Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Some have deep bond with nature and are able to harvest its power, others are expert survivors and in weapons
RN3 + intelligence
Baseline Weapon Proficiency:
Martial, Simple, Unarmed.
Baseline Armor Proficiency:
Light, Medium, Unarmored.
| Proficiency | Trained | Expert | Master | Legendary |
|---|---|---|---|---|
| Armor | — | L10 | L18 | — |
| Dodge | L1 | L6 | L13 | — |
| Fortitude Save | — | L1 | L11 | — |
| Initiative | — | L1 | L7 | L17 |
| Perception | — | L1 | L7 | L14 |
| Reflex Save | — | L1 | L7 | L15 |
| Spell/DC | L1 | L7 | L18 | — |
| Weapon | — | L5 | L13 | — |
| Will Save | L1 | L3 | L14 | — |
Hit Die: d10
Select a Ranger Class Feat
You can spend an action to mark a target you can see within 90ft.. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your target. You do additional 1D4 damage per attack against a creature with a marked target. Increasing to 1D6 at 4th level, 1D8 at 12th level.
You can have only one creature designated, lasting for 24 hours.
You gain a Ranger Class Feat
Select a Ranger Class Feat
Select a Ranger Class Feat
Select a Ranger Class Feat
Select a Ranger Class Feat
Select a Ranger Class Feat
Select a Ranger Class Feat
Select a Ranger Class Feat
Select a Ranger Class Feat
You are a guardian of strategically important routes or sacred sites. Ever vigilantly watching for enemies or introduces and ready to pounce
Select a 200ftx200ft square or 400x100ft line with you touching its edges as an action, this area becomes your overwatch zone. For the next minute as long as you are touching the edge or are within 10ft of the edge or are within 5ft of where you did overwatch. you are considered to have overwatch active. Redesignating overwatch within the same minute cost 3 actions.
In the overwatch zone, a creature that moves you can attack using your reaction. If you have mark target on the creature, you can do so halving your MAP.
You can spend thirty minutes or a short or long rest to obsereve the surroundings equal to 10 + twice your level in kilometer.You observe the movement patterns , detect any activities, movement and gain advantage and a +5 on perception checks made during this obsrvation.
Once per turn, When a target in overwatch moves, dashes towards you, you can pre-emptively move 15ft.,if you have made an attack using your overwatch attack and moved, you gain a +2 to defence
When a creature with mark target, or a large creature is within a 5 kilometer radius, you immediately know their direction and rough distance accurate by 10 degrees and 100 meters.
Once a short rest you can spend 1 action to do one of this for 1 action based on your Ranger Type
Nature Bonded: Trueshot Volley
Fire 3 arrows into your overwatch zone that you can assign targets individually. Each arrow auto hits and armor piercing value is equal to 25. If a target is hit by more than one arrow, the damage done in total to that target is reduced by half. These arrows automatically seek and can hit targets you cannot see or even know are there as long as you know they exist and that these targets are hostile.
Strider: Trueshot Focus
You fire an arrow with a +5 to hit. If you land a critical hit against a target you have mark target on, this ability can be used again
Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
On the first turn you make an attack, you make two attack instead, with the first attack no counting towards MAP.
You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
When lightly obscured gain a +2 to defence, increasing to +4 when heavily obscured
Attacking from stealth lowers the enemy you are targetting critical threshold by 2.
In addition attacking targets you have mark tatget with while lightly or heavily obscured grants you bonus extra 1D12 of your weapon’s damage on hit.
Nature Bonded: Shadow Weaver
You form an aura of mist around you, gaining a +2 defence vs melee attack and +5 vs ranged attacks when.
Strider: Shadow Flurry
When attacking an enemy and miss an attack on a mark target, once per turn, you can re-roll it immediately without MAP.
Hunters rangers are experts in tracking and combat, they often track and hunt beast
Making attacks against large or bigger creatures under the mark target, your bonus damage from mark target, roll double the dice
You gain 10ft of movement and +1 defence while moving towards your mark target. If you are pursuing a marked target, you ignore one tier of exhaustion.
Against attacks from a creature that is actively mark targeted, you gain +2 on reflex saves and defence and +3 to armor.
When you mark a target, for attacks in the next two turns against the creature you mark target, you can reduce MAP by one, gain a +4 to damage and +2 to attack rolls.
You can use the mark target action as a free action.
When you hit the target of your Mark target with an attack, you can choose to let your Mark target vanish after the attack for 2 actions. If you do, the attack deals an additional 3D10 + 10% of the target's max HP in your weapons damage,
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
Weapon attacks on-hit do bonus 1D4 psyhic damage against targets that have Mark Target, The first time you hit each turn, the target must make a will saving throw
CS/S; No Effect
F: Weakened(Body) 1 or Weakened(Mind) 1 , you choose
CF: Weakened(Body) 1 and Weakened(Mind) 1 and off guard
You can teleport up to thirty ft for one action up to your wisdom modifier per short rest. When you gain this feature, select one benefit.
You are immune to charm effects and have advantage on your will saves against mentalism spells. Each time you critically succeed a will save against a spell with the mentalism trait, you can spend a reaction to send the effect back against the target, using their spell DC against them
You choose three unoccupied 5-ft squares you can see within 100 feet. Each must be:
On solid, stable ground
Not inside a creature or hazard
Within line of sight when you place them
These become your Fey Anchors for the duration.
For the next minute, while you are conscious and able to act, you can teleport as a free action or reaction to be targetted between these Fey Anchors
Beast Masters have creatures they have bonded with and work together in perfect harmony
You gain a beastial companion. The creature has an action and a reaction, and you can spend an action to command it to do an action. It follow rules as if it is a player. It goes either before or after your turn
Choose from one of the following statlines. The animal can of your choosing and origin as long as they follow the statlines
Animal 1
A swift, vigilant aerial companion ideal for scouting and harassment.
Attack: Talon Slash
Traits: Agile, Finesse, Flyby (no attacks of opportunity when flying out of reach)
Effect (on crit): Target is Dazzled until end of next turn due to wing flurry
Saving Throws
Animal 2
A durable bruiser that can hold the line and soak up damage.
Attack: Mauling Bite
Traits: Powerful, Knockback
Effect (on crit): Target must make Fortitude save vs Ranger Spell DC or be knocked prone
Saving Throws
Animal 3:
A quick and vicious predator that excels at hit-and-run tactics.
Attack: Fang Lunge
Traits: Agile, Finesse, Pack Tactics (advantage if ally adjacent to target)
Effect (on hit): If target is off-guard, it takes +1d4 bleeding damage on next turn (once per round)
Saving Throws
Your companion gains the benefit of Mark Target as you would
Your beastial companion gains an ability score improvement and you can increase its defence, armor, weapon or any save by one tier up to master.
Whenever you attack a creature your beastial companion has attacked or vice versa, that target is considered off guard.
You can increase two of your beastial companions DC, armor, weapon or any save by one tier up master
Your beastial companion gains another action
Striders are the master of the wilderness. Without any inherent magical skill, they have raw grit an
You gain martial mastery.
3 + ranger_levelstrength + dexterity + round down(ranger_level/2)You gain expert proficiency in weapons
When you move through natural terrains, you are hard to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.
As a strider you gain master in weapons.
Difficult Terrain reduces your speed by 5ft instead of half.
You are a ranger bound to nature, giving you the ability to cast spells
You gain martial mastery
round up(ranger_level/2) + round down(dexterity/2)round up(ranger_level/2) + 1You are a ranger bound to nature, giving you the ability to cast spells. You can cast spells equal to the following. You select spells from the primal spell list.
You can only change your spells when you level up or in significant period of 7 days or more of downtime when close to nature. Changing up to 2 spells at a time
round up((ranger_level - 2)/4) + 1ranger_level + wisdom - 2ranger_level + wisdom| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 3 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| L10 | 4 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| L11 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| L12 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| L13 | 4 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
| L14 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| L15 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| L16 | 4 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| L17 | 4 | 4 | 3 | 3 | 3 | 0 | 0 | 0 | 0 | 0 |
| L18 | 4 | 4 | 3 | 3 | 3 | 0 | 0 | 0 | 0 | 0 |
| L19 | 4 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| L20 | 4 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| Level | Features | Skill Feats at this Level | Skill Points from this Class |
|---|---|---|---|
| L1 | RN1-CF–Ranger Class Feat, RG1-MT–Mark Target | — | 1 |
| L2 | Ranger Type, Ranger Specalisation | 1 | 1 |
| L3 | Ranger Type, RN3-CF–Ranger Class Feat | — | 1 |
| L4 | RN4-CF–Ranger Class Feat | — | 1 |
| L5 | — | 1 | 2 |
| L6 | Ranger Specalisation | — | 2 |
| L7 | RN7-CF–Ranger Class Feat | 1 | 2 |
| L8 | Ranger Type, Ranger Specalisation | — | 2 |
| L9 | RN9-CF–Ranger Class Feat | — | 2 |
| L10 | — | 1 | 3 |
| L11 | RN11-CF–Ranger Class Feat | — | 3 |
| L12 | Ranger Specalisation | 1 | 3 |
| L13 | RN13-CF–Ranger Class Feat | — | 3 |
| L14 | Ranger Type, Ranger Specalisation | — | 3 |
| L15 | — | 1 | 4 |
| L16 | RN16-CF–Ranger Class Feat | — | 4 |
| L17 | RN17-CF–Ranger Class Feat | — | 4 |
| L18 | Ranger Specalisation | 1 | 4 |
| L19 | — | — | 5 |
| L20 | RN20-CF–Ranger Class Feat | 1 | 5 |