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RANGER

Rangers are at home in the wilderness, and are excellent hunters. They are very skilled at survival and tracking.

 

CLASS FEATURES

As a ranger, you gain the following class features.

 

HIT POINTS

Hit Die: d10 + your Endurance Modifier

Starting Hit points: 10 + your Endurance modifier

At higher levels: 1d10 (or 6) + your Endurance modifier

 

PROFICIENCIES

Armor: Light Armor, Medium Armor

Weapon: Axe, Blunt, Hand-to-Hand, Long Blade, Marksman, Polearm, and Short Blade,

Saving Throw Proficiency: Agility & Endurance

Skills: Pick 3 from Acrobatics, Athletics, Fauna, First Aid, Nature, Perception, and Sneak

Tools: Herbalism kit

 

Favored Enemy

Beginning at level 1, you have significant experience studying, tracking, and hunting a certain type of enemy.

    You have advantage on Nature checks to track your favored enemies, as well as on Intelligence (Fauna) checks to recall information about them.

    You also gain knowledge of their anatomy and understand their weaknesses. You gain 1d4 additional damage against your favored enemy.

    This increases as you level. At 5th level you do an additional 2d4 damage, and at 11th level you do an additional 3d4.

 

Favored Enemy Types:

Choose one of the following types of enemies. You gain the Favored Enemy trait against any enemy that falls within that trait, including (but not limited to) those listed below.

 

Aquatic. Mudcrabs, Slaughterfish, Dreugh, Lamia, Horkers

 

Insects. Ash Hoppers, Chaurus, Kwama, Nix-Hound, Spiders, Scorpions, Wasp, Shalk, Hoarvor, Beetles, Thunderbug

 

Reptiles. Duneracer, Duneripper, Wamasu, Snake, Durzog, Crocodiles, Lizards

 

Arcane. Nereid, Ice Wraith, Gargoyle, Spriggans, Will-o-the-wisp, Imps, Harpy, Wispmother,

 

Beasts. Skeevers, Sabre Cats, Lion, Tiger, Bears, Wolves, Welwa, Mountain Lions, Boars, Bristlebacks, Bats, Rats, Daggerback, Mammoth

 

Monsters. Trolls, Grahl, Ogre, Netches, Alit, Kagouti, Cliff Racer, Minotaur.

 

Favored Terrain

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 Dexterity check in your favored terrain, your proficiency bonus is doubled if you are using a skill that you are proficient in.

While traveling for an hour or more in your favored terrain you gain the following:

  • 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 and materials as you normally would.

  • While tracking other creatures, you also learn their exact number, and their sizes

 

Fighting Style

At level 2, you adopt a particular style of fighting as your specialty. You can not take a fighting style option more than once.

 

Defense

While wearing armor, you gain +1 bonus to AC.

 

Dueling

When using a one handed melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls with that weapon.

 

Marksman

You gain +2 bonus to your attack rolls you make with ranged weapons.

 

Dual Wield

When dual wielding, you can add your ability modifier to the damage of your second attack.

 

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate: Archer, Scout, Hunter, or Warden, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 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 level 5, you can attack twice, instead of once, when you use the Attack action on your turn.

 

Prey

Starting at level 6, when you get a surprise attack you do and additional 1d8 damage.

 

Favored Terrain II

At level 6, choose on additional favored terrain.

 

Natural Resistance

At level 8, you gain advantage on saving throws against poison.

 

Natural Camouflage

At level 10, you can spend 1 minute to use the natural materials of your environment to create your camouflage. You gain a +10 bonus to Sneak checks as long as you remain there without moving or taking actions. Once you move or take an action, you must camouflage yourself again to gain this benefit.

 

Favored Terrain III

At level 10, choose on additional favored terrain.

 

Muli-Attack

At level 11, you gain the following feature based on your currently equipped weapon.

 

Volley

You 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 enemies within 5 feet of you, with a separate attack roll for each target.
 

Favored Enemy II

At level 14, choose one additional favored enemy.

 

Vanish

Alos at level 14, 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.

 

Keen Sense

At level 18, 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.

 

Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you add your intelligence modifier to your attack roll against a favored enemy.

 

 

ARCHER

Archers are fighters specializing in long-range combat. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and shield after the enemy is wounded and weary.

 

Infused Archery

Beginning at level 3, you hone your skills in medicine and gain proficiency in select spells form the School of Enchanting, listed below. You immediately learn 1 spell of your choice.

 

Novice. Poison Arrow, Flame Arrow, Frost Arrow, Venom Arrow

Apprentice. Lightning Arrow, Acid Spray

Journeyman. Lethal Arrow, Exploding Arrow

 

Learning Spells Novice Level and Higher

Each time you gain a new level in spellcasting, you learn 1 spell of your choice from a school you are proficient in. For example, at 9th level, you can choose 1 apprentice level or lower spell from the School of Enchanting.

    You can learn additional spells by hiring a spell trainer, usually found in settlements throughout Tamriel.

 

Archer's Discipline

At level 3, you recover twice as many arrows from dead bodies.

 

Archer's Mastery

At 7th level, you gain one of the following features of your choice:

 

Critical Shot. Rolling an attack of 19 or 20 activates a critical hit with a ranged attack.

 

Bull's Eye. After successfully damaging a target, roll an additional d20. On a roll of 18, 19, or 20, you paralyze your target for 1 round.

 

Steady Hand. You gain advantage on one attack roll you make made with a ranged weapon each turn.

 

Archer's Grace

At 15th level, you gain one of the following features of your choice:

 

Quick Shot. At the start of a combat round, regardless of your initiative, you can use an attack action as your reaction.

 

Scatter Shot. If you receive a melee attack, you can use a reaction to make a quick, powerful shot that knocks back the attacker 5 feet. The target must make a DC 15 Strength saving throw. On a failed save, the target is staggered until the start of it's next round.

 

Split Shot. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

 

 

SCOUT

Scouts rely on stealth and rapid movement to survey routes and opponents, using skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive.

 

Armor Proficiency

Beginning at level 3, Scouts gain proficiency in Shield. You also gain proficiency in the Armorer trade skill.

 

Swiftness

Also at level 3, your speed increases by 5 feet. This increases as you level. Refer to the Scout's table for more information.

 

Natural Manipulation

At level 3, your ability to manipulate the environment around you becomes stronger. You gain proficiency in select spells for the School of Alteration. You immediately learn 1 spell of your choice.

 

Novice. Create Bonfire. Gust. Mold Earth. Oakflesh. Spider Climb.

Apprentice. Waterbreathing. Waterwalking. Jump. Swiftswim.

Journeyman.

 

Learning Spells Novice Level and Higher

Each time you gain a new level in spellcasting, you learn 1 spell of your choice from a school you are proficient in. For example, at 9th level, you can choose 1 apprentice level or lower spell from the School of Alteration.

    You can learn additional spells by hiring a spell trainer, usually found in settlements throughout Tamriel.

 

Armsman

Beginning at level 7, you learn to exploit your weapons advantages.

 

Axes. On a successful attack, roll an additional d20. If you roll a 15+ you apply a bleed to the target, dealing 1d4 damage for this turn and next.

 

Blunt. Your attacks ignore 1 AC in armor.

 

Blades. Your attacks do additional 2 damage.

 

Daggers. You make a critical hit with a roll of 18, 19, or 20.

 

Exceptional Training

At 15th level, you gain one of the following features of your choice.

 

Parry. If you receive a melee attack, you can use a reaction to parry the strike. Roll your weapon attack against their weapon attack. On a success you take half damage.

 

Riposte. If you receive a melee attack, you can use a reaction to use the Attack action against the same creature.

 

Tactician. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

 

 

HUNTER

The life of a hunter is spent tracking prey and training to become the best predator of all. Using daedric magic, the hunter tries to earn Hircine's favour and achieve their place in the Great Hunt.

 

Hunter's Calling

Beginning at 3rd level, you gain access to the following spells. You immediately learn 2 novice level spells of your choice.

 

Novice. Cordon of Arrows, Conjure Predator, Daedric Curse, Daedric Shards, Hail of Thorns, Spectral Arrow

Apprentice. Caltrops, Daedric Mines, Dominate Beast

Journeyman. Conjure Volley, Hircine's Ally, Swift Quiver

 

Learning Spells Novice Level and Higher

Each time you gain a new level in spellcasting, you learn 1 spell of your choice from a school you are proficient in. For example, at 9th level, you can choose 1 apprentice level or lower spell from your spell list.

    You can learn additional spells by hiring a spell trainer, usually found in settlements throughout Tamriel.

 

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.

 

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 minute.

 

 

WARDEN

Blessed with the wild, the Warden has an unmatched connection with Nirn. They use magic and spiritual bonds to defend themselves and protect their allies.

 

Nature's Bond

Beginning at 3rd level, you gain access to the following spells. You immediately learn 2 novice level spells of your choice.

 

Novice. Animal Friendship, Animal Messenger, Beast Sense, Conjure Guardian Beast, Detect Animals or Plants, Ensnaring Strike, Entange, Healing Hands, Spare the Dying, Speak with Animals, Spike Growth, Thorn Whip

Apprentice. Cure Disease, Cure Poison, Dominate Beast, Fast Healing, Grasping Vine, Plant Growth, Speak with Plants

Journeyman. Commune with Nature, Forest Coupling, Fortify Ability, Insect Plague, Reincarnate, Transport via Plants, Tree Stride, Wall of Thorns

 

Learning Spells Novice Level and Higher

Each time you gain a new level in spellcasting, you learn 1 spell of your choice from a school you are proficient in. For example, at 9th level, you can choose 1 apprentice level or lower spell from your spell list.

    You can learn additional spells by hiring a spell trainer, usually found in settlements throughout Tamriel.

 

Guardian’s Shroud

At 7th level, your guardian beast helps to protect you and the creatures closest to you. As a bonus action, choose yourself or an ally you can see. Your guardian spirit infuses the chosen creature with spiritual life force. The creature gains temporary hit points equal to 2d6 + your Willpower modifier.

 

Guardian's Sacrifice

At 15th level, when an ally that is within 5 feet of your guardian is targeted by an attack, you can use a reaction to command your guardian to take the blow instead.

 

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