Ranger
Starting Evasion
12
Starting HP
6
Domains
Bone & Sage
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.
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.
Subclasses
Beastbound
Form a deep bond with an animal ally, fighting side by side with your companion.
Spellcast Trait Agility
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.
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.
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
Hunt your prey and strike with deadly force, a predator without peer in the wild.
Spellcast Trait Agility
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 traveling 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.
Elusive Predator: When your Focus makes an attack against you, you gain a +2 bonus to your Evasion against the attack.
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.
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.
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 as 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.
Leveling 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.
- Armored: When your companion takes damage, you can mark one of your Armor Slots instead of marking one of their Stress.
- Vicious: Increase your companion's damage dice 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.
Domain Cards
As a Ranger you draw cards from the Bone and Sage domains. All 21 cards from each domain are listed below for reference.
Level 1
Deft Maneuvers
Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there.
If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.
I See It Coming
When you're targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.
Untouchable
Gain a bonus to your Evasion equal to half your Agility.
Gifted Tracker
When you're tracking a specific creature or group of creatures based on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list.
• What direction did they go?
• How long ago did they pass through?
• What were they doing in this location?
• How many of them were here?
When you encounter creatures you've tracked in this way, gain a +1 bonus to your Evasion against them.
Nature's Tongue
You can speak the language of the natural world. When you want to speak to the plants and animals around you, make an Instinct Roll (12). On a success, they'll give you the information they know. On a roll with Fear, their knowledge might be limited or come at a cost.
Additionally, before you make a Spellcast Roll while within a natural environment, you can spend a Hope to gain a +2 bonus to the roll.
Vicious Entangle
Make a Spellcast Roll against a target within Far range. On a success, roots and vines reach out from the ground, dealing 1d8+1 physical damage and temporarily Restraining the target.
Additionally on a success, you can spend a Hope to temporarily Restrain another adversary within Very Close range of your target.
Level 2
Ferocity
When you cause an adversary to mark 1 or more Hit Points, you can spend 2 Hope to increase your Evasion by the number of Hit Points they marked. This bonus lasts until after the next attack made against you.
Strategic Approach
After a long rest, place a number of tokens equal to your Knowledge on this card (minimum 1). The first time you move within Close range of an adversary and make an attack against them, you can spend one token to choose one of the following options:
• You make the attack with advantage.
• You clear a Stress on an ally within Melee range of the adversary.
• You add a d8 to your damage roll.
When you take a long rest, clear all unspent tokens.
Conjure Swarm
Tekaira Armored Beetles: Mark a Stress to conjure armored beetles that encircle you. When you next take damage, reduce the severity by one threshold. You can spend a Hope to keep the beetles conjured after taking damage.
Fire Flies: Make a Spellcast Roll against all adversaries within Close range. Spend a Hope to deal 2d8+3 magic damage to targets you succeeded against.
Natural Familiar
Spend a Hope to summon a small nature spirit or forest critter to your side until your next rest, you cast Natural Familiar again, or the familiar is targeted by an attack. If you spend an additional Hope, you can summon a familiar that flies. You can communicate with them, make a Spellcast Roll to command them to perform simple tasks, and mark a Stress to see through their eyes.
When you deal damage to an adversary within Melee range of your familiar, you add a d6 to your damage roll.
Level 3
Brace
When you mark an Armor Slot to reduce incoming damage, you can mark a Stress to mark an additional Armor Slot.
Tactician
When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die.
When making a Tag Team Roll, you can roll a d20 as your Hope Die.
Corrosive Projectile
Make a Spellcast Roll against a target within Far range. On a success, deal d6+4 magic damage using your Proficiency. Additionally, mark 2 or more Stress to make them permanently Corroded. While a target is Corroded, they gain a -1 penalty to their Difficulty for every 2 Stress you spent. This condition can stack.
Towering Stalk
Once per rest, you can conjure a thick, twisting stalk within Close range that can be easily climbed. Its height can grow up to Far range.
Mark a Stress to use this spell as an attack. Make a Spellcast Roll against an adversary or group of adversaries within Close range. The erupting stalk lifts targets you succeed against into the air and drops them, dealing d8 physical damage using your Proficiency.
Level 4
Boost
Mark a Stress to boost off a willing ally within Close range, fling yourself into the air, and perform an aerial attack against a target within Far range. You have advantage on the attack, add a d10 to the damage roll, and end your move within Melee range of the target.
Redirect
When an attack made against you from beyond Melee range fails, roll a number of d6s equal to your Proficiency. If any roll a 6, you can mark a Stress to redirect the attack to damage an adversary within Very Close range instead.
Death Grip
Make a Spellcast Roll against a target within Close range and choose one of the following options:
• You pull the target into Melee range or pull yourself into Melee range of them.
• You constrict the target and force them to mark 2 Stress.
• All adversaries between you and the target must succeed on a Reaction Roll (13) or be hit by vines, taking 3d6+2 physical damage.
On a success, vines reach out from your hands, causing the chosen effect and temporarily Restraining the target.
Healing Field
Once per long rest, you can conjure a field of healing plants around you. Everywhere within Close range of you bursts to life with vibrant nature, allowing you and all allies in the area to clear a Hit Point.
Spend 2 Hope to allow you and all allies to clear 2 Hit Points instead.
Level 5
Know Thy Enemy
When observing a creature, you can make an Instinct Roll against them. On a success, spend a Hope and ask the GM for one set of information about the target from the following options:
• Their unmarked Hit Points and Stress.
• Their Difficulty and damage thresholds.
• Their tactics and standard attack damage dice.
• Their features and Experiences.
Additionally on a success, you can mark a Stress to remove a Fear from the GM's Fear Pool.
Signature Move
Name and describe your signature combat move. Once per rest, when you perform this signature move as part of an action you're taking, you can roll a d20 as your Hope Die. On a success, clear a Stress.
Thorn Skin
Once per rest, spend a Hope to sprout thorns all over your body. When you do, place a number of tokens equal to your Spellcast trait on this card. When you take damage, you can spend any number of tokens to roll that number of d6s. Add the results together and reduce the incoming damage by that amount. If you're within Melee range of the attacker, deal that amount of damage back to them.
When you take a rest, clear all unspent tokens.
Wild Fortress
Make a Spellcast Roll (13). On a success, spend 2 Hope to grow a natural barricade in the shape of a dome that you and one ally can take cover within. While inside the dome, a creature can't be targeted by attacks and can't make attacks. Attacks made against the dome automatically succeed. The dome has the following damage thresholds and lasts until it marks 3 Hit Points. Place tokens on this card to represent marking Hit Points.
Thresholds: 15/30
Level 6
Rapid Riposte
When an attack made against you from within Melee range fails, you can mark a Stress and seize the opportunity to deal the weapon damage of one of your active weapons to the attacker.
Recovery
During a short rest, you can choose a long rest downtime move instead. You can spend a Hope to let an ally do the same.
Conjured Steeds
Spend any number of Hope to conjure that many magical steeds (such as horses, camels, or elephants) that you and your allies can ride until your next long rest or the steeds take any damage. The steeds double your land speed while traveling and, when in danger, allow you to move within Far range without having to roll. Creatures riding a steed gain a -2 penalty to attack rolls and a +2 bonus to damage rolls.
Forager
As an additional downtime move you can choose, roll a d6 to see what you forage. Work with the GM to describe it and add it to your inventory as a consumable. Your party can carry up to five foraged consumables at a time.
1. A unique food (Clear 2 Stress) 2. A beautiful relic (Gain 2 Hope) 3. An arcane rune (+2 to a Spellcast Roll) 4. A healing vial (Clear 2 Hit Points) 5. A luck charm (Reroll any die) 6. Choose one of the options above.
Level 7
Bone-Touched
When 4 or more of the domain cards in your loadout are from the Bone domain, gain the following benefits:
• +1 bonus to Agility
• Once per rest, you can spend 3 Hope to cause an attack that succeeded against you to fail instead.
Cruel Precision
When you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.
Sage-Touched
When 4 or more of the domain cards in your loadout are from the Sage domain, gain the following benefits:
• While you're in a natural environment, you gain a +2 bonus to your Spellcast Rolls.
• Once per rest, you can double your Agility or Instinct when making a roll that uses that trait. You must choose to do this before you roll.
Wild Surge
Once per long rest, mark a Stress to channel the natural world around you and enhance yourself. Describe how your appearance changes, then place a d6 on this card with the 1 value facing up.
While the Wild Surge Die is active, you add its value to every action roll you make. After you add its value to a roll, increase the Wild Surge Die's value by one. When the die's value would exceed 6 or you take a rest, this form drops and you must mark an additional Stress.
Level 8
Breaking Blow
When you make a successful attack, you can mark a Stress to make the next successful attack against that same target deal an extra 2d12 damage.
Wrangle
Make an Agility Roll against all targets within Close range. Spend a Hope to move targets you succeed against, and any willing allies within Close range, to another point within Close range.
Forest Sprites
Make a Spellcast Roll (13). On a success, spend any number of Hope to create an equal number of small forest sprites who appear at points you choose within Far range, providing the following benefits:
• Your allies gain a +3 bonus to attack rolls against adversaries within Melee range of a sprite.
• An ally who marks an Armor Slot while within Melee range of a sprite can mark an additional Armor Slot.
A sprite vanishes after granting a benefit or taking any damage.
Rejuvenation Barrier
Make a Spellcast Roll (15). Once per rest on a success, create a temporary barrier of protective energy around you at Very Close range. You and all allies within the barrier when this spell is cast clear 1d4 Hit Points. While the barrier is up, you and all allies within have resistance to physical damage from outside the barrier.
When you move, the barrier follows you.
Level 9
On the Brink
When you have 2 or fewer Hit Points unmarked, you don't take Minor damage.
Splintering Strike
Spend a Hope and make an attack against all adversaries within your weapon's range. Once per long rest, on a success against any targets, roll your weapon's damage and distribute that damage however you wish between the targets you succeeded against. Before you deal damage to each target, roll an additional damage die and add its result to the damage you deal to them.
Fane of the Wilds
After a long rest, place a number of tokens equal to the number of Sage domain cards in your loadout and vault on this card.
When you would make a Spellcast Roll, you can spend any number of tokens after the roll to gain a +1 bonus for each token spent.
When you critically succeed on a Spellcast Roll for a Sage domain spell, gain a token.
When you take a long rest, clear all unspent tokens.
Plant Dominion
Make a Spellcast Roll (18). Once per long rest on a success, you reshape the natural world, changing the surrounding plant life anywhere within Far range of you. For example, you can grow trees instantly, clear a path through dense vines, or create a wall of roots.
Level 10
Deathrun
Spend 3 Hope to run a straight path through the battlefield to a point within Far range, making an attack against all adversaries within your weapon's range along that path. Choose the order in which you deal damage to the targets you succeeded against. For the first, roll your weapon damage with a +1 bonus to your Proficiency. Then remove a die from your damage roll and deal the remaining damage to the next target. Continue to remove a die for each subsequent target until you have no more damage dice or adversaries.
You can't target the same adversary more than once per attack.
Swift Step
When an attack made against you fails, clear a Stress. If you can't clear a Stress, gain a Hope.
Force of Nature
Mark a Stress to transform into a hulking nature spirit, gaining the following benefits:
• When you succeed on an attack or Spellcast Roll, gain a +10 bonus to the damage roll.
• When you deal enough damage to defeat a creature within Close range, you absorb them and clear an Armor Slot.
• You can't be Restrained.
Before you make an action roll, you must spend a Hope. If you can't, you revert to your normal form.
Tempest
Choose one of the following tempests and make a Spellcast Roll against all targets within Far range. Targets you succeed against experience its effects until the GM spends a Fear on their turn to end this spell.
• Blizzard: Deal 2d20+8 magic damage and targets are temporararily Vulnerable.
• Hurricane: Deal 3d10+10 magic damage and choose a direction the wind is blowing. Targets can't move against the wind.
• Sandstorm: Deal 5d6+9 magic damage. Attacks made from beyond Melee range have disadvantage.