Ranger

The wilderness of Iroa is vast and largely untamed. Iroan society is for the most part defined not by "nations" but by the polis - a city-state and its surroundings, as well as the villages and other outlying areas that fall under its sway. Even the rare polis that has established a hegemony over a greater region and over lesser polities is still largely untamed land between the various cities of the hegemony, albeit that many roads and trails do of course exist where armies or merchants have managed to carve them out. Rangers are the elite woodsmen, sailors, mountaineers, and other such folk that can move comfortably across the vasts, guide civilized folk into the untamed wild and come out again on the other side, and hold their own in battle against the many threats that haunt the wilds.  

Errata

  TCoE lists the following changes to the Ranger. Pay close attention to them, because the Ranger is notoriously bad as published in the PHB (it is, so far, the only class WotC has actually apologized for). Taken together, these address many of the class's problems.   Deft Explorer is MANDATORY and is IN ADDITION TO Natural Explorer.   Natural Explorer CAN be retrained to a different favored terrain at a level where you get a feat (4th, 8th, 12th, 16th, 19th).   Favored Enemy CAN be retrained to a different favored enemy at a level where you get a feat (4th, 8th, 12th, 16th, 19th).   Additional Ranger Spells are allowed. Note that you do not automatically know these; they are simply added to the Ranger spell list.   Fighting Style Options are allowed. You also have access to the new fighting styles in the Fighter entry.   Spellcasting Focus is MANDATORY. All casters in Iroa must use a focus.   Primal Awareness is MANDATORY and REPLACES Primeval Awareness.   Martial Versatility just expands retraining options at level up, and is allowed.   Nature's Veil is MANDATORY and IN ADDITION TO Hide in Plain Sight.  

Ranger Changes

  Rangers are "half martials." They gain Martial Exploits and exploit dice like other martial classes, in addition to their existing class abilities and spells, but at a reduced rate compared to other martials. This is explained in the martial exploit section.   Rangers also get the following additional class features.  

Hunter's Quarry

At 1st level, you can cast the spell hunter's mark at will. This means that as a bonus action, you may designate a creature you can see or hear as your quarry. This designation lasts until the encounter ends, the quarry is defeated, or you designate a different target. Once per turn when you hit your quarry, you may add your exploit die to your damage against the quarry (without expending a die). If you make multiple attacks against your quarry, you can choose after all of them are rolled which one will receive the bonus damage.   Certain Martial Exploits are also more effective against your Quarry, or require the Quarry ability to even be used.  

Hide in Plain Sight

As printed, except it only takes 1 round to set up, not 1 minute. However, if you do spend 1 minute, you get advantage on your check.  

Extra Attack

Starting at 17th level, you may take three attacks with the Attack action, instead of only two.  

Subclasses

  All subclasses from the PHB, XGtE, and TCoE are allowed.   The Beast Master Conclave sees a significant change, again due to TCoE errata, which is addressed in its own article.   The Amazonian Conclave is also added as a subclass you can choose.

Articles under Ranger


Comments

Please Login in order to comment!