RANGER
Rangers are at home in the wilderness, and are excellent hunters. They are very skilled at survival and tracking.
QUICK BUILD
You can make a ranger quickly by following these suggestions. First, make Agility your highest attribute score, followed by Endurance. (Some rangers who use magic will prefer Willpower over Endurance, and those who choose two-weapon fighting may prefer Strength over Agility.) Second, choose the outlander background.
CLASS FEATURES
As a Ranger, you gain the following class features
HIT POINTS
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Endurance modifier
Hit Points At higher levels: 1d10 (or 6) + your Endurance modifier per ranger level after 1st.
PROFICIENCIES
Armor: Light Armor, Medium Armor, Shields
Weapons: Axe, Blunt, Hand-to-Hand, Long Blade, Marksman, Polearm, and Short Blade
Tools: Herbalism kit
Saving Throws: Agility, Endurance
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
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(a) scale mail or (b) leather armor
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(a) two short blades or (b) a long blade
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(a) a dungeoneer's pack or (b) an explorer's pack
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A longbow and a quiver of 20 arrows
FAVORED ENEMY
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Willpower (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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
NATURAL EXPLORER
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
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You ignore difficult terrain.
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You have advantage on initiative rolls.
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On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
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Difficult terrain doesn’t slow your group’s travel.
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Your group can’t become lost except by magical means.
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Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
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If you are traveling alone, you can move stealthily at a normal pace.
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When you forage, you find twice as much food as you normally would.
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While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
FIGHTING STYLE
At 2nd level, you adopt a particular style of fighting as your specialty. You can not take a fighting style option more than once.
ARCHERY
You gain +2 bonus to your attack rolls you make with ranged weapons.
DEFENSE
While wearing armor, you gain +1 bonus to AC.
DUELING
When you are wielding a melee weapon in one hand and no other weapons, you gain +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.
SKIRMISHER'S STEALTH
Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence.
At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make an Agility (Stealth) check to hide from that creature again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.
POULTICES
At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Willpower modifier (minimum 1). You can carry a number of poultices at one time equal to your Willpower modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
PRIMAL INSTINCTS
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. With this feature you gain the following benefits:
PRIMAL CONTACT
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
PRIMEVAL AWARENESS
You can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
PRIMAL MARK
As a bonus action, you can choose a creature you can see within 90 feet of you and mark it as your quarry for up to 1 hour, as though you are concentrating on a spell. You have advantage on any Willpower (Perception) or Willpower (Survival) check you make to find it. If the target drops to 0 hit points before the effect ends, you can use a bonus action on a subsequent turn of yours to mark a new creature,
RANGER ARCHETYPE
At 3rd level, you choose an archetype that you strive to emulate: Archer, Hunter, Scout, or Warden, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 5th, 7th, 11th, and 15th level.
ATTRIBUTE SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores by 1. You can't increase an ability score above 20 using this feature.
EXTRA ATTACK
At 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
GREATER FAVORED ENEMY
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: Constructs, Dragons, Elementals, Fiends, or Giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
FLEET OF FOOT
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
NATURAL ANTIVENOM
Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices each day to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.
HIDE IN PLAIN SIGHT
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Willpower (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
CALL NATURAL ALLIES
Starting at 13th level, you can call natural creatures from your current terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:
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One beast of challenge rating 2 or lower
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Two beasts of challenge rating 1 or lower
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Four beasts of challenge rating 1/2 or lower
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Eight beasts of challenge rating 1/4 or lower
These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.
After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.
VANISH
At 14th level you can use the Hide action as a bonus action on your turn. Also, you can never be tracked by non-magical means, unless you intended to leave a trail.
PRIMAL CONNECTION
At 17th level, you become one with nature and gain a nearly supernatural connection to it, unlocking it's knowledge and secrets.
If you spend 1 minute in uninterrupted meditation while outdoors, you gain knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. You don't gain this knowledge in areas where nature has been replaced by construction, such as dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
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terrain and bodies of water
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prevalent plants, minerals, animals, or peoples
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powerful celestials, fey, fiends, elementals, or undead
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influence from other planes of existence
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buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Once you use this feature, you can’t use it again until you finish a long rest.
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 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 add your willpower modifier to the attack roll or the damage roll of an attack you make against a favored enemy. You can choose to use the feature before or after the roll, but before any effects of the roll are applied.
RANGER ARCHETYPE
The ideal ranger has two classic expressions, the Archer and the Scout, as well as two mystical styles, the Hunter and the Warden.
ARCHER
Archers are fighters who have focused their training to specialize in long-range combat. While any warrior with a bow can be considered an archer, rangers develop a form of unmatched discipline and prowess with all forms of projectiles. Archers perform the best when they can keep their opponents at a distance, using ranged weapons and swift maneuvers. Once engaged in melee, they strike deftly, using swords and axes to bring down the wounded and weary.
COMBAT TACTICS
At 3rd level, you learn combat tactics that are fueled by special dice called tactical dice.
Tactics. You learn two tactics of your choice, which are detailed under “Combat Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack.
You learn one additional tactic of your choice at 7th, 11th, and 15th levels. Each time you learn a new tactic, you can also replace one tactic you know with a different one.
Tactical Dice.
You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest.
You gain another tactical die at 7th level and one more at 15th level.
Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows:
Tactic save DC = 8 + your proficiency bonus +
your Strength or Agility modifier (your choice)
IRON MIND
By 7th level, your time studying beasts and the focus required by archery has stilled your mind. You gain proficiency in Willpower saving throws and have advantage on saving throws against being frightened.
ARCHER'S MASTERY
At 11th level, you gain one of the following features of your choice:
Critical Shot. Your weapon attacks score a critical hit on a roll of 18-20.
Flurry. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.
Quick Shot. During the first round of combat, you can use your reaction to make a weapon attack. This attack occurs at your initiative plus 10.
Scatter Shot. When another creature damages you with a melee weapon attack, you use your reaction to move up to half your movement speed without provoking opportunity attacks from the creature. You can then make a quick weapon attack against that same creature with the same reaction.
Steady Hand. You gain advantage on one attack roll you make with a ranged weapon each turn.
RELENTLESS
Starting at 15th level, when you roll initiative and have no tactical dice remaining, you regain 1 tactical die.
COMBAT TACTICS
The tactics are presented in alphabetical order.
Counter. When another creature attacks you, you can use your reaction and expend one tactical die to increase your AC by the number you roll on your tactical die, until the start of your next turn. The attack misses if it fails to hit with your new AC value.
Disarming Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the tactical die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike. When you hit a creature with a weapon attack, you can expend one tactical die to distract the creature, giving your allies an opening. You add the tactical die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Dodge Roll. When another creature damages you with a melee attack, you can use your reaction and expend one tactical die to reduce the damage by the number you roll on your tactical die + your Agility modifier.
Evasive footwork. When you move, you can expend one tactical die, rolling the die and adding the number rolled to your AC until you stop moving.
Knockdown. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to knock the target down. You add the tactical die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one tactical die to maneuver one of your comrades into a more advantageous position. You add the tactical die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use it's reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Overdraw. When you make a ranged attack, you can expend one tactical die to double the range of the weapon without causing disadvantage. If you hit, you add the tactical die to the attack's damage roll.
Pierce Armor. When you hit a creature that is wearing armor with a weapon attack, you can expend one tactical die to weaken their armor, reducing the targets AC by 1. If you hit, you add the tactical die to the attack's damage roll. You can not weaken the same armor more than once.
Power Shot. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to throw the attacker off balance. You add the tactical die roll to the attack's damage roll, and it must make a Strength saving throw. On a failed save, it is staggered and has disadvantage on their next attack.
Precision Attack. When you make a weapon attack roll against a creature, you can expend one tactical die to add a tactical die to the roll. You can use this tactic before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to drive the target back. You add the tactical die roll to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is pushed back 15 feet.
Split Shot. When you make a ranged weapon attack, you can expend one tactical die to attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your tactical die. The damage is of the same type dealt for the original attack.
HUNTER
The life of a hunter is spent tracking prey and training to become the best predator of all. Emulating the Hunter archetype means that they have reached the upper echelon of their pursuits. Using daedric magic, the hunter tries to earn Hircine's favour and achieve a place in the Great Hunt.
COMPANION OF HIRCINE
At 3rd level, you learn to use your magic to conjure a powerful beast from The Hunting Grounds, Hircine's plane of Oblivion.
With 8 hours of work and the expenditure of 200 septims worth of magical components, you call forth a daedric beast from the Hunting Grounds to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a panther, or a wolf. However, your DM might pick one of these animals for you, or an animal based on a creature appropriate for the campaign setting. The creature looks identical to the beast it takes the form of, but it's creature type is considered to be daedra.
At the end of the 8 hours, your daedric companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one daedric companion at a time.
If your daedric companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 100 septims worth of rare components, you call forth your companion’s spirit from the depth's of oblivion and use your magic to conjure a new body for it.
If you use this ability to return a former daedric companion to life while you have a current companion, your current companion leaves you and is replaced by the restored companion.
COMPANION’S BOND
Your animal companion gains a variety of benefits while it is linked to you.
The animal companion loses its Multiattack action, if it has one.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Attribute Score Improvement class feature, your companion’s attributes also improve. Your companion can increase one attribute score of your choice by 2, or it can increase two attribute scores of your choice by 1. As normal, your companion can’t increase an attribute score above 20 using this feature
unless its description specifies otherwise.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
d6 Trait
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I’m dauntless in the face of adversity.
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Threaten my friends, threaten me.
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I stay on alert so others can rest.
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People see an animal and underestimate me. I use that to my advantage.
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I have a knack for showing up in the nick of time.
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I put my friends’ needs before my own in all things.
d6 Flaw
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If there’s food left unattended, I’ll eat it.
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I growl at strangers, and all people except my ranger are strangers to me.
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Any time is a good time for a belly rub.
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I’m deathly afraid of water.
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My idea of hello is a flurry of licks to the face.
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I jump on creatures to tell them how much I love them.
AMBUSCADE
At 7th level, Hunters strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.
HUNTER'S MASTERY
Starting at 11th level, you can choose one additional Favored Enemy.
HIRCINE'S GIFT
Starting at 15th level, Hircine recognizes your aptitude for the hunt and blesses you with his gift. Once per long rest, you are able to transform into a were-creature of your choice for 1 hour. You normally choose your form from the following lycanthropes: a werebat, a werebear, a wereboar, a werecrocodile, a werelion, a wererat, a wereraven, a wereshark, a weretiger, a werevulture, or a werewolf. However, your DM might pick one of these animals for you, or an animal based on a creature appropriate for the campaign setting. You can find the statistics for these creatures in the Blessings and Curses supplement, or in the Monster Manual.
You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
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Your game statistics are replaced by the statistics of the beast, but you retain your alignment, Personality, Intelligence, and Willpower scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
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When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number o f hit points you had before you transformed. However, if you revert as a result o f dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
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You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell.
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You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
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You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
SCOUT
Scouts rely on stealth and rapid movement to survey routes and opponents, using skirmish tactics when forced to fight. They are skilled in surviving far from the streets of a city, allowing them to scout ahead of their companions during expeditions. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive. Many scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.
BONUS PROFICIENCIES
When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Investigation, Medicine, Nature, Perception, Stealth or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice.
SWIFTNESS
Also at 3rd level, your speed increases by 5 feet. This bonus increases as you reach certain levels. Your speed increases by 10 feet by 7th level, 15 feet by 11th level, and 20 feet by 15th level.
SCOUT'S TACTICS
At 3rd level, you gain a set of abilities that are fueled by special dice called tactical dice.
Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a long or short rest. You gain another tactical die at 7th level and one more at 15th level.
Using Tactical Dice. You can expend tactical dice to gain a number of different benefits:
• When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one tactical die to bolster the check. Add half the number rolled on the tactical die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
• When you make a weapon attack against a creature, you can expend one tactical die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
• If you are hit by an attack while wearing light or medium armor, you can expend one tactical die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
REMARKABLE ATHLETE
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Agility, or Endurance check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you cover increases by a number of feet equal to your strength modifier.
MULTIATTACK
At 11th level, you gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapons range. You must have ammunition for each target, and make a separate attack roll for each target.
Whirlwind. You use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
IMPROVED SCOUT'S TACTICS
At 11th level, your tactical dice turn into d10s. At 17th level, they turn into d12s.
RELENTLESS
Starting at 15th level, when you roll initiative and have no tactical dice remaining, you regain 1 tactical die.