Ranger
"Rangers are unrivalled scouts and trackers, honing a deep connection with nature in order to hunt their favoured prey."
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Far from the bustle of cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch.
Wanderers of the wilderness, Rangers specialize in facing monsters that threaten the world. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness the primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus on the task of protecting the world from the ravages of monsters and tyrants.
Core Trait
You have the following Core Traits
- Primary Ability
- Strength or Dexterity, and Wisdom
- Hit Point Die
-
D10 per Ranger level
HP at Level 1: 8 + Con. modifier
HP per Rogue Level: 5 + Con. modifier - Saving Throw Proficiencies
- Strength and Dexterity
- Skill Proficiencies
- Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
- Weapon Proficiencies
- Simple and Martial weapons
- Armour Training
- Light and Medium armour and Shields
- Starting Equipment
- Choose A or B:
(A) Studded Leather Armour, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 70 SP; or
(B) 1,500 SP
Becoming a Ranger...
As a Level 1 Character
As a Level 1 Character you gain the following:
- Gain all the traits in the Core Ranger Traits table.
- Gain the Ranger's level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character
To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes.
- Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger's skill list, and training with Light and Medium armour and Shields.
- Gain the Ranger's level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Ranger Class Features
As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.
Ranger Features
Level | PB | Class Features | Favoured Enemy | Prepared Spells | I | II | III | IV | V | Aptitudes |
---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Favoured Enemy, Ranger's Aptitude, Spellcasting, Weapon Mastery | 2 | 2 | 2 | — | — | — | — | 1 |
2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | — | — | — | — | 2 |
3 | +2 | Ranger Subclass | 2 | 4 | 3 | — | — | — | — | 3 |
4 | +2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — | 3 |
5 | +3 | Extra Attack | 3 | 6 | 4 | 3 | — | — | — | 3 |
6 | +3 | Roving | 3 | 6 | 4 | 2 | — | — | — | 4 |
7 | +3 | Subclass feature | 3 | 7 | 4 | 3 | — | — | — | 4 |
8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — | 4 |
9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | — | — | 5 |
10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | — | — | 5 |
11 | +4 | Subclass feature | 4 | 10 | 4 | 3 | 3 | — | — | 5 |
12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | — | — | 6 |
13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | — | 6 |
14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | — | 7 |
15 | +5 | Subclass feature | 5 | 12 | 4 | 3 | 3 | 2 | — | 7 |
16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | — | 8 |
17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 | 8 |
18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 | 9 |
19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 9 |
20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 10 |
Level 1: Favoured Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favoured Enemy column of the Ranger Features table. When the spell is cast this way, it does not require Concentration, though it ends early if you have the Incapacitated condition.
Level 1: Ranger's Aptitude
Optional Class Feature
You gain invaluable knowledge, experiences, or hard-earned lessons, which is represented by Ranger's Aptidude. You gain one aptidude of your choice. Aptidude are described in the "Ranger's Aptitude Options" section later in this class's description.
Prerequisites If an aptidude has a prerequisite, you must meet it to learn that aptidude. For example, if an aptidude requires you to be a level 5+ Ranger, you can select the aptidude once you reach Ranger level 5. If another Ranger feature gives you Aptitude, those Aptitude don't count against the number of Aptitudes you know with this feature.
Replacing and Gaining Aptidudes Whenever you gain a Ranger level, you can replace one of your aptidudes with another one for which you qualify. You can't replace an aptidude if it's a prerequisite for another aptidude that you have.
Spell If an aptidude grants a spell, it is considered a Ranger spell for you, and Wisdom is your spellcasting ability.
Proficiency If an aptidude grants proficiency in a skill you already have, choose a different proficiency available to the Core Ranger Trait table.
When you gain certain Ranger levels, you gain more aptidudes of your choice, as shown in the Aptidudes column of the Ranger Features table.
You can't pick the same aptidude more than once unless its description says otherwise.
Level 1: Spellcasting
You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.
Spell Slots
The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells
Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus
You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Weapon Mastery: Expanded
In Crown & Misery setting, the Weapon Mastery feature are expanded to allow more flexibility, More details can be found in the Weapon Mastery section..
Level 2: Deft Explorer
Thanks to your travels, you gain the following benefits.
Expertise Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages You know two languages of your choice from the language tables in chapter 2.
Level 2: Fighting Style
You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3: Ranger Subclass
You gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6: Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armour. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 9: Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10: Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
Temporary Hit Points As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Decrease Exhaustion Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Level 13: Relentless Hunter
The damage die of your Hunter's Mark improves to d8 when it is cast using Favoured Enemy feature.
Level 14: Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 17: Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18: Feral Senses
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20: Foe Slayer
The damage die of your Hunter's Mark improves even further to d10 when it is cast using Favoured Enemy feature.