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  INTRODUCTION 
   
  he RPG is a game that promotes imagination 
  and logical reasoning, developing creativity, 
  interpersonal relationship, and mutual 
  cooperation. As pioneer of this game style, 
  D&D brings an atmosphere of mysticism and 
  fantasy to DM and players, allowing then to  
  create and live epic stories and adventures worthy to be 
  tell on books or even in movies. 
  Several memorable and epic sagas known can be 
  revived and even take a different course in the hands of 
  an experienced DM and dedicated players. However, the 
  game is not about only will and storytelling. There are 
  factors that must not be decided only by the desire of 
  the DM or the players. 
  The game rules are fundamental to keep a level of 
  coherency and logic on game tables. A player may want 
  his character knock a huge iron door to the ground with 
  a kick, but the success or the failure of this action is 
  impacted by the physical strength of the character and 
  a die roll. 
  The D&D 5th edition core books present the basic 
  rules to act in an universe create by a DM or in the 
  official campaign setting, like Forgotten Realms. 
  Whereas the core rulebooks are limited in the 
  diversification of races, classes, items, spells, feats, 
  monsters and so on, I decide to create a pack of 
  supplemental rulebooks to expand the options 
  presented on the basic books. 
  To have better use of the supplemental rulebooks of 
  the AlanVenic’s Redbook line, you need the three D&D 
  5th edition core rulebooks: The Player’s Handbook, 
  Monster Manual, and Dungeon Master’s Guide. In 
  certain moments, some features presented here, will 
  refer a given chapter of this books, or just the book 
  itself. When you are consult this supplemental 
  rulebook, you should have access to the determined 
  book to delve into the topic discussed by the given 
  feature. 
  At this specific supplemental rulebook will be 
  approached the ranger class. Here we have a brief 
  discuss of his abilities and powers, focusing on class 
  gameplay. Additionally, are presented here new class 
  options to players that consider the class options 
  presented in the Player’s Handbook doesn’t fit on the 
  concept they pictured to their characters. 
  You could be a deepwood sniper that prefers the 
  protection of the treetops while put down your enemies 
  from a safe distance. Or you could be an enemy killer, 
  specialized in knock down your favored enemies 
  studying their combat techniques. Or you could be a 
  scout, taking great benefit from your movement and 
  using it strategically at combat. Or you could also be a 
  sky lord, finding inner peace only when you are riding 
  your flying mount and reach the skies. 
  At this supplemental rulebook are presented ten new 
  ranger archetypes. Certainly, one of than will fit the 
  concept you imagine for your ranger. Explore all the 
  possibilities and have fun. 
  Long live to the RPG! 
   
  AlanVenic Gonçalves 
  March 2016
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries.  
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild.  
   
  All other original material in this work is copyright 2016 by Alan Gonçalves and published under the Community Content Agreement for Dungeon Masters 
  Guild. 
  
   
  THE RANGER 
  After a week has passed, the trails of the beast are 
  nearly unseen. However, the faint traces doesn’t 
  prevent the hunter to still follow the track of the 
  monster into the woods. At a given moment, the 
  predator is sighted, totally sure its escape are 
  successful. But the beast are not counting on an expert 
  hunter in the pursuit. When the beast least expect, 
  arrows hit its back and the roar of the beast echoes 
  through the forest. The creature can’t see its attacker 
  and start to sniff seeking its hunter. More arrows flies 
  and the beast falls on the ground without the chance to 
  see who hat killed it.  
  A ranger is a peerless hunter and tracker. He has a 
  deep lore about creatures and environments, and uses 
  this knowledge to find and put down hostile beings in a 
  fast and clean way. 
   
  CLASS FEATURES 
  As a ranger, you are a guardian of the wild and expert 
  about the paths and trails hidden in the woods. You 
  have a strong bound with nature, being capable to forge 
  a mystical link with it, becoming a channeler of its 
  force.   
   
  FAVORED ENEMY 
  As an expert hunter and tracker, you know how to 
  discern with precision the tracks of the creatures you 
  have more contact. Find a troop or a single creature of 
  this kind is an easy task for you.  
   
  NATURAL EXPLORER 
  You become a specialist in some terrains you have spent 
  a long time. You can move exceptionally fast through 
  these environments, leading an expedition into the 
  densest forests with no difficult.  
   
  FIGHTING STYLE 
  As a warrior, you choose a fighting style that better suit 
  your way to fight the invaders of your terrain. Your 
  fighting style varies widely, from two weapon fighting 
  to archery. 
   
  SPELLCASTING 
  As a secondary spellcaster, your spells are not the main 
  source of your power. Your spells are used to aid and to 
  amplify your utility, instead of serve as your primal 
  resource. You are a proficient warrior that use spells in 
  crucial moments to resolve difficult situation as fast as 
  possible. 
   
   
  RANGER ARCHETYPE 
  Your ranger archetype define how you lives on the wild 
  and the way you deal with the creatures that dwell such 
  place. You can specialize in hunt creatures, in 
  infiltration, or in exploration depending on the 
  archetype you choose. In the Player’s Handbook are 
  presented two archetypes. Here are presented nine new 
  slopes of this class feature and a remake from an 
  archetype present on Player’s Handbook, bringing a 
  huge variety for the kind of ranger you want to be. The 
  new ranger archetypes are presented in the final of this 
  brief description of the ranger class features. 
   
  PRIMEVAL AWARENESS 
  Communing with nature, you can sense the presence of 
  probable aggressors. Unnatural creatures are noticed by 
  a sixth sense you activate for a short time. 
   
  ABILITY SCORE IMPROVEMENT 
  As a ranger, you have two main abilities. Your 
  Dexterity is essential to improves your agility during 
  combat and move with mastery on the woods. But your 
  Wisdom as important as your Dexterity, since it define 
  your caster ability and influence your perception and 
  senses. Nevertheless, you can find some feats that can 
  expand even more your versatility, or improves the 
  focus in some aspect you wish to exalt on your character 
  (see chapter 6 on Player’s Handbook). 
   
  EXTRA ATTACK 
  When you reach certain level of experience in combat, 
  you improves your skill with bows and swords. Your 
  attack speed is strongly improved by your offensive 
  spells. 
   
  LAND’S STRIDE 
  When you reach certain level of experience, you can 
  move through any kind of terrain without difficult. 
  Even terrains under effect of spells are not a great 
  threat for you. 
   
  HIDE IN PLAIN MSIGHT 
  By using anything at hand on nature, you can cover 
  your body creating a camouflage nearly 
  undistinguishable, blending yourself with the 
  environment as if you were part of it. 
   
   
   
   
   
  
   
  VANISH 
  Starting at this point, you become nearly undetectable. 
  You cannot be tracked without your concern, and can 
  disappear in front of your enemies in a blink. 
   
  FERAL SENSES 
  Your bond with nature and full consciousness about the 
  environment that surround you let you use other senses 
  beyond your sight to pinpoint your foes. 
   
  FOE SLAYER 
  When you become a master of the wild, you can kill 
  your favored enemies in a fast and clean way. Your 
  attacks hit such creatures with deadly accuracy.  
   
  RANGER ARCHETYPES 
  At this supplemental rulebook are presented ten new 
  ranger archetypes you can choose instead of the ranger 
  archetype presented in the Player’s Handbook. The 
  Beast Master, the Deepwood Sniper, the Enemy Killer, 
  the Peregrine Runner, the Ruathar, the Scout, the Sky 
  Lord, the Trophy Hunter, the Urban Tracker, and the 
  Wild Guardian. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BEAST MASTER 
  The Beast Master archetype embodies a friendship 
  between the civilized races and the beasts of the world. 
  United in focus, beast and ranger work as one to fight 
  the monstrous foes that threaten civilization and the 
  wilderness alike. Emulating the Beast Master 
  archetype means committing yourself to this ideal, 
  working in partnership with all animal as its 
  companion and friend. 
   
  RANGER’S COMPANION 
  At 3rd level, you gain a beast companion that 
  accompanies you on your adventures and is trained to 
  fight alongside you. Choose a beast that is no larger 
  than Medium and that has a challenge rating of 1/4 or 
  lower (see Monster Manual for the statistics of 
  appropriated beasts). The beast must be appropriated 
  for the environment you are, at DM’s discretion. Add 
  your proficiency bonus to the beast's AC, and attack 
  rolls, as well as to any saving throws and skills it is 
  proficient in. Its hit point maximum equals its normal 
  maximum or four times your ranger level, whichever is 
  higher. As any creature, your companion can expend 
  Hit Dice during a short rest to recover hit points, and it 
  recover all its hit points when finish a long rest. 
  The beast takes its turns on your initiative and obeys 
  your commands as best as it can. On your turn, you can 
  verbally command the beast where to move (no action 
  required by you). You can use a bonus action to verbally 
  command it to take the Attack, Dash, Disengage, 
  Dodge, or Help action. The beast act by itself if you are 
  unconscious or absent, focusing on defend you.   
  While traveling through your favored terrain with 
  only the beast, you can move stealthily at a normal 
  pace.  
  lf the beast dies, you can obtain another one by 
  spending 8 hours magically bonding with another beast 
  that isn't hostile to you, either the same type of beast as 
  before or a different one. 
  Starting at 9th level, you can choose a beast that is no 
  larger than Medium and that has a challenge rating of 
  1/2 or lower as your ranger’s companion. When you 
  reach the 13th level, you can choose a beast that is no 
  larger than Large with a challenge rating of 1 or lower 
  as your ranger’s companion. 
   
  BESTIAL FURY 
  Starting at 7th level, when you command your 
  companion to take the Attack action, your companion 
  can make an extra melee attack as a bonus action. It 
  can use any of its attack option available. 
   
  SHARE SPELLS 
  At 11th level, when you cast a spell targeting yourself, 
  you can also affect your beast companion with the spell 
  if the beast is within 30 feet of you. Additionally, when 
  you command your companion to attack, you can use an 
  action to expend a 1st level spell slot to grant 1d6 extra 
  damage to the attacks your beast make until the end of 
  your turn. You can expend a spell slot of higher level, 
  
   
  increasing the damage of your beast attacks by 1d6 for 
  each level of the spell above 1st. 
   
  HUNTER COMPANION 
  Starting at 15th lelve, you train your companion to 
  attack more efficiently the enemies you are engaged. 
  When you command your companion to attack a 
  creature you hit on your turn, your beast gain 
  advantage on the first attack roll it make against this 
  creature until the end of your turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DEEPWOOD SNIPER 
  The Deepwood Sniper archetype usually is followed by 
  wood elves that use the cover and protection of high 
  treetops in its favor. They lurk on the top of the tree 
  while seek for invaders in their territory. Rarely a 
  hostile creature can see these archers, and on the 
  occasional situations they are seeing hidden on the 
  trees, is too late. 
   
  WELL-SUPPLIED ARCHER 
  At 3rd level, you learn to carve your own arrows, 
  preventing you to run out of ammo. You gain proficiency 
  with woodcarver’s tools. Additionally, you can use 
  branches and sticks gathered in the forest to create 
  your own arrow during a short rest. Make a DC 15 
  Dexterity check using your woodcarver’s tools. If you 
  succeed the check, you make 2d10 arrows. 
   
  KEEN SIGHT 
  Also at 3rd level, you improve your sight and become an 
  expert in find and kill your enemies at long distance. 
  You gain advantage on Wisdom (Perception) checks that 
  rely on sight. Additionally, when you make a ranged 
  attack with a bow, the range of the bow is doubled. 
   
  HIT AND HIDE 
  Starting at 7th level, you learn the combat tactic 
  focused on weaken your foes without they can see you. 
  While in a favored terrain for you, you can take the 
  Hide action as a bonus action whenever you make a 
  ranged attack with a bow against a creature beyond 60 
  feet from you. The target suffer disadvantage on 
  Wisdom (Perception) checks to pinpoint where you are 
  hidden while you are beyond 60 feet of it. 
  You can climb trees and other steep surfaces on a 
  favored terrain for you, as it is difficult terrain. You 
  don’t need to make a Strength (Athletics) check to do 
  this. 
   
  MASTERWORK ARROWS 
  Starting at 11th level, you can fabricate masterwork 
  arrows for your bow. You can spend 8 hours in a 
  fabrication process trying to use your woodcarver’s tools 
  to make masterwork arrows. Make a DC 20 Dexterity 
  check using your woodcarver’s tools. If you succeed, you 
  make 2d10 masterwork arrows. These arrows cause 
  1d10 damage if hit by a longbow, or 1d8 damage if hit 
  by a shortbow. Additionally, these arrows score a 
  critical hit on a roll of 19 or 20. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
  COUP DE GRACE 
  At 15th level, you can make a devastating shot against 
  a wounded prey. As an action, you can make a single 
  ranged attack with a bow against a creature within 
  range. If you hit, the target must make a Constitution 
  saving throw. If it fail the save throw and is with half 
  its hit point maximum or less, it drops to 0 hit points. If 
  the target succeed the save or is above its hit point 
  maximum, it takes normal damage for the attack plus 
  10d8 extra damage. 
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. 
  
   
  ENEMY KILLER 
  The Enemy Killer archetype simulate a ranger 
  specialized in hunt and kill its favored enemies. You 
  focus in deeply study the creatures you find on your 
  way, becoming a ruthless hunter when learn the weak 
  spots and quirks of such creatures. Doesn’t matter the 
  kind of monster you find, your tenacity and focus let you 
  kill them with matchless mastery. 
   
  ADDITIONAL FAVORED ENEMY 
  At 3rd level, you amplify your detailed study about the 
  creatures you found at your adventures. You can choose 
  one additional favored enemy, as well as an associated 
  language. 
  At 10th level, you can choose another additional 
  favored enemy and an associated language. Your 
  choices should reflect the types of monsters you have 
  encountered on your adventures. 
   
  FAVORED DODGE 
  Also at 3rd level, you know how to avoid the attacks of 
  your favored enemies. When a favored enemy of yours 
  that you can see make an attack against you, you can 
  use your reaction to make the attacker suffer 
  disadvantage on this attack roll. 
  Starting at 13th level, when you are target of a spell 
  or effect from a favored enemy of yours that you can see 
  that require a Strength, Dexterity or Wisdom saving 
  throw, you can use your reaction to gain advantage on 
  this save. 
   
  FOE HUNTER 
  Starting at 7th level, you become even more efficient 
  fighting your favored enemies. You gain advantage no 
  the first attack roll you make against a favored enemy 
  on each of your turns. If you hit, the attack cause 1d8 
  extra damage. If you hit a favored enemy of yours when 
  it is surprised, the attack cause 2d8 extra damage. 
   
  ESTUDY ENEMY 
  At 11th level, you analysis and study of the skills and 
  powers of your favored enemies makes you a foe hard to 
  face. When you find a favored enemy of yours, you can 
  make a Wisdom (Perception) check (DC 5 + challenge 
  rating of the creature) to analyze your foe as an action. 
  If you succeed on the check, you can learn certain 
  information about the capabilities of the creature. The 
  DM tells you one of the following characteristics about 
  the creature of your choice:  
   Armor Class 
   Current hit points 
   Movement modes and feet value 
   Physical ability scores (Strength, Dexterity, and 
  Constitution) 
   Resistances and Immunities 
   Senses 
   A special trait 
   A combat action 
  If the result of your check overcome the DC by 5 or 
  more, you learn an additional information of your choice 
  among the available information. 
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. 
   
  INSTANT ENMITY 
  Starting at 15th level, you can magically specialize 
  instantaneously in hunt and fight a creature type that 
  are not a favored enemy of yours. As an action, you can 
  expend a spell slot of 4th level and choose a creature 
  type among aberrations, beasts, celestials, constructs, 
  dragons, elementals, fey, fiends, giants, monstrosities, 
  oozes, plants, or undead or a race of humanoid (such as 
  gnolls or orcs). The chosen type of creature count as a 
  favored enemy for you for 1 hour. You can expend a 5th 
  level spell slot with this feature to increase the duration 
  to 8 hours. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  PEREGRINE RUNNER 
  The Peregrine Runner archetype focus on overcome 
  hostile environments on high mountains to take 
  important messages, avoiding most of the dangers of 
  the terrain. When a precious load must be carried 
  safety, a peregrine runner is summoned for the job. The 
  abilities of a peregrine runner to deal with difficult 
  terrain and to deal with the difficulties of long journey 
  are legendary, and some of them can travel hundred of 
  miles without rest a single day. 
   
  HIT AND RUN 
  At 3rd level, when you hit a creature with a melee 
  attack, you can take the Dash action as a bonus action. 
  If you do so, you doesn’t provoke an attack of 
  opportunity for the creature you hit until the end of 
  your turn. 
   
  PEREGRINE COMPANION 
  Also at 3rd level, you gain a peregrine falcon as a 
  companion on your journeys. This beast has the same 
  statistics of a falcon (see the statistics on appendix D on 
  Player’s Handbook). The falcon obey your verbal 
  commands (no action is required from you), following 
  your orders as best as it can. You can speak with your 
  companion as if both of you share a language. 
  If your falcon dies, you can obtain another spending 8 
  hours to create a magical connection with another 
  falcon that is not hostile to you. 
   
  MOUNTAIN STRIDE 
  At 7th level, you become an exceptional climber. You 
  gain climb speed equal to your walking speed. 
  Additionally, your walking speed increase by 10 feet. 
   
  GREAT STAMINA 
  When you reach the 11th level, you has conditioned 
  your body for maximum stamina. You gain advantage 
  on Constitution saving throws to avoid suffer a level of 
  exhaustion. Additionally, when you finish a short rest 
  and expend a Hit Die, you recover a number of extra hit 
  points equal to your ranger level. 
  Starting at 14th level, you gain immunity to 
  exhaustion. 
   
  ABSORB IMPACT 
  At 15th level, when you fall but is adjacent to a wall or 
  similar vertical surface, or when you are target of a 
  trap, you can use your reaction to make a DC 15 
  Dexterity saving throw. If you succeed the save, you 
  take no damage. If you fail, you take half as much 
  damage. 
   
   
   
   
   
   
   
   
  RUATHAR 
  Also called elf friend or star friend, a ranger can choose 
  the Ruathar archetype only after make a great deed for 
  an elven community. The elves welcomes you and 
  consider you as one of them. This leads to deep 
  transformations on you personality and on yourself as a 
  being. Over the years, the conviviality and blessing of 
  the elves and their deities, makes you even more 
  similar to them, although your appearance doesn’t 
  change. 
   
  RESTRICTION: NONELVES ONLY 
  Only nonelves can choose the ruathar archetype. This 
  class represent a being of another race that gain the 
  admiration of the elves for something it did for them or 
  for their homeland. 
  Your DM can determine that races enemy from the 
  elves cannot choose this archetype too, like orcs, 
  goblinoids, or undead. This restriction reflects races 
  totally against the doctrines and practices of the elves.  
   
  WORD OF FRIENDSHIP 
  At 3rd level, you learn a short magical phrase that 
  identifies you as a ruathar. Although anyone can speak 
  this phrase, only a ruathar can issue the magical 
  trigger that makes the phrase something beyond a few 
  words on Elven. Elves that hear this phrase has a 
  friendly attitude toward you. Additionally, you can 
  speak, read, and write Elvish. 
   
  ELVEN PERCEPTION 
  Also at 3rd level, you keen your senses and gain a 
  superior vision in dark and dim conditions. You can see 
  in dim light within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.  
  Additionally, you gain advantage on Wisdom 
  (Perception) checks.  
   
  CHANNEL ELEMENTS 
  Starting at 7th level, you can channel the elements of 
  nature through your attacks using weapons traditional 
  among the elves. When you make a weapon attack 
  using a shortsword, longsword, shortbow, or longbow, 
  you can expend a 1st level spell slot to enchant the 
  attack. If you hit, the attack cause 2d8 extra cold, fire, 
  or lightning damage of your choice. This extra damage 
  increase by 1d8 for each level of the spell slot higher 
  than 1st, to a maximum of 6d8. 
    
  STAR BLESSING 
  At 11th level, you can beg the bless of the stars. As a 
  bonus action, you become blessed for 1 minute. While 
  blessed this way, you can roll a d4 and add the number 
  rolled to any attack roll or saving throw you make for 
  
   
  the duration. If you use this feature while outside 
  during the night, the duration is 1 hour instead. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
  ARVANDOR’S GRACE 
  Starting at 15th level, the affection of the elven folk for 
  you changes you completely. Your life span changes to 
  match the life span of an elf. You become adult at the 
  age of 100 and can live to be a 750 years old. 
  Additionally, you don’t need to sleep. Instead, you 
  meditate deeply, remaining semiconscious, for 4 hours a 
  day. After resting is this way, you gain the same benefit 
  that a human does from 8 hours of sleep. You also gain 
  advantage on saving throws against being charmed, 
  and magic can’t put you to sleep. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SCOUT 
  The Scout archetype is a specialist in move through 
  difficult terrains without worrying about any 
  obstruction. The scout’s training with natural terrain 
  make him to get advantage on the terrain and his 
  movement to strike his foes quickly and then moving 
  away from them to a safe place. Its perception of the 
  environment makes it the ideal character to go forward 
  on the trail, keeping its party informed about what 
  comes ahead. 
   
  SCOUT TATICS 
  At 3rd level, you learn to keeping the front of your party 
  to take advantage. You can let a trail that your party 
  can find with a successful DC 10 Wisdom (Perception) 
  check. Any creature that doesn’t know your trail must 
  be successful in a DC 15 Wisdom (Perception) check to 
  find it. If you are ambushed, fall in a trap, or want to 
  warn your companions about something, you can use 
  your reaction to issue a whistle or a similar sound sign. 
  Any friendly creature of yours within 400 feet of you 
  can hear the warn and can find the location you issue 
  the warn with a successful DC 10 Wisdom (Survival) 
  check.  
   
  SKIRMISH 
  Also at 3rd level, you develops a hunting style based on 
  keep moving all the time. If you move at least 20 feet, 
  you cause 2d6 extra damage on the first attack weapon 
  attack you make just after the move. Additionally, if a 
  creature makes an attack against you in a round you 
  move at least 20 feet, you can use your reaction to 
  impose disadvantage on the attack roll of this creature.  
   
  SCOUT MOVEMENT 
  Starting at 7th level, you move faster if you are wearing 
  a light armor or no armor. Your walking speed increase 
  by 10 feet, and you can use a bonus action to take the 
  Dash or Disengage actions. 
   
  INSTINCTIVE PERCEPTION 
  At 11th level, you amplifies your senses, becoming able 
  to foresee what is bound to happen and what you will 
  find on your way. You gain advantage on Wisdom 
  (Perception) checks, Intelligence (Investigation) checks, 
  and initiative rolls. 
   
  FREEDOM OF MOVEMENT 
  Starting at 15th level, you become imune to effects that 
  can restrain your movements as if you were under effect 
  of a freedom of movement spell. 
   
   
   
   
   
   
   
   
   
  
   
  SKY LORD 
  The Sky Lord archetype is followed by rangers with a 
  strong connection with the high altitudes. To a sky lord, 
  fly is the way to fell the true and full freedom, and when 
  is riding its majestic giant eagle the sky lord fells 
  complete swimming on air stream as were born for this. 
  The sky lords don’t seek to improve their skills, but seek 
  to live the plenitude of their freedom as birds in the 
  skies.   
   
  EAGLE’S EYES 
  At 3rd level, your vision sharpens becoming so good as 
  the vision of an eagle. You gain advantage on Wisdom 
  (Perception) checks that rely on sight. Additionally, you 
  don’t suffer disadvantage on ranged attack rolls made 
  beyond the weapon normal range. 
   
  STORM KINSHIP 
  Also at 3rd level, you become so familiarized with 
  storms that you suffer no harmful effects from strong 
  winds or heavy precipitation (see Dungeon Master’s 
  Guide). 
   
  CALL FLYING MOUNT 
  Starting at 7th level, you can use your connection with 
  nature to summon a giant eagle to serve you as a loyal 
  mount. As a ritual that takes 1 minute, you can expend 
  a 1st level spell slot to summon a giant eagle (see the 
  statistics on appendix D of Player’s Handbook) to serve 
  as a mount for 2 hours. This eagle doesn’t obey any 
  order that put it on danger, but it defends itself if 
  cannot run away. The eagle is friendly to you and to 
  your companions and can carry you and another 
  Medium creature. 
  You can expend a higher level spell slot to make the 
  eagle stay as your mount for a longer time. For each 
  level of the spell slot above 1st, the eagle remain for 2 
  additional hours. 
   
  DEADLY CHARGE 
  At 11th level, you teach your flying mount to dive 
  toward your foes. While you are mounting your eagle, 
  you can move at least 30 feet straight toward a target 
  and then make a melee weapon attack against it on the 
  same turn as an action. If you hit this attack, it cause 
  3d8 extra damage and the target must be successful in 
  a Strength saving throw (DC 11 + your proficiency 
  bonus) or be knocked prone. 
   
  SUMMON TEMPEST 
  Starting at 15th level, while you are flying under your 
  winged mount on the heights, you can cast a control 
  weather spell.  
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
   
   
   
   
  TROPHY HUNTER 
  The Trophy Hunter archetype is a ranger specialized n 
  hunt and kill powerful enemies, gathering trophies from 
  their bodies as form to remember the exact way to fight 
  such creatures. Thanks to the mystical fetish they use, 
  the trophy hunters know how to defend themselves 
  against the attacks of monsters they had face before. 
  Furthermore, a trophy hunter is specialized in fight its 
  favored enemies and can help its party to avoid the 
  deadliest attacks from such creatures in critical 
  moments. 
   
  HUNTER TROPHY 
  At 3rd level, you gain the ability to use parts of your 
  enemies to protect yourself against their attacks. When 
  you kill a creature other than a humanoid, you can 
  gather part of its body like a horn, fang, or claw and use 
  it as a trophy. You must face the creature, but doesn’t 
  need necessarily make the final glow, and you must 
  gather the trophy up to 1 minute the death of the 
  creature. 
  To the trophy works as a fetish, you must treat it with 
  a magical mixture of oils and other substances in a 
  ritual that require 8 hours and costs 100 gp. While you 
  bears the trophy, you gain +2 bonus to AC against 
  attacks, and advantage on saving throws against spells 
  and abilities of any creature of the same kind of the 
  trophy you bear. If the trophy is visible, you suffer 
  disadvantage on Charisma (Persuasion) checks and 
  gain advantage on Charisma (Intimidation) checks 
  when you deal with a creature of the same kind of the 
  trophy. For instance, if you are bearing a red dragon 
  claw, you gain the benefits described against red 
  dragons, but not against other kinds of dragon. 
  A trophy created by you grant the benefits only to 
  you. Although you can make countless trophies, you can 
  link yourself to a maximum number of trophies equal to 
  your Wisdom modifier (a minimum of one) at same 
  time. 
  After you finish a short or long rest, you must choose 
  which trophies you are carrying is active and they 
  remain active until you finish a short or long rest.  
   
  CONFRONT FAVORED ENEMY 
  Starting at 7th level, you specializes not only in track 
  and find your favored enemies, but also in fight them. 
  You add 1d8 extra damage on the first weapon attack 
  you hit a favored enemy of your in each of your turns. 
  This extra damage increase to 2d8 when you reach 
  14th level. 
   
  DIRECT ALLY 
  At 11th level, you know how to defend yourself against 
  your enemies, and can coordinate the moves of your 
  allies to make them do the same. As a bonus action, you 
  can direct a friendly creature you can see and that can 
  hear you within 60 feet of you. The target gain +2 bonus 
  to AC against attacks of a creature you gain the benefits 
  of a trophy until the start of your next turn. 
  Alternatively, when a friendly creature you can see 
  within 5 feet of you are target of a spell or ability that 
  
   
  require a saving throw from a creature you gain the 
  benefits of a trophy, you can use your reaction to give 
  advantage on its saving throw against this attack.  
   
  LEGENDARY TROPHY 
  When you reach the 15th level, you can make a trophy 
  that represents your skill as an expert hunter of certain 
  kind of monster. When you make a hunter trophy of a 
  creature that are your favored enemy, this trophy works 
  against any kind of creature of that type. For example, 
  if giant is a favored enemy for you and you have gather 
  a trophy from a hill giant, you gain the benefits from 
  this trophy whenever you face any kind of giant, not 
  only a hill giant. 
  You can’t create a trophy from a humanoid race even 
  if you have a humanoid kind as your favored enemy. 
  You can bond only to a single legendary trophy at time, 
  and the trophy require a ritual of 24 hours and cost 
  1,000 gp to be created. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  URBAN TRACKER 
  The Urban Tracker archetype is focused on survive and 
  adapts to urban environments with mastery. The 
  ranger that follow this path can perceive the nuances on 
  surroundings of large towns and can locate a certain 
  person in the middle of a crowd in almost supernatural 
  way. Its perception of the territory shaped by 
  humanoids is perfect and it can hunt and knock down 
  creatures as a true huntsman.  
   
  URBAN EXPLORER 
  At 3rd level, you gain the benefits of your Natural 
  Explorer in any urban terrain. An urban terrain with 
  this purpose is any place that fits as a village, town or 
  city, at DM’s discretion. Additionally, you gain 
  proficiency in the Persuasion skill and gain advantage 
  on Charisma (Persuasion) checks you made to obtain 
  information about a creature, item, or place you want to 
  find. 
   
  SEEK AND DESTROY 
  Starting at 7th level, you learn to track and knock down 
  your enemies in a very efficient way. Whenever you 
  attack a surprised creature, you can expend a spell slot 
  of 1st level to cause extra damage on the attack. You 
  cause 2d10 extra damage and 1d10 extra damage for 
  each level of the spell slot above 1st. additionally, if 
  your attack hit, you gain a bonus on attack rolls against 
  the creature equal to your Wisdom modifier (minimum 
  of +1) for 1 minute. 
   
  UNNATURAL PERCEPTION 
  At 11th level, you become familiarized with any 
  unnatural environment. When you are in any urban 
  environment or dungeon that is not natural, you gain 
  advantage on Wisdom (Perception) or Intelligence 
  (Investigation) checks you make to find traces, secret 
  door, traps, hidden passages, or any feature of the 
  terrain that was not been made naturally. Additionally, 
  you gain proficiency with thieves’ tools and has 
  advantage on any check you make using these tools in 
  urban terrain or dungeon that are not natural. 
   
  HUNTING LEADER 
  Starting at 15th level, you become specialized in face 
  any enemy you caught in disadvantage. Whenever you 
  attack a creature under effect of your Seek and Destroy, 
  as an action, you can give advantage on the attack rolls 
  your allies make against this creature until the start of 
  your next turn. 
  Alternatively, instead of give advantage on the attack 
  rolls of your companions, you can fatigue your foe. 
  When you hit an attack, you can choose cause no 
  damage. Instead, the target must be successful in a 
  Constitution saving throw (DC 8 + your proficiency 
  bonus + your Dexterity modifier) or suffer 1 level of 
  exhaustion. 
   
   
   
  
   
  WILD GUARDIAN 
  The Wild Guardian archetype emulates a ranger that 
  born and lives great part of its life into the wild in 
  company of wild animals and dangerous beasts only. 
  Thanks to your lone life into natural terrain, you learn 
  to communicate with forest beings and to use your 
  insight and instinct instead of your reasoning. You 
  become an expert hunter in your native territories and 
  can undergo a transformation into a savage animal on 
  battle. 
   
  BEAST TONGUE 
  At 3rd level, your familiarity with beasts and other wild 
  creatures let you communicate and interact with them 
  more efficiently. You can speak with beasts as you 
  share a language with them and their initial attitude 
  toward you is favorable. A beast is indifferent to you if 
  it should be hostile, and is friendly if it should be 
  indifferent. 
   
  PRIMAL SCREAM 
  Also at 3rd level, you are able to bring out your inherent 
  power through a powerful savage scream. As a bonus 
  action, you can issue a wild scream that emerges a feral 
  frenzy on you. You assume a fierce appearance, making 
  sharp claws spring from your fingers and your fangs 
  grow in your mount. For 1 minute, you gain the 
  following benefits: 
   You gain the Multiattack action. You can make a bite 
  attack and two claw attacks, or a bite attack and a 
  weapon attack as an action. You are proficient with 
  your natural attacks and your attack and damage 
  rolls with them are made using your Strength or 
  Dexterity at your choice. Your bite attack cause 1d6 
  piercing damage, and each of your claw attack cause 
  1d4 slashing damage. 
   You gain advantage on saving throws against being 
  frightened. 
   You gain advantage on Charisma (Intimidation) 
  checks. 
   You can use a Dash action as a bonus action. 
  While you are in this state, you can’t cast spells that 
  are not on your ranger spell list nor can take actions 
  that require concentration. 
  Starting at 5th level, when you take the Multiattack 
  actin, you can make a bite attack and three claw 
  attacks or a bite attack and two weapon attacks. 
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. 
   
  ANIMAL INSTINCT 
  At 7th level, your animal instinct emerges when you are 
  hunting, tracking or in danger. You gain advantage on 
  Wisdom (Survival) checks to track and on initiative 
  rolls. Additionally, you gain +5 bonus on your passive 
  Wisdom (Perception). 
   
   
   
   
  RENDING POUNCE 
  At 11th level, you are able to jump over your enemies 
  with your claws rending them. While you are under  
  effect of your Primal Scream, if you use a Dash action 
  as a bonus action to run at least 20 feet straight toward 
  a target and take the Multiattack action to make claws 
  and bite attacks on the same turn, you can rend the 
  target. Each attack that you hit cause 1d8 extra 
  damage. Additionally, the target must be successful in a 
  Strength saving throw (DC 8 + your proficiency bonus + 
  you Strength modifier) or be knocked prone. 
   
  HUNTING GROUND 
  Starting at 15th level, you become a tireless beast on 
  your hunting ground. While you are on a favored 
  terrain for you, you gain the following additional 
  benefits: 
   You gain advantage on your first attack roll on each 
  of your turns. 
   You gain +1 bonus to your AC. 
   You gain advantage on Dexterity (Stealth) checks. 
   You gain advantage on Strength and Dexterity saving 
  throws. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/Alan Venic's Redbook - Tome of the Ranger.pdf