Dwarf: *doesn't want pig* Party: *gets pig anyway* Dwarf and the pig: |
The Ranger
HP: +1d8 each Level, minimum of +4
AC: +1 each 2nd Level
AB: +1 each Level
Save: -1 each Level
Skills: +2 Skill Pips each Level
At 1st Level, you have trained to track and hunt certain creatures. At the beginning of your Turn, you may choose to Mark a target within Long Range. The target will remain Marked for a number of hours equal to your Ranger Level or until you use this Ability on a new target. For the duration, you have Advantage on any Skill Checks you make in order to track or hunt the target (such as a Survival Skill Check to notice tracks or a Stealth Skill Check to sneak up on the target) and you deal +1 Damage to the target. Once you have used this Ability, you must finish a Short Rest before you may use it again. Finally, you may use 1 Spell Point to use this Ability again even if you haven't finished a Short Rest yet.
At 2nd Level, your experience with nature has granted you the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest. Finally, you deal an extra +1 Damage to Marked targets.
At 3rd Level, you begin to track and hunt your prey in a specialized way. You may choose one of the options below.
- Archer: When you use your 1st Level Ability to Mark a target, you may Mark 2 targets instead of only 1.
- Beast Master: You form a kindred connection with animals. Animals will not harm you unless you harm them, and you gain the ability to communicate with animals; You may speak with and understand them as if you shared a common language.
- Forager: You may automatically gather 1d4 Rations worth of fresh food once per Long Rest, assuming the surrounding terrain can reasonably provide it. Additionally, you have developed a knack for herbalism. You and your allies gain 1 additional Healing after Short Rests and 1d4 additional Healing after Long Rests. Healed targets also recover from Exhaustion.
- Hunter: You deal an additional 1d4 Damage to Marked targets.
- Wildman: Your Unarmed Attacks now deal 1d8 Damage instead of only 1d4 Damage. Also, you gain +2 AC.
At 4th Level, you learn 1 additional Spell and gain 1 additional Spell Point. Finally, you deal an extra +1 Damage to Marked targets.
At 5th Level, your specialized path teaches you a new combat tactic. You gain the option below that matches the path you took at 3rd Level.
- Archer: As an Action, you may use a Ranged or Thrown Weapon to launch a volley of Attacks, ignoring the Load attribute. Choose a target within Medium Range. That target and all other targets within Close Range of them take 3d4 Damage. You must use 1 piece of Ammo or 1 Thrown Weapon for each target.
- Beast Master: You gain the service of a Companion. Your Companion takes on any appearance you choose, but its Stats remain the same regardless of appearance. Its Stats can be seen at the end of this post, and its Stats improve with your Ranger Level. In Combat, your Companion will always take its Turn during your Turn, as you must give it commands. Finally, your Companion benefits from your Damage bonus against Marked targets.
- Forager: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
- Hunter: When you Attack, you may deal an additional 2d10 Damage on a hit. You may only use this Ability once per Round.
- Wildman: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 6th Level, you learn 1 additional Spell and gain 1 additional Spell Point. Finally, you deal an extra +1 Damage to Marked targets.
At 7th Level, you learn additional tactics from your path. You gain the option below that matches the path you took at 3rd Level.
- Archer: When you use your 1st Level Ability to Mark a target, you may Mark 3 targets instead of only 2.
- Beast Master: Your Companion gains Advantage on 3 Skills of your choice.
- Forager: The additional Healing you and your allies gain from Short Rests increases to 1d4. The additional Healing gained from Long Rests increases to a value equal to your Ranger Level.
- Hunter: While you have a Marked target, you have Advantage on Saves.
- Wildman: Your Unarmed Attacks now deal 1d10 Damage instead of only 1d8 Damage. Additionally, your primal senses prevent you from being Flanked.
At 8th Level, you learn 1 additional Spell and gain 1 additional Spell Point. Finally, you deal an extra +1 Damage to Marked targets.
At 9th Level, your specialized path has concluded. You gain the option below that matches the path you took at 3rd Level.
- Archer: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
- Beast Master: Once per Round and on your Turn, either you or your Companion may attempt a single Weapon/Unarmed Attack as a Free Action.
- Forager: Once per Round, you may reroll an Attack Roll, Damage Roll, or Save you attempt.
- Hunter: Once per Round, you may reroll an Attack Roll, Damage Roll, or Save you attempt.
- Wildman: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 10th Level, your skills as a Ranger are spoken of at many a tavern. A group of 1d6 + 10 1st Level Rangers reach out to you and offer to aide you; you may either create a Hunter's Guild or establish a Sanctuary. Details for both options are below.
- Hunter's Guild: The group of Rangers will build your Hunter's Guild in a valid location over the course of 50 days. Once completed, you will control the Guild and its goals. Once up and running, your Hunter's Guild will generate 3d6 Gold per day. Finally, you and your allies may successfully rest within your Guild in half the normal time due to its accommodations.
- Sanctuary: The group of Rangers will find a valid nearby location to protect as a Sanctuary. The Sanctuary will be a 5-mile radius (or single hex) of wilderness that you and the other Rangers seek to protect. The Sanctuary takes no time to build, but it does not generate income. Instead, it generates 1d4 random Consumable Items per day. Additionally, there is almost always something to do in the Sanctuary, such as a monster to slay, poachers to chase off, or treasure to hunt for.
HP: 25 --- (+5 HP for every Ranger Level above 5th)
AC: 15 --- (+1 AC for every Ranger Level above 5th)
AB: +5 --- (+1 AB for every Ranger Level above 5th)
Damage: 1d6 + 5, only attacks once --- (+1 Damage for every Ranger Level above 5th)
Special: Servitude (Your Companion can be reduced to 0 HP, but it never truly dies. Once reduced to 0 HP, it crumbles to ash. Over the course of a Short or Long Rest, you may resummon your Companion at 1 HP using 1 Spell Point.)
Save: 13 --- (-1 Save at Ranger Levels 6th, 8th, and 10th)
Skills: Agility (2-in-6), Strength (2-in-6) --- (+1 Skill Pip at Ranger Levels 6th, 8th, and 10th)
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