and hazards.
    • The feature still uses spell slots, but the amount of different things you can detect now scales with the spell slot used.
    • The ranger also gets a general sense of the direction and distance to the features detected, making it more useful in narrowing the search. (It still does not pinpoint the exact location, so the party will have to explore around a bit.)

Level 4 (and subsequent ASI levels)

  • ASIs are unchanged from the 2014 Ranger

Level 5

  • Extra Attack is unchanged from the 2014 Ranger

Level 6

  • Skirmisher's Step is essentially an extension of the Roving feature from Tasha's / 2024
    • It grants a 10 foot increase to movement and allows the ranger to ignore any movement penalties from climbing, crawling, swimming, and nonmagical difficult terrain.
    • In addition, whenever the ranger enters natural difficult terrain, they are considered to be lightly obscured and under the effects of half-cover.

Level 7 (and subsequent Subclass improvements)

  • These levels are unchanged from the official Ranger.

Level 9

  • Previously a "dead" level, this feature is essentially the Tireless feature from Tasha's/ 2024, but moved to level 9 and with some subtle changes:
    • The feature now gives the ranger the option of granting temporary hit points to an ally they can see.
    • Moreover, the temporary hit points now equal 1d8 + your Ranger level, instead of your Wisdom modifier, providing better scaling.

Level 10

  • Fade From Sight combines the Nature's Veil feature from Tasha's with the "can't be tracked" aspect of 2014's Vanish feature.
    • This feature restores the Nature's Veil-esque feature to 10th level as it was in Tasha's, instead of forcing the ranger to wait until level 14.
    • You can become invisible using Fade from Sight when you use your Swift Alacrity feature to attempt to Hide, instead of requiring a separate action or bonus action.
    • Uses of this feature are equal your Wisdom modifier.  You regain one expended use when you finish a short rest and all expended uses when you finish a long rest.

Level 13

  • Another previously "dead" level in 2014, the Relentless Focus feature reimagines 2024's Relentless Hunter feature.
    • Previously, this feature prevented the ranger from losing concentration on Hunter's Mark.
      • However, since Marked for Death is a class feature that no longer requires your concentration, the feature is reworked so that taking damage doesn't break your concentration on any of your ranger spells, so long as you have a quarry marked.
      • Balance Note: This feature may be altered so you pick two of your prepared spells and those are the ones that your concentration doesn't break on, depending on playtesting results

Level 14

  • Hit and Fade allows you to make one weapon attack as part of your Swift Alacrity bonus action and lets you hide even if you are being directly observed by another creature.
    • Balance Concern: of all my class features, this is the one I am least sure about. I would love suggestions/ refinements/ alternative options for this one.

Level 17

  • The Unbound Stride feature fills the last of the previously "Dead" levels in 2014.
    • Unbound Stride lets you add your Quarry Die to saving throws you make against spells or effects that would reduce your speed or impede your movement.

Level 18

  • Essentially the same as Feral Senses from 2024, but also grants Tremorsense in addition to Blindsight.
    • Also made note of the fact that if you already have Blindsight or Tremorsense, the range instead increases by 30 feet.

Level 20

  • Master Skirmisher is a rework of the capstone for the ranger.
    • It grants an increase to the primary ability scores, lets you add your Wisdom modifier to attack and damage rolls against your quarry, and grants you more resilience against extreme weather and poison.
    • I may have overcompensated for the horrible 2024 (and to a lesser extent 2014) capstones, but this is level 20, so I admit to not putting a lot of thought into balance at this point.
u/Black_Cat34 — 23 hours ago