Ranger

Rangers are highly skilled hunters who, despite their martial abilities, rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers become sly tacticians, pursuing their quarry with cunning and patience. Many rangers track and fight alongside an animal companion with whom they've forged a powerful spiritual bond. By honing their skills in the wild, rangers become expert trackers, as likely to ensnare their foes in a trap as they are to assail them head-on.

Domains

Bone and Sage

Starting Evasion

12

Starting Hit Points

6

Class Items

A trophy from your first kill or a seemingly broken compass

Ranger's Hope Feature

Hold Them Off: Spend 3 Hope when you succeed on an attack with a weapon to use that same roll against two additional adversaries within range of the attack.

Class Feature

Ranger's Focus

Spend a Hope and make an attack against a target. On a success, deal your attack's normal damage and temporarily make the attack's target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus:

  • You know precisely what direction they are in.
  • When you deal damage to them, they must mark a Stress.
  • When you fail an attack against them, you can end your Ranger's Focus feature to reroll your Duality Dice.

Ranger Subclasses

Choose either the Beastbound or Wayfinder subclass.


Beastbound

Play the Beastbound if you want to form a deep bond with an animal ally.

Spellcast Trait

Agility

Foundation Feature

Companion: You have an animal companion of your choice (at the GM's discretion). They stay by your side unless you tell them otherwise.

Take the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.

Specialisation Features

Expert Training: Choose an additional level-up option for your companion.

Battle-Bonded: When an adversary attacks you while they're within your companion's Melee range, you gain a +2 bonus to your Evasion against the attack.

Mastery Features

Advanced Training: Choose two additional level-up options for your companion.

Loyal Friend: Once per long rest, when the damage from an attack would mark your companion's last Stress or your last Hit Point and you're within Close range of each other, you or your companion can rush to the other's side and take that damage instead.


Wayfinder

Play the Wayfinder if you want to hunt your prey and strike with deadly force.

Spellcast Trait

Agility

Foundation Features

Ruthless Predator: When you make a damage roll, you can mark a Stress to gain a +1 bonus to your Proficiency. Additionally, when you deal Severe damage to an adversary, they must mark a Stress.

Path Forward: When you're travelling to a place you've previously visited or you carry an object that has been at the location before, you can identify the shortest, most direct path to your destination.

Specialisation Feature

Elusive Predator: When your Focus makes an attack against you, you gain a +2 bonus to your Evasion against the attack.

Mastery Feature

Apex Predator: Before you make an attack roll against your Focus, you can spend a Hope. On a successful attack, you remove a Fear from the GM's Fear pool.


Background Questions

Answer any of the following background questions. You can also create your own questions.

  • A terrible creature hurt your community, and you've vowed to hunt them down. What are they, and what trail or sign do they leave behind?
  • Your first kill almost killed you, too. What was it, and what part of you was never the same after that event?
  • You've travelled many dangerous lands, but what is the one place you refuse to go?

Connections

Ask your fellow players one of the following questions for their character to answer, or create your own questions.

  • What friendly competition do we have?
  • Why do you act differently when we're alone than when others are around?
  • What threat have you asked me to watch for, and why are you worried about it?

Ranger Companion

When you choose the Beastbound Ranger subclass, take a companion sheet. This sheet is for tracking important information about your character's companion and can be tucked beneath the right side of your character sheet for ease of viewing.

Step 1: Name Your Companion

Work with the GM to decide what kind of animal you have as your companion. Give them a name and add a picture of them to the companion sheet.

Step 2: Write Their Evasion

Fill in their Evasion, which starts at 10.

Step 3: Choose Their Companion Experience

Create two Experiences for your companion based on their training and the history you have together.

Start with +2 in both Experiences. Whenever you gain a new Experience, your companion also gains one. All new Experiences start at +2.

Example Companion Experiences: Bold Distraction, Expert Climber, Fetch, Friendly, Guardian of the Forest, Horrifying, Intimidating, Loyal Until the End, Navigation, Nimble, Nobody Left Behind, On High Alert, Protective, Royal Companion, Scout, Service Animal, Trusted Mount, Vigilant, We Always Find Them, You Can't Hit What You Can't Find

Step 4: Choose Their Attack and Record Damage Die

Finally, describe your companion's method of dealing damage (their standard attack) and record it in the "Attack & Damage" section. At level 1, your companion's damage die is a d6 and their range is Melee. Choose whether they deal physical or magic damage.


Working with Your Companion

The following sections will run you through the basics of working with your companion.

Using Spellcast Rolls, Hope, and Experiences

Make a Spellcast Roll to connect with your companion and command them to take action. Spend a Hope to add an applicable Companion Experience to the roll. On a success with Hope, if your next action builds on their success, you gain advantage on the roll.

Attacking with Your Companion

When you command your companion to attack, they gain any benefits that would normally only apply to you (such as the effects of "Ranger's Focus"). On a success, their damage roll uses your Proficiency and their damage die.

Taking Damage and Stress

When your companion would take any amount of damage, they mark a Stress. When they mark their last Stress, they drop out of the scene (by hiding, fleeing, or a similar action). They remain unavailable until the start of your next long rest, where they return with 1 Stress cleared.

When you choose a downtime move that clears Stress on yourself, your companion clears an equal number of Stress.

Levelling Up Your Companion

When your character levels up, choose one available option for your companion from the following list and mark it on your sheet.

  • Intelligent: Your companion gains a permanent +1 bonus to a Companion Experience of your choice.
  • Light in the Dark: Use this as an additional Hope slot your character can mark.
  • Creature Comfort: Once per rest, when you take time during a quiet moment to give your companion love and attention, you can gain a Hope or you can both clear a Stress.
  • Armoured: When your companion takes damage, you can mark one of your Armour Slots instead of marking one of their Stress.
  • Vicious: Increase your companion's damage die or range by one step (d6 to d8, Close to Far, etc.).
  • Resilient: Your companion gains an additional Stress slot.
  • Bonded: When you mark your last Hit Point, your companion rushes to your side to comfort you. Roll a number of d6s equal to the unmarked Stress slots they have and mark them. If any roll a 6, your companion helps you up. Clear your last Hit Point and return to the scene.
  • Aware: Your companion gains a permanent +2 bonus to their Evasion.