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Ranger Class

Skilled trackers, stealthy wanderers, and peerless warriors who call the wilds their home.   Weapons: Dagger, longbow, longsword, shortbow, shortsword, spear, staff   Armor: Leather armor, chainmail    Hit Points: 1d8 per level   Wayfinder. You have advantage on checks associated with: • Navigation • Tracking • Bushcraft • Stealth • Wild animals   Herbalism. Make an INT check to prepare an herbal remedy you choose. If you fail, you can't make that remedy again until you successfully rest. Unused remedies expire in 3 rounds.  
HERBAL REMEDY
DCEffect
11 Salve. Heals 1 HP
12 Stimulant. You can't be surprised for 10 rounds
13 Foebane. You get ADV on attacks and damage against one creature type you choose for 1d6 rounds
14 Restorative. Ends one poison or disease
15 Curative. Equivalent to a Potion of Healing
RANGER TALENTS
2d6Effect
2 You deal d12 damage with one weapon type you choose
3-6 +1 to melee or ranged attacks and damage
7-9 +2 to Strength, Dexterity, or Intelligence stat
10-11 You gain ADV on Herbalism checks for a remedy you choose
12 Choose a talent or +2 points to distribute to stats
  RANGER TITLES
LevelLawfulChaoticNeutral
1-2 Wanderer Hood Stranger
3-4 Strider Outlaw Wayfarer
5-6 Warden Fugitive Outlander
7-8 Guardian Exile Recluse
9-10 Sentinel Pariah Hermit

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Comments

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Jan 23, 2024 20:18

I love what you have here! When I tried to print or save as a PDF the "HERBAL REMEDY" column of the DC is too small so it shows 1 and 1 and not 11. Otherwise it is pretty awesome and I'm using this in Shadowdark