Class: Ranger

Rangers are survivalists, scouts, and hunters who thrive in the wilderness. They know how to read the wind, the tracks, and the sound of the wild. Whether stalking prey through ancient forests, leading allies through the wilderness, or defending sacred lands, Rangers dedicate their life to the wild and to protect its fragile balance between the natural world and the world of people.

Class overview

 
Typicaly : Wanderers, beast tamers, bounty hunters, monster slayers, or wardens of untamed lands. Some serve as guides for explorers, while others act as silent sentinels protecting the forgotten paths of the world.
Abilities : Rangers blend martial skill with natural intuition. They excel at tracking, ranged combat, and adapting to their environment. Many form bonds with animal companions or channel nature’s energy into their strikes.
Advancement : As they grow, Rangers become one with their surroundings — sensing danger before it strikes, commanding beasts with ease, and moving through the wild unseen yet always in control.
Aptitudes : High Dexterity and Constitution, but low Aura.
Weapons and Armour : Proficient with ranged weapons, light and medium armor. They favor mobility and precision over brute strength.

Speed & Abilities

Speed : Fast  
Available Spells

Rank 0 :

-

Rank 1 :

  1. Todo ().

Rank 2 :

  1. Todo ().

Rank 3 :

-
 
  Starting abilities (Pick 3) :
You start with 3 abilities from the following.
  1. Deft Explorer
    You’ve spent years walking untamed paths, learning to read the land, the sky, and the people who cross your way.  
    You can act as a Guide during a Journey.   Choose one of your Purviews to improve.

     
  2. Favored Enemy
    Through countless hunts, you’ve learned to read your prey — its rhythm, its instincts, its flaws. Against your chosen quarry, your focus sharpens.  
    • Lvl 1 : You can use it 2 times.
    • Lvl 6 : You can use it 4 times.
    You learn the Hunter's Mark (Divination - Rank 1) spell.
    • May be cast a few times without spending Psy or Spell Slot.
    • Once all free uses are expended, you may still cast it normally.
      Number of Uses (free cast) :
    • Depend of your Lvl (see above).
    • You regain all expended uses when you sleep.

     
  3. Fighting Style
    Whether perfecting your combat stance or calling upon the primal gifts of druidic magic, your motion and spell are in harmony with the wild around you.   When you aquire this Ability, you must choose one of those 2 effects :  
    You gain Combat Stance (Fighter Starting Ability).
     
    Druidic Warrior :

     
  4. Wilderness Spellcasting
    Your magic is a primal, practical tool born of survival. It is the unyielding resilience of the wild manifesting as power when you need it most.  
    Whenever you gain a Lvl, you can replace one of your Wilderness Spellcasting Spell (Rank 1) with another one from the Ranger Available Spells.

     
  Standard abilities :
(See Advancement table down below)
  1. Beast Knowledge
    You can call on the forces of nature to reveal certain strengths and weaknesses of your prey.  
    Once per Game Session, a creature marked by your Hunter's Mark reveals to you any Immunities, Resistances, or Vulnerabilities it possesses.
    • You understand the creature’s behavior, abilities, and statistics.
    • This ability only applies to non-humanoid creatures.

     
  2. Beast Tamer
    You speak in glances, scents, and subtle gestures. Animals sense the calm in your presence — or the fire, if you wish. Whether soothing a wounded creature or urging a predator into the hunt, your connection to beasts runs deeper than words.  
    You have Advantage on :

     
  3. Forager's Instinct
    Your senses are finely tuned to the pulse of the wild. You know where to find the sweetest berries, the most resilient mushrooms, and the clearest spring water. Your connection to nature makes you an expert at living off the land, ensuring you and your allies are always well-provisioned.  
     
  4. Opportunistic Butcher
    Monster slaying is often such a wasteful business, but you see your next kill as your next meal. As you always say, every beast is a potential feast.  
    As an Action, you may extract Rations (Consumable) or useful body parts from slain creatures to use as ingredients for Crafting disciplines.   Requires a Constitution Check :
    (Option 1) Extract Rations :   (Option 2) Extract one useful body part :
    • Examples include poison glands, fat, hide, scale, etc.

     
  5. Rapid Shot
    Speed and rhythm guide your aim. You’ve learned to loose arrows, bolts, or bullets in seamless succession — striking before your foe can even react.  
    When using a Missile Weapon, you may make a second attack in the same turn.   If the weapon has a Loading Time, you may instead load or reload it instantly after firing as part of the same Action.

     
  6. Roving
    Constant travel has sharpened your stride. From mountain to river, no terrain slows your pace.  
    • Your Speed increases by one step.
    • You can Climb and Swim without slowing down.

     
  7. Survival Craft
    Life in the wild demands resourcefulness. Whether brewing potions from herbs, preparing food over a campfire, or stitching gear, you’ve learned to make the most of what the land provides.  
     
  8. Tireless
    Long marches, sleepless nights, and unending hunts barely exhaust you. Where others falter, you push forward — steady, focused, and unyielding.  
    If you are Fatigued (Ailment), you can ignore completely the penalty caused by 1 stack of it (this also delays the point at which you would collapse involuntarily).   When you sleep, your Fatigued (Ailment) is reduced by 1.

     
  Advanced abilities :
(See Advancement table down below)
  1. Arcane Blessing
    Nature grants you a spark of its primal magic, allowing you to weave its power into your spells.  
    You learn one Spell (Rank 2) from the Ranger Available Spells.   You gain all the following Spell Slots :

     
  2. Feral Senses
    Your instincts extend beyond sight. You feel the tremor of every step, the breath of every creatures, and the faint ripple of presence in the air. Even in total darkness, nothing escapes your awareness.  
    You have Blindsight with a range of 30 feet.
    • You can sense creatures within that range without relying on physical sight (no roll required), even if they are hidden or magically Invisible.
    • You are unaffected by Blinded (Ailment) and Obscured (Area condition) when targeting a creatures within that range.

     
  3. Giant Killer
    The bigger they are, the harder you hit.  
    Against Massive or Colossal creatures :
    • You always deal +1 Damage with weapon attacks.
    • You have Advantage on rolls made to move on or climb them.

     
  4. Nature’s Veil
    You call upon nature’s magic, letting wind, shadow, and light conceal your presence. For a brief moment, you become one with your surroundings.  
    As a Bonus Action, you can become magically Invisible.   Requires an Aura Check :
    Success :
    You become Invisible until the end of your next turn.
    • Your stealth rolls are made with Advantage.
    • If you attack, or target a creature with a spell while Invisible, your roll is made with Advantage, but the Invisibility ends afterward.
    • When someone tries to find or target you, they suffer the same penalties as under Totally dark Obscured (Area condition).
      Number of Uses :
    • 3 times.
    • You regain all expended uses when you sleep.

     
  5. Night Hunter
    You’ve learned how to move like a night predator and to strike from the shadow.  
    You automatically succeed stealth rolls made while Obscured (Area condition).   You are partially immune to Obscured (Area condition) from darkness.
    • You get no penalty when it's Partially dark.
    • You get the Partially dark penalty instead when it's Totally dark.
    If you are already immune to Obscured (Area condition) and stand within such an area, your Attack rolls gain a Minor Bonus (+2) instead.

     
  6. Precise Hunter
    Your aim improves when the hunt begins. As you focus on your prey, instinct takes over.  
    You have Advantage on Attack rolls against non-humanoid creature marked by your Hunter’s Mark.

     
  7. Relentless Hunter
    Your focus never wavers once the hunt begins. The mark you set is more than magic — it’s instinct, etched into your senses until the prey falls.  
    Your Hunter’s Mark no longer requires Concentration.

     
  8. Specialised Hunter
    Through experience, you’ve learned how your chosen prey moves, fights, and bleeds. You know where to strike, when to wait, and how to end the hunt before it begins.  
    Choose one non-humanoid creature type as your specialized target.   Available creature type :
    • Aberration
    • Beast
    • Celestial
    • Construct
    • Dragon
    • Elemental
    • Fey
    • Fiend
    • Giant
    • Monstruosity
    • Ooze
    • Plant
    • Undead

     

Combat gear allowance






* Small Species restriction still applies. ** Large Species restriction still applies.
 

Advancement table


Bold value indicates the number has increased from the previous Lvl.  
* You can choose a Subclass at Lvl 3. If you take a Subclass, you gain that Subclass Starting Ability instead of the last one of the primary Class. You can alway choose a class abilities with a lower requirment instead (Standard instead of Advanced). You can choose a Maturative Species Ability instead of an Advanced Class Ability.
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