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Ranger

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Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

  1. Favored Enemies - The Ranger has spent their life studying their favored enemies. They may choose up to three races to know all knowledge about from HP, armor class, weaknesses, strengths and even languages if they speak one. 

  2. Nature Explorer - The Ranger has spent excessive time in these types of terrain! They may choose up to three types of lands to know all knowledge of, evading traps, navigating secret paths, alert to the dangers that exist there, and can even track a specific person or creature of this land. 

  3. Archery - +3 modifier to attacks made with ranged weapons. 

  4. Feral Senses- Should the ranger trek through blinding surroundings, their senses are heightened to evade incoming attacks as long as the incoming attacker does not deal more than D10 in damage. 

  5. Primeval Awareness - For one round, the Ranger can observe their surroundings and learn either existing beasts of the area, traps or threats but they may only learn one. 

  6. Land Stride - For one round of combat, the Ranger will evade an incoming attack. If the creature deals more than D10 in damage, they will have to roll again for success. (D20, success = 6 or <)



Once the Ranger has leveled their base damage and hit a minimum of 35 Base HP, they will take their inherited knowledge and then progress into the following abilities. These are for all Adept Ranger. 

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Now an expert to the craft, the Ranger has leveled their base damage yet again and holds a minimum of 50 Base HP. The following abilities are for Expert Ranger. 

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