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Ranger

A Ranger in Dungeons & Dragons is a martial class that combines archery or melee combat skills with wilderness survival and nature-based spellcasting. They are experts in tracking, hunting, and navigating the wilds, often acting as border guards, guides, or monster hunters. Rangers are known for their adaptability and versatility, using their skills and spells to track foes, endure harsh environments, and deal significant damage. 

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Ranger

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Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.

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Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.

Novice

Skills

  • Proficiency in saving throws Strength +2 and Dexterity +2

  • Proficiency in Investigation +2 and Perception +2

  • Proficiency in Light/Medium Armour, Shields

  • Proficiency in Simple & Martial Weapons.

  • Health increase of 10 per rank.
     

  • Spellcasting Ability: Wisdom

  • Spell Save DC: 8 + Proficiency Bonus + Wisdom modifier

  • Spells:

    • 2 spell slots 1st level​
       

  • Fighting styles:

    • You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
       

      • Defence: +1 AC when wearing armour.
         

      • Two Weapon Fighting:  When wielding a weapon in each hand, you get a +2 to attack.
         

      • Dueling:  When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. (Wielding a shield doesn't stop this Fighting Style from working)
         

      • Archery: +2 to attack rolls made with ranged weapons
         

  • Primeval Awareness:

    • Once per long rest, receive a +5 to perception for 5 IRL minutes.
       

  • Favored Enemy:

    • You gain a +3 bonus on tracking against beasts and monstrosities,  and one language of their type.
       

  • Natural Explorer (This is purely roleplay flavor):

    •  Choose one terrain type (e.g., forest, desert, etc.). While traveling in this terrain, Rangers gain bonuses such as:

      • Difficult terrain doesn’t slow travel.

      • Rangers can’t get lost, except by magical means.

      • Rangers remain alert to danger while traveling.
         

  • On the Hunt:

    • Has the ability to Track!

    • Gains +2 Tracking

Adept

Skills

  • Extra Attack:​

    • You can attack twice, instead of once, whenever you take the Attack action on your turn.​

  • Improved Favored Enemy

    • You gain a +3 bonus on tracking against aberrations

  • ​Improved On the Hunt:

    • Gain another +2 Tracking​ (+4 total)

  • Spells:​

    • 3 spell slots 1st level​

    • 2 spell slots 2nd level

Expert

Skills

  • Land’s Stride

    • Rangers move through magical and non-magical difficult terrain without penalty, and plants that create difficult terrain don’t hinder them.

  • Perfected Favored Enemy:

    • You gain a +3 bonus on tracking against undeads

  • Perfected ​On the Hunt:

    • Gain more +2 Tracking (+6 total)​​

  • Spells:​

    • 4 spell slots 1st level​

    • 3 spell slots 2nd level

    • 2 spell slots 3rd level

Specialist

Skills

  • Natural Stalker:

    • You have learned to use camouflage successfully. Gain +3 to initiative.​

  • Mastered Favored Enemy:

    • You gain a +3 bonus on tracking against fey

  • Mastered ​On the Hunt:

    • Gain more +2 Tracking (+8 total)

  • Spells:​

    • 4 spell slots 1st level​

    • 3 spell slots 2nd level

    • 3 spell slots 3rd level

Subclasses

  • You may only choose one:

Gloom Stalker

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Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Novice

Skills

  • Dread Ambusher:

    • At the start of your first turn of each combat, your walking speed increases by 2 tiles. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If this attack hits, it deals an extra 1d8 damage.

  • Umbral Steps:

    • Gain +2 to stealth

Adept

Skills

  • Iron Mind

    • You gain +2  in Wisdom saving throws

Expert

Skills

  • Stalker's Flurry

    •  Once on each of your turns, when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Specialist

Skills

  • Shadowy Dodge

    • You can use your reaction to raise your AC for +3 until your next turn. Usable once each long rest.

Horizon Walker

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Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic.

 

They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.

Novice

Skills

  • Detect Portal (Roleplay flavour):

    • You detect the distance and direction to the closest planar portal within 2 map grids.

  • Planar Warrior:

    • After you have hit an enemy within 6 tiles of you and as a bonus action, the creature takes an extra 1d8 force damage.

Adept

Skills

  • Ethereal Step:

    • As a bonus action, you can teleport to a place within 5 tiles in your sight. You can use this feature once per long rest.

Expert

Skills

  • Distant Strike:

    • When you take the Attack action, you can teleport up to 2 tiles before each attack to an unoccupied space you can see. You can do this once per turn.

Specialist

Skills

  • Spectral Defense:

    • When you take damage from a melee or ranged mundane attack, you can use your reaction to give yourself resistance to all mundane damage until the end of your next turn. This costs a reaction and can be used once per long rest.

Swarmkeeper

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Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits.

 

The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others.

 

Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Novice

Skills

  • Gathered Swarm:

    • Your swarm assists you in battle. Once on each of your turns, when you hit a creature with an attack, you can cause the swarm to:

      • Deal an extra 1d6 damage to the target.

      • Move the target up to 3 tiles away from you (Strength roll vs DC wisdom saving throw)

      • Move you up to 1 tile horizontally.
         

  • Swarmkeeper’s Magic:

    • You learn Mage Hand if you don’t already know it. The hand takes the form of your swarm.

Adept

Skills

  • Writhing Tide:

    • As a bonus action, you gain a flying speed of 2 tiles and can hover. This effect lasts for 5 turns, and you can use it twice per long rest.

Expert

Skills

  • Mighty Swarm:

    • The extra damage dealt by the swarm increases to 1d8​

Specialist

Skills

  • Swarming Dispersal:

    • As a reaction when you take damage, you can disperse into your swarm and gain resistance to all mundane damage till the end of combat at the risk of getting a -3 to attack. You can use this feature 4 times per long rest.

Monster Slayer

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You have dedicated yourself to hunting down creatures of the night and wielders of grim magic.

 

A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats.

 

Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

Novice

Skills

  • Hunter’s Sense:

    • Gain +2 to perception

  • Slayer’s Prey:

    • As a bonus action, you designate one creature within 12 tiles of you as your prey for 5 turns. Each time you hit the prey with a weapon attack, it takes an extra 1d4 damage. (Sage, this will be a status over the target and an ability requiring the target to have this status in order to deal the 1d4 damage. So two abilities. One to issue the status, the other to deal the damage.) Can be used once per combat.

Adept

Skills

  • Supernatural Defense

    • You get +3 bonus to all saving throws

Expert

Skills

  • Magic-User’s Nemesis:

    • When a creature within 12 tiles of you casts a spell, you can use your reaction to try and magically foil it. The creature must succeed on a Wisdom saving throw (DC 12), or the spell fails. You can use this feature once per long rest. 

Specialist

Skills

  • Slayer’s Counter:

    •  If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the target.

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