Ranger
Base Class: Ranger

Hello there campers! Welcome to our cosy corner of the wilderness, where adventure and friendship await around every tree stump and campfire. Here at Camp Ranger HQ, well, we don't believe in "levels" around here—instead, our friendly camp rangers gain special badges as they master new skills and spread their love for the great outdoors. Earn your stripes and you'll discover a world of friendship and magic in every knot tied, every trail tramped, and every campfire lit. So grab your gear and let's set off on a crazy, zany, and fun-filled journey through the wild and wonderful realms of camp life! Who knows, you may even learn a bit about yourself along the way.

Camp Ranger Spells

You may start to embark upon this adventure when you have gained 3 badges. You are able to learn the following spells when you achieve the given number of badges as shown in the Camp Ranger Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Camp Ranger Spells
Camp Ranger badges gained Spells
3rd Cure Wounds
5th Rope Trick
9th Motivational Speech
13th Locate Creature
17th Telepathic Bond

Scout

With your 3rd badge, you become a trusted scout, skilled in finding paths and guiding your friends through even the trickiest terrain. You gain proficiency or enhance your expertise in Survival, making you a reliable navigator. You also have a keen advantage on skill checks to find paths and retrace your steps.

Craft Leader

Earning your 3rd badge also grants you the title of Craft Leader. Whether it's crafting tools or creating bonds with your fellow campers, your proficiency shines through with a smile and a helpful hand. When you or your allies make skill checks using tools within 15 feet of you, you can add half your proficiency bonus (rounded down) to the roll, stacking with any other  proficiency bonuses they may have.

Zipline

When you gain your 7th badge, your camp spirit really takes off as you learn how to bring everyone's favourite activity with you wherever you go!  As an action, expend a spell slot to fire two arrows, or bolts, striking two objects no more than 60 feet apart. Both targets must be visible, and within the disadvantage range of your weapon. A translucent zipline extends between these two points, emitting dim light in a 5-foot radius. It remains in place for 1 minute without requiring concentration.

Allied creatures may grasp the zipline as a bonus action to instantly traverse to either of the zipline (their choice) without expending any of their normal movement.  Any other creature attempting to traverse your Zipline must roll a Wisdom saving throw against your spell save DC; on a success they can use the Zipline, on a failure they take 2d6 lightning damage and fall prone.

As your skill as a Camp Ranger grows, the maximum length of your zipline increases by an additional 30 feet at 11 badges and again at 15 badges, extending its reach to a maximum of 120 feet.

Around the campfire

Once you've earned your 11th badge, you're not just a camper, ranger, and leader —you are also a master storyteller, a champion of camaraderie, and certified 'smores connoisseur.

  • You've heard all the scary stories around your campfire, and are now immune to being frightened
  • During a short rest, you and your allies regain maximum health instead of rolling hit dice
  • You have advantage on perception checks made while standing watch, while your cabin team are resting. 

Camp Leader

Gaining your 15th badge cements you as one of the greatest, a true camp leader, able to guide and support your cabin whatever todays adventure. While you are in your favoured terrain you permanently under the effects of speak with plants, and speak with animals, and have advantage if attempting to persuade a plant or animal. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/7/2024 11:37:22 PM
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