Ranger

Description

  Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. Warriors of the Wilderness, rangers specialize in hunting the Monsters that threaten the edges of civilization—humanoid raiders, rampaging Beasts and Monstrosities, terrible Giants, and deadly Dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding⁠ themselves in brush and rubble.  
  • Every creature has a starting amount of Spell Points (SP) equal to 4.
  • Each attribute point spent during character creation towards a caster's Spellcasting Attribute increases their Spell Points (SP) by another 4.
  • Choose from 4 subclasses as well as optional starting features.
  • A ranger can use natural spells similar to a Druid, and they respect the land they traverse, recognizing it to be just as deadly as it is beautiful.
  • Most rangers are calm, stoic, or cold in demeanor from their experiences, finding that wild emotions can get you killed. This does not mean they can’t be kind or cruel underneath.
  • Rangers prefer to be independent adventurers, but it is not uncommon to find them with others in cities or roaming parties in the wilderness.
 

Subclasses

 
 

Favored Enemy Categories





 

Beast Master

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.   A hybrid martial-focused pet class utilizing our “Summons” system. This pet will not need to be crafted. This Ranger will be flavored to be a martial hybrid, encouraging mid to melee-range play. The animal companion will level up with the ranger, gaining experience as they do.   Animal Companion:
A single animal follower will be chosen by the player at whitelist to be their animal companion. This could be changed at another point if they wish to swap their animal, but they may only have one at any time.  

Perks

  Novice
Beast of the Land
Gain a devoted animal companion to be not only your pet, but your partner in battle. Also gain +2 to Animal Handling and +1 to Riding.
Call Animal Companion
As an Action, you call your animal companion to aid you in battle. Gain +4 temporary HP and granting access to the Charge Attack ability. This can be used during the pre-buff round of combat.   Charge Attack: As a Bonus Action, select 1 target within 5 tiles. Your companion charges forward to attack your opponent. Force them to make STR saving throw against a DC 10+Mastery. On a failed save, they take 2d8+Mastery Piercing damage and are knocked prone.
 
  Adept
Primal Bond
While you have your animal companion summoned, you gain +1 DT and +1 to Constitution Saves. Your temporary HP is also increased to a total of +6.
Companion Ability: Coordinated Assault
You and your companion fight together as a cohesive team. After your companion lands a Charge Attack or your target becomes Entangled, you may use your Reaction to make an additional attack in tandem against the target at 3d4 True damage.   This ability can be used a number of times equal to your Mastery per short rest.
  Expert
Companion Ability: Protector's Bite
Your animal companion is fiercely protective. Immediately upon being hit by an enemy, your animal companion will retaliate against them, spending your Reaction and dealing 1d8+Mastery True damage. On a failed CON save, the target is also bleeding for 2 turns. This can be used outside of your turn.   This ability can be used twice per short rest.
  Master
Bestial Fury
Your animal companion has grown with you in strength. While called, your temporary HP is increased to a total of +8, you gain an additional +1 DT and +1 to attack. You also gain one additional charge of Protector’s Bite and your Charge attack DC increases to 11+Mastery.


 

Swarmkeeper

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.   The swarm is typically comprised of insects, but may also be flavoured as birds, rodents, or other small, swarming creatures.  

Perks

 
Spell List
Novice
Infestation

Adept

Expert
Blight

Master
Insect Plague

Fluff
Mage Hand
  Novice
Bonded Swarm
A swarm of insects has bonded itself to you and can assist you in battle. You gain poison resistance and your weapon attacks deal 2 extra piercing damage from the swarm.   Additionally your swarm may act in the same manner as a Mage Hand within a range of 6 tiles of you.
Gather the Swarm
Using an Action, you call your swarm to your defense. Gain +5 temporary hit points, +1 AC, and immunity to Poison. Your swarm remains active for the duration of combat.   Swarm Retaliation
Your swarm lashes out at your attacker. When hit by an enemy’s ranged or melee weapon, use a reaction and force them to make a CON saving throw against your spell DC. On a failed save, the target takes 1d4+Mastery piercing damage and gains the Poisoned status for 3 rounds. Usable number of times per long rest equal to your mastery level.
  Adept
Writhing Tide
You can condense part of your swarm into a focused mass that helps you move unhindered. Your movement speed increases by 1 tile and you gain +1 DT.
Mighty Swarm
The strength of your swarm grows. As a bonus action, select a target within 12 tiles to roll a DEX saving throw against your Spell DC. On a failed save, the target takes 1d8+Mastery poison damage and is slowed by the webs of your insects.   On a successful save, the target takes half damage. Usable twice per long rest.
  Expert
Swarming Dispersal
Your body disperses and becomes the swarm itself and may rapidly transport to a nearby location.   As an Action you may teleport to a point within 4 tiles of you. All targets within 2 tiles of the destination of your teleport must make a DEX saving throw versus your Spellcasting DC. On a failed save, targets take 1d8+Spellcasting Modifier of each poison and true damage and are knocked prone by the mass of insects. This does not trigger an attack of opportunity, and may be used twice every short rest.   On a successful save, the target takes half damage. This ability does not trigger Mage Slayer.
  Master
Master the Swarm
Gather the Swarm now gives you a total of +10 temporary HP and +3 extra piercing damage. Swarming Dispersal can now be used twice per short rest.


 

Gloomstalker

Gloom Stalkers thrive in the shadowy realms, be it deep underground, dim alleyways, primeval forests, or any location where darkness prevails. Their primary goal is to ambush potential threats before they pose a danger to the wider world. While commonly found in the Underdark, these rangers are willing to venture wherever evil hides in the shadows.  

Perks

 
Spell List
Adept
Fear

Expert
Eyebite

Master
Rituals
Novice
Disguise Self

Master
Seeming
  Novice
Dread Ambusher
You gain a +3 bonus to initiative. You also gain an extra +1 tile of movement at the starting turn of any combat until the end of your first turn.
Shadow Step
By melting into the darkness, you can immediately move from any shadowed area to another within 3 tiles of yourself. Teleporting in this manner takes a bonus action and may be done a number of times per long rest equal to your Mastery level.   There must be a visible shadow for this ability to be used. This can also include shadows cast by larger creatures, objects, or buildings.   The location the caster is moving to must be in direct line of sight without the aid of devices or spells, and this ability can be used to travel through any Conan windows or passages. This spell does not trigger Mage Slayer.
  Adept
Stalker's Sight
Gain Darkvision if you do not already have it. Also gain +2 to perception.
Sneak Attack
When you attack a target when another ally is within 1 tile of it or when they are affected by the below statuses, you deal an extra 3d4 true damage to the target. This may be done once per round.  
  • Prone
  • Entangled
  • Paralyzed
  • Sleep
  • Dazed
  • Exhausted
  • Grappled
  • Bleed
  • Slowed
  Expert
Stalker's Fury
You learn to attack with such unexpected speed that you can turn a miss into another strike. You can attempt another attack (ranged or melee) as a free action if you miss your main action attack. This can be done twice per short rest.
  Master
One with the Shadows
Gloomstalker gains +2 to stealth, +1 to hit, and Stalker’s Fury gains two additional charges.


 

Horizon Walker

Horizon Walkers are tasked with safeguarding the realm from dangers emerging from alternate planes or intending to unleash otherworldly magic upon The Mortal Realm. They actively locate planar portals and vigilantly monitor them, embarking on journeys to the Inner Planes and Outer Planes when necessary to confront their adversaries. These adept rangers establish alliances with various entities across the multiverse, prioritizing connections with benevolent Dragons, fey, and elementals, all of whom are dedicated to preserving life and maintaining order across The Planes.  

Perks

 
Spell List
Novice
Misty Step

Adept
Banishment

Expert
Hold Creature

Master
Rituals
Expert
Magic Circle

Master
Teleport
  Novice
Planar Knowledge
Gain +1 to Wisdom and +2 to Knowledge: Arcane
Planar Warrior
You learn to draw on the energy of the multiverse to augment your attacks. You may spend a Reaction to convert all your damage from martial weapons into Force damage for the rest of your turn and the creature takes an extra +3 bonus force damage.   This may be used twice per short rest.
  Adept
Protection from Evil & Good
Your divine energy protects you from that which would corrupt. Gain Necrotic and Radiant resistance.
Ethereal Step
You can briefly flicker between the Material and the Near Ethereal plane allowing you to pass through creatures and solid objects and ignore difficult terrain for 1 hour. You additionally gain +1 AC while this is active. This may only be used once per short rest.   Passing through some objects, such as walls, still require appropriate adhereance to infiltration rules or DM oversight. This does not make the player untargetable, invisible or impervious to damage.
  Expert
Distant Strike
As a free action before or after making a primary action weapon attack, you may teleport up to 2 tiles to any unoccupied space that you can see. After resolving the teleport, you MUST make either a ranged or melee weapon attack. This ability is usable the number of times equal to your mastery.   You may use this ability to teleport within melee range of a target creature so long as they are within 2 tiles of you and you intend to make a melee weapon attack after resolving the teleport.   The location the caster is moving to must be in direct line of sight without the aid of devices or spells, and this spell cannot be used to travel through any Conan walls or passages that a normal 200cm character could not fit through.
  Master
Spectral Defense
When Distant Strike is activated, you become resistant to physical damage types and gain +1 AC until their next turn.


Combative Perks

  Novice
Favored Enemy
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose one type of Favored Enemy:
  • Outsiders
  • Planetouched
  • Fey
  • Humanoids
  • Monsters
  • Undead
Attacks made against your favored enemy type deal +2 true damage.
Fighting Style
You are able to select from the list of available fighting styles. You cannot choose the same fighting style twice if your class, race, or a feat gives you an additional fighting style.   Defense: AC +1   Archery: +2 Physical Accuracy when wielding a ranged weapon   Dueling: +2 Physical Damage when wielding a single, 1-handed, melee weapon. Versatile weapons count as 1-handed weapons no matter their wielded configuration.   Great Weapon Fighting: +2 Physical Damage when wielding a 2H melee weapon.   Two Weapon Fighting: Attacks made with off-hand weapons now add the appropriate (Strength or Dexterity) attribute bonuses to damage rolls made with that weapon.
Spell Casting
Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will.   Rangers use Wisdom for their Spellcasting Modifier.   Spells
You have access to a list of spells which you can cast.   Spellcasting Ability
Wisdom is your Spellcasting ability for your Ranger Spells, since your magic draws upon your devotion and Attunement to Nature.   Spell save DC = 10 + your Wisdom modifier
Hit Dice
You gain +8 HP when you first become a Ranger. On each new mastery level, you gain an additional +8 to your Hit Points.
  Adept
Spell Points I
+3 Spell Points
Additional Hit
Gain +1 to your chance to hit with martial weapons.
Expertise
You gain a benefit to skills you already know. You gain a +2 to any two skills you have points in. The same skill may not be selected more than once.
Traveled Adventurer
Rangers may learn one additional language.
Extra Attack
You may make an additional weapon attack by spending a Bonus Action.
  Expert
Spell Points II
+3 Spell Points
Expert Tracker
You are more proficient at tracking and guiding others through natural environments than most.   Gain a +1 survival and +2 Nature knowledge. When you fail a Tracking roll, you may re-roll it once every 20 hours.
Additional Hit II
Gain +1 to your chance to hit with martial weapons.
Deft Explorer
As an Action, you can grant yourself a number of temporary Hit Points equal to 4 + your Wisdom modifier, and +1 to your DEX saving throws.   You can use this ability once every short rest.
  Master
Spell Points III
+3 Spell Points
Foe Slayer
You can add your Wisdom modifier to the damage of the attacks you make against your Favored Enemy.

Non-Combative Perks


Armor Proficiency
You can use any light armor, medium armor, and shields. Rangers don’t wear heavy armor.
Speak with Animals
Novice level Rangers are able to use their connection with nature to speak with animals. The knowledge and awareness of many beasts is limited by their intelligence and any information gained is simply flavor.
Speak with Plants
As an Expert level Ranger, you imbue a plant you can see with limited sentience, giving them the ability to communicate with you. Any information gained is simply flavor.

Spell List


Novice
Adept
Expert
Master
Fluff
Rituals