Ranger

## **Overview**

Masters of the environment, Rangers are those in tune with the world around them. Similar to Druids in some respects, with a love of the natural world and an understanding of its workings, they are less focused on an understanding of the mystical principles upon which it functions than the practical application of such knowledge and skills to their needs.  They are obviously found more often outside of the civilised countries, their methods falling into disfavour with the rise of those dedicated to the New Gods & have much more in common with the Old. Still, they are in all ways practical individuals, unrestricted in their choice of worship or lifestyle for the most part.

Rangers are skilled combatants with either bow or blade, but tend to focus on one of these to the exclusion of others. They are invaluable support, guardians & guides to any travelling group and often possess specialised knowledge about their chosen areas & those that dwell within that is now unknown to or forgotten by many.

Most are individuals making their own way in the world, whether due to a calling that requires them to seek out particular foes, a wanderlust or curiosity. Only the dedicated and sword defenders of Brae known as The Dolmen are resticted in their movement, and even then that is by choice & not all Ranger followers of the Goddess take this path.

## **Class Features**

* **Hit Dice:** 1d10 per Ranger level.
* **Hit Points at 1st Level:** 10 + Constitution modifier.
* **Hit Points at Higher Levels:** 1d10 (or 6) + Constitution modifier per Ranger level.

## **Proficiencies**

* **Armor:** Light & Medium Armour, Shields.
* **Weapon:** Simple & Martial weapons.
* **Tools:** None.
* **Saving Throws:** Strength & Dexterity.
* **Skills:** Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth &/or Survival.

## **Equipment**

**You may start with 5d4 x 10 gp OR...**

* (a) Scalemail or (b) Leather Armour.
* (a) 2 Shortswords or (b) 2 Simple melee weapons.
* (a) a Dungeoneer's Pack or (b) Explorer's Pack.
* A Longbow & Quiver of 20 arrows.

## **Favoured Enemy**

**Choose a type of favored enemy from the following:** Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Monstrosities, Oozes, Plants, or Undead.

You have advantage on Wisdom (Survival) checks to track your Favored Enemies, as well as Intelligence checks to recall information about them. When you gain this feature you also learn one Language of your choice that is spoken by them, if they speak one at all.

You choose one additional Favored Enemy, as well as an associated Language, at 6th & 14th level. As you gain levels your choices should reflect the types of monsters you have encountered on your adventures.

## **Natural Explorer**

**You are an unsurpassed explorer & survivor! Choose one of the following benefits when you gain this feature & then another at 6th, then 10th level.**

### Canny

Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. Gain Proficiency in that Skill if you don’t already have it & add double your Proficiency Bonus to checks using thats kill. In addition, thanks to your extensive wandering, you are able to speak, read & write 2 Languages of your choice.

### Roving

Your walking Speed increases by 5' & you gain a Climbing & Swimming Speed equal to your Walking Speed if either are lower.

### Tireless

Whenever you finish a Short or Long Rest your Exhaustion Level, if any, is decreased by 1.

## **Fighting Style**

**At 2nd level, you adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.**

* **Archery:** Gain +2 to Attack rolls you make with ranged weapons.
* **Blind Fighting:**Being unable to see doesn’t impose Disadvantage on your Attack rolls against a creature if it isn’t Hidden from you.
* **Close Quarters Shooter:** When making a ranged Attack while you are within 5 feet of a hostile creature you do not have Disadvantage on the Attack roll. Your ranged Attacks ignore Half & Three-Quarters Cover against targets within 30 feet of you. Finally, you have a +1 bonus to Attack rolls on ranged attacks.
* **Defense:** While you are wearing armour, you gain a +1 bonus to AC.
* **Druidic Warrior:**You learn 2 cantrips of your choice from the Druid Spell List. They count as Ranger spells for you & Wisdom is your spellcasting ability for them. Whenever you gain a Ranger Level, you may replace 1 with another from the Druid Spell List.
* **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.
* **Interception:** When a creature you can see hits a target that is within 5 feet of you with an Attack, you can use your Reaction to reduce the damage the target takes by 1d10 + your Proficiency Bonus (to a minimum of 0 damage). You must be using a Shield or a weapon to use this Reaction.
* **Mariner:** As long as you are not wearing Heavy Armour or using a Shield, you have a Swimming & Climbing Speed equal to your normal speed & you gain a +1 bonus to AC.
* **Thrown Weapon Fighting:** You can draw a weapon that has the Thrown property as part of the Attack you make with that weapon. In addition, when you hit with a ranged Attack using a Thrown weapon, you gain a +1 bonus to the damage roll.
* **Two-Weapon Fighting:** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
* **Tunnel Fighter:** As a Bonus Action, you can enter a defensive stance that lasts until the start of your next Turn. While in your defensive stance, you can make opportunity attacks without using your Reaction & you can use your Reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
* **Unarmed Fighting:** Your Unarmed Strikes can deal damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a Grapple, you can deal an extra 1d4 Bludgeoning damage to the target. Until the Grapple ends, you can also deal this damage whenever you hit the creature with a melee Attack.

## **Spellcasting**

**By the time you reach 2nd level, you have learned to cast spells.**

The Ranger table shows how many spell slots you have to cast your Ranger spells. To cast one of your Ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest.

You initially know 2 1st level spells of your choice from the Ranger Spell List. The Spells Known column of the Ranger table shows when you learn more Ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn 1 new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose 1 of the Ranger spells you know & replace it with another spell from the Ranger Spell List, which also must be of a level for which you have spell slots. You may also replace 1 spell you learned from this feature with another from the Ranger Spell List after a Long Rest, though it must be of the same spell level.

Wisdom is your spellcasting ability for your Ranger spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the Saving Throw DC for a Ranger spell you cast & when making an Attack roll with one.

**Spell save DC** = 8 + your Proficiency bonus + your Wisdom modifier

**Spell attack modifier** = your Proficiency Bonus + your Wisdom modifier

***You can use a Druidic Focus as a spellcasting focus for your Ranger spells.***

## **Ranger Archetype**

**At 3rd level, you choose an archetype to strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.**

* Beast Master: Masters of beasts with unique spiritual bonds to their companions.
* Dolmen: Dolorous, dedicated defenders of Brae & the Druidic Circle of the Soul.
* Farstrider: Guardians of this world against that which lies beyond...
* Gloom Stalker: Delvers in the deep, experts in the ways of the Underdark or urban.
* Hunter: Specialised slayers of their chosen quarry.
* Monster Slayer: Dedicated foes of that which violates nature's laws.

## **Primeval Awareness**

Beginning at 3rd level, You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of Ranger spells you know.

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a Long Rest.

## **Ability Score Improvement**

When you reach various levels you can increase 1 ability score of your choice by 2, increase 2 ability scores of your choice by 1 or you can pick 1 Feat. You can't increase an ability score above 20 using this feature.

Whenever you gain this feature, you can also replace one of your Skill Proficiencies from any class with another offered by the Ranger class at 1st level. This change represents one of your Skills atrophying as you focus on others.

## **Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## **Land's Stride**

Starting at 8th level you ignore non-magical Difficult Terrain & can also pass through non-magical plants without being slowed by them or taking damage if they have thorns, spines, or a similar hazards. In addition you have Advantage on Saving Throws against plants that are magically created or manipulated to impede movement.

## **Hide in Plain Sight**

Starting at 10th level you can use a Bonus Action to become Invisible until the start of your next Turn along with any equipment you are wearing or carrying. Once you use this feature you can’t use it again until you finish a Short or Long rest.

## **Foe Slayer**

At 13th level you may add your Wisdom modifier to Attack roll & Damage rolls against a Favoured Enemy.

## **Vanish**

Starting at 14th level you can use the Hide action as a Bonus Action on your turn. Also, you can't be tracked by non-magical means unless you choose to leave a trail.

## **Feral Senses**

At 18th level when you attack a creature you can't see, your inability to see it doesn't impose Disadvantage on your Attack rolls against it.

You are also aware of the location of any Invisible creature within 30 feet of you, provided that the creature isn't Hidden from you and you aren't Blinded or Deafened.

## **Foe Slayer Improvement**

At 20th level you have Advantage on any roll to hit a Favoured Enemy.

## Beast Master

### Ranger's Companion

Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, damage rolls, saving throws and skills it is proficient in. Choose 2 skills to gain proficiency in when the companiont is first gained. Its HP maximum equals its normal maximum or 4x your ranger level, whichever is higher.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your companion gains the benefits of your Favored Enemy feature and possesses the same amount of Ability Score Improvements that you do, spent as you wish.

While traveling with only the companion, you can move stealthily at a normal pace. Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

### Coordinated Attack

Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

### Beast’s Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.

### Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

### Superior Beast’s Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to gain resistance to that attack.

## Dolmen

***Restriction: Dedicated & devout follower of Brae.***

The legendary Dolmen are guardians of the ancient places, whether secret gates through which the Fey entered this world, fallen shrines to Forth or long-forgotten mystical caverns leading to the realms of the Old Gods. They are respected by all who follow the Old Ways & often receive children from the faithful to be raised in their Order. These young initiates are often sent out into the world to find the place they are destined to defend, trusting in the gentle hand of Brae to guide them through the wind at their back to where they are needed.

### Guardian Magic

You learn additional spells when you reach certain levels in this class. The spell counts as a Ranger spell for you & doesn't count against the number of Ranger spells you know.

### Guardian Soul

Starting at 3rd level, as a Bonus Action, you may assume a plant-like guardian form (the exact details are up to you) which lasts for 1 minute, until you end it as a Bonus Action or are Incapacitated. You undergo the following changes whilst in your guardian form:

* Your size becomes Large, unless you were larger.
* Any Speed you have becomes 5 feet, unless your Speed was lower.
* Your Reach increases by 5 feet.
* You heal hit points at the start of each of your Turns equal to half your Ranger level.

### Piercing Thorns

At 3rd level, once during each of your Turns, you can deal an additional 1D6 Piercing damage to one creature you hit with a weapon Attack.

### Ancient Fortitude

At 7th level, your hit point maximum & current hit points increase by 2 per Ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.

### Rooted Defense

At 11th level, while you are in your guardian form, the ground within 30 feet of you is Difficult Terrain for your enemies.

### Guardian Aura

Starting at 15th level, when any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your Ranger level. This aura has no effect on a creature that has half or more of its hit points & no effect on undead or constructs.

## Farstrider

### Farstrider Magic

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

### Detect Portal

At 3rd level, as an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can’t use it again until you finish a short or long rest.

### Planar Warrior

At 3rd level, as a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

### Ethereal Step

At 7th level, as a bonus action, you can cast Etherealness with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

### Distant Strike

At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

### Spectral Defense

At 15th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.

## Gloom Stalker

### Gloom Stalker Magic

You learn an additional spell when you reach certain levels in this Class. The spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know.

### Dread Ambusher

At 3rd level, gain a bonus to your Initiative rolls equal to your Wisdom modifier.

At the start of your first Turn of each combat, your Walking Speed increases by 10 feet, which lasts until the end of that Turn. If you take the Attack action on that Turn, you can make 1 additional weapon Attack as part of that Action. If that Attack hits, the target takes an extra 1D8 damage of the weapon's damage type.

### Umbral Sight

At 3rd level, Gain Darkvision (60') if you did not already possess it, or add 30' to its range if you did.

You are also adept at evading creatures that rely on Darkvision. Whilst in darkness, you are Invisible to any creature that relies on Darkvision to see you in that darkness.

### Iron Mind

By 7th level, you gain Proficiency in Wisdom Saving Throws. If you already have it, you may gain Proficiency in Intelligence or Charisma Saving Throws (your choice).

### Stalker's Flurry

At 11th level, once on each of your Turns when you miss with a weapon Attack, you can make another weapon Attack as part of the same Action.

### Shadowy Dodge

Starting at 15th level, whenever a creature makes an Attack roll against you & doesn't have Advantage on the roll, you can use your Reaction to impose Disadvantage on it. You must use this Feature before you know the outcome of the Attack roll.

## Hunter

### Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

* **Colossus Slayer:** 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 5 feet 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 on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

### Defensive Tactics

At 7th level, you gain one of the following features of your choice.

* **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:** You have advantage on saving throws against being frightened.

### Multi-attack

At 11th level, you gain one of the following features of your choice.

* **Volley:** You can use your action to make a ranged attack against any number of creatures within 10 feet 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 5 feet of you. Use a separate attack roll for each target.

### Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

* **Evasion:** When you are subjected to an 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.
* **Stand Against the Tide:** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
* **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 against you.

## Monster Slayer

### Monster Slayer Magic

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

### Hunter's Sense

At 3rd level, as an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

### Slayer's Prey

Starting at 3rd level, as a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

### Supernatural Defense

At 7th level, whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.

### Magic-User's Nemesis

At 11th level, when you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can't use it again until you finish a short or long rest.

### Slayer's Counter

At 15th level, if the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

## **Ranger Spell List**

These are the general spells available to Rangers.

### **1st Level**

• Absorb Elements
• Alarm
• Animal Friendship
• Beast Bond
• Cure Wounds
• Detect Magic
• Detect Poison and Disease
• Ensnaring Strike
• Entangle
• Fog Cloud
• Goodberry
• Hail of Thorns
• Hunter's Mark
• Jump
• Longstrider
• Searing Smite
• Snare
• Speak with Animals
• Sudden Awakening
• Wild Cunning
• Zephyr Strike

### **2nd Level**

• Aid
• Animal Messenger
• Barkskin
• Beast Sense
• Cordon of Arrows
• Darkvision
• Enhance Ability
• Find Traps
• Gust of Wind
• Lesser Restoration
• Locate Animals or Plants
• Locate Object
• Magic Weapon
• Pass Without Trace
• Protection from Poison
• Silence
• Spike Growth
• Warding Bond

### **3rd Level**

• Blinding Smite
• Conjure Animals
• Conjure Barrage
• Daylight
• Flame Arrows
• Lightning Arrow
• Meld into Stone
• Nondetection
• Plant Growth
• Protection from Energy
• Revivify
• Speak with Plants
• Tongues
• Water Breathing
• Water Walk
• Wind Wall

### **4th Level**

• Conjure Woodland Beings
• Death Ward
• Dominate Beast
• Freedom of Movement
• Grasping Vine
• Guardian of Nature
• Locate Creature
• Stoneskin

### **5th Level**

• Awaken
• Commune with Nature
• Conjure Volley
• Greater Restoration
• Swift Quiver
• Tree Stride