Ranger

Rangers are guides and explorers of the Wastelands. They act as the vanguard of the Etherflora trade, finding the most recent and evaluating the safest locations to harvest. Rangers over time become exposed to the Ether via living in it's environment, and find they begin to manifest abilities that augment their hunting and scouting life styles.

Citizens in established cities tend to look down on these hardened men and women, and Rangers tend to dislike the cities, at times appearing to them as bigger wastelands than outside world.


Ranger Class Features

Hit Points

Hit Dice. 1d10 for each Ranger level

Proficiencies

Armour. Light Armour, Medium Armour, Shields

Weapons. Simple Weapons, Martial Weapons, Heavy Ranged

Tools. Surveyor's Kit

Saving Throws. Strength, Dexterity.

Skills. Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You begin the game with the following equipment, in addition to that granted by your background:

  • (a) Scale Mail or (b) Leather Armour
  • (a) Two Short-swords or (b) Two Simple Melee Weapons
  • (a) A Dungeoneer's Pack or (b) an Explorer's Pack
  • A Longbow and a Quiver of 20 Arrows

FavoUred Enemy

You have spent your life studying, tracking, hunting and even communicating with a certain type of enemy commonly encountered in your area.

Choose a type of Favored Enemy.

1. Beasts

2. Spirit Bloods (Ley Spirits and Related / Children) todo: Specify

3. Humanoids

4. Monstrosities

5. Undead


You gain +2 Bonus to Damage total with Weapon Attacks against creatures of the chosen type.

You have Advantage on Wisdom (Survival) checks to track your favoured enemies, and Intelligence (Investigate) to determine what your favored enemy was doing in an area, as well as basic 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 favoured enemy, or creatures associated with them. Regardless, you are free to pick any language you wish to learn that you have been exposed to during your adventures before now, elaborate on where you may have picked it up.


Wilds Savant

Your experience of the over world is immense, you have experienced often a large variety of terrain, mountain ranges, flora, fauna, these don't hinder you any longer and you are used to being the hunter, and the hunted.

You gain the following.

  • You Ignore Difficult Terrain, aptly navigating any difficulties.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet taken their turn.


For years of only having your own wits in the wilderness, your experience as granted you an uncanny ability to navigate and guide away from troubled areas to areas of boonful groves.

You also gain the following.

  • Difficult Terrain does not slow your group's over-world travel.
  • Your group can't become lost, except by magical means.
  • You remain alert to danger even when engaged in other activities whilst traveling (foraging, navigating, tracking etc).
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you would normally.
  • While tracking other creatures, you also learn their exact number, their size, and how long ago they passed through an area.

Fighting Style - Level 2

You adopt a particular style of fighting as your specialty in combat.

You may only choose each of the following features once, their effects do not stack.

Marksman

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

Parsimony

The chance to have a failure on explosive or heavy ranged weapons is reduced by 2

Critical Failures with explosive weapons only occur on a natural 1.

You are able to recover all your recoverable ammunition, what you would not normally recover you find the pieces of, and are able to cheaply fix or refurbish ammunition (attaching new wood or feathers to arrows, refilling shells with propellant, at half priceetc).

Defense

While you are wearing armour, you gain a +1 to bonus AC.

Riposte

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

If you are wearing no armour, you also gain +1 to AC.

Dual Weapon Fighting

When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.

In touch - Level 3

Your connection to the land, and it's Ley Spirits, allow you to establish a powerful link to beasts and the world around you.

You gain the ability to communicate with beasts, and they recognize you as a kindred spirit, seeing you as a Ley Spirit to their perspective.

Through tones and gestures, you can communicate simple ideas to a beast as an action, and can read it's basic mood and intent. You learn it's emotional state, whether it is affected by an ailment it knows of, it's short-term needs (if it needs food, if it is afraid etc), and actions you can take (if any) to persuade it to not attack (such as leave it's cub's alone).

You cannot use this feature with a creature that you have attack within the past 10 minutes. As it once again sees you as a corporeal sentient.

You can attune your senses and commune with the Ley Spirits to ask them if any of your Favored Enemies lurk nearby. If you spend an uninterrupted minute in concentration (as you would a spell), you can see whether any of your favored enemies are present through symbols shown to you by the Ley Spirits.

This feature reveals favored enemies within 5 miles, their numbers, the creature's general direction or location (eg. near swamp), and distance from here or that distance around specified location.

If there are multiple groups within range, you receive information for each. You may use this part of the feature once per short rest.

Conclaves - Level 3

Due to their nature of exploring, hunters seek companionship, but it is difficult to trust in the wilds. Hunters join and create Conclaves of like minded individuals that transfer knowledge from one to another. Conclave establishments allow a place for customers and rangers to organise and contact, which is difficult when one's life is out in the waste lands, and so near impossible without a Conclave.

You align yourself to the natural world and order, you slip into the ebbs and flows on the river of nature, seamlessly fighting as one with the beast, you naturally find paths of least resistance in difficult circumstances, and can sense the path to survival.

Your conclave is that of the Path Striders. Guides and Explorers that live and breath all that they can, and act as perfect guides for pioneers looking to settle a new area, or trying to get their goods through during a time of discord. They will find the best and safest path, and with the help of their bond with their great beast, keep others from disturbing that path.

A Path Strider Conclave Haunt is typically found on trails and roads that are seldom traveled, that lend a place for the wearing to rest their head, and to find guidance for the journey ahead if they need it. Active Path Striders visit at times to find out information about the world around them, and perhaps pick up a new tenant (someone paying for their services), but this is normally purely out of want of company or mission, as a Path Strider is fully sufficient in the wilds.

You hunt for food, for sustenance. You hunt as part of the circle of life, you do not take more than what is owed. You protect the circle, and actively hunt down those that would harm it. Hordes of roaming gouging ravenous monsters that would permanently destroy life in their region, Organisations that taint the land for their own greed, Colossal beasts that look to cleave the land into ruin, you hunt these and more that ignore the circle of life, you guarantee the circle continues.

The Survivalist Conclave Haunt is typically found in a trading district, near butchers, tanners and cookeries. A hunter looks for a fair price, but none will go hungry in their watch. Survivalist help those who help themselves, and could be bargained with to join an Adventuring Party if it promises to bring justice to the wild or just to see new horizons and beasts and live under them.

Stalking prey without it being alerted is an art, and the Stalker Conclave are artisans of this practice. Often hunting sentients than animals, Stalkers have a price, and typically will do anything if the payment matches the request.

The Stalker Conclave is not anywhere, not a place, but a time, a certain hour at a certain day that they meet, be merry, and take jobs. Never out of place, never unprepared, always watching, always ready to hide, or to strike.

Greater Favoured Enemy - Level 6

You are ready to hunt more dangerous prey.

Choose a type of Greater Favoured Enemy.

1. Aberrations

2. Celestials

3. Constructs

4. Dragons

5. Elementals

6. Fiends

7. Giants.

You gain all the benefits granted by the Favoured Enemy trait for your chosen greater type.

Choose another language in the same fashion as the original Favoured Enemy for the chosen greater type.

Your Bonus damage to total damage rolls from Favoured Enemy is now +4.

You have Advantage on all saving throws against spells and abilities used by your chosen types.

Instinctive Movement - Level 8

Your legs act in an instant through pure instinct, they are well trained and as fast as any beast on the plains in a sprint.

You may use the Dash action as a bonus action on your turn.

Hide in Plain Sight - Level 10

You have become adept at hiding in plain sight through perfect stillness and focus.

When you attempt to hide on your turn, you can opt not to move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either through your own actions or being forced by an external effect.

You are 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 your are detected.

Vanish - Level 14

You have learnt to move and deceive your presence to others as the Ley Spirits and their relatives do, without disturbing the world around you.

You can use the Hide action as a bonus action on your turn. Also, you can't be tracked ( Survival check ) by nonmagical means, unless you chose to leave a trail.

Ley SIght - Level 18

Your eyes and ears have become accustomed to be able to see and feel the effect of the Leylines. You can see the ripple and feel the ebb as a creature moves near you, and in result you are no longer limited by your typical senses.

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 aware of the location of any invisible creature within 30 feet of you, provided the creature isn't hidden from you (occluded) and you arn't blinded or deafened.

Foe Slayer - Level 20

You become unparalleled in your ability to hunt your foes, and you will your body to perfectly engage the target.

Once on each of your turns, you can add your Wisdom modifier to the attack roll OR the damage roll of an attack you make.

You must choose to use this feature before the results are made clear by the DM. (Miss, Damage, Death etc).