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Ranger Universal Skills

TRACKER  | Passive Buff |

The ranger’s keen senses and woodland supremacy is unmatched by any other. Rangers gain a +2 to all perception checks.

 

REQUIREMENTS: 1 WIS 1 DEX

XP COST: 20

DETECT DISEASE AND POISON | Ability: Standard Action | Utility: Sensory/Detection | Cost 1 Stam

 

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

 

REQUIREMENT: 1 INTEL 

XP COST: 25

ANIMAL FRIENDSHIP   Ability: Standard Action  | Cost 3 Stam

This spell lets you convince a beast that you mean it no harm.  Choose a beast that you can see within range.  It must see and hear you.  If the beast’s Intelligence is 4 or higher, the spell fails.  Otherwise, the beast must succeed a Wis saving throw of 5+Wis or be charmed by you for the spell’s duration.  If you or one of your companions harm the target, the spell ends.  This creature can become a companion of your character, though it does grant any changes to combat.

 

REQUIREMENT: 1 WIS 

XP COST: 30

HARMONIZE | Reactionary / Buff | Cost 6 Stam

The spell captures some of the incoming energy, be it a physical attack or magical damage, lessening its effects on you and storing it for your next attack. You absorb 20% of the damage taken and add it to your next roll in the form of damage mod. 

If your next attack misses, this buff is lost.

Cool Down: 5 Turns

 

REQUIREMENTS: 1 INTEL 

XP COST: 40

BARRAGE I |  Ability: Standard Action | Cost 4 Stam

You unleash a barrage of arrows, rolling for attack a total of three times. Each successful shot hits a creature of your choice, dealing 1d6+2(Dex) in damage across 1-3 targets. Each point beyond 2 in dexterity may add an additional arrow at the cost of 7 stamina more. 

 

Cool Down:  3 Turns

 

REQUIREMENT: 2 DEX 1 STR

XP COST: 40

HASTY RETREAT | Transmutation | Cost 3 Stam

This spell can be cast on yourself or another target. The target’s speed increases until the spell ends, gaining a +2 bonus to escape rolls. 

Cool Down: 4 Turns

 

REQUIREMENT: 2 DEX

XP COST: 70

HUNTING AND FORAGING | Passive Buff |

Adds a passive +2 when rolling for survival, and after a night’s rest a party may roll with advantage on their first two rolls of combat. Get yourself a pocket ranger folks. 

 

PREREQ: TRACKER

XP COST: 60

DUAL SHOT/STRIKE I | Ability: Standard Action | Cost 4 Stam
 

You are able to take two shots with your bow, or two strikes with a melee weapon in quick succession.  A bonus equal to your dex is added to your damage mod and dice sides.


Ex: 3 DEX:  A roll of 1d24+6 is now 1d27+9

Cool Down: 4 Turns

 

REQUIREMENTS: 2 DEX

XP COST: 75

TRACE OF MAN | Standard Action / Utility | Cost 1 Stam

When outside of towns/cities, you are able to detect man made changes to your surroundings.  Finding traps, tracks, or magical alterations within your immediate area. 

 

REQUIREMENTS: 2 WIS, 2 INTEL

XP COST: 70

PASS WITHOUT TRACE | Ability: Standard Action | Cost 5 Stam

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature or humanoid you choose within 30 feet of you (including you) has a +5 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

 

REQUIREMENTS: 3 INTEL 3 WIS 

XP COST: 95

CRIPPLING STRIKE | Ability: Standard Action | Cost Stam

The ranger must call out their crippling shot before they perform it.  Target must make a DEX DC of 5+Dex.  If successful, the strike leaves the target crippled, and enfeebled.

(Enfeebled characters lose their damage mod for 2 rounds.)

(Crippled characters receive a -4 to escape rolls for 2 rounds.)

 

Cool Down: 4 Turns  

 

REQUIREMENTS: 2 DEX, 1 STR

XP COST: 70

SNIPER SHOT I | Ability: Standard Action | Cost 6 Stam

A marksman always calls their shot. Take a -5 to your attack roll, but on a successful hit, add a +10 to your damage roll. 

Cool Down: 3 Turns

 

REQUIREMENTS: 2 DEX 1 STR

PREREQ:  BARRAGE 1

XP COST: 80

BARKSKIN | Fast Action / Buff Cost: 6 Stamina

This spell can be cast on yourself or another willing creature.  Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target receives a bonus of 2 AC for 2 rounds. 

Cool Down: 6 Turns

 

REQUIREMENTS: 3 INTEL 2 WIS 

XP COST: 90

HEIGHTENED SENSES | Passive Buff

Through extensive training, you’ve honed your senses, picking up on the most minute sounds and movements around you.  Stealthed creatures coming within range of you will have to make a Wisdom DC vs 5+Wis or be immediately detected. 

 

REQUIREMENTS: 4 WIS 

XP COST: 100

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