TEXT: Ranger Archetypes for Eberron
  A collection of Eberron Character Options
  by Stuart Broz
  THE ELDEEN RANGER
  
   
  The Eldeen Ranger
  1
  THE ELDEEN RANGER
  RANGERS 
  OF EBERRON
  The Ranger class can represent any martial character in 
  tune with its environment. It need not be limited to those 
  with ties to druidic orders. Indeed, there are rangers who 
  focus on environments that are not even natural – from 
  those who hunt aberrations in the manifest madness of the 
  tunnels of Khyber to bounty hunters stalking the skyways 
  of Sharn to treasure-seeking explorers braving the ruins of 
  ancient civilizations in Xen’drik.
  This supplement is not focused on any of the above. 
  Herein, we will look at the rangers who follow the common 
  druidic traditions of Khorvaire: the Ashbound, the Children 
  of Winter, the Gatekeepers, the Greensingers, and the War-
  dens of the Wood. These are not the only druidic traditions 
  on Khorvaire, nor are they the only ones with rangers who 
  follow their teachings, but they are among the ones most-
  widely known across Eberron.
  WHICH RANGER?
  Some groups use the alternative playtest rules for the 
  ranger class published in Unearthed Arcana in September 
  2016. While this supplement will assume the base ranger 
  class published in the Players Handbook, all the archetypes 
  within should be compatible with the revised ranger as 
  well.
  CHARACTER OPTIONS FOR EBERRON
  by Stuart Broz
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
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  Champions of Nature
  The Ashbound are a small druidic sect based in the Eldeen 
  Reaches. They are often considered extremists, believing 
  civilization and its trappings to be affronts against nature. 
  While they have traditionally avoided bloodshed, they are 
  not against launching attacks on frontier settlements or 
  outposts.
  Notably, the Ashbound consider non-druidic magic to be 
  unnatural and will, at the very least, discourage its use.
  The Ranger’
  s Role Among 
  the Ashbound
  While most Ashbound are druids, the sect also includes 
  rangers and barbarians. Ashbound rangers, in particular, are 
  likely to leave the wilderness to lead strike teams and hunt-
  ing parties against sources of unnatural power. During the 
  Last War, such strike teams were a particular thorn in the 
  side of Aundair, with its military reliance on arcane magic.
  Ashbound prefer to fight unarmored and sometimes rely 
  upon unarmed strikes. As such, some of their rangers 
  choose to multiclass as barbarians or even monks.
  While some Ashbound rangers become Beast Masters, 
  Hunters, or Monster Slayers, others follow the Avenger 
  archetype below. Shifters and humans make up the bulk of 
  Ashbound Avengers.
  Ashbound Avenger Features
  Ranger Level
  Feature
  3rd
  Strength of Nature, Wild Movement
  7th
  Hunt the Unnatural
  11th
  Mageblinder, Consecration of Blood
  15th
  Champion of Nature
  Strength of Nature
  At 3rd-level, you may expend a spell slot as a bonus action, 
  enhancing your combat ability. For the next minute, your 
  rst weapon attack each round deals an additional 1d4 dam-
  age. This bonus damage increases to 2d4 at 11th-level. Also, 
  if you are unarmored, your AC increases for the same dura-
  tion by an amount equal to the level of the spell slot ex-
  pended. Use of a shield does not prevent you from benet-
  ting from this bonus.
  Wild Movement
  At 3rd-level, when you take the Dash action, opportunity at-
  tacks made against you until the beginning of your next 
  turn are made at disadvantage, as you learn to emulate the 
  motion of beasts in their natural environments.
  Hunt the Unnatural
  At 7th-level, you have advantage on ability checks to track 
  or detect hidden creatures if they are humanoids who are 
  concentrating on a spell or wearing metal armor, or of the 
  type aberration, construct, monstrosity, or undead. If you 
  detect such a creature, you may use your reaction to make a 
  weapon attack against it, provided that you have a weapon 
  in hand for which the creature is within reach or range.
  Mageblinder
  At 11th-level, you become difcult to detect with divination 
  magic. A creature that attempts to detect you with a divinta-
  tion effect must succeed in an ability check with their spell-
  casting ability with a DC equal to 10 + your prociency 
  bonus + your Wisdom bonus or their attempt fails.
  Consecration of Blood
  Also at 11th-level, when you reduce a creature to 0 hit 
  points, you may immediately spend your reaction to cause 
  plants to spring up and grow to full size within a 30 foot ra-
  dius from the creature. This area becomes difcult terrain, 
  but it does not hinder the movement of you or your allies.
  Champion of Nature
  At 15th-level, while you are under the effects of your 
  Strength of Nature feature, you gain additional benets:
  •
  Your rst weapon attack each round gains an at-
  tack bonus equal to the level of the spell slot ex-
  pended for Strength of Nature. This bonus applies 
  to all attacks you make with unarmed strikes.
  •
  When you use your unarmed strike against an ob-
  ject that is constructed, crafted, or worked in some 
  way, any hit is considered a critical hit.
  •
  As long as you are not wearing armor, you heal a 
  number of hit points at the start of your turn equal 
  to 1d6 + the level of the spell slot expended for 
  Strength of Nature. This trait does not function if 
  you would otherwise have 0 hit points at the start 
  of your turn.
   
  The Eldeen Ranger
  2
  ASHBOUND AVENGER
  
  Staving off the End of All
  The Children of Winter believe that the end is coming – that 
  nature has been perverted to its limit and will retaliate, re-
  claiming the world. Many of them point to the Mournland 
  as a mere warning. Others see it as the literal beginning of 
  the end.
  The Children of Winter accept the oncoming winter as part 
  of the natural cycle. Still, some of them take an active role 
  in attempting to restore the natural order and forestall na-
  ture’s wrath. They do this in a variety of ways. Some seek 
  out and destroy undead and other unnatural creations of 
  dark magic. Others cull the weak that are pampered by civi-
  lization and would have died were they to have been born in 
  the wild, often by spreading disease. Rangers among the 
  Children of Winter can take either (or both) of these roles.
  Some Rangers among the Children of Winter follow the 
  Gloom Stalker or Monster Slayer paths, but other become 
  true Agents of Winter.
  Agent of Winter Features
  Ranger Level
  Feature
  3rd
  Plaguetouched, Survivor, Winter Magic
  7th
  Plaguebearer
  11th
  Lay to Rest, Sense Weakness
  15th
  Plaguemaster
  Plaguetouched
  At 3rd-level, when you hit a creature with a weapon attack, 
  you may use your reaction to deal an additional 1d8 poison 
  damage to the creature. When you reach 11th-level in this 
  class, the extra damage increases to 2d8.
  Survivor
  Also at 3rd-level, you gain resistance to poison damage and 
  advantage on saving throws against poison and disease.
  Winter Magic
  Starting at 3rd level, you learn an additional spell when you 
  reach certain levels in this class, as shown in the Agent of 
  Winter Spells table. The spell counts as a ranger spell for 
  you, but it doesn’t count against the number of ranger spells 
  you know.
  Agent of Winter Spells
  Ranger Level
  Spell
  3rd
  bane
  5th
  blindness/deafness
  9th
  remove curse
  13th
  death ward
  17th
  contagion
  Plaguebearer
  At 7th-level, you become immune to disease and the poi-
  soned condition. When you are hit by an attack or targeted 
  by an effect that would normally deal poison damage or re-
  quire a saving throw against poison or disease, your melee 
  and ranged weapon attacks gain an extra effect for one 
  minute. A creature hit by your melee or ranged weapon at-
  tack during this time must succeed on a Constitution saving 
  throw or be poisoned until it completes a short rest. The DC 
  of this saving throw is 8 + your prociency bonus + your 
  Wisdom bonus.
  Lay to Rest
  At 11th-level, corpses that are within 30 feet of you cannot 
  be turned into undead creatures.
  Plaguemaster
  Also at 11th-level, when a creature you can see within 60 
  feet of you makes a saving throw against disease or poison, 
  you may use your reaction to impose your choice of either 
  advantage or disadvantage on the roll. 
  Noxious Defense
  At 15th-level, when a creature you can see within 10 feet of 
  you hits your with an attack, you can use your reaction to 
  force it to choose between two options: it can either reroll 
  the attack, keeping the second roll, or it can take 3d12 poi-
  son damage.
   
  The Eldeen Ranger
  3
  AGENT OF WINTER
  
  Guard Against the Horrors
  The Gatekeepers are the oldest of the druidic sects in Khor-
  vaire, originating with the orcs who closed off the gates to 
  Xoriat, helping to end the Daelkyr invasion over 3,000 years 
  ago. Today, they remain dedicated to keeping Eberron safe 
  from extraplanar threats. The rangers among the Gatekeep-
  ers take on a variety of roles. Some are Gloom Stalkers or 
  Monster Slayers, who hunt aberrations in Khyber. While 
  the Horizon Walker archetype would appear to be particu-
  larly appropriate to the Gatekeepers, its abilities focus upon 
  moving between planes, which is not the specialty of the 
  Gatekeepers. The Gateway Sentinel, below, provides a set of 
  features that more closely matches the role and abilities of 
  rangers among the Gatekeepers.
  Nearly all Gatekeeper rangers select aberrations and ends 
  as favored enemies.
  Gateway Sentinel Features
  Ranger Level
  Feature
  3rd
  Dire Guardian, Gatekeeper Magic
  7th
  Sense the Unnatural
  11th
  Mind Like a Trap
  15th
  Dimension Lock
  Dire Guardian
  At 3rd-level, you may use a bonus action to select one crea-
  ture or object that you can see within 30 feet as your ward. 
  When a creature within 5 feet of you attacks your ward or 
  targets it with a spell, you may use your reaction to make a 
  weapon attack against that creature. If your attack hits, it 
  deals an extra 1d8 points of damage. This extra damage in-
  creases to 2d8 at 11th-level.
  Gatekeeper Magic
  Starting at 3rd level, you learn an additional spell when you 
  reach certain levels in this class, as shown in the Gateway 
  Sentinel Spells table. The spell counts as a ranger spell for 
  you, but it doesn’t count against the number of ranger spells 
  you know.
  Gateway Sentinel Spells
  Ranger Level
  Spell
  3rd
  protection from evil and good
  5th
  lesser restoration
  9th
  magic circle
  13th
  banishment
  17th
  dispel evil and good
  Sense the Unnatural
  At 7th-level, you become attuned to the presence of aberra-
  tions and ends. When an aberration or end comes within 
  60 feet of you, it must make a Charisma (Deception) check 
  with a DC equal to your Passive Perception. If it fails, you be-
  come aware of its presence and can identify its creature 
  type. If it is invisible or hidden, you know it is there. If you 
  can see it, you can identify it and pick it out of a crowd. 
  If you become aware of a creature through the use of this 
  ability, you can add your prociency bonus to any Wisdom 
  saving throws you make against that creature’s abilities un-
  til you complete a short or long rest.
  Mind Like a Trap
  At 11th-level, you can use your action to end one effect on 
  yourself that is causing you to be charmed. If you do so, the 
  creature that charmed you must make a Charisma saving 
  throw with a DC equal to 10 + your prociency bonus + your 
  Wisdom bonus. If the creature fails this saving throw, it be-
  comes frightened of you. On each of its turn, it may use its 
  action to make another attempt at this saving throw in or-
  der to end the effect. Once you use this feature, you may not 
  do so again until you have completed a short or long rest.
  Dimension Lock
  At 15th-level, you can use your action to cause an area ema-
  nating from you in a 20 foot radius to become inaccessible 
  to interdimensional travel and teleportation effects. Crea-
  tures can leave this area via such effects, but not enter it. 
  This effect last until you complete a short or long rest or you 
  use an action to end it.
   
  The Eldeen Ranger
  4
  GATEWAY SENTINEL
  
  Champions of the Fey
  The Greensingers are unusual among the druidic sects of 
  the Eldeen Reaches in that they are not, strictly, defenders 
  of the natural order. Instead, they aim to infuse nature with 
  the magic of the fey.
  While there are Horizon Walkers among the Greensingers, 
  they focus upon learning more about other planes. Twilight 
  knights, instead, ght to bring more magic into the world. 
  They may serve a particular Archfey or act as a guardian of 
  a manifest zone or other magical location. Others have 
  taken up a quest in order to ll the world with new legends 
  – they believe that by doing so they are strengthening the 
  connection between Thelanis and Eberron.
  Touched by Thelanis
  Twilight knights often manifest cosmetic physical changes 
  that reflect their fey connection. Your skin may turn green, 
  taking on the appearance of leaves, your eyes may reflect 
  an alien night sky, or you might be followed by the scent of 
  honeysuckle. 
  Twilight Knight Features
  Ranger Level
  Feature
  3rd
  Arcane Strike, Scent of Magic, Twilight Knight 
  Magic
  7th
  Enchanting Touch
  11th
  Fey Ward, Scent the Hidden
  15th
  Glorious Challenge
  Arcane Strike
  At 3rd-level, when you hit a creature with a weapon aack, you 
  may use your bonus acon to expend one spell slot and make 
  an addional aack. If this aack hits, it deals 1d8 extra damage 
  for a 1st-level spell slot, plus 1d8 for each spell-level higher than 
  1st.
  Scent of Magic
  When they select this archetype at 3rd-level, twilight 
  knights gain an uncanny ability to sense magic and magical 
  locales. They may cast detect magic a number of times equal 
  to their Wisdom modier (minimum 1). While this ability is 
  in use, they can also detect manifest zones and identify the 
  plane that they are linked to. They regain all expended uses 
  of this feature when they complete a long rest.
  Twilight Knight Magic
  Starting at 3rd level, you learn an additional spell when you 
  reach certain levels in this class, as shown in the Twilight 
  Knight Spells table. The spell counts as a ranger spell for 
  you, but it doesn’t count against the number of ranger spells 
  you know.
  Twilight Knight Spells
  Ranger Level
  Spell
  3rd
  heroism
  5th
  misty step
  9th
  phantom steed
  13th
  hallucinatory terrain
  17th
  dream
  Enchanting Touch
  At 7th-level, you may make a melee spell attack to touch a 
  creature and force it to make a Charisma saving throw with 
  a DC equal to 10 + your prociency bonus + your Wisdom 
  modier. If the target fails this saving throw, it is charmed 
  by you and nds you fascinating. This effect ends if you 
  cause harm to the target or one hour passes, at which point 
  the target realizes that it was charmed by you.  Once you use 
  this feature, you cannot do so again until you complete a 
  short or long rest.
  Fey Ward
  At 11th-level, you may use your bonus action to designate a 
  creature as your foe. If you do so, you gain resistance to 
  bludgeoning, piercing, and slashing damage from that crea-
  ture’s nonmagical attacks. This feature lasts until you com-
  plete a short rest or use a bonus action to designate a differ-
  ent creature.
  Scent the Hidden
  Also at 11th-level, when you use your Scent of Magic fea-
  ture, you can sense invisible and ethereal creatures as if us-
  ing a see invisibility spell for the duration of the effect.
  In addition, whenever you use your Primeval Awareness 
  ability, you also learn whether there is a manifest zone 
  within range.
  Glorious Challenge
  At 15th-level, when you use your Fey Ward, creatures other 
  than your designated foe have disadvantage on attacks 
  against you. In addition, if you make a weapon attack 
  against your designated foe and miss, you may use your re-
  action to re-roll the attack.
   
  The Eldeen Ranger
  5
  TWILIGHT KNIGHT
  
  Protecting the Balance
  The Wardens of the Woods believe in protecting nature and 
  civilization from each other, maintaining a comfortable, if 
  sometimes delicate, balance. They are the largest of the El-
  deen sects and the easiest for many outsiders to understand. 
  Their rangers may follow a variety of archetypes, but the 
  border wardens are one of the most commonly seen as they 
  patrol the roads and elds where habitation meets the wild.
  Border Warden Features
  Ranger Level
  Feature
  3rd
  Charge to Battle
  7th
  Deadly Counter, Guardian Stance
  11th
  Pulse of Life
  15th
  Guardian of Balance
  Charge to Battle
  At 3rd-level, you may use your bonus acon to take the Dash ac-
  on in the $rst round of combat. If you do so, you deal an extra 
  1d8 damage of the weapon’s damage type on all successful at-
  tacks unl the beginning of your next turn.
  Border Warden Magic
  Starting at 3rd level, you learn an additional spell when you 
  reach certain levels in this class, as shown in the Border 
  Warden Spells table. The spell counts as a ranger spell for 
  you, but it doesn’t count against the number of ranger spells 
  you know.
  Border Warden Spells
  Ranger Level
  Spell
  3rd
  detect evil and good
  5th
  warding bond
  9th
  Leomund’s tiny hut
  13th
  aura of life
  17th
  banishing smite
  Deadly Counter
  When a creature hits you with an aack, your aacks against 
  that creature score a crical hit on a 19-20 unl the end of your 
  next turn.
  Guardian Stance
  At 7th-level, allies within 10 feet of you can use their bonus 
  action to take the Disengage action.
  Pulse of Life
  At 11th-level you gain the ability to draw on the world 
  around you to bolster the lives of your allies. You may use 
  your bonus action to cause all allies within 10 feet of you to 
  heal a number of hit points equal to your ranger level. Once 
  you use this feature, you can’t use it again until you com-
  plete a short or long rest.
  Guardian of Balance
  At 15th-level, the environment around you recognizes you 
  as a guardian of balance and seeks to aid you. Your enemies 
  treat the area in a 20 foot radius around you as difcult ter-
  rain. In addition, you can use a bonus action to call for aid 
  from your surroundings, providing you with advantage on a 
  single attack, Strength (Athletics), or Wisdom (Perception) 
  check.
   
  The Eldeen Ranger
  6
  BORDER WARDEN
  
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