Ranger in The World Within Walls | World Anvil
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Ranger

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.   After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.   Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.   Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.  

Deadly Hunters

  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.   Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.  

Independent Adventurers

  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 band of orcs 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.  

Creating a Ranger

  As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.   What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?  

Quick Build

  You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.

Ranger Table


LevelProficiency BonusSpells Known1st2nd3rd4th5thFeatures
1st+2------Favored Enemy, Natural Explorer
2nd+222----Fighting Style, Spellcasting
3rd+233----Ranger Archetype, Primeval Awareness
4th+233----Ability Score Improvement
5th+3442---Extra Attack
6th+3442---Favored Enemy and Natural Explorer improvements
7th+3543---Ranger Archetype feature
8th+3543---Ability Score Improvement, Land's Stride
9th+46432---
10th+46432--Natural Explorer Improvement, Hide in Plain Sight
11th+47433--Ranger Archetype feature
12th+47433--Ability Score Improvement
13th+584331--
14th+584331-Favored Enemy improvement, Vanish
15th+594332-Ranger Archetype feature
16th+594332-Ability Score Improvement
17th+61043331-
18th+61043331Feral Senses
19th+61143332Ability Score Improvement
20th+61143332Foe Slayer

Ranger


Hit Points

Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Dex
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Class Features

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.   You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.   When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.   You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.  

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.   While traveling for an hour or more in your favored terrain, you gain the following benefits:   • Difficult terrain doesn't slow your group's travel.   • Your group can't become lost except by magical means.   • 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.   • When you forage, you find twice as much food as you normally would.   • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.   You choose additional favored terrain types at 6th and 10th level.  

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 add your ability modifier to the damage of the second attack.  

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.  

Primeval Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.  

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 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.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.  

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.  

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.  

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 of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.


Starting Equipment

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


Spellcasting

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.  

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier


Subclass Options


Ranger Archetypes

   

Acidist

Acidists are known for their specialization in corrosive chemicals. An Acidist can choose to specialize with in acids for any number of reasons. Perhapse the ranger has a specific interest in taking down opponents that could easily be taken down with these infamous corrosive chemicals such as heavily armored knights or massive constructs made entirely of metal and inorganic materials. Perhapse the Acidist is a black dragonborn who wishes to honor his black dragon ancestors by fighting with the same element as the dragons of his or her past.  

Anarchy Archer Conclave

In a time of politcal corruption and tyranny, there is a group of people who believe that the world would be much more peaceful without laws of the land. These people are the Anarchy Archers, a group of people whose goal is to destroy government and other forms of leadership. This group has a radical mindset, and their unique form of destruction and assasination is why leaders can't ever rest easy. Their acts are not done meant to be secret, they are meant to be public and impactful. The Anarchy Archers want the public to see its castles and temples burning and their leaders slowly dying as they see their worst nightmares played over and over in their mind.  

Beast Master

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.  

Blade Dancer

Those who become Blade Dancers study combat techniques that are more akin to a dance than a fight. They wield their weapons like extensions of themselves; to them, combat is much more than stances and maneuvers, defense and offense. To the Blade Dancers, combat itself is an art to be appreciated. Many underestimate these warriors, but they are especially nimble and quick, striking with precision and speed before twirling just out of range.  
Restriction: Elves Only Only elves can learn the techniques of the blade dancer. Blade dancers fulfill certain roles in the society and culture of elves, both in times of war and peace, as deadly warriors or as entertainment. Your DM may lift this restriction, as befits the campaign.
 

Bounty Hunter

Bounty hunting has existed as a profession since the dawn of civilization, and there have always been those who are willing to do anything, so long as the price is right. Bounty hunters are solitary mercenaries who specialize in tracking down very specific, humanoid, prey. While most rangers are at home in the wilds, bounty hunters thrive in the seedy underbellies of civilization far out of the law's reach.  

Briar Guard Conclave

As a member of the Briar Guard, you have found a calling in the defense of nature. Just as even the sweetest rose needs thorns for its wellbeing, the Briar Guard do what is necessary to protect the purest beauty the world has to offer; the trees, flowers, and other flora that call it home. It's through that bond with plant life that they gain their powers, calling forth a living fragment of nature to serve as their guidance and ally.   Rangers of the Briar Guard channel magic through a connection to nature via vegetation, and it's for that reason that they often find themselves in service to those who speak for it. A fey noble might keep a number of Briar Guards in its entourage, using them as scouts and enforcers, or a Briar Guard might swear their sword to a circle of druids whose goals align with theirs. Sometimes it goes as deep as a religious vow, akin to Paladins of the Oath of the Ancients. A Briar Guard does not need to answer to any one authority, though. They only need to follow their instincts to protect the forests and flora of the world, relying on their cunning, strength, and wisdom.  

Burghal Explorer

Burghal Explorers are at home in tight places, making their living as urban bounty hunters or guiding magical search crews through dangerous ruins. Dark slums and ruined cities, choked with thirsty weeds and decorated with crumbling remnants of once-thriving communities, become gathering points for desperate innocents—and for sneak-thieves and bandits who prey on the helpless. Burghal Explorers toe the line between the natural forest and cityscapes, moonlighting as vigilantes, or fending off unnatural horrors that reach covetously toward the darkest, deepest plots of land.  

Deepwood Sniper

An arrow flies unerringly from a high mountain aerie, striking a paladin's mount. Expecting only a flesh wound, the knight is stunned to watch his companion crumple to the earth. This unfortunate soul has trespassed into the domain of the deepwood sniper, and he may not make it out alive. Deepwood Sniper Rangers of this archetype have a higher connection with a Devilhound. They trade one of their eyes for the Devilhound's and they gain its senses at will as well as great control over such a wild beast. They walk together through the land hunting their targets and spreading fear.  

Fishermans Conclave

 

Forest Walker

Forest walker find home in the woods, hunting on the outskirts of civilization. Throughout their travels, these rangers often find themselves drawn back to the dense wilderness of the forest. They emulate hunting techniques of forest beasts to not only protect the civilized world from encroaching creatures, but to also protect the natural ways of life within the forest.  

Frostwalker

A whisper in the cold outside, a gentle footprint in the morning snow, or a flash of steel are the only telltale signs of a Frostwalker. Silent and fearless hunters of the frozen lands, Frostwalkers stalk the mountains and tundras alike, leaving the only the corpse of their prey as proof they were there.  

Gloom Stalker

Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.  

Gravewalker Conclave

Gravewalkers, despite their foreboding name, are those who guard the line between life and death. Warriors who abhor necromancers, undead, and the shadowfell, they earn their title for their most common battlefields: tombs, ancient burial grounds, and cemeteries. They patrol these areas, protecting the fallen and lost from desecration, and thwarting those who would steal corpses for dark dealings. Also occasionally known as lamplighters; they wield the furious light of their souls as a tool, wandering rows of graves as eerie wardens of the mortal coil.  

Horizon Walker

Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes.  

Hound of the Huntsman

In your life, you’ve slain a creature great and terrible, whether by design or by the twisting turns of fate, showing the mastery of mortals over the natural world. As you brought the beast low, you felt the eyes of an ancient immortal upon you. The sheer power of the Wild Huntsman’s cold intent tore the beast open and infused you with its spirit. You owe no favor to this manifestation of the predatory nature of mankind, nor must you hold it in any esteem. Nevertheless, the cursed cold of its domain bores into your veins, even as the twisted spirit of the beast you slew writhes within your skin, bursting forth in a spiritual manifestation of primal hate. In the heat of combat, you must keep an icy grip on your humanity, lest you fall into the dark hunger of the predator. It is through dominance that you shall triumph, for anything less will lead to your death. Prove to the Huntsman that you are greater than a beast. Prove to yourself that you are worthy of life and power. You are a Hound of the Huntsman, and your curse shall be your salvation.  

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.  

Jabberwocky Hunter

From the borogoves to the wabes, you stop attackers before they begin. Using your unwavering hope and willpower, you are not frightened by large beasts, and instead attack them head on. With your Vorpal Blade at your side, nothing can stop your hope for the world, and power against The Jabberwocky's fear.
A Hero's Belief
Jabberwocky Hunters are typically simple farmers or workers who stepped up against the Jabberwocky to protect what they know. They believe that fear is often unwarrented, and fight against it with all their power When creating a Jabberwocky Hunter, make sure to design a reason for them to fight. Was their father taken captive? Was their way of life threatened? Why do they still fight?  

Lightcaller

Rangers that walk the path of the Lightcaller draw their power from the positive plane, and use that power to defend the wildlands and hunt down the evils that dwell there. These rangers wield their radiant weapons like extensions of their body, and learn combat techniques that make them highly varied in their combat styles. To them, every weapon holds a distinct purpose when hunting down prey. Fiends and undead are often these ranger’s favored enemies, and many of them ally with celestials.  

Linebreaker

Most Rangers show their master over the wilds by learning to adapt to it's many environmental hazards and mysteries. Linebreakers have a less subtle approach, why waste time dealing with nature's rules when you can just blow a hole through it's defenses? Expeditions will hire or seek Linebreakers for their shoot first and ask questions later attitude when the wilderness is just too dangerous to explore, Linebreakers make use of heavy armor and firearms and revel in its use, even in point-blank range.    

Lunar Sniper Conclave

Lunar Snipers are a night loving hunter who ind comfort in the pale light of the moon and the shadows of the night sky. They are predators who come alive when on the hunt, bearing an inhuman level of patience that allows them outlast any prey they so choose to follow. Whats more, hiding from them is just as bad as option as running from them as the magic they carry allow to to chase even the fastest of enemies and the lunar magics they bear allows them to see into the darkest of places.    

Mephit Master

Mephit Masters are known for their ability to control the elemental creatures known as Mephits, either because they desire companionship, or because they wish to command the elemental forces themselves. Mephit Masters train their mephits by magically calling them to the material plane and gaining their trust similar to how a normal beast master might tame a wild animal or how a commoner would domesticate a newly bought dog. However, mephits are volitile and dangerous, and are usually used as weapons similar to an arrow or a necromancer's skeleton.  

Mimicist

The ultimate ranger philosphy is to understand your enemy in order to defeat it. However, Mimicists take this saying to a whole other level. Mimicists specialize in transforming themselves and altering their bodies magically to mimic those around them, as well as transforming their bodies.  

Mind Trapper

Through their years of hunting experience, latent psychic abilities, or tight bonds to the power of nature, a ranger might hone their craft to best their target in a potent battle of wits. Mind trappers are specialized hunters who can access and ensnare the minds of conscious beings with a single glance. One small twitch, one unchecked impulse, gives the trapper all they need to manipulate their quarry's senses and subject them to sudden powerful stimuli.    

Monster Slayer

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.    

Nightstalker

The Nightstalker archetype emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt and on the battlefield.    

Pelt Collector

There is an ancient art taught by rare hunters and trackers. It is an art of leatherwork, of skinning and tanning a creature soon after death so that its power can be passed onto the leather. The secrets of this trade are well kept, yet a determined ranger can learn them by proving their worth to a teacher. An especially crafty soul could even discover the secrets themselves by finding one of these mystic pelts and studying its construction.  

Red Hound

Red hound rangers follow an ancient tradition of blood magic, weakening their enemies with powerful curses. A red hound seeks out grim creatures that would threaten the broader world. Such rangers can be found either working as bounty hunters in large towns or wandering through places that are considered cursed and have to be purged.  

Rune-Binder Conclave

Rangers of the Rune-Binder Conclave follow the ancient practice of rune magic used by giants. These rangers learn to control elemental runes, allowing them to channel the various elements to empower their strikes and hinder their foes. Rune-Binders often dwell in the lands of giants, either discovering and exploring ancient giant ruins, or living near or among them, helping to settle disputes between giants and other races.  

Runewright Conclave

Rangers of the Runewright Conclave draw their magic from the use of runes that resonate with primordial power. This ancient magic, thought to be closely linked to the origins of more arcane wizardry, relies on channeling raw elemental force rather than imposing one's will upon the world. Despite this, these rangers often use their understanding of runes, sigils, and writing of all kinds to accomplish their deeds. They guard this knowledge fiercely, and lean on its power to do so.  

Seedmaster

The Seedmaster archetype serves as an alternate path to the Beastmaster archetype, instead growing a bond between a small plant creature and the ranger. The ranger and the plant work as one to fight off forces of evil and destruction. Seedmaster rangers lovingly cultivate their magic seedlings, forming an almost pet-like bond between themselves and the animated plant  

Sentry

As a Sentry, you are a self-proclaimed guard or warden, and your skills lie in detection and stealth. Nothing gets past youbut you can get past everything. Sentries often work with druid circles to protect forests, and armies or raiding parties use Sentries as scouts and lookouts.  

Shooting Star

Rangers of the Shooting Star conclave emulate the brilliant displays of astral bodies streaking across the sky. Their arrows strike with the intensity and variety of these extraterrestrial phenomenon.  

Skiptracer

Skiptracer are rangers that pride themselves on their swift skill and ability to get their job done. They are often found working as bounty hunters or hired mercenaries in the heart of sprawling cities or seedy undergrounds. This is not without a sense of justice though, a skiptracer might only take jobs they believe to be for the greater good. Using their knowledge of the underbelly of the world to take out those that run it.  

Sky Warden

Sky Wardens guard against threats from the world above the clouds, using specialised tactics and unique magic to hunt monsters like rocs, evil dragons, and other airborne terrors, and slay them in their natural environment. The first of these rangers learned their magic from storm giants, and remnants of that thunderous power can be seen to this day. The most powerful Sky Wardens streak across the horizon like lightning, and the storm follows after  

Stone Singer

Stone Singers were born of dwarvish culture, a sect of Rangers dedicated to defending their borders from any would be invaders from the underdark or mountains. They grew closer than any of the dwarves to the land beneath their feet. Now they are spread all over, the teachings of the song of stone a tune that many might carry. They have a deep attunement to the earth, the rocky core of the world a siren's call that drums in their ears whether out at sea or at the peak of mountains.  

Storm Tamer

Storm Tamers embrace the Storm that is constantly brewing in their souls, allowing the wild winds and lightning to come forth. These folk find a home in the danger and uncertainty of chaotic weather that frighten others away. Storm Tamers are often thrill seekers, finding comfort in building conflicts as if it were the calm before the storm.    

Strider

Striders are few and far between, and they like it that way. They are known for adventuring alone deep into uncharted territory, and always returning alive. That habit makes them particularly adept at surviving solo encounters with powerful monsters, whether that means running away or holding one's ground, no matter the odds.  

Volcanic Mountaineer

These rangers wield magic relating to the lands that they are most comfortable in, mountainous and volcanic regions. This comes in the form of offensive tactics used to control fames and burn their foes. Many volcanic mountaineers will spend great time scaling mountains, and traveling through extreme heat and volcanic locations. Through their travels and adventures they have become accustomed to these conditions.  

Wasteland Wanderer

Some worlds thrive with large swathes of the land covered with flora and fauna that can be both beautiful and dangerous. Other lands, or other worlds, become desolate wastelands through cataclysmic occurrences either natural or manufactured. Apocalyptic events turn the land into hazardous voids more dangerous than any monster. Only the hardiest life forms survive, and even they are often mutated into hideous reflections of their natural selves.  

Wilderness Medic

The wilderness is hostile, it is filled with poisons of roaming monsters, the crashing of falling rocks, and the fragile safety of a campfire. The rangers that emulate the archetypal wilderness surgeon dedicate themselves to resisting that reality. They learn techniques to apply treatment for wounds at a moment’s notice and even magical tricks to heal the mind and body of magical effects. These rangers are highly valued by adventuring parties and businesses alike. If you cannot get a cleric, the wilderness surgeon is the next best option.  

Wind Runner

The sky calls to the earth below, beckoning to the land. The wind whispers, screaming in the highest peaks and whispering in the quiet valleys below. You hear the voice hidden within the breeze, and it has become your constant companion. The soft caress of the air can be pleasant, but the furious tempest also carries the maddening sounds of the darkest places and the cries of the nightmares that dwell within. Rangers who follow your path reject the cruel grasp of the world beneath them, fighting against the wicked beasts and hellish things that lurk below. Your voice carries like the shout of a hurricane and your blades and arrows hiss as they cut the sky itself. You’ve chosen to embrace the breeze, calling upon it in your quest to venture beyond the earth. You’ve chosen to ascend, triumphant, as a wind runner.  

Wind Weaver

Wind Weaver weild the forces of the skies and wind to defend against those that encroach on civilization. These rangers know how to weave through battle like the wind, and strike with the power of harsh gales. They see the sky as a sprawling endless opportunity for adventure. They generally take a care free attitude to most situations and travel wherever the wind ends up taking them.  

Witch Hunter

You are a ranger who has devoted their life to rooting out witches and those who would wield magic for sinister and selfish means. As one who has trained in ways to both track and defend against these abhorrent spellcasters, a Witch Hunter is a master at fighting against witches and their magical techniques  

Witchguard

Witchguards are the sworn defenders of the witches of the wilds, protectors of hags and maidens alike. Although witches are often immensely powerful in their craft, even they cannot defend against every attack. Each witchguard forms a mystical bond with a single witch, severable only in death, and in return gains a measure of magical power. Despite the name, a witchguard can bond with and protect many kinds of spellcaster, not just a witch. Such guardians are sometimes known as "warders."


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