Ranger

Ranged Damage

A Wisdom half-channeler with martial weapon training, Favored Enemy damage, favored terrain benefits, Extra Attack, and spells for tracking, warding, and speaking with beasts.

Basics

Hit die · d10
Ability · DEXor WIS
Saves · STR/ DEX
Channeling · slots
Rift Affinity · half-channeler

Identity

The Ranger is a scout and hunter for country that no map covers, which in this setting means a forest, an asteroid belt, or a derelict hull on equal terms. Rangers track, navigate, and forage, and they handle the terrain a party has to cross. Each Ranger learns one kind of quarry and one kind of ground well. The Ranger Archetype chosen at 3rd level sets the Ranger's specialty, such as a bonded companion, a second shape, a blessing, or a trap kit.

Proficiencies

Armor · light, medium
Weapons · simple, martial, firearms
Tools · Survival kit
Skills · choose 3 from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Piloting, Stealth, Survival, Technology

Channeling

How it comes · Known — a fixed list, always ready
Ability · WIS
Cantrips and channels by class level
Level Spells known
2 2
3 3
5 4
7 5
9 6
11 7
13 8
15 9
17 10
19 11

Rangers are half-channelers: spells begin at Ranger level 2 and follow the half-channeler slot table shared with the Paladin. Spell save DC and attack modifier use WIS.

Level Progression

  • L1
    Favored Enemy

    Choose a favored category of creature from the following list: beasts, humanoids of a single faction (for example, Halcyion regulars, Aurelion legionnaires, Black Meridian crews, or Covenant cultists), constructs, undead, or one category of aberration or extraplanar entity the GM approves. You have advantage on Wisdom (Survival) checks to track creatures of that category and on Intelligence (Investigation, Lore, or Nature) checks to recall information about them. When you hit a creature of your favored category with a weapon attack, you deal an extra 1d4 damage of the weapon's type. The extra damage increases to 1d6 at 11th level and 1d8 at 17th level. You can add a second favored category at 6th level and a third at 14th level.

    Natural Explorer

    Choose one terrain type as your favored terrain: forest, mountain, grassland, urban, coast or aquatic, desert, arctic, subterranean, or void or asteroid belt. While you travel in your favored terrain alone or with companions who can keep your pace, your group cannot be surprised, ignores difficult terrain caused by natural features, moves at normal speed while tracking or foraging, and notices threats one range band farther than normal. You can add a second favored terrain at 6th level and a third at 10th level.

  • L2
    Fighting Style

    Choose one of the following Fighting Styles. Archery. You gain a +2 bonus to attack rolls with ranged weapons. Defense. You gain a +1 bonus to Armor Class while wearing armor. Dueling. You gain a +2 bonus to damage rolls with a one-handed melee weapon when you wield no other weapon. Two-Weapon Fighting. You add your ability modifier to the damage of your off-hand attack. Skirmisher. When an enemy ends its turn within Melee range of you, you can use your reaction to move up to 5 feet without provoking opportunity attacks.

    Spells

    You can cast spells from the Ranger spell list using spell slots, as a half-channeler. The list focuses on survival, bonding with beasts, terrain, quarry-marking effects such as hunter's mark, and warding. Your spell save DC and spell attack modifier use your Wisdom modifier. Your spell slots, which refresh on a long rest, follow the half-channeler progression table.

  • L3 Subclass feature
    Ranger Archetype

    Choose your Ranger Archetype: Arcane Archer (magic worked into each shot), Beast Master (a bonded companion), Beastkin (a second shape), Fae Warden (guardian of the Faewyld crossings), Hallowed Hunter (a hunter ordained by a temple), Marksman (long-range precision), Monster Hunter (a specialist against aberrations, undead, and fiends), Runestrike (runes cut into weapons and armor), or Tracker (sign-reading and traps). Your Archetype grants features now and at 7th, 11th, 15th, and 18th level.

    Primeval Awareness

    As an action, you can expend one Ranger spell slot to extend your senses through the surrounding terrain. For 1 minute per level of the slot, you sense the presence, approximate number, and general direction of creatures in up to two creature categories you choose, within 1 mile of you in normal terrain or 6 miles in your favored terrain. You do not learn their exact location, species, intent, or identity.

  • L4 ASI / Feat
  • L5
    Extra Attack

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • L6
    Greater Favored Enemy / Terrain

    Choose a second favored enemy category and a second favored terrain. Your Favored Enemy and Natural Explorer benefits apply to both of your choices in each list.

  • L7 Subclass feature
    Ground Read

    When a creature you can see moves within 30 feet of you, you can use your reaction to read where it will put its feet. The creature makes a Dexterity saving throw against your spell save DC. On a failure, its movement ends immediately and the ground it chose counts as difficult terrain for it until the end of its next turn. In your favored terrain, the creature has disadvantage on the saving throw. You can use this feature a number of times equal to your Wisdom modifier (minimum one) per long rest.

  • L8 ASI / Feat
    Land's Stride

    Moving through nonmagical difficult terrain costs you no extra movement. You can pass through nonmagical plants without being slowed and without taking damage from thorns, spines, or similar hazards. You have advantage on saving throws against effects created by plants or natural terrain features.

  • L9
    Trail Lock

    You have advantage on Wisdom (Survival) checks to follow a trail no more than 24 hours cold. When you spend at least 1 hour studying a creature's tracks, scent-residue, or signal-trace, you can set a Trail Lock on that creature. For the next 30 days, while you are in the same star system as the creature, you know its compass direction from your position. You can have only one Trail Lock at a time.

  • L10
    Hide in Plain Sight Capstone

    When you spend 1 minute creating camouflage from your immediate surroundings, you can attempt to hide even while another creature is observing you. You have advantage on the Stealth check, and the camouflage holds until you move more than 10 feet, attack, or break concealment. In your favored terrain, it holds for up to 1 hour of movement or until you choose to break it. Choose a third favored terrain.

  • L11 Subclass feature
  • L12 ASI / Feat
  • L13
    Quarry Sense

    Once per long rest, you can name a creature you have personally seen or whose biometric or identity trace you possess. For the next 24 hours, you know whether that creature is alive, Unconscious, or dead, and you have a vague sense of its distance (same room, same building, same district, same world, or off-world).

  • L14
    Vanish

    You can use the Hide action as a bonus action on your turn. You also cannot be tracked by nonmagical means unless you choose to leave a trail. Choose a third favored enemy category.

  • L15 Subclass feature
  • L16 ASI / Feat
  • L17
    Improved Favored Enemy

    Your Favored Enemy damage bonus increases to 1d8. You have advantage on saving throws against effects, abilities, or attacks originating from a creature of your favored categories.

  • L18 Subclass feature
    Feral Senses

    You are aware of any hostile creature within 30 feet of you. You have no disadvantage on attack rolls against creatures you cannot see (because of invisibility, total darkness, or magical concealment), and such creatures gain no advantage on attack rolls against you because they cannot see you. Total cover still blocks this awareness. You must have a line through air, water, or thin material.

  • L19 ASI / Feat
  • L20
    Foe Slayer Capstone

    Once on each of your turns, when you make a weapon attack roll or a damage roll against a creature of one of your favored categories, you can add your Wisdom modifier to the roll. You choose attack or damage before you roll. Once per long rest, as a bonus action, you can mark one creature as your Final Quarry. The mark lasts until the quarry is reduced to 0 hit points, leaves your line of sight for more than 24 hours, or you finish a long rest. Against the quarry, you ignore resistance to your weapon damage, and your critical hit range expands to 19 or 20.

Subclasses (9)

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