Ranger in Geshkara | World Anvil

Ranger

A frontier explorer who lives on their own wits and experiences.   You must have an Agility score of 7 to multiclass into this class.  
Level Proficiency Bonus Perk Tier Other Features № of Attacks
1st +2 1 Roguish Discipline, Field Expert 1
2nd +2 1 - 1
3rd +2 1 Ability Score Improvement 1
4th +3 2 Expertise 2
5th +3 2 Ranger Feature 2
6th +3 2 - 2
7th +3 3 Ability Score Improvement 2
8th +4 3 Expertise 2
9th +4 Ultra - 2
10th +4 - Infiltrator Feature 2
 

Class Features

Hit Points

Hit Dice: 1d8 per ranger level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier
 

Proficiencies

Armour: light, medium
Weapons: simple weapons, martial weapons
Skills: Dexterity, Survival, and choose one of Athletics, Dexterity, Investigation, Medicine, Stealth
Other: one additional language of your choice  

Fighting Style

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.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons (except shields and fencing daggers), 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 off-hand weapon attack.
 

Expertise

At first level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with theives' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At fourth and again at eighth level, you can choose one more of your proficiencies, either a skill or with thieves' tools, to gain this benefit.  

Ranger Feature

Blank  

Perk List

Perk Name Tier Description
Roguish Discipline 0 As a rogue, you gain the following traits:
  • You gain proficiency in Dexterity.
  • You know an additional language.
Field Expert 0 Gain the following traits:
  • You are proficient in light and medium armour and simple and martial weapons.
  • You gain proficiency in Survival and one of Athletics, Dexterity, Investigation, Medicine, and Stealth.
  • Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Perk Name Tier Description
Animal Companion 1 Gain the following trait:
  • You have a small jade fetish carved into the shape of one of the following animals. As an action, you can use the fetish to summon or unsummon the creature depicted on the fetish. The animal can act on its own, or you can use a bonus action to command it. If the animal is killed, it can be resummoned after a rest.
    • Dog: walk speed 25, attack 1d6 piercing, grapples opponents
    • Eagle: fly speed 40, attack 1d4 slashing, scouts ahead
    • Snake: walk speed 20, attack 1d4 piercing/1d6 poison, finds secrets... sometimes
Awareness 1 Gain the following traits:
  • You gain +5 to Initiative rolls.
  • You gain +3 to hit against any creatures that have not yet taken a turn in combat, and deal an additional 1d6 damage of the attack's type of you hit. This damage increases to 2d6 at 5th level and 3d6 at 8th level.
Bushcraft 1 Gain the following benefits:
  • You gain +4 to Survival checks for tracking Beasts or Humanoids, and can recognise what made tracks you come across.
  • When resting in the wilderness, each member of your party gains an extra rest die.
Curving Shot 1 Gain the following trait:
  • When you make an attack roll with a ranged attack and miss, you can use a reaction to reroll the attack roll against a different target within a 60 foot cone (up to the range of the weapon) behind the original target.
Enhanced Reflexes 1 You're quick on your feet and quick with your hands. Gain the following benefits:
  • As a reaction, when you are targeted by an attack, you can impose a −2 to hit (if the attack requires an attack roll), or gain a +2 to your saving throw (if the attack requires you make an Agility save).
  • If you are wielding a Light weapon in your main hand, you may make an attack with it using a bonus action.
  • You may access an item secured to your backpack, or in a pouch secured to your backpack as a free action.
Rune Magic 1 Not everyone needs to study arcane secrets to learn a little bit of magic. Gain the following traits:
  • You gain the ability to carry a few spells. You can cast a number of (level 1) spells equal to your Willpower modifier (minimum of 1) before needing to rest. All spell uses are regained upon completing a rest. Your spell DC is equal to 8 + your proficiency modifier + your Willpower modifier.
  • You gain the ability to cast the following spells:
    • Absorb Elements, Detect Magic, Alarm, Catapult, Faerie Fire, Feather Fall, and Sleep.
  • Each effect is caused by a rune, which must be a physical thing: they can be carved into pieces of wood or leather, written in a book, tatooed on your person, etc., but you must have access to the rune to cast the spell.
Slippery 1 You're difficult to pin down in a fight. Gain the following benefits:
  • You gain +3 to Initiative rolls.
  • You can dodge as a bonus action.
  • Climbing no longer costs you extra movement.
  • When you make a running jump, the distance you cover is determined by your Agility score.
Perk Name Tier Description
Perk Name Tier Description

Comments

Please Login in order to comment!