Ranger

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

Class Details

Class ID
RN
Starting Skills
3 + intelligence
Key Abilities
Dexterity, Wisdom
Tags
Martial

Proficiencies & Hit Die

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

Class Features

Level 1

Ranger Class Feat (RN1-CF)

Select a Ranger Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Mark Target (RG1-MT)

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.


Kind
Class Trait
Scope
Class Feature
Action
One Action
Usage
Active

Level 2

Level 3

Ranger Class Feat (RN3-CF)

You gain a Ranger Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 4

Ranger Class Feat (RN4-CF)

Select a Ranger Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 6

Level 7

Ranger Class Feat (RN7-CF)

Select a Ranger Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 8

Level 9

Ranger Class Feat (RN9-CF)

Select a Ranger Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 11

Ranger Class Feat (RN11-CF)

Select a Ranger Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 12

Level 13

Ranger Class Feat (RN13-CF)

Select a Ranger Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 14

Level 16

Ranger Class Feat (RN16-CF)

Select a Ranger Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 17

Ranger Class Feat (RN17-CF)

Select a Ranger Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 18

Level 20

Ranger Class Feat (RN20-CF)

Select a Ranger Class Feat

Kind
Class Feat
Scope
Class Feature
Usage
Active

Subclasses

Ranger Specalisation

Waywatcher

You are a guardian of strategically important routes or sacred sites. Ever vigilantly watching for enemies or introduces and ready to pounce

Level 2

Overwatch (RG2-WW)

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. 

Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 6

Waywatch (RG6-WY)

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. 

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Defensive Kite (RG8-WW)

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

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Sentinel of the Horizon (RG12-WW)

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.

Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Level 14

Waywatchers Trueshot (RG14-WW)

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


Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 18

Master Overwatch (RG18-WW)

You can attack targets in overwatch once without using a reaction, against a target with mark target, you ignore MAP, otherwise MAP is always halved.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Shadow Stalker

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.

Level 2

Shadowy Ambush (RG-2GS)

On the first turn you make an attack, you make two attack instead, with the first attack no counting towards MAP.

Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 6

Umbral Blend (RG6-SS)

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.


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Shadow Veil (RG8-SS)

When lightly obscured gain a +2 to defence, increasing to +4 when heavily obscured

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Death From the Shadows (RG12-SS)

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.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

Shadows Abound (RG18-SS)

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.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Hunter

Hunters rangers are experts in tracking and combat, they often track and hunt beast

Level 2

Big Game Hunter (RG2-GH)

Making attacks against large or bigger creatures under the mark target, your bonus damage from mark target, roll double the dice

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Foe Seeker (RG6-HT)

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.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Concentrated Defence (RG8-HT)

Against attacks from a creature that is actively mark targeted, you gain +2 on reflex saves and defence and +3 to armor.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Devestating Onslaught (RG12-HT)

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.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 14

Instinctual Hunter (RG14-HT)

You can use the mark target action as a free action.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

Foe Breaker (RG18-HT)

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,

Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Fey Wanderer

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.

Level 2

Edge of the Feywild (RG-2FW)

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

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Fey Step (RG6-FY)

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. 



  • Autumn Winds. Gain a +2 bonus to defence and reflex save until the end of your next turn when you use fey step.
  • Winter's Cloak. When you use your Fey Step, gain a bonus of +3 armor and +2 to fortitude saves until the end of your next turn
  • Spring Bond. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Summer's Fury. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Will save or be frightened until their turn ends.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 12

Trickster Double (RG12-FY)

You can spend an action so that the next time you are targeted by a attack each turn, roll a spellcasting check,(if you are a strider, roll 1D20 + your wisdom + half your level + 2). If your roll is higher than the attack, the attack misses.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 14

Beguilling Twist (RG14-FY)

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 

Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Level 18

Path of the Fey Anchor (RG18-FY)

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

Kind
Class Trait
Scope
Subclass Feature
Action
Three Actions
Usage
Active
Beast Master

Beast Masters have creatures they have bonded with and work together in perfect harmony

Level 2

Beastial Companion (RG-2BM)

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.

  • STR: 8

  • DEX: 16

  • CON: 10

  • INT: 2

  • WIS: 14

  • CHA: 6

  • Speed: 10 ft

  • Fly Speed: 60 ft

  • Base HP: 12

  • HP Formula: (4 + CON) × Ranger Level

Attack: Talon Slash

  • Type: Melee

  • Attack Bonus: DEX + Companion Proficiency Tier + ½ Ranger Level

  • Damage:

    • Lv 3: 1d6 + DEX (Slashing)

    • Lv 7: 1d8 + DEX

    • Lv 13: 2d6 + DEX

    • Lv 17: 2d8 + DEX

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

  • Fortitude: Constitution + Ranger level/3(round up)

  • Will: Wisdom + Ranger level/2(round up)

  • Reflex: Dexterity + Ranger level/2(round up)






Animal 2

A durable bruiser that can hold the line and soak up damage.

  • STR: 16

  • DEX: 10

  • CON: 16

  • INT: 2

  • WIS: 12

  • CHA: 6

  • Speed: 30 ft

  • Base HP: 18

  • HP Formula: (8 + CON) × Ranger Level

Attack: Mauling Bite

  • Type: Melee

  • Attack Bonus: STR + Companion Proficiency Tier + ½ Ranger Level

  • Damage:

    • Lv 3: 1d8 + STR (Piercing)

    • Lv 7: 2d6 + STR

    • Lv 13: 2d8 + STR

    • Lv 17: 3d6 + STR

Traits: Powerful, Knockback
 
Effect (on crit): Target must make Fortitude save vs Ranger Spell DC or be knocked prone


Saving Throws

  • Fortitude: Constitution + Ranger level/2(round up)

  • Will: Wisdom + Ranger level/3(round up)

  • Reflex: Dexterity + Ranger level/3(round up)



Animal 3:

A quick and vicious predator that excels at hit-and-run tactics.

  • STR: 14

  • DEX: 18

  • CON: 12

  • INT: 2

  • WIS: 14

  • CHA: 8

  • Speed: 50 ft

  • Base HP: 14

  • HP Formula:  (6 + CON) × Ranger Level


Attack: Fang Lunge

  • Type: Melee

  • Attack Bonus: DEX + Companion Proficiency Tier + ½ Ranger Level

  • Damage:

    • Lv 3: 1d6 + DEX (Piercing)

    • Lv 7: 1d8 + DEX

    • Lv 13: 2d6 + DEX

    • Lv 17: 2d8 + DEX

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

  • Fortitude: Constitution + Ranger level/2(round up)

  • Will: Wisdom + Ranger level/3(round up)

  • Reflex: Dexterity + Ranger level/2(round up)

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Hunt Together (RG6-BM)

Your companion gains the benefit of Mark Target as you would


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Beastial Improvement (RG8-BM)

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.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Superb Synergy (RG12-BM)

Whenever you attack a creature your beastial companion has attacked or vice versa,  that target is considered off guard.


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 14

Animal Improvement (RG14-BM)

You can increase two of your beastial companions DC, armor, weapon or any save by one tier up master

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

Exceptional Training (RG18-BM)

Your beastial companion gains another action


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive

Ranger Type

Strider

Striders are the master of the wilderness. Without any inherent magical skill, they have raw grit an

Level 2

Strider’s Martial Mastery (RG2-STR-MM)

You gain martial mastery.

Kind
Martial Mastery
Scope
Subclass Feature
Usage
Active
Martial Points
3 + ranger_level
Masteries Available
strength + dexterity + round down(ranger_level/2)

Strider Expert Weaponary (RG2-STRWS)

You gain expert proficiency in weapons

Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Active
Proficiency Set
weapon
Level 3

Trackless Journey (RN3-STR)

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.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Strider Master Weaponary (RG8-STRWM)

As a strider you gain master in weapons.

Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Active
Proficiency Set
weapon
Level 14

Umimpeded Journey (RG14STRUJ)

Difficult Terrain reduces your speed by 5ft instead of half.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Nature Bonded

You are a ranger bound to nature, giving you the ability to cast spells

Level 2

Nature Bonded Martial Mastery (RG2-NWMM)

You gain martial mastery

Kind
Martial Mastery
Scope
Subclass Feature
Usage
Active
Martial Points
round up(ranger_level/2) + round down(dexterity/2)
Masteries Available
round up(ranger_level/2) + 1

Nature Bonded Spellcasting (RG2-NWSPL)

You 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

Kind
Spell Slot Table
Scope
Subclass Feature
Usage
Active
Spell List
Primal
Cantrips / Level
round up((ranger_level - 2)/4) + 1
Spells Known
ranger_level + wisdom - 2
Spells Prepared
ranger_level + wisdom
Spell Slots Table
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

Feature / Skill Feat / Skill Point Summary by Level

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