Ranger

The ranger is a master of the outskirts, a wilderness expert, and a precise combatant. They use their wisdom and knowhow to their advantage, both on and off the battlefield.

Some rangers may be monster hunters, or watchers of the wilderness, ensuring the common folk don't have to worry about the beasts that threaten the outer regions of civilization. Some are grizzled warriors, specializing in using the terrain to their advantage. Supplemented by some specialized training in lesser magics, rangers are versatile and reliable.

Ranger Table

Level

Attribute Points (Total)

Skill Points (Total)

Saving Throw Points (Total)

Attunement Slots

Features

1

-

4 (4)

1

Ranger Archetype, Wilderward Magic, Ranger’s Mark

2

1 (1)

1 (5)

1

Wilderne Tactics, Survivalist

3

1 (2)

1 (6)

1 (1)

1

Fighting Style

4

1 (3)

1 (7)

2

Keystone Feature

5

1 (4)

1 (8)

2

Archetype Feature

6

2 (6)

2 (10)

1 (2)

2

Watcher’s Eye

7

2 (8)

2 (12)

2

Inveterate Wisdom, Camouflage

8

2 (10)

2 (14)

3

Keystone Feature

9

2 (12)

2 (16)

1 (3)

3

Archetype Feature

10

2 (14)

2 (18)

3

Wayfarer, Leave No Trace

11

2 (16)

2 (20)

3

Attack Efficiency

12

3 (19)

3 (23)

1 (4)

4

Keystone Feature

13

3 (22)

3 (26)

4

Archetype Feature

14

3 (25)

3 (29)

4

Fighting Style II

15

3 (28)

3 (32)

1 (5)

4

Wisened

16

3 (31)

3 (35)

5

Keystone Feature

17

3 (34)

3 (38)

5

Archetype Feature

18

4 (38)

4 (42)

1 (6)

5

19

4 (42)

4 (46)

5

Natural Acuity

20

4 (46)

4 (50)

6

Keystone Feature

21

4 (50)

4 (54)

1 (7)

7

Wilderne Mastery

Class Features

Starting Vitality

As a Ranger at level 1, you start with 20+1d12+CON Vitality.

See: Vitality

Language Proficiency

As a Ranger, you may learn a new language from the Languages list.

Starting Skills

As a Ranger, you start with 4 skill points.

Additionally, you have a +1 bonus to your Survival and Perception skills.

Weapon Proficiencies

All Melee and Ranged Weapons.

Armor Proficiencies

Light Armor, Medium Armor, and all Shields.

Starting Equipment & Gold

When creating your character, you may choose from the following equipment, as well as what is granted:

  • Any weapon you are proficient with worth no more than 80 gold, or 40 gold.

  • Any Armor you are proficient with worth no more than 70 gold, or 35 gold.

  • Any amount of weapons you are proficient with worth no more than 22 gold total, or 10 gold.

  • 2 full cases of an Ammunition type, or 1 gold.

  • A Shield, or 5 gold.

  • Choose between a canteen, or 2 Waterskins, or 1 gold.

  • A handaxe, or 1 gold.

  • A rucksack, or 2 gold.

  • A belt and 2 satchels, or 1 gold.

  • A bedroll, or 1 gold.

  • 7 days of rations, or 5 silver.

  • A loop of 50 feet of rope, or 1 silver.

  • A spellcasting catalyst worth no more than 20 gold, or 10 gold.

  • 140 gold.

  • 6d10 gold.

You can use any gold you have to purchase items and add them to your inventory before you finalize your character.

Ranger Archetype

As a Ranger, your archetype determines your style of fighting, your experiences, and what you are particularly skilled at. Many Rangers get situational bonuses, and powerful tools to take out dangerous targets, or deal with specific scenarios. As a result, most Rangers are strong innately, but are at their best when they have things under control, and they are in their element.

Below are a list of Ranger Archetypes, and what they gain at each Archetype Feature. You can have only one Ranger Archetype. You gain archetype features at level 1, 5, 9, 13, and 17.

Hunter

Hunters are slayer of beasts, watchers of the wilderness, and not one to overlook careful preparation. Hunters often lie in wait, finding the right moment to strike. They can pick out weaknesses and make each strike count a tally towards the ultimate demise of their prey.

Beastmaster

Beastmasters have tamed an animal companion, and fight alongside them. Their companion can either be a mountable creature or not.

Lord’s Ranger

Whether you are currently in service, or it was a part of your past, at some point you served a lord, and protected his wastes, fiefs and lands from danger. Poachers, beasts, monsters, or even the lord’s enemies fell by your hand. The people of the land rightfully view you as their protector, and a hero of the common folk. Your features are defensive, and grant you bonuses to relations with commoners and lords alike, albeit in differing ways.

Wilderward Magic

At level 1, you specialize in the clement magics of Cantrips, and gain additional Cantrip Slots equal to your Wisdom bonus, minimum 1.

Ranger’s Mark

At level 1, you learn an additional cantrip unique to the ranger, Ranger’s Mark.

Ranger’s Mark

Attunement Requirements:

Level 1 - Ranger, 1 Cantrip Attunement Slot

Casting Information:

Action Point Cost: 3 AP

Range/Area: A target that you can see

Components: None

Duration: Concentration, up to 24 hours.

Magic Attribute: Divine

Spell Description:

You can designate a target as your prey, making it easier to find their weak points, as well as making it easier for you to detect traces of the marked target.

You can Mark a target that you can see. A Marked target takes 1d6 additional damage from your attacks, and you have advantage on Perception and Survival skill checks made to find or track it. A Ranger’s Mark is invisible. The mark is magical, and can be detected through abilities like Sense Magic.

“The beast is marked. It shan't be missing for long.”

Wilderne Tactics

At level 2, you can use specialty tactics in combat, known as Wilderne Tactics.

You can use Wilderne Tactics an amount of times equal to your Wisdom bonus (minimum 1) per Rest.

Below is a list of Wilderne Tactics you know.

Wilderne Tactic

Description

Power Attack

When you attack, you can spend 2 additional AP to add an additional damage dice to all sources of damage on the attack.

Tactical Retreat

For 1 AP, you move up to 10 feet and Disengage.

Readied Attack

For 1 AP, you can prepare an attack. If you see a target move within your weapon range you can expend your Reaction to make a weapon attack against the target, and add an additional damage dice to the attack.

Crippling Attack

When you attack, you can spend 1 additional AP to halve the movement of the target until the end of it’s next turn, if the attack hits.

Deflect

As a reaction, you attempt to Parry a ranged attack made against you, and add 1d10 to your AC if you are equipped with a melee weapon or shield. Cannot be performed against guns. Cannot be performed against magic, unless your weapon or shield is magical.

Survivalist

At level 2, you are a skilled survivalist, and gain a number of benefits.

If you are traveling alone, you can move stealthily at a normal pace.

You have advantage on checks made to forage or search for food, water, or shelter in an area.

While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You have advantage on skill checks (usually Nature, Survival or Memory) to determine the characteristics of a creature, such as if it’s spines are poisonous, or if it is regularly aggressive.

Fighting Style

At level 3, you develop your skills into a fighting style. You choose a fighting style from the list below;

Defensive: You gain 1 AC.

Ranged: You gain a +1 bonus to Accuracy with ranged weapon attacks.

Dueling: When you make an attack with a one handed weapon while your other hand is empty, the attack deals 2 additional damage.

Refined: You add half of your Dexterity or Strength bonus, rounded up (Whichever Weapon Attribute isn’t used) to the damage of your attacks with Versatile weapons.

Forceful: Attacks with Bludgeoning weapons gain the "Staggering" damage modifier. See: Damage

Dual Wielding: Your Offhand Weapon gains its weapon attribute bonus as bonus damage, and at Level 11, your Dual Attack costs one less AP.

Gemini: Your Offhand Weapon may be any one handed weapon that is not Heavy.

Heavy: You reroll any 1 in the damage dice rolls of attacks made with Heavy weapons.

At level 14, you may choose an additional fighting style. You may not choose the same style twice.

Watcher’s Eye

At level 6, you gain a +3 bonus to your Passive Perception score, and you may use your Wisdom modifier for your Initiative rolls if you wish.

Inveterate Wisdom

At level 7, you have experience defending yourself from hostile magics.

You add 1/3rd (minimum 1, rounded down.) of your Wisdom bonus to all Magical (Arcane, Occult, Divine) saving throws.

Camouflage

At level 7, you can attempt to stay still in an attempt to hide or ambush a target.

When you attempt to hide, you can opt to not move. While you remain still, you gain a +10 bonus to Stealth skill checks. You lose this benefit if you move, or if any effect or action causes you to no longer be hidden.

Wayfarer

At level 10, you are not affected by non-magical difficult terrain.

Additionally, when you use the Dash action for the first time on your turn, you can move 15 feet instead of 5.

Leave no Trace

At level 10, you do not leave tracks unless you choose to, and you can deliberately cover your party’s tracks. Covering your Party’s tracks causes anyone following your Party’s tracks to make a Survival check at Disadvantage to determine if they tracked you correctly, as you can create a diversion, send them off course, or any other kind of diversion you may think of.

Attack Efficiency

At level 11, your Attack action costs 1 less action point.

Wisened

At level 15, when you make a Wisdom check, a Wisdom save, or use a Wisdom Skill you are proficient in, if you make a d20 roll of 9 or lower, you may treat it as a 10.

Natural Acuity

At 19th level, your senses have been honed beyond normal capability, and you can sense minor changes in the environment with ease.

Creatures that move, while hiding or not, within earshot of you alert you. You can choose to make a Perception check to determine the general area they are hiding in. This applies to invisible creatures as well. You cannot fully see an Invisible creature, but any time they move you are alerted to their location. You can make attacks against creatures you are alerted to in this way without Disadvantage from being unable to see them.

You must not be Blinded or Deafened to use this feature.

Wilderne Mastery

At level 21, you add your Wisdom bonus to your accuracy, and gain your Wisdom bonus as additional damage on attacks you make against targets that you can see.