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Ranger

Ranger’s gain access to a Fighting Style at level one.


Favored enemy

The ranger has significant experience studying, tracking, hunting, and even talking to a certain enemy type.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, they can select four races of humanoid (such as gnolls and orcs) as favored enemies.

The ranger has advantage on Wisdom (Survival) checks to track their favored enemies, as well as on Knowledge checks to recall information about them.

The ranger also learns one language of choice that is spoken by their favored enemies, if they speak one at all.


Favored terrain

The ranger is particularly familiar with certain types of natural environment and is adept at traveling and surviving in such regions. Choose 3 types of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. While traveling in their favored terrain, the ranger gains the following benefits:

  • Difficult terrain doesn't slow their group's travel.
  • The ranger’s group can't become lost except by magical means.
  • Even when the ranger is engaged in another activity while traveling (such as foraging, navigating, or tracking), they remain alert to danger.
  • If the ranger is traveling alone, they can move stealthily at a normal pace.
  • When the ranger forages, they find twice as much food as others normally would.
  • While tracking other creatures, the ranger also learns their exact number, their sizes, and how long ago they passed through the area.

Primeval Awareness

The ranger can spend SD up to their proficiency to gain an awareness within (xSD)miles of what creature types are in range. They know their direction but not distance or location.


Landstrider

Moving through non-magical difficult terrain costs them no extra movement. The ranger can also pass through non-magical plants without being slowed and without taking damage if they have thorns, spines, or a similar hazard. Additionally, the ranger has advantage when countering the effects of magical plants, such as those conjured from entangle.


Camouflage

The ranger can spend 1SD creating camouflage for themself. They must have access to naturally occurring materials with which to create the camouflage.

Once the ranger is camouflaged in this way, they can hide by pressing up against a solid surface, such as a tree or wall, that is at least as tall and wide as they are. The ranger is hidden against passive perception checks for the duration. Once they move or take an action or counteraction, they must camouflage again to gain this benefit.


Hide

Hide is a stressed task in combat. One may either use the Hide Core Action normally, or spend 1 SD and 10ft of movement to attempt to hide against the highest Perception among creatures who can see the ranger within 60ft. Also, the ranger can't be tracked by non-magical means unless they choose to leave a trail.


Shadowmeld

While motionless and in darkness, the ranger cannot be seen except by magical means. They may spend 1 SD to move up to 10ft while maintaining this effect, and this movement does not provoke counterattack effects. The effect ends if the ranger takes any action other than movement. The ranger may react while melded, but doing so reveals their location.


Feral senses

When the ranger attacks a creature they can't see, the inability to see doesn't impose disadvantage on their attack rolls against it. The ranger is also aware of the location of any invisible creature within 30 feet, provided that the creature isn't hidden and the ranger isn’t blinded or deafened.


Foe slayer

The ranger is an unparalleled hunter of their enemies. They can add their Wisdom modifier to an attack roll or the damage roll of an attack made against favored enemies. If wisdom is their targeting ability and the ranger is proficient in wisdom, they may add their wisdom modifier a second time.


Giant killer

The ranger can make a melee counterattack against a creature larger than them that hits or misses the ranger with a melee attack.


Feral Stalker

When the ranger deals damage to a creature they have tracked for at least one hour, it must make a stressed Fear check (using its Influence vs the ranger’s spellcasting ability of choice plus relevant proficiency). On a failure, the creature is Frightened of the ranger for 1 round per point of the ranger’s proficiency. A creature that succeeds this check becomes immune to this effect from the ranger for the next 24 hours.


Feral Edge

Counterattacks against the ranger from creatures they have damaged are made with disadvantage.


Agile Defender

When a creature successfully deals damage to the ranger, all subsequent attacks made by that creature against them are treated as Stressed Tasks until the start of the creature’s next turn.


Volley

The ranger can use a Core Action to make a ranged attack against any number of creatures (up to their proficiency) within 10 feet of a point they can see within weapon’s range, targeting the highest agility of creatures within that point. One may increase the area of effect or damage of this action by spending SD.


Whirlwind Attack

The ranger can use a Core Action to make a melee attack against any number of creatures within 5 feet of them up to their proficiency, targeting the highest agility of creatures within range. One may increase the area of effect or damage of this action by spending SD.