Ranger

Primary
Focus
Hit Points
15
Talent
Related to tracking or hunting, with expertise in it
Class Question
Did I catch a creature I have been pursuing?

Rangers patrol the perilous borderlands where civilization frays into wild frontier. They possess a deep, practical understanding of wilderness survival, tracking footprints across stony passes and reading signs in bent grass that others walk past. The untamed world is their home, and they move through its most punishing environments with quiet, assured competence.

They operate in tandem with a devoted animal companion, trusting their bonded partner to guard their flank and coordinate on the assault. Once a ranger selects a target, they fix their attention upon that quarry, studying its habits and closing distance with patient persistence. Through accurate archery and agile blade work, they bring down dangerous game and keep remote frontiers secure.

Core Feats

Animal CompanionCore Feat

You’re proficient with light and medium armor.

Drawing on your deep connection to nature, you gain an animal companion. Choose one of the provided stat blocks for a land, sea, or sky companion. It obeys your commands, and you direct it with the Control Companion technique. While you cannot speak directly with your companion, your bond is deep enough that you two can understand each other at a surface level.

Your animal companion dies if it drops to 0 HP. If it has died within the last hour, you can spend 2 AP and mark 3-fatigue to touch it and restore it to life with full hit points after 1 minute. If it has been longer than an hour, you can concentrate over it for 10 minutes and mark 1-exhaustion to immediately bring it back to life with full hit points. Otherwise, whenever you tend to wounds or clear fatigue, for every 1 supply you spend to heal yourself, heal your animal companion, too, and recover the appropriate amount of fatigue.

You can never have more than one companion.

Hunter's MarkCore Feat

You’re proficient with agile and ranged weapons, and you know a number of techniques equal to your Prowess plus one. You can have a number of them readied equal to half your Prowess, rounded up, and can use a learned technique only while it’s readied. Choose a number of weapons you’re proficient with equal to your Prowess; you gain mastery with them, and can change your selection as part of your daily preparations. You’re also proficient with the climbing kit and drafter’s tools.

Set your sights on a target. You can spend 1 AP and mark 1-fatigue on your turn to mark a creature you can see as your quarry for 1 minute. Once per turn while it’s marked, you deal an additional 1d6 physical damage to it when you hit it with a weapon attack, and you have advantage when trying to sense it. If your quarry drops to 0 hit points before the duration ends, you can immediately mark 1-fatigue to name a new creature as your quarry. When you first mark a creature, you can mark 3-fatigue instead of 1 to extend the duration to 10 minutes, or 5-fatigue to extend it to 1 day.

While you’re a capable hunter no matter where you find yourself, where you’ve honed your skills is where you feel the most at home. Choose two of the following areas as your favored terrain:

  • Urban areas
  • Rural civilized areas
  • Ocean
  • Tundra
  • Taiga
  • Wetland
  • Temperate Rainforest
  • Temperate Deciduous Forest
  • Tropical Rainforest
  • Tropical Seasonal Forest
  • Grassland
  • Savanna
  • Hot Desert
  • Mountains

When you’re in your favored terrain, reduce the fatigue cost of marking a creature by 1.