Ranger
Base Class: Ranger

The Hooded Avenger is a folk hero, vigilante, and champion of the people. Unlike other rangers who protect the wilds, these warriors defend the balance between power and powerlessness. With bow or blade, they confront tyrants; with coin or compassion, they inspire the poor. Their strength grows when faced with injustice, and every act of generosity returns to them in unexpected ways. A Hooded Avenger is a symbol of rebellion, and their legacy is carried in whispered tales and grateful hearts.

Ranger Level Feature
3rd Hooded Heroism, What Goes Around Comes Around
7th Spread the Wealth
11th Guerilla Tactics
15th Fight the Power

Level 3: Hooded Heroism

Your strikes burn with the fire of conviction.

Once per turn, when you hit a creature that:

  • Has harmed an innocent (DM’s discretion), or

  • Has more wealth, hit points, or social power than any party member,

You deal bonus radiant damage equal to your Hunter’s Mark die (typically 1d6).
This bonus represents your resolve when standing for the powerless.

 

Level 3: Hooded Avenger Spells

When you reach a Ranger level specified in the Hooded Avenger Spells table, you thereafter always have the listed spells prepared.

Ranger Level Spells
3rd Disguise Self, Healing Word
5th Pass Without Trace
9th Beacon of Hope (from Cleric)
13th Freedom of Movement
17th Mass Cure Wounds (from Cleric)

 

Level 3: What Goes Around Comes Around

When you give 1 or more gold pieces to someone in genuine need (not a party member or controlled creature), you gain a karmic boon:

  • For the next 8 hours, you gain a +1 bonus to all skill checks.

  • This bonus is only available to you, does not stack, and can only be triggered once per long rest.

  • At higher levels, this feature upgrades and replaces the previous version:

Level 7 – What Goes Around Becomes Resilience

The bonus now applies to skill checks and saving throws.

Level 11 – What Goes Around Strikes True

The bonus now applies to skill checks, saving throws, and attack rolls.

Level 15 – What Goes Around Doubles Down

The bonus increases to +2.

Level 18 – What Goes Around Echoes Forever

The bonus increases to +3 and becomes permanent unless your alignment changes to evil.

Level 7: Spread the Wealth

Once per long rest, you can redistribute health among your allies.

As an action, choose any number of willing creatures within 60 feet. Add their current hit points together and divide the total evenly among them (round up). No creature can exceed their maximum HP. This does not affect unconscious or dead creatures.

Level 11: Guerilla Tactics

Your leadership and experience empowers the entire party with subversive skill.

  • You and all allies within 60 feet of you gain a bonus to Initiative rolls and Stealth checks equal to your Wisdom modifier.

  • In addition, you can use a bonus action on your turn to allow one ally within 30 feet to move up to half their speed without provoking opportunity attacks.

    • You can do this once per turn.

This reflects the tactical edge you provide through whispered instructions and battlefield awareness.

Level 15: Fight the Power (Upgrade to Hooded Heroism)

Your resolve grows stronger the greater the injustice you face.

  • You may now apply Hooded Heroism’s damage bonus on every hit (not just once per turn).

  • If the creature’s Challenge Rating is higher than your ranger level, multiply the Hunter’s Mark damage die by half the difference (rounded down) between the creature’s CR and your level.

Bonus damage per hit = Hunter's Mark die × [(CR − your level) ÷ 2]
Maximum multiplier:

  • 3× at level 15

  • 4× at level 18

Example:
At level 15 vs a CR 19 creature (4 level difference), you deal 2d6 extra radiant damage per hit.
At level 15 vs a CR 24 creature (9 level difference), it caps at 3d6.
At level 18 vs CR 26+, you can reach the 4d6 cap.

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