Wednesday, July 6, 2022

[MECHANICS] Dungeon! - Treasure

Thoughts on Treasure

When designing Dungeon!, I was torn on how to handle treasure. Part of me loves rolling on the B/X treasure tables, while another part of me feels like they can be too feast or famine. On top of all that, there are such great generators online (such as the OSE Generators) that making an old school, manual treasure table feels obsolete and pointless. Because of these reasons, I decided to make treasure in Dungeon! entirely up to the GM. Below are a handful of different approaches to use, but at the end of the day it comes down to what makes sense for your game and your setting.



Collaborative Treasure

For this method, simply grant the party a number of Treasure Points equal to the CR of the Monster defeated, if you believe that this Monster would yield treasure. The party may then "spend" these Treasure Points as if they were the same value as Gold, gaining equipment, Gems, Jewelry, or even just Gold pieces. For Magic Items, you as the GM may veto any Magic Items the party attempts to use Treasure Points for, especially if it doesn't make sense for the Monster defeated. Additionally, you set the cost of Magic Items in Treasure Points, so you control the influx of Magic Items into your game.


Old School Treasure

Making an old school, manual treasure table is certainly a bit of an obsolete choice. But it is just so fun I couldn't help myself! Below you will find a chart that acts similarly to the B/X and OSE treasure tables. If you'd rather just use those and have a good idea of what type of Monster matches which Treasure Type, feel free to use this OSE Generator. To use the table below, read the following.

  • C: "C" stands for Coin. This type of treasure is solely Copper, Silver, and Gold. When Coin is successfully rolled, the amount of Coin found is a value of Gold equal to the Monster's CR. The denominations of this Coin can be whatever you see fit.
  • R: "R" stands for Relics. This type of treasure is comprised of non-magical Art Objects, Gems, and Jewelry. When Relics are successfully rolled, the number of Relics found is equal to half the Monster's CR, rounded down. Each Relic is worth 3d6 Gold.
  • A: "A" stands for Artifacts. This type of treasure is always some kind of Magic Item, such as a Potion, a Scroll, or a Magic Sword. When Artifacts are successfully rolled, the number of Artifacts found is always 1d4. The GM may award more if they see fit.
Finally, you must also ask yourself the question at the top of each column. Is the Monster Beast-Like? Or is the Monster Intelligent? Did the party fight the Monster within its Lair? Use your best judgement to decide. For each column where the answer is yes, roll on that column. Monsters can qualify for more than one column. For example, a Giant Ant Queen would qualify for Beast-Like, but you likely fought it within its Lair and therefore it also qualifies for Lair. Another example is Dragons, who qualify for all of the columns, given their Beast-Like capabilities, natural Intelligence, Human-Like personalities, and the likely fact that they have a Lair containing a hoard. Each column a Monster qualifies for is a separate chance to roll and add treasure for each listed type.

 

Beast-Like?

Intelligent?

Human-Like?

Lair?

CR 1 – 3

5% C

10% C

5% R

50% C

10% R

50% C

25% R

5% A

CR 4 – 5

10% C

20% C

10% R

75% C

25% R

5% A

75% C

25% R

5% A

CR 6 – 9

15% C

5% R

30% C

15% R

100% C

50% R

10% A

100% C

50% R

10% A

CR 10 – 12

20% C

10% R

40% C

20% R

5% A

100% C

50% R

10% A

100% C

60% R

20% A

CR 13 – 15

25% C

15% R

50% C

25% R

10% A

100% C

50% R

10% A

100% C

70% R

30% A

CR 16 – 20

30% C

20% R

60% C

30% R

15% A

100% C

50% R

10% A

100% C

80% R

40% A

CR 21 – 25

35% C

25% R

60% C

30% R

15% A

100% C

50% R

10% A

100% C

80% R

40% A

CR 26 – 30

40% C

25% R

60% C

30% R

15% A

100% C

50% R

10% A

100% C

90% R

50% A

CR 31+

50% C

25% R

60% C

30% R

15% A

100% C

50% R

10% A

100% C

90% R

50% A


Simple Treasure

This method is as easy as deciding what treasure is found. No guidelines, no restrictions. Just decide what treasure the players find each time they find treasure. If you have a good grasp of your game's economy, this is a fast and easy way to dish out treasure.


A Note on Economies

As an extra note, you may notice that some of these amounts seem low. This is intentional, as Dungeon! treats Copper and Silver as the far more common currency, expecting them to be spent far more often than Gold is. Something like a Sword costs around 10 GP in B/X, while a Sword in Dungeon! should only cost about 1 Gold.

If you wish to use a Gold Standard, I suggest simply using B/X or OSE for your prices and treasure. It's your game!

[MECHANICS] Dungeon! - Morale

Morale

Many modern TTRPGs have seemingly done away with Morale all-together. In Dungeon!, I have instead opted to make Morale a Variant Rule. If you want a more realistic world where Monsters and NPC's value self-preservation, it is recommended that you use the mechanics below.

Rolling Morale

Dungeon does not have a special Morale Stat in its Monsters' Stat Blocks. Also, Morale is not rolled as a 2d6. Instead, Morale in Dungeon is simply a Save. At the end of each Round, the GM should take note of the current situation of the battle. If the enemy has just lost half or more of their units this Round or if the enemy's strongest unit has been reduced to half or less of its total Hit Points, it is time to roll Morale. Simply roll a Save for the enemy with the highest CR / lowest Save value. the reason you only roll for the strongest enemy is primarily to keep things simple, but it also emulates B/X's mechanic where certain "minion" Monsters had a higher Morale in the presence of a "leader" Monster of a similar type.

If the Save is successful, the Morale Check was also successful (for the enemies at least). The enemy will stay and fight, either to the death, until the GM has the enemy roll Morale again, or until the GM decides they would logically retreat, Morale Check be damned. If the Save is failed, the Morale Check was also failed. All enemy units will gain the Afraid Affliction until the combat officially ends, and they will do everything in their power to flee to a safe location.

Finally, the GM may require Morale Checks from any NPC's the party hires or drags along. The GM should roll these Checks any time the party mistreats or abuses the NPC, or anytime a member of the party or a fellow NPC dies.

[MECHANICS] Dungeon! - Magical Miscasts

Magical Miscasts

In some settings, magic might be abrasive and dangerous. In other settings, it may be upbeat and whimsical. A great way to accomplish your desired "feeling" when it comes to magic while also adding a little more complexity to Spellcasting is to employ Magical Miscasts. The following mechanics are intended as a Variant Rule that your group may choose to use, not the standard way magic should be treated in all Dungeon! campaigns.

Spellcasting with a Catch

To employ Magical Miscasts, you will need to add some kind of fail-state to Casting, which is not built into Dungeon! naturally. You can simulate this through simple percentage chances, using d20 rolls, d100 rolls, etc. Alternatively, you may use Skill Checks, giving players more influence over their chances. This is the recommended approach, as having no influence over a Spell's chance to backfire is usually not an enjoyable experience.


Spellcasting as a Skill

I suggest that you employ the concept of a Magic Skill. Whenever a target would Cast a Spell, they must roll a Magic Skill Check. If they succeed, the Spell is cast normally. If they fail, however, roll 2d6 on the Miscast table below.

2

The Spell grows uncontrollable, harming the Caster. The Caster fails to Cast the Spell, wastes the Spell Point, and takes a number of d6's of Damage equal to their Level.

3

The Spell betrays the Caster. The Spell is Cast, but its target is inversed (i.e. a Healing Spell targets an enemy, a Damage Spell targets an ally, etc.).

4

The Spell becomes weaker. The Spell is Cast, but its effect (i.e. Damage dealt, Healing provided, Duration, etc.) is halved.

5

The Spell fizzles out. The Caster fails to Cast the Spell and wastes the Spell Point.

6, 7, 8

The Spell begins to fizzle out. The Caster may choose to take 1d6 Damage. If they do, the Spell is Cast. If they do not, they fail to Cast the Spell and waste the Spell Point.

9

The Spell draws power from the Caster's surroundings instead of the Caster themselves. The Spell is Cast and the Caster retains the Spell Point used.

10

The Spell grows more powerful, at the expense of the Caster. The Spell is Cast, but its effect (i.e. Damage dealt, Healing provided, Duration, etc.) is doubled. However, the Caster becomes Exhausted (see Wilderness Travel).

11

The Spell repeats, at the expense of the Caster. The Spell is Cast, but it is instead Cast twice. However, the Caster becomes Exhausted (see Wilderness Travel).

12

The Spell's raw power awakens something within the Caster. The Spell is Cast, and the Caster gains a permanent Ability of some kind. This Ability should be both a blessing and a curse, and it should fit both the setting and the type/source of magic practiced by the Caster. Some examples can be seen below.
  • A Cleric gains a permanent halo that grants them the effects of the Light Spell. It cannot be dimmed or turned off, however, even shining through opaque objects.
  • A Mage has their right arm replaced by an otherworldly tentacle. Their Unarmed Attacks automatically Grapple targets, but the Mage is shunned from society and has Disadvantage on Charisma (and similar) Skill Checks.
  • A Ranger sprouts sharp antlers atop their head, granting them a 1d6 Unarmed Attack. However, they can no longer wear hats or helmets, and other Rangers seek to hunt them.


Thursday, June 30, 2022

[MECHANICS] Dungeon! - Simple Mass Combat

Simple Mass Combat

Large-scale battles should never be fully played out with each individual unit having a full Turn. Instead, choose which units are important, likely the party of player characters and an enemy party of important NPCs. These units have Turns as normal, but they are not always in combat. Instead, treat the battlefield like a dungeoncrawl, with zones instead of rooms. Certain zones will be impassible or compromised due to the enemy's control or the clashing of ally and enemy foot soldiers, while other zones may contain battlefield events such as finding a wounded soldier or running into enemies.


"Dungeon" Turns

Continuing to treat the battlefield like a dungeon, Dungeon Turns should occur every 10 minutes. The Encounter Die should be rolled just like in a dungeon. This keeps an element of danger and randomness on the battlefield, even if they Party is trying to avoid direct combat.


Unit Strength

Standard soldiers are only worth 1 "unit" when it comes to large-scale combat. However, other creatures, effects, or mechanisms may be worth more than a single soldier is. Your GM may opt to use the examples below to add onto the relative strength of either side of large-scale combat.

  • Advantageous Terrain: Worth 20 units.
  • Cavalry Soldier: Worth 5 units.
  • Monster, Dragon, etc.: Worth units equal to its CR.
  • Siege Engine, Catapult, etc.: Worth 10 units.
  • Stronghold, Defensive Walls, etc.: Worth 30 units.


Attrition Rolls and Unit Damage

Attrition Rolls are how two opposing sides of a mass combat reduce the units of one another. At the end of each Dungeon Turn, the GM rolls 1d100 for each side of the conflict. They add the total units of each side onto their respective rolls and compare the totals. The side with the higher total deals 1d20 units of Damage to the opposing side. In the case of a tie, both sides take 1d20 units of Damage. The GM determines which units are specifically affected. Generally speaking, lower value units should be removed first while higher value units, such as Monsters or Siege Engines, should go later.


Party Impact

As a mass combat wages on, the Players will likely find themselves in scuffles with opposing units. While these can be run as individual combats, the GM may also allow Players to fight at a larger scale for the sake of efficiency. For example, a combat between a 5th Level Party versus a handful of 1 CR soldiers might not be very interesting, but a combat between the same Party and a Siege Ogre might be worth fully playing out.

If playing out a combat fully, nothing really changes. The main thing to note is that if the Party defeats the opposing units, that side of the mass combat loses those units on future Attrition Rolls.

If not fully playing out a combat use the procedure below;

1. The Party automatically wins Initiative and declares/describes their Actions (i.e., "I will move up to the soldiers, use my Action to Attack, and finally use my Free Action Attack.")

2. The GM declares potential retaliatory Actions (i.e., "The soldiers will attempt their own Attack in response, if they survive.")

3. Resolve declared Actions (See Below)

4. Repeat. 

To resolve declared Actions, combat is simplified. All Attacks hit automatically, bypassing the need for Attack Rolls. Instead, Damage is rolled immediately, but the total Damage dealt is divided by 5. This converts the Damage dealt directly into Unit Damage. If the Unit Damage dealt by all Players meets or exceeds the total units of the Encounter, the combat ends there. Otherwise, the opposing units will have a chance to retaliate.

If they retaliate, opposing units will Attack all Characters that Attacked them, hitting automatically. The Damage they deal is equal to their remaining value of units.

Finally, Spells use the same general rules above. Attack Roll Spells hit automatically while Spells that require a Save will always land with full effect. Spells with the power to incapacitate targets (such as Sleep or Zap) may effectively destroy a single targeted unit instantly.


Ending Mass Combats

There are a few ways large-scale battles can end. As mentioned above, it is likely that a battle will end with one side retreating. Unless this battle is the all-or-nothing last battle of a war, it is unlikely that every single unit will fight to the death. Once one side retreats, the battle ends.

Another reason to consider retreat is because of the threat of Capture. When an Attrition Roll is made, one side may attempt to capture the other side's remaining units. This can only be attempted if the targeted side has lost over half of their units, and if the Capturing side outnumbers the targeted side by double the number of units or more. If a Capture is attempted, half of the targeted side's remaining units become captured and the other half are forced to flee, ending the battle.

Finally, be it through the Encounter Die on a Dungeon Turn or by reaching a specific zone of the battlefield, facing off against the enemy party can have a great impact on the battle. If the enemy party flees or is defeated, the enemy army will retreat, ending the battle.

[MECHANICS] Dungeon! - Dungeoncrawling



Dungeoncrawling

This post is kind of "the name of the game" so to speak. If you want procedural rules to adventure through dungeons in a random way, this is the post for you.

Dungeoncrawling is very simple. The GM should have an idea of what the dungeon should be like. This could be a loose idea they can improvise off of, or a fully mapped out dungeon with multiple floors and many rooms. In the case your GM has neither, they can refer to one of the many free random dungeon generators found online. A few can be seen below.


Dungeon Encounters

As the party traverses a dungeon, the GM may have predetermined encounters placed in specific locations, or they may opt to use the Encounter Die, similar to a Hex Crawl. This more random approach is what I recommend. This does include the extra work of making an encounter list or encounter table, but it is worth the 5 minutes of prep that will take.

If using the Encounter Die, the GM should roll 1d6 each time the party enters a new room or important location within the Dungeon. On a 1, the GM chooses an Encounter from their list or rolls on their table. On a 6, there is a different outcome. Usually, I recommend treating a 6 as a change in momentum. If the party has already faced many hardships in the dungeon, a 6 could be some good luck, such as finding treasure or a pool of healing waters. On the other side of things, a 6 could turn a cakewalk of a dungeoncrawl into a deadly combat with a tough monster.


Dungeon Turns

Finally, Dungeon Turns are an important mechanic regardless of if you use random or pre-generated dungeons. Every 10 minutes that pass within the dungeon, the GM should take a Dungeon Turn. Additionally, you may time these 10 minutes in the real world on your phone or some other timer. I prefer using a real-world timer, as it breaks up the monotony and discourages players from wasting time or slacking off.

When a Dungeon Turn occurs, the GM and players each have a couple of tasks to quickly cover. Players should account for Torches that may finish burning, Spells that may end, etc. The GM should account for any NPCs or Wandering Monsters that may also be traversing the Dungeon. The GM should also roll the Encounter Die during this time. On a 1, a Wandering Monster comes across the party, or the party comes across a trap, etc. This keeps the game moving by applying pressure, big or small, on the party. On a 6, it is recommended that the GM treat it as a change in momentum, as described earlier in this post.


*Darkness and Light (Rules Reminder)

In Dungeon!, darkness a dangerous aspect of adventuring and makes sources of light important tools.

While in darkness, a Character has Disadvantage on Attack Rolls and Saves. This does not apply to Monsters, unless the GM rules that the Monster would be impeded by the lack of light. For example, a Wolf would not be impeded, but a Bandit would be.


The 5-Room Dungeon

As a quick note, consider looking up "The 5-Room Dungeon." This pdf by Roleplaying Tips outlines the idea well. I personally do not use this idea very often, as I feel overuse of the concept makes dungeons incredibly predictable and same-y. However, it is a great introduction to creating dungeons from scratch, especially if you are a new GM. Use the outline of The 5-Room Dungeon as a jumping off point but be careful to not rely on it or overuse it.

[MECHANICS] Dungeon! - Wilderness Travel, Hex Crawls, and Point Crawls

Wilderness Travel in Dungeon!

To simulate travel, Dungeon! highly suggests that you use a hex crawl, or at least a point crawl. There is a common belief that travel in TTRPG's is boring. If your travel is boring, that likely means you are doing it wrong. Travel shouldn't be a 3-paragraph passage where the GM talks about the lore of the world, why the mountains are a certain shape, or how cold out it is. Why? Because most people find it boring.

Travel segments also shouldn't be railroaded sections of the game where player characters must move from point A to point B and encounter X, Y, and Z things that the GM has set up. Why? Because most people find it boring.

So, what should travel be?

Simply put, travel should be unpredictable. One day could be calm and eventless, only taking 1 minute or so to fully play out. The next day could be a dangerous encounter with a magical beast from which the party barely escapes alive. Now that's exciting. The mechanics below detail how to accomplish dangerous and exciting wilderness travel. If you still wish to hand-waive travel, that is your and your players' loss.


Hex Crawls

When designing a Hex Crawl, there are a few steps. Firstly, find or create a map. Below are a few free resources to aide in doing so.

Personally, I like to draw my maps by hand and then import them to a program like Gimp, where I can use overlays to create my hexes.

Also, remember that each hex is effectively a 5-mile (or 8 kilometer) radius. 5 miles is quite a big area. Many things can be present in a single hex.

Once you have your map, you may then begin to place important locations, objectives, etc. on the map. Don't worry about fleshing out each individual settlement or dungeon. Just have a rough idea that you can expand upon once the party decides to travel there. The beauty of not handwaving travel is that travel takes time. This gives you, the GM, time to prepare things while the players still get to go on fun adventures.

Your map will slowly fill out more over time, and that's ok. Not everything should be set in stone from Session 0 anyway.


Encounters

Once content with your map and its features, you may proceed to the final step: random encounter tables. Regardless of if you like random encounters or not, you should read this step. You should still prep a list of encounters to fall back on, both combat and non-combat, so that the players have something to do during travel. If you do like random encounters, simply create your list in a numbered format, likely on a d20 table or d100 table. Once you have used an encounter on the table, you should consider replacing it. Some encounters might make sense to occur multiple times, while others will not. Use your best judgement for your campaign.


Calendar

With the core of your Hex Crawl created, you should consider a few additional steps. Creating a calendar for your campaign may seem excessive, but it is truly both easy to do and pricelessly valuable. I recommend using one of the free options below to help you create it.


Weather

A final extra step should include making a Weather Table. You may choose to roll in advance for each day on your calendar, or you may simply roll each new day. You may use a Weather Flower, like this one by Goblin's Henchman, or simply use the weighted table I like to use as shown below. My table is not as realistic as a Weather Flower, but my players have never noticed a difference.
 
Step 1. Roll 2d4 to determine type of Weather present in the party's current hex. The outcome will work in almost every environment or season but will likely change in description and flavor. 
2. Extreme Precipitation (Moving to a new Hex costs 1 additional Movement Point)
3. Precipitation
4. Cloudy
5. Scattered cloud cover
6. No cloud cover
7. Sunny/Windy
8. Extreme Heat/Extreme Winds (Moving to a new Hex costs 1 additional Movement Point) 
Step 2. Roll 1d4 to determine the size of the Weather System, if applicable (i.e., rainstorms, snowstorms, clouds, etc.). On a 1, it is confined to that hex. On a 2, it is 2 hexes thick, etc. Then roll 1d6 to determine the direction the Weather System is moving, with 1 being north, 2 being northeast, 3 being southeast, etc. For each Movement Point the party uses (or for every 2 hours that pass), the Weather System moves 1 hex in that direction, possibly moving with the party.


Movement Points and the Encounter Die

Finally, as you may have guessed based on the Weather Table above, you must learn the mechanics of a Hex Crawl such as Movement Points and the Encounter Die. After finishing a Long Rest, the party gains 5 Movement Points. These Movement Points can be used to traverse hexes. There are 3 general types of hexes, which can be seen below.
  • Normal (1 MP. Common. Includes things like grassy fields, open roads, etc.)
  • Rough (2 MP. Somewhat common. Includes things like hills, forests, deserts, etc.)
  • Near Impassible (3 MP. Rare. Includes things like mountains, crags, rivers, etc.)
The GM should decide what biomes (or what color or number of each type of hex) constitute each type of hex. Normal hexes only cost 1 Movement Point to traverse, while Rough hexes cost 2 Movement Points and Near Impassible hexes cost 3. For each Movement Point used, 2 hours of time passes. If a party does not have enough Movement Points to traverse a hex, they may either stop traveling for the day or they may Push Themselves. If they Push Themselves, they become Exhausted, gaining Disadvantage on all d20 rolls, all Skill Checks, and being limited to 3 Movement Points per Long Rest instead of 5. After finishing a Long Rest, an Exhausted Character may Save to recover.

As for the Encounter Die, the GM rolls 1d6 each time the party traverses a hex. On a 1, there is an encounter. If the GM is using random encounter tables, they will then roll for a random encounter. If the GM is not using random encounters, they will simply choose an encounter from their encounter list. GMs should also not be afraid to improvise new encounters depending on the terrain or other situational effects. If a 6 is rolled on the Encounter Die, there is instead a different challenge. The GM may feel free to make this anything they can think of, but a great fallback is either a Lost Check or a Skill Challenge.

For a Lost Check, one party member must roll a Survival Skill Check. If the party member succeeds, the party continues as normal. If the party member fails, however, the GM moves the players back to the previous hex and rolls another 1d6, where 1 is north, 2 is northeast, 3 is southeast, etc. The party is then moved in the rolled direction instead of their originally intended direction. This movement consumes Movement Points equal to the hex they end up in, not the originally intended hex.

For a Skill Challenge, the GM thinks up a situation where the party must use Skill Checks to bypass an obstacle or escape peril. This could be anything from crossing a frozen creek to evading a landslide to simply trying to persuade a Troll to let them cross a bridge. The players then roll 1 Skill Check each. They may be creative with how they use their Skills to potentially solve the problem, but the GM must approve these attempts. Once a character has attempted a certain Skill, pass or fail, they cannot use that Skill again this Skill Challenge. Once the group reaches a certain number of successes or failures, or once the group has logically solved the problem via their Skill Checks and the GM's discretion, the Skill Challenge ends in either success or failure. The GM may decide the rewards or consequences of a successful or failed Skill Challenge. Some good example rewards are +1 Movement Point or some treasure, while some good example consequences could be -1 Movement Point or that each party member becomes Exhausted, as detailed in the Movement Points section.


Secret Locations

If you place secret locations on your hex map, you must make a couple of choices. You may either choose that the players automatically find these locations by traversing that hex, or you may choose that they must encounter it. From there, you have one final choice. If the party traverses a hex with a secret location, you may have the party find that location if the encounter die comes up as a 1, instead of using your encounter table. Alternatively, you may decide that secret locations are so well hidden that the party must Search the Hex to find them. Searching the Hex takes Movement Points equal to the hex's normal cost, and the party does not leave the hex. Additionally, it guarantees an encounter on the Encounter Die, or the discovery of a secret location.


Point Crawls

When designing a Point Crawl, you are effectively designing a Hex Crawl with more restrictions and less structure. Simply find or draw a map of the region, labeling details and adding locations as you see fit. You should then create paths between details and locations, deciding how many Movement Points are required to fully travel one direction along that path.

From there, a Point Crawl basically becomes a Hex Crawl. For each Movement Point used, roll the Encounter Die. For each new day, roll for Weather. A calendar is still very useful even in a Point Crawl. Almost all the mechanics of a Hex Crawl (except for Lost Checks) are still used, simply the map looks different and functions a little differently.


The Average Adventuring Day

With all of these details in mind, the average adventuring day out in the wilderness, whether you are playing a hex crawl or a point crawl, should be similar to the adventuring day outlined below. It does not have to be as exact or even follow the same patterns or times, but the breakdown below provides a realistic schedule to follow.

Midnight to 6 AM: Long Resting

6 AM to 7 AM: Breakfast/Preparations

7 AM to 11 AM2 Movement Points

11 AM to Noon: Lunch/Short Rest

Noon to 6 PM3 Movement Points

6 PM to 10 PMDinner/Downtime

10 PM to MidnightLong Resting

Wednesday, June 29, 2022

[CLASS] Dungeon! - The Ranger

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.


Companion
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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