Ranger Profession in Londolon | World Anvil

Ranger

Rangers, the most skilled scouts and wilderness explorers in Londolon, have formed a brotherhood of loyal membership and secret rituals.  

Ranger

overview
The Brotherhood of Rangers is a collective of wilderness scouts that protect travelers and do work for hire across Londolon.
linked to base class Warrior
ability requirements Str 13, Dex 13, Con 13, Wis 13
spellcasting
Half Spellcaster Progression, Spiritual Magic caster, starting at 5th level
Domain Access: Animals Domain, Plants Domain, Salvation Domain, Weather Domain.
Spellcasting Ability: Wisdom
Spell Save DC: 8 + Wis mod + Proficiency bonus
Spell Points: Half-speed Base SP + Wis mod / level   Learning Spells At 5th level, you can take the Domain Meditation, Level 1 training regimen to learn priestly spellcasting in one domain at a time: Animals, Plants, Salvation, and Weather. After mastering each one, domain spells of ranks that you can cast are revealed to you by the cosmos. As long as you have access to that domain, you can learn to cast any of those spells by taking the Learn Priest Spell training.   Casting Spells To cast a spell, you must first have learned to cast it as explained above. When you cast it, you expend spell points equal to the rank of the spell you are casting, and perform the ritual necessary to complete the spell. Upon completion of the ritual, you must succeed on a spellcasting check unless you have mastered the Reverential Meditation training regimen.
Experience PointsLevelProficiency BonusClass Milestones
01+1Base Class Adoption, Skill Proficiencies
3002+1Training Regimen 1
9003+2Ranger’s Lodge Initiation Oath, Training Regimen 2
2,7004+2Focus Adoption, Training Regimen 3
6,5005+3Class Ability 1, Spellcasting
14,0006+3Focus ability 1
23,0007+3Ability score improvement 1
34,0008+3Veteran Woodsman
48,0009+4Focus ability 2
64,00010+4Ability score improvement 2
85,00011+4Class Ability 2, Elusive Presence
100,00012+4Focus ability 3
120,00013+5Ability score improvement 3
140,00014+5Solitary Warden
165,00015+5Focus ability 4
195,00016+5Class ability 3, Ability score improvement 4
225,00017+6Primal Intuition
265,00018+6Focus ability 5
305,00019+6Ability score improvement 5
355,00020+6Slayer

Tradition Features

 

Ranger’s Lodge Initiation Oath

overview
You pledge to help humanoids in need when encountered in the wilderness.   You gain proficiency and expertise in Survival. If you are already proficient in Survival, you gain an additional proficiency slot.   You gain another additional proficiency slot, which you can spend on existing options plus new options Nature, Medicine, Stealth, Perception, Insight and Investigation. You also gain proficiency with the Herbalism kit, the Hunter's Kit, Leatherworker's tools, and Woodcarver's tools.
linked to class / tradition / focus Ranger
level unlocked 3
 

Veteran Woodsman

overview
Your speed increases by 5 feet.   You can hold one additional Talent Die while in the wilderness. You lose this die from your pool of Talent Dice whenever you return to civilization.   You ignore the effects of nonmagical difficult terrain, as well as dangerous and damaging terrain created by nonmagical plants, such as high, narrow tree branches, thorns, spines, or brambles.   As a bonus action, you can analyze a humanoid, beast, or monstrosity. For the next minute, you score a critical hit against that creature on an attack roll of 19 or 20 and can add a Talent Die to your Spell Save DC when you cast a spell targeting that creature as a single target. When you cast Hunter's Mark targeting a creature or use your bonus action to move your Hunter's Mark to a creature, you can activate this ability as part of that bonus action targeting the same creature. You can use this ability to target only one creature at a time.   You can craft items outside of a crafting space without disadvantage.   You can make training mastery rolls outside of a practice yard or other specified training space without disadvantage.
linked to class / tradition / focus Ranger
level unlocked 8
 

Elusive Presence

overview
You gain proficiency and expertise in Stealth. If you are already proficient in Stealth, you gain an additional proficiency slot.   You can take the Disengage and Hide actions as bonus actions on your turn. You can take the use an object action as a bonus action if the target is an item that you crafted.   You cannot be tracked by nonmagical means unless you choose to leave a trail, and you can use Stealth while traveling at normal speed in wilderness.   When you camouflage, you can make it mobile. When you do, you can keep it active even when you move up to half your speed and take an action, a bonus action or a reaction. If you use more than one of your actions or move more than half your speed in a single round, the camouflage is ruined.
linked to class / tradition / focus Ranger
level unlocked 11
 

Solitary Warden

overview
When you use your bonus action to analyze a humanoid, beast, or monstrosity (see Veteran Woodsman), you score a critical hit on an attack roll of 18, 19, or 20, and on a successful critical hit if your target fails their Constitution saving throw, in addition to receiving an injury they are Stunned for one round.   You have Advantage on attack rolls targeting creatures that are standing in difficult terrain.   Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
linked to class / tradition / focus Ranger
level unlocked 14
 

Primal Intuition

overview
You gain proficiency and expertise with Wisdom saving throws.   You can add your Wisdom modifier to your AC.
linked to class / tradition / focus Ranger
level unlocked 17
 

Slayer

overview
You can add your Wisdom modifier to your attack‌ and damage‌ rolls.   When you score a critical hit, you immediately regain all spent Talent Dice.
linked to class / tradition / focus Ranger
level unlocked 20

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