Rangers

Rangers are the wanderers of Solasta's wilderness, trained survivalists, fierce in battle, and stealthy hunters. Excellent trackers and archers, they also have some spellcasting ability.

## Class Starting Equipment

* Scale Mail OR Leather
* Shortsword ×2 OR two simple weapons (Club, Dagger, Handaxe, Javelin, Mace, Quarterstaff)
* Longbow and Arrow ×20 OR Shortbow and Arrow ×20
* Dungeoneer's Pack OR Explorer’s Pack

## Class Features

**Saving Throw Proficiencies ➜** Strength, Dexterity

**Ranger Armor Proficiencies ➜** Light Armor, Medium Armor, Shield

**Smithing ➜** You are trained to craft basic ammunition with smith's tools: arrows and bolts.

**Ranger Weapon Proficiencies ➜** Simple Weapons, Martial Weapons

**Ranger Skills ➜** Choose 3 of these skills: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Survival, Stealth

**Favored Enemy ➜** Gain advantage on ability checks towards this creature type, and additional damage against it equal to your knowledge level. Creature types to chose from:

* Aberration
* Beast
* Celestial
* Construct
* Dragon
* Elemental
* Fey
* Fiend
* Giant
* Monstrosity
* Ooze
* Plant
* Undead

**Natural Explorer ➜** You are adept at living and traveling in a certain type of terrain. Terrain types to chose from:

* Forest
* Mountain
* Swamp
* Grassland
* Desert
* Arctic
* Coast

## Higher Level Features

**Level 2**

* **Fighting Style ➜** Choose a fighting style as a specialty:
	+ **Archery:** You gain a +2 bonus to attack rolls with ranged weapons.
	+ **Defense:** While you are wearing armor, you gain a +1 bonus to AC.
	+ **Dueling:** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
	+ **Two Weapon Fighting:** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
* **Ranger Spellcasting ➜** Can cast spells from the Ranger Spells list.

**Level 3**

* **Primeval Awareness** ➜ Detects the presence of certain creature types in the location.
* **Ranger Archetypes** ➜ Select a Ranger Archetype that will guide you in your travels.

**Level 4**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 5**

* **Extra Attack** ➜ You can attack one more time, per combat turn, when you use the attack or shove actions.

**Level 6**

* **Favored Enemy** ➜ Choose one additional favored enemy and gain advantage on ability checks towards this creature type, and additional damage against it equal to your knowledge level.
* **Natural Explorer** ➜ You are adept at living and traveling in a certain type of terrain.

**Level 8**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 10**

* **Natural Explorer** ➜ You are adept at living and traveling in a certain type of terrain.
* **Hide in Plain Sight** ➜ You can spend 1 minute creating camouflage for yourself. Once camouflaged, you gain +10 DEX (Stealth) while you are standing against a wall. You have to restart the camouflage every time you rest or move to another location.

**Level 12**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 14**

* **Favored Enemy** ➜ Choose one additional favored enemy and gain advantage on ability checks towards this creature type, and additional damage against it equal to your knowledge level.
* Vanish ➜ You can use the Hide action as a bonus action on your turn.

**Level 16**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

## Ranger Archetypes

These Ranger subclasses are granted at level 3.

### Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face.

**Level 3**

* **Hunter's Prey** ➜ Choose one of the following hunting specialties:
	+ **Colossus Slayer:** Your tenacity can wear down the most potent of foes, When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum, You can deal this extra damage only once per turn.
	+ **Giant Killer:** When a large or larger creature within one cell of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
	+ **Horde Breaker:** Once in each of your turns when you down an opponent, you can make another attack with the same weapon against a different creature.

**Level 7**

* **Defensive Tactics** ➜ Choose one of the following options:
	+ **Escape the Horde:** Opportunity attacks against you are made with disadvantage.
	+ **Multiattack Defense:** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
	+ **Steel Will:** Advantage on saving throws against being frightened.

**Level 11**

* **Multiattack ➜** Select one of the multiattack options:
	+ **Volley:** You can use your action to make a ranged attack against any number of creatures within 2 cells of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
	+ **Whirlwind Attack:** You can use your action to make a melee attack against any number of creatures within 1 cell of you, with a separate attack roll for each.

**Level 15**

* **Superior Hunter's Defense ➜** Select one of the defensive options:
	+ **Stand Against the Tide:** When an enemy misses you with a melee attack, you can use your reaction to force that enemy to attack another creature of your choice.
	+ **Evasion:** When you are subjected to an area of effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
	+ **Uncanny Dodge:** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage.

### Marksman

Marksmen are experts with a bow, inheriting techniques developed by the elite high elven troops of the Manacalon Empire. They are among the deadliest ranged combatants on Solasta.

**Level 3**

* **Additional Proficiencies** ➜ Herbalism Kit or Poisoner's Kit.
* **Reaction Shot** ➜ When a visible opponent 2 cells or more from you attacks you with a ranged weapon or a spell, you can use your reaction to take a shot after the triggering attack.

**Level 7**

* **Step Back** ➜ When you are within melee range of an enemy creature, you can use your bonus action to move one cell without provoking opportunity attacks, and gain advantage on your next attack with a ranged weapon this turn.
* **Recycler** ➜ You can craft arrows every time you take a short or Long Rest.

**Level 11**

* **Fast Aim ➜** If you are using a ranged weapon against an enemy, your bonus action can be used to make an additional ranged attack on the same target.

**Level 15**

* **Extra Attack ➜** You can attack three times whenever you take the Attack action on your turn.

### Shadow Tamer

Shadow Tamers are used to wandering the desolate lands beyond the Marches. They know the lore and languages of darkness, and the hazards and customs of those dreadful caves inhabited by monsters.

**Level 3**

* **Tunnel Wisdom** ➜ When in dim light or darkness, you gain advantage on Dexterity saving throws.
* **Dark Slayer** ➜ When attacking a creature with superior darkvision with a weapon, you add your proficiency bonus to your damage.

**Level 7**

* **Rope Grapple** ➜ Target a creature and attempt to pull it if it fails a STR contest.
* **Know the Darkness** ➜ While in dim or no light, you have advantage on Stealth, Perception, Investigation checks, and gain tremorsense.

**Level 11**

* **Swift Retaliation ➜** Whenever an opponent attacks you from a nearby cell, you are granted an immediate melee attack against that opponent.

**Level 15**

* **At Home in the Dark ➜** In dim light or darkness, you are proficient with all saving throws. If you are already proficient, you gain +1 on your saving throw for that ability check.

### Swift Blade (Lost Valley DLC)

Swift Blades are fast, silent and deadly. Originally trained to take down Manacalon arcanists in a matter of seconds and vanish, they often worked together with Green Mages with great success.

**Level 3**

* **Quick Steps ➜** Your speed is increased by 2 cells. Additionally, opportunity attacks against you are made with disadvantage when you Dash.
* **Blade Dance** **➜** While dual wielding melee weapons, you gain +2 AC.

**Level 7**

* **Battle Focus ➜** As a free action, you can enter a heightened state of battle focus. All your melee weapon attacks deal an additional 2d8 weapon damage of the weapon's damage type until the start of your next turn. You need to take a Long Rest to recover all uses of this power. Note: Can be used a number of times equal to your proficiency modifier

**Level 11**

* **Extra Attack (2) ➜** When you take the Attack or Shove action, you can attack an additional time. Can be activated once per combat turn.
	+ Works with ranged weapons.

**Level 15**

* **Uncatchable ➜** Whenever you take damage, you can use your reaction to become invisible until you attack, cast a spell, or the end of your next turn (whichever comes first). You can use this feature a number of time equal to your proficiency bonus and regain all uses when you finish a long rest.

## Ranger Spells

### Spell List

Ranger spell list enumerates all the spells the character can cast. Whether they have it memorized or just want to cast it from a scroll, the spell needs to be on their spell list.

**Spell Level 1**

* Animal Friendship
* Cure Wounds
* Detect Magic
* Fog Cloud
* Goodberry
* Hunter's Mark
* Jump
* Longstrider

**Spell Level 2**

* Barkskin
* Darkvision
* Find Traps
* Lesser Restoration
* Pass Without Trace
* Protection from Poison
* Silence
* Spike Growth (Primal Calling DLC)

**Spell Level 3**

* Conjure Animal
* Daylight
* Protection from Energy
* Wind Wall

**Spell Level 4**

* Freedom of Movement
* Stoneskin

### Spell Slots per Spell Level

The table below shows how many spell slots per Spell Level you can cast at each Ranger level. To cast a spell, you must use a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.