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
Humanoids
Fey
Outsiders
Undead
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
Tracking Companion
Beast of the Land
Call Animal Companion
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 14+Mastery. On a failed save, they take 2d8+Mastery Piercing damage and are knocked prone. On a successful save, deal half damage.
Adept
Primal Bond
Companion Ability: Coordinated Assault
Using this ability when you have not landed a Charge Attack AND the target is not affected by one or more of the below statuses is a strikable offence.
Prone
Entangled
Paralyzed
Sleep
Dazed
Grappled
Bleeding
Slowed
Expert
Companion Ability: Protector's Bite
This ability can be used twice per rest.
Master
Bestial Fury
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
Bonded 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
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
Mighty Swarm
On a successful save, the target takes half damage. Usable twice per long rest.
Expert
Swarming Dispersal
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
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
Rituals
Novice
Eyes in the Dark
Dread Ambusher
You also gain the use of Sneak Attack.
Following a successful weapon attack, as a free action you deal an extra 3d4 true damage to the target when another ally is within 1 tile of it or when they are affected by the below statuses. Sneak attack may be initiated any time during your turn so long as the above conditions are met before using the Sneak Attack ability. This may be done once per round.
- Prone
- Entangled
- Paralyzed
- Sleep
- Dazed
- Grappled
- Bleeding
- Slowed
Shadow Step
The location must be shadowed and 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.
After using this ability, you may sneak attack any target you have successfully hit for the remainder of your turn.
Adept
Stalker's Sight
Umbral Gaze
Umbral Gaze - Ranged: Select 1 target with 10 tiles with the Cloaked effect and make a ranged weapon attack against them. If successful, you deal regular weapon damage to the target and may subsequently Sneak Attack them. The Cloaked effect is not removed on the target.
These abilities do not ignore physical barriers to line of sight. They can be used a number of times equal to your Mastery per rest and share charges. This ability can be rerolled using Stalker's Flurry.
Expert
Stalker's Flurry
Master
One with the Shadows
Hunter Conclave
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.Perks
Spell List
Novice
Specialized Tactics
The Best Defense
Adept
Defensive Tactics
Hunter's Prey
As a Reaction, after hitting a target with a weapon attack, deal an additional 1d6+Mastery True damage to them. This ability can be used a number of times equal to 2+ your Mastery level and shares charges with other Hunter's Prey abilities. Only one Hunter's Prey ability can be used per round.
Hunter's Prey: Giant Killer
As a Reaction, when a target within 5 tiles makes a weapon or unarmed attack against you, you may retaliate with a weapon attack regardless of whether they hit or miss. This ability can be used a number of times equal to your Mastery level and shares charges with other Hunter's Prey abilities. Only one Hunter's Prey ability can be used per round.
Hunter's Prey: Horde Breaker
As a Bonus Action, after hitting a target with a weapon attack, select up to 2 targets within 3 tiles and make a weapon attack against them. This ability can be used a number of times equal to your Mastery level and shares charges with other Hunter's Prey abilities. Only one Hunter's Prey ability can be used per round.
Expert
Stalker's Flurry
Action and Bonus Action: Select up to 3 targets with 10 tiles and make a weapon attack against them. This ability requires a ranged weapon to be equipped in your main hand and can be used once per long rest, sharing charges with Mulitattack: Whirlwind.
Multiattack: Whirlwind
Action and Bonus Action: Select up to 4 targets within 2 tiles and make a weapon attack against them. This ability requires a melee weapon to be equipped in your main hand and can be used once per long rest, sharing charges with Mulitattack: Volley.
Master
Master of the Hunt
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
Rituals
Novice
Planar Tracking
Planar Knowledge
Planar Warrior
This may be used a number of times equal to Mastery per short rest.
Adept
Protection from Evil & Good
Ethereal Step
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
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
Combative Perks
Novice
Favored Enemy
- Outsiders
- Planetouched
- Fey
- Humanoids
- Monsters
- Undead
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.
Spellbound:Gain +3 spell points and +1 WIS saving throw. (Available only to Paladins, Rangers, Eldritch Knights, Arcane Archers, Arcane Tricksters)
Spell Casting
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
Off-Hand Attack
Off-Hand Shot
Adept
Spell Points I
Additional Hit
Expertise
Traveled Adventurer
Extra Attack
Expert
Spell Points II
Expert Tracker
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
Deft Explorer
You can use this ability once every short rest.
Master

