Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

The true wanderer, they are a bit like Amazons of the land. Always on the move and scouting about, rangers never like to have much responsibility if they can help it and prefer to be on their own. Gritty and worn like old leather, these characters are unflinching and realistic at all times. If you are playing a Ranger, keep watch, seek solitude, long for the woods and be introspective.

Restrictions

Armor Restrictions
Rangers have no armor restrictions.
Learning Restrictions
Ranger is learnable by both warriors and mages.

Rank 1

 Power sources: 💪Martial🐾Ranger🤹Skill
 Execution time: 1️⃣Reaction( ↩️Reactive )
 Trigger: You are hit by an attack that would damage you.
 Hit cost: See ability text.
 Duration: Instant.

You take the triggering damage as a limb hack instead. All damage types still apply. If the hit was critical, you instead take it as two limb hacks. If the damage was dealt by a creature, they choose which limb is affected. If not, it is random.
 Target: 🦵Leg( Hit target's AC + 2. )
 Duration: Instant.
 Range: Your weapon's range.

 End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On hit: Target is snared.
 Duration: Always active.

You are an expert tracker. In addition, you gain Agile outside towns and other urban areas.

 Attribute improvement: This ability sets your PER score to a minimum of 1.

Rank 2

 Trigger: A semblant skill is used against you.
 Duration: 5 seconds.

The effect of the triggering skill fizzles against you (and only you). Any new instances of that skill fizzle as well.
 End condition: The start of your next turn. Feat save improvement: This ability gives proficiency in MOV feat saves.
 Duration: 8 hours.( ⏳️Sustained )
 Requirements: You are not sustaining Hunting Party.

Pick 1 species you're familiar with. Your allies have Gifted Snare against creatures of that species. You also have Limited Flanking against creatures of that species.
Limitation: You only get the benefits of Flanking against creatures of the species you chose.
 Duration: Always active.

You have advantage on attack rolls against creatures that are within 5 feet of an ally of yours that isn't incapacitated and that you can see.

 If proficient: You may instead pick up to P species you're familiar with. If fluent: You may instead pick up to F species you're familiar with.
 Duration: Instant.
 Range: 120 feet.

You recognize details about living species by sight. If the target is a species you know of, you recognize it even if it is obscured or disguised. If the target is not of a species you've seen before, the GM may still provide you with some information about it, such as if there's similar species you would recognize. If the target is undead, you recognize only its "original" species, if it had one (or anything remains of it).
 Duration: Always active.

You can block non-warded UB attacks with your weapons. Any effects that would turn off or cut through resistances affect this as well.

Rank 3

For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.

Combat Abilities

 Duration: Always active.

Choose 3 species. Your damage is boosted against them. You can change your chosen species during a long rest.
 If proficient: You may choose P additional species. If fluent: You may instead choose F additional species.

Support Abilities

 Cost and components: Tell a story.
 Duration: Until dawn.

Pick a tradecraft and fluency relating to the moral of your story (subject to GM approval). All creatures that listened to your story in full gain that tradecraft and fluency for the duration of this ability.
 Duration: Always active.

While in the wilderness, you are always considered to have a mana storing (mana storing: 1) item on you. It stores and you can invoke with your hand to access it with Access Stored Mana.
 Trigger: You are spending MP on some ability.
 Duration: Instant.
 Requirements: The invoked item must be mana storing and have more than 0 stored MP.

You use the MP in a mana storing to pay 1 or more of the MP for the ability.

 If proficient: The wilderness is instead mana storing: P. If fluent: The wilderness is instead mana storing: F.
 Duration: Always active.

While down, you have Slow Regenerating.
 Duration: Always active.

Once every 10 minutes, roll you heal and regain that many HP. This does not consume the hit die. If you were dead, this brings you back to live with the number of HP you rolled.