Ranger
Base Class: Ranger

Many Rangers began as soldiers, scouts and guides who traveled to distant lands. Many others were outlanders, wanderers, sailors, brigands, spies or assassins. All crossed scorching deserts, climbed erupting volcanoes, explored lethal jungles and survived frozen wastelands. Through harsh experience, they adapted to the dangers and discovered how to wield them as weapons. They studied predators and learned stealth, surprise and sudden overwhelming fury to gain the advantage over their enemies. Pathfinders have beheld wonders and horrors beyond imagining in the far forgotten corners of the world and have dedicated their lives to see it all. 

The Pathfinders excel at scouting enemies and digging in to a degree that they can literally sleep right next to the enemy, these rangers are unlike other rangers as they use nature as a tool to infiltrate enemy forces and use the forces of nature to defeat their foes, even if that means destroying land. Many of these rangers enlisted in the military at one time or something of the like.

Level 

Feature 

3 

Scout Strider 

3 

Hidden Homestead 

7 

Scorched Earth 

11 

Wisdomatic Instincts 

15 

Defensive Measures  

 

 

Ranger Level 

Spell 

3rd 

Entangle 

5th 

Feign Death 

9th 

Haste 

13th 

Dimension Door 

17th 

Passwall 

 

 

 

 

 

 

Scout Strider

Starting at 3rd level, The ranger now has the ability to move faster and are stealthier. from spending years in shadowing armies and learning how to stay ahead of them has given the pathfinder the following benefits 

  • Increase Movement speed by 10
  • Gain Expertise in Stealth

Hidden Homestead

Starting at 3rd level, the ranger has become a master at clearing safe spots to rest and for ambushes. Be it a clearing in the woods or a burrow dug into the ground for ambushes. The Pathfinder can create two structures a Clearing and a Bluff 

  • Clearing - The ranger spends 1 hour making a clearing that he can sleep and rest in with out much stress over being found. This clearing is built with the surrounding area in mind, the Pathfinders clearing has a DC 10 + Ranger level + Wis Mod to detect it. 
  • Bluff - The ranger creates a bluff, that he must spend 1 hour making, which fits the surrounding area that matches the environment in which they are in. All that are hiding in the bluff gains a +10  circumstance bonus on their Stealth checks. 

Scorched Earth

Starting at 7th Level, the Ranger can now expel magical energies that clear out an area. Once a day the Ranger can cause nature to have an explosive devastation in an area. As a Bonus action the ranger can cause an explosion with in 30-foot sphere around him, all targets must make a DC 16 Dexterity Saving throw  can deal 3D8 Elemental damage* on a successful save and 5D6 and are knocked prone on a failed save. 

* The ranger can choose form one of the two elements

  1. Fire
  2. Lightning

 Additionally, this can also clear a 30 foot sphere of an area from all vegetation essentially making it smooth for camping. All skill checks Made for the rest of the day are at advantage after an 8 hour sleep. This ability can only be used in the wilderness to gain the benefits of this additional property. 

Wisdomatic Istincts

The ranger is in tune with their past experience, often times pathfinders find themselves behind enemy lines and inevitably they find them self out numbered by the enemy. Because of this they have learned to anticipate attacks coming at them making it hard to hit them. The pathfinder can now add their Wis Mod to their AC by using their reaction, after being attacked. 

Defensive measures

Fighting in many cases outnumbered against hordes of enemies has honed the pathfinder to be unequivocal on the battle field. The pathfinder can choose to go on the offensive or choose to change his body magically to be un touchable. The bonuses last till the end of your next turn, they do not stack consecutively.  

Defensive

The ranger may expend a spell slot as a bonus action to increase their AC. For every level of spell slot they expend they gain a +2 AC bonus so long as the Pathfinder is wearing Light Armor. They gain a +1 to their Ac if they are wearing medium armor. If you are wearing Heavy armor, you must expend a 4th level spell slot to gain a +1, and a 5th level spell slot to gain a +2. 

Offensive

The ranger may expend a spell slot as a bonus action to gain an additional attack. The level of spell slot gives them one additional attack per a spell level. This only applies if the ranger is wearing Medium armor or  lighter. If the ranger is wearing heavy armor they gain one additional attack for 4th level, 2 additional attacks for 5th level.

Note: You may not use Wisdomatic Instincts While using this feature. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/17/2018 12:45:39 AM
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