Ranger in Cynkard | World Anvil
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Ranger

Restricted races: Felis

You and your fellow Rangers are the inheritors of ancient scholarship, students of forgotten skills and lore passed on from teacher to student over the generations, preserving the legacy through times when the light of civilization wavered and dimmed. The Rangers retreated to the wilderness and the outlands long ago; they seldom visit the decadent, glittering cities, for these are places that have turned aside from much of the lore the Rangers protect. As a Ranger, you are well-versed in the subtle skills of the wilderness, and you are a dangerous opponent in battle. Moreover, when you reach higher level, your studies and understanding of ancient lore will have developed to the point where you can actually cast spells. You are a guardian of civilization and a protector of the weak, normally hunting the creatures of chaos in the wild places where they lurk. You take the battle directly to the enemy, in its very lair.

Animal Empathy

You may attempt to alter the reaction of wild and domesticated beasts, in the same manner that others may influence the initial reactions of more intelligent creatures through parleying (see Social Interaction in chapter 8). In addition, you gain advantage on all Animal Handling checks regardless of whether you are proficient in the skill or not.
In addition, you are able to attract animal companions through use of the Animal Friendship spell (page 103) with CR ratings equal to your ranger level divided by 4 (CR ¼ at ranger level 1, CR ½ at ranger level 2, CR 1 at ranger level 4, CR 2 at ranger level 8, CR 3 at ranger level 12, CR 4 at ranger level 16, and CR 5 at ranger level 20)

Favored Enemy

At the start of play, you choose any one of the following groups as your Favored Enemy:
1. Humans 11. Lycanthropes
2. Reptonians 12. Ogres
3. Felis 13. Orcs
4. Volken 14. Treants
5. Mamoona 15. Undead
6. Drakons 16. Trolls
7. Squatters 17. Giant Beasts
8. Darktouched 18. Elementals
9. Gnolls 19. Oozes
10. Worgen 20. Stalkers
  Rangers possess an extraordinary ability to combat their most common foes. When fighting these foes, you gain a +2 bonus to your damage rolls. This damage bonus increases by 1 at ranger levels 5, 10, 15, and 20.
You also gain the language of your Favored Enemy as a bonus Language skill. You make all Survival checks made to track your Favored Enemy with advantage.
You gain an additional Favored Enemy at levels 7 and 14.

Ranger Spells

The table below shows the number of spells you may prepare and cast after a long rest. You prepare divine spells much as a druid does.
Level 0 1st 2nd 3rd 4th
1 2 1
2 3 1
3 3 2
4 3 2
5 3 2
6 3 3
7 3 3 1
8 4 3 1
9 4 3 1
10 4 3 2
11 4 3 2
12 4 3 2
13 4 3 2 1
14 4 3 2 1
15 4 3 2 2
16 4 3 2 2
17 4 4 2 2
18 4 4 3 2
19 4 4 3 2 1
20 4 4 3 2 1
The spells available are listed on the druid spell list. Your caster level is equal to your ranger level divided by 3 (rounded down, to a minimum of 1).
Wisdom is your spellcasting ability for casting ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellc asting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 10 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Cantrips: Rangers know all of the 0-level spells, also known as cantrips, listed for their class but can only prepare a limited number of them, after a long rest, as noted on the table above. These spells are treated like any other spell, but are not expended when cast and may be used again.

Alert

Always on the lookout for danger, you gain the following benefits at 2nd level. You make all initiative rolls with advantage and can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Pathfinder

Starting at 3rd level, you may move at your normal speed when making Dexterity (Stealth) checks to move silently or Wisdom (Survival) checks to track.

Extra Attack

You gain the ability to make more than one attack when you take an Attack action. At level 5 you may make 1 extra attack per round. At levels 10 you may make two extra attacks per round.
Level Extra attacks per Round
5-9 1 per round
10-20 2 per round

Woodland Stride

At 7 th level you gain the ability to move through natural thorns, briars, overgrown areas, and similarly difficult terrain at normal speed and without suffering damage or other impairment. When doing so, you leave no trail in the natural surroundings and cannot be tracked (as the Pass without Trace spell). Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect you.
Credit: Marianna Kladi
Ability Requirements: Strength 13 or Dexterity 13, Wisdom 13, and Constitution 13
Hit Die Type: d10
Alignment: Any neutral or good: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, or neutral evil
Weapon Proficiencies: Any
Armor Proficiencies: Light and medium armors, and shield
Skill Proficiencies: Nature, Stealth, and Survival plus any 2 of the following: Animal Handling, Athletics, Craft (any), Insight, Medicine, Perception, Profession (any), or Religion
Level Proficiency Bonus Class Features
1 +2 Animal Empathy, Favored Enemy (+2), Ranger Spells
2 +2 Alert
3 +2 Pathfinder
4 +2
5 +3 Extra Attack (1), Favored Enemy (+3)
6 +3
7 +3 2nd Favored Enemy, Woodland Stride
8 +3
9 +4
10 +4 Extra Attack (2), Favored Enemy (+4)
11 +4
12 +4
13 +5
14 +5 3rd Favored Enemy
15 +5 Favored Enemy (+5)
16 +5
17 +6
18 +6
19 +6
20 +6 Favored Enemy (+6)

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