Ranger in Galir | World Anvil
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Ranger

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. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.   Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a bandit gang attacks, a ranger might be the first, and possibly the last, line of defense.   This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.  

Hit Points

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

Proficiencies

Armor: Light armor, Medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalist’s Kit
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival  

Equipment

  • (a) scale mail or (b) leather armor
  • (a) a martial melee weapon or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and quiver of 20 arrows
 

Class Features

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting and even talking to a certain type of enemy commonly encountered in the wilds.   Choose a type of favored enemy: beasts, humanoids, monstrosities, or undead. You have advantage on Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
  • If you choose humanoids as your favored enemy, you must specify a species of humanoid (such as dwarves or gnomes) as favored enemies.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it.  

Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
  • You gain proficiency in the Survival skill if you don’t already have it. If you were already proficient, your proficiency bonus is doubled for any ability check you make that uses this proficiency.
  • You ignore non-magical difficult terrain.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
  • Difficult terrain doesn’t slow your group’s travel.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
  • Archery: You gain a +2 bonus to attack rolls you make 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 make an off-hand attack as part of the Attack action rather than using a bonus action. Additionally, only the off-hand weapon must have the light property.
  • Versatile: When you are wielding a versatile weapon and no other weapons, you gain a +1 bonus to damage rolls with that weapon, and a +1 bonus to AC when wielding it two-handed. Additionally, when you attack with a Versatile weapon, you can use your bonus action to Grapple or Shove the target.

Ranger’s Mark

At 2nd level, you learn to focus on a single target, and mark it as your quarry.   As a bonus action, you choose a creature you can see within a 90 ft. range and mark it for an amount of hours equal to your Wisdom modifier (minimum of 1). You deal an extra 1d4 damage to a marked creature whenever you hit it with a weapon attack, and you have advantage on any Perception or Survival checks made to track it.   You can use this feature twice, and you regain all expended uses when you finish a short or long rest.   Your Ranger's Mark damage die increases when you reach 5th level (d6), 11th level (d8), and 17th level (d10).  

Natural Healer

At 2nd level, you can create special herbal poultices that have healing power comparable to some potions.   Once per day, you can spend 1 hour gathering herbs and preparing treated bandages to create 2 poultices. The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
  • You must have access to naturally occurring materials to make poultices
If you spend 1 minute applying one of your poultices to a wounded humanoid creature, expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).  

Ranger Archetype

At 3rd level, you choose an archetype that you strive to embody: the Beast Master, the Gloom Stalker, the Hunter, or the Monster Slayer, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.   Beast Master
Gloom Stalker
Hunter
Monster Slayer
Warden  

Primal Instincts

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.   You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by any magic of any sort, its short-term needs such as food or safety, and actions you can take (if any) to persuade it to not attack.   You cannot use this ability against a creature that you have attacked within the past hour.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can’t increase an ability score above 20 using this feature.   Alternatively, you can choose to gain a single feat of your choice.  

Fleet of Foot

Beginning at 5th level, you can use the Dash action as a bonus action on your turn.  

Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game.   Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fey, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language.   Additionally you have advantage on saving throws against spells and abilities used by any favored enemy.  

Herbal Adept

Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage.   Secondly, in addition to restoring hit points, you can use one of your poultices to end either one disease or one of the blinded, deafened, paralyzed, or poisoned conditions.  

Nature's Veil

Starting at 10th level you can add your Wisdom modifier to Stealth checks made in natural terrain. Also, you can’t be tracked by non-magical means, unless you choose to leave a trail.   Additionally, you can use the Hide action as a bonus action on your turn.  

Relentless

Starting at 13th level, when you roll initiative and have no uses of Ranger’s Mark remaining, you regain 1 use.   Additionally, when you slay the target of your Ranger's Mark, you can immediately mark a new creature without expending an additional use.  

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see.   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

At 20th level, you become an unparalleled hunter.   Once on each of your turns you can add your Wisdom modifier to the attack roll or damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.  

Ranger Class Table

Level Proficiency Bonus Features Ranger's Mark
1st +2 Favored Enemy, Natural Explorer -
2nd +2 Fighting Style, Natural Healer, Ranger's Mark d4
3rd +2 Ranger Archetype, Primal Instincts d4
4th +2 Ability Score Improvement d4
5th +3 Ranger Archetype Feature, Fleet of Foot d6
6th +3 Greater Favored Enemy d6
7th +3 Ranger Archetype Feature d6
8th +3 Ability Score Improvement d6
9th +4 Herbal Adept d6
10th +4 Nature's Veil d6
11th +4 Ranger Archetype Feature d8
12th +4 Ability Score Improvement d8
13th +5 Relentless d8
14th +5 Ability Score Improvement d8
15th +5 Ranger Archetype Feature d8
16th +5 Ability Score Improvement d8
17th +6 - d10
18th +6 Feral Senses d10
19th +6 Ability Score Improvement d10
20th +6 Foe Slayer d10

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