Eberron Ranger
The classic image of the ranger is a warden of the wilds, a cunning skirmisher with a touch of druidic magic, but the ranger can fill many roles. A typical ranger is perceptive and stealthy, familiar with the wilds and a subject matter expert on the habits and tactics of a variety of enemies. Morgrave Miscellany, page 49, gives examples of what playing a Ranger in Eberron might look like.
In addition to the subclass options presented on dndbeyond, the following Ranger Archetypes are also available:
Corsair
In Eberron, not all ailors travel by sea. Whether aboard a Wind Whisperer pirate caravel, an elemental airship of House Lyrander, one of the many skycoaches of Sharn, or any other kind of vessel, corsairs are born to the freedom of travel rather than any particular piece of land. You are the daring merchant-prince or princess, the cunning freebooter, or bold explorer. As a traveler between the great ports, with no single home, you exist on the borders of society. When your luck or patience runs out in one settlement, you move on, seeking out new adventures.
- Source: Eberron Archetypes, page 34
Eldeen Hunter
Rangers of the Eldeen Reaches frequently work closely with the prominent druidic sects of the Towering Wood. Many such rangers convert fully to these sects' traditions and beliefs, or were taught their own skills and supernatural abilities by other rangers already belonging to these sects. As one of these Eldeen hunters, you learn specific techniques and gain abilities depending on your chosen druidic sect.
This archetype is a variant of the Hunter archetype found in the Player's Handbook, and shares many of the same features.
Restriction: You must abide by the teachings of one of the following druidic sects: Ashbound, Children of Winter, Gatekeepers, Greensingers, Wardens of the Wood. Your chosen sect determines several of your archetype features.
- Source: Korranberg Chronicle, page 82
Field Marshal
The Last War showed the value of designating military leadership to smaller unites on the battlefield, and rangers who could support their allies and provide clear focus and direction to individual troops became invaluable and sought after. Field Marshals lead by example, providing tactical guidance to position small hit and run ambushes and raids. During the Last War, Karrnath largely relied on Battle Master fighters to rally and focus entire lines of infantry, but many other nations made exceptional use of those skills by coupling the strengths of the two seasoned leaders. Most notably Breland, Cyre, and Valenar learned to use Field Marshals to relay the larger scale tactics of the Battle Masters to be carried out by smaller units, supporting each other in tandem and repelling superior numbers with the superior adaptability that individual units can execute with deadly efficiency.
- Source: Morgrave Miscellany, page 59
Justicar
Most rangers count great powers of observation and intuitive awareness among their capabilities, but you specialize in these skills above all others. You are a master of deductive reasoning and interrogation, accessing the background and hidden motivations of those you meet with little more than a glance. Just as a hunter in the wilderness reads the signs to track their prey, you discern clues in the world around you to solve intricate mysteries.
- Source: Eberron Archetypes, page 36
Urban Soul
Rangers with an urban soul are equally at ease in cities and towns as they are in the wilderness. They hone their keen senses and tracking skills to the nuances of urban life. They can read the flow of a crowd, find the best shortcuts, and corner their prey in the darkest of alleys.
- Source: Korranberg Chronicle, page 83