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| By Valeriy Vegera |
// Ranger
Hit Dice: d8
Weapon Proficiency: All ranged weapons, all light and medium melee weapons.
Tool Proficiency: Herbalism Kit.
Saving Throw Proficiency: Strength, Dexterity.
Starting Skills: Choose three from (1) Acrobatics, (2) Animal Handling, (3) Athletics, (4) Medicine, (5) Nature, (6) Perception, (7) Stealth, and (8) Survival.
Starting Equipment: Longbow (heavy, 1d10 + STR/DEX dmg, 2 slots), Arrows in a Quiver (usage 3, 1 slot), two Shortswords (light, 1d6 + STR/DEX dmg, 1/3 slot), Leather Armour (+2 AC, 0 slots).
Level 1: Wildling, Ranger Abilities
Level 2: +2 Ranger Abilities
Level 3: +2 Ranger Abilities
Level 4: +1 Ranger Ability, Deadeye
Level 2: +2 Ranger Abilities
Level 3: +2 Ranger Abilities
Level 4: +1 Ranger Ability, Deadeye
WILDLING
You are at home in the wilderness:
You are at home in the wilderness:
- When a random encounter occurs outside, you can draw or modify the terrain map and choose starting positions (GM discretion).
- When you forage, you find double the amount of rations.
- You can predict season-appropriate weather for the next day, with a successful WIS check. If you succeed, you tell the GM what the weather will be. The DC increases by +2 for each successful prediction. You can detect but not choose natural disasters.
RANGER ABILITIES
You start knowing 1 Ranger Ability.
Animal Companion: When you take Animal Companion, you gain the Level 1 ability. Next time you gain a Ranger Ability, you may instead take the next Level of Animal Companion.
You start knowing 1 Ranger Ability.
Animal Companion: When you take Animal Companion, you gain the Level 1 ability. Next time you gain a Ranger Ability, you may instead take the next Level of Animal Companion.
// Roll d8
1. Ambush: You roll initiative with +1d6 and have +1d6 on attack rolls against creatures who haven’t taken their turn yet.
2. Expertise: Choose two of your skill proficiencies, or one of your skills and one of your tool proficiencies. Your PB is doubled for any check you make that uses either of the chosen proficiencies.
3. Quarry: Once per long rest, you can mark one creature you can see as your Quarry. You can only have one Quarry at a time.
* Your rolls to track your Quarry have +1d6.
* Your attack rolls targeting your Quarry have +1d6.
* You step up the damage die when you hit your Quarry (1d6 > 1d8 > 1d10 > 1d12).
4. Ranger Sense: When you’re in the party, the range at which you get Omens (clues of a nearby creature) increases by +1. If you come across any tracks, you can ask the GM questions based on them that they will answer truthfully, as long as the answer could reasonably be discerned from the tracks.
5. Speak with Animals: You can speak fluently with all mundane animals.
6. Traps: You gain proficiency with the Trapper’s Kit. It takes 10 minutes to craft a trap in natural terrain. When you craft a trap, choose up to 3 effects from the list below. Mark one X on your trapping kit for each effect you choose.
* Damage: Victims take 1d6 damage.
* Halt: Victims are immobilized.
* Alert: Victims set off a loud racket.
* With other items (poisons, flammable oils), you can create more types of traps.
7. Trophies: You can spend 10 minutes to harvest a Trophy from your prey. You gain +1 bonus Ready Slot that can only hold a Trophy. The rare ones fetch a pretty penny to the right collector. Sales grant 1 XP per silver piece gained to everyone in the party who helped kill the creature. Each readied Trophy gives you:
* +1 AC and +1 damage against that type of creature (maximum +4).
* +1d6 on checks to avoid or negate their special effects (the minimum you can roll on the d6 is the number of trophies you have of that type of creature).
8. Animal Companion
* Level 1: You gain an animal companion, which can be any mundane animal horse-sized or smaller. Compared to regular pets:
* Your companion can follow more complex commands.
* Before, or during combat (with an action), you can set up an action, such as “attack when I attack”, so you don’t have to direct them with an action in combat.
* You learn the language your companion speaks (e.g. Dogs speak Canine, Cats speak Infernal).
* Level 2: Your bond with your animal companion has improved:
* You can direct your animal companion with your bonus action.
* Your animal companion can try and stabilize you. They add your Ranger Level to checks to stabilize you.
* If you have a bonus to attack an opponent, your animal companion has the same bonus when they attack them.
DEADEYE
Until the end of your turn, you can enter a state of extreme focus where time seems to slow down. You can activate Deadeye as a bonus action on your turn, but cannot use it again until you take a Long Rest. While in Deadeye:
- When you attack, you attack twice.
- On a hit, you can exchange damage to target a specific area on the target, such as the leg to halve movement speed, or shoot their weapon out of their grip. On a critical hit, you may also deal normal damage. The specific usage of this ability is at the GM’s discretion.
