Ranger, Pathfinder Edition (5e Class)
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Ranger, Pathfinder Edition
Some rangers believe civilization wears down the soul, but still needs to be protected from wild creatures. Others say nature needs to be protected from the greedy, who wish to tame its beauty and plunder its treasures. You could champion either goal, or both. You might be a scout, tracker, or hunter of fugitives or beasts, haunting the edge of civilization or exploring the wilds. You know how to live off the land and are skilled at spotting and taking down both opportune prey and hated enemies.
Creating a Ranger, Pathfinder Edition
As a ranger, Pathfinder Edition you gain the following class features.
- Hit Points
Hit Dice: 1d10 per ranger, Pathfinder Edition level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per ranger, Pathfinder Edition level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
|Features||Number of Slots||Slot Level||Nature's Gift|
|1st||+2||Hunt Prey, Trackless Step||—||—||—|
|2nd||+2||Focus Magic, Hunter's Edge||1||1||—|
|3rd||+2||Nature's Gift, Ranger Archetype||1||1||1|
|4th||+2||Ability Score Improvement||2||1||1|
|6th||+3||Hunter Prey Improvement||2||2||2|
|7th||+3||Ranger Archetype feature||2||2||2|
|8th||+3||Ability Score Improvement||2||2||2|
|10th||+4||Nature's Edge, Wild Land's Stride||2||3||3|
|11th||+4||Lesser Feral Senses||2||3||4|
|12th||+4||Ability Score Improvement||2||3||4|
|14th||+5||Hunter Prey Improvement, Nature's Guide||2||4||5|
|15th||+5||Ranger Archetype feature||2||4||5|
|16th||+5||Ability Score Improvement||2||4||5|
|18th||+6||Masterful Hunter, Swift Prey||2||5||6|
|19th||+6||Ability Score Improvement||2||5||6|
|20th||+6||Legendary Hunter's Edge||2||5||6|
1st-level ranger, Pathfinder Edition feature, which counts as Favored Enemy feature for Tasha's Optional Features
At 1st level, you designate a single creature as your prey and focus your attacks against that creature. As a bonus action, you declare a creature as your prey. You must be able to see or hear the prey, or you must be tracking down the prey.
You gain a 1d4 bonus to finding and tracking down your prey. You also ignore the long range penalty for making ranged attacks against the prey you’re hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
The bonus dice becomes 1d8 at 6th level and 1d12 at 14th level.
1st-level ranger, Pathfinder Edition feature, which counts as 1st Natural Explorer feature for Tasha's Optional Features
At 1st level, when you move through natural terrains, you are difficult to track and detect. You do not leave any trials or be tracked by non-magical means while moving through natural terrain. Additionally, when traveling in natural terrain, being stealthy does not reduce your movement.
At 2nd level, unlike most rangers, you focus more on nature than magic. This leaves your magic much weaker compared to other rangers.
- Spell Slots
The Ranger, Pathfinder Edition table shows how many spell slots you have to cast your ranger spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your ranger spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell animal friendship, you must spend one of those slots, and you cast it as a 2nd-level spell.
- Preparing Spells
You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your proficiency bonus. The spells must be of a level for which you have spell slots.
- Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
At 2nd level, You have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose one from below:
You can blend your weapon mastery with skillful targeting to make a series of uncountable attacks.
Whenever you attack your Hunt Prey with your off-hand weapon (regardless if it hits or miss), you make an additional off-hand weapon attack at disadvantage against your Hunt Prey. You cannot use this edge if you have disadvantage on attacks.
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You add you Hunt Prey dice to any Deception checks, Intimidation checks, Stealth checks, History checks, and add +1 to AC against a creature that is both your favorite enemy and is declared as your Hunt Prey.
When you gain this edge, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You have trained to aim for your prey’s weak points. Once per turn, creature with your Hunt Prey take Hunt Prey dice addition damage from you.
At 3rd level, you pick up some interesting tricks from nature. You gain one nature's gift of your choice. When you gain certain Fighter, Pathfinder Edition levels, you gain additional nature's gift of your choice, as shown in the Nature's Gift column of the Fighter, Pathfinder Edition table. A level prerequisite refers to your level in this class.
GM note: if this class becomes too strong, reduce the number of Nature's Gift that the player has.
At 3rd level, you choose a Ranger Archetypes that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- Feats from Another System (Optional Feature)
Replaces one of the Ability Score Increasement
You gain one General Feat and one Skill Feat. Count Ranger, Pathfinder Edition class levels, not character levels. This can be taken for each Ability Score Increasement that is sacrificed.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 10th level, you always find the weak points in your foes' defenses when they're on unfavorable terrain. You add 1d4 to all attack against enemies in natural difficult terrain or in difficult terrain resulting from plants (like entangle spell).
Wild Land's Stride
10th-level ranger, Pathfinder Edition feature, which counts as 6th level Natural Explorer feature for Tasha's Optional Features
Starting at 10th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
==== Lesser Feral Senses At 11th level, you gain preternatural senses that help you fight creatures you can't see. You are aware of the location of any invisible creature within 5 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Additionally, you gain proficiency in perception. If you already have proficiency in perception, you gain expertise in it instead.
14th-level ranger, Pathfinder Edition feature, which counts as 10th level Natural Explorer feature for Tasha's Optional Features
At 14th level, you can survive as a guide through nature. When travelling, you party members gain the benefits of Trackless Steps and Wild Stride. You must have these features in order for your party members to gain benefits of these features.
At 18th level, you have honed your abilities as a hunter to incredible levels. When targeting your Hunt Prey, your ranged attack's long distant range is doubled. This expanded range will always have disadvantage to attack rolls, even if you gain advantage on attack rolls.
At 18th level, you size up your prey with only a glance. At the start of your turn on the first round of combat, you use Hunt Prey without using any bonus action. You can use this feature up to your wisdom modifier until you need to recharge by short or long rest.
Legendary Hunter's Edge
At 20th level, you hone your skills pass most mortals. You gain one the following options below that matches with your Hunter's Edge. Additionally, you may retrain to a new option of Hunter's Edge and replace the old option or Hunter's Edge.
- Legendary Flurry
You learn a trick or two from the fastest hitting classes: fighter and monk.
You can attack three times, instead of twice, whenever you take the Attack action on your turn. Your third attack has disadvantage.
You know everything about your favorite enemy.
You have advantage AND add you Hunt Prey dice to any Deception checks, Intimidation checks, Stealth checks, History checks, and add +2 to AC against a creature that is your favorite enemy WITHOUT the need to declared as your Hunt Prey.
- Legendary Precision
You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your Hunt Prey. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Most Nature's Gift has a level requirement based on Ranger, Pathfinder Edition levels.
You adopt a particular style of fighting as your specialty. Choose one of the ranger's fighting style. You can't take a Fighting Style option more than once, even if you later get to choose again.
Nature's Gift from ranger, Pathfinder Edition feature, which counts as Primeval Awareness feature for Tasha's Optional Features
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
During a short or long rest, you can cast Find Familiar or Animal Friendship without spell slots or components. Only one of these two spells can be in effect at a time.
You have a deep understanding of the crossbow. When you're wielding a crossbow and use Hunt Prey, you gain add 1d4 to the damage roll on your next attack with that crossbow. You must make the attack before the end of your next turn or these benefits are lost.
Additionally, when you're wielding a crossbow and use Hunt Prey, you ignore the loading property of crossbows with which you are proficient until the start of your next turn.
Whenever you use Hunt Prey, your next attack against your Hunt Prey has advantage until end of this turn.
You draw your weapon and attack with the same motion. When you start an attack action, you can draw one of your weapons without the item interaction.
Your hunted prey cannot escape your relentless pursuit. When your Hunt Prey moves out of your weapon's reach, you can use your reaction to follow the fleeing creature up to half of your movement speed. You can ignore attack of opportunity and difficult terrain during this movement unless the difficult terrain is caused by a magical effect.
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can cast Speak with Animals and Animal Messenger at will without requiring any spell slots.
You are so connected with the animal world that you can grant yourself an animal's features and abilities. You can cast Alter Self once using a Ranger, Pathfinder Edition spell slot. You can't do so again until you finish a long rest. When you cast this spell this way and pick change appearance, you appear to be more beastly on top of the usual spell's effects.
PF Favored Enemy
You have studied a specific type of wild creature and can hunt it more easily. When you gain this gift, choose fey, beasts, dragons, or ooze and plants as your favored enemy. When you roll initiative and can see an enemy that belongs to the chosen category, you can use Hunt Prey before anyone can act, designating that enemy.
The benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored enemy.
You can reload your weapon on the move. If you move at least 5 ft, you can reload one of your weapons with the loading property. You can use this gift unlimited number of times as long each time you move at least 5 ft.
Additionally, when you take the dash action, all of your weapons are reloaded and you ignore loading property until end of your turn.
You use your two weapons to parry attacks. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You've received the basic training developed for all Greenwatch recruits. You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Wolf in Sheep's Clothes
Requirement: proficiency in disguise's kit With a bit of hide, some antlers, and some cast-off fur, you can create a disguise that will fool even an experienced hunter. During a short or long rest, you can use a disguise kit to disguise yourself as a beast or plant, so long as they are either the same size or one size larger than you and have a body shape that conforms at least vaguely to your own (in other words, a typical humanoid could Impersonate a bear, but not a horse, giant scorpion, or assassin vine). Impersonating a larger creature doesn't change your actual size.
You are keen to the wiles of the fey and can usually shake off their magic. You have advantage against all saving throws caused by fey creatures.
You are exceptionally skilled at noticing the subtle techniques fey use to avoid notice. You have advantage to track and find fey creature.
Your feet and weapon move in tandem. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
You’ve learned to react with ranged weapons when a creature is in close quarters. You can use your attack of opportunity to make a ranged attack instead of melee attack. For this attack, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Requirement: Proficiency in perception Your battle instincts make you more aware of concealed and invisible opponents. You have 10 ft blind sense.
You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit. Before you make an attack with a ranged weapon against your Hunt Prey that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Requirements: Proficiency in stealth he natural world can be scary to those not used to it—and you make it scarier still. When are in nature, any and all sounds that you make while you are in stealth sounds like part of nature or impossible to locate your exact location.
You slow your foes with a well-aimed attack. Once per turn, when you deal damage with a weapon, that creature's speed is reduced by 10 ft until the start of your turn.
You have an intuitive ability to sense hazards. You have advantage to finding traps. Additionally, you can cast Find Trap at will without any spell slots
The Harder They Fall (Ranger)
You know how to make a larger creature hurt when it falls to the ground. If you successfully make a creature prone from the shove action a foe that's larger than you, it takes 1d8 bludgeoning damage.
You have mastered a magical technique for moving through dangerous woodlands unseen. You can cast pass without trace at will without requiring any spell slot.
As an action, by pointing out vulnerabilities, you grant the benefits listed in Hunt Prey and your hunter’s edge benefit to an ally within 30 ft until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait.
Hide in Plain Sight
Nature's Gift from ranger, Pathfinder Edition feature, which counts as Hide in Pain Sight feature for Tasha's Optional Features
You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
PF's Favored Terrain
You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you benefit while in your favored terrain, depending on your choice.
- Aquatic: You gain a swim Speed equal to your Speed. If you already had a swim Speed, you increase it by 10 ft.
- Arctic: You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme cold, and you can walk across ice and snow without slipping and falling.
- Desert: You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme heat, and you can walk along sand without slipping and sinking.
- Forest, Mountain, or Underground You gain a climb Speed equal to your Speed. If you already had a climb Speed, you increase it by 5 ft.
- Plains: Your speed is increased by 10 feet.
- Sky: If you can fly, you increase it by 10 feet. Otherwise, you can cast levitate on yourself at will, without expending a spell slot or material components.
- Swamp: You can move across bogs at full Speed, even if they are deep enough to be difficult terrain or to normally require you to Swim.
Requirement: PF's Favored Terrain Nature Gift You adapt to your surroundings in any natural terrain. After a short or long rest, you change your PF's Favored Terrain to match with the current terrain.
You alter your appearance to blend in to the wilderness. In natural terrain, you can Hide and Sneak even without cover or being concealed.
Green Light to $%$%^ Them up
As an action, make a weapon attack made with iron against a Fey creature. On a hit, deal normal damage and make a dexterity saving throw as they are being targeted by a single target faire fire.
Roll with It
You can dodge attacks from giants. As a reaction against a giant with Hunt Prey hits you, you make a dexterity save using 10 + the giant's attack bonus as the save DC. On a pass, you take half damage and pushed back 5 ft. On a fail, you take the damage and become prone.
Requirement: duel wielding two weapons You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other. Once per turn, when you miss with a melee weapon attack from your primary hand against your hunt prey, you swing with your off-hand weapon. You automatically deal damage equal to the damage of the off-hand weapon excluding all damage dice. (This removes dice from weapon runes, spells, and special abilities, not just weapon damage dice.)
You carefully track your prey’s position and defenses, allowing you to follow up around obstacles that block your shot. You ignore Hunt Prey's non-magical defenses like dodge and all types cover but not armor. Once you make this attack, you cannot make any other attacks this turn.
You can use the Hide action as a bonus action on your turn.
True Feral Senses
You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
You can focus on two foes at once, hunting both of them down. When you use the Hunt Prey, you can pick two creatures as your prey.
Hunting as a duo, you and your ally both single out your prey. When you use Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and hunter’s edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use Hunt Prey again.
You are, by nature, a thing of gloomy woods and barren wilds, and when you choose show yourself, a bit of this gloom clings to you, obscuring your form with strange distortions or mist. When your stealth ends, you gain the benefits of dodge action and +10 to stealth until the start of your turn.
You fire a volley at all foes in an area. As an action and bonus action, you make ranged attack at disadvantage against each enemy within a 10-foot-radius centered within your weapon's range. Roll the damage only once for all targets. You cannot use this feature if you already have disadvantage to any of the shots.
After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. As an action and bonus action, you make a ranged weapon attack with advantage against your hunt prey. If you hit, the attack deals maximum damage.
requirement: camouflage You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you’re always invisible from all foes if you choose to be, except for your hunt prey.
The ideal of the ranger has classic expressions. Choose any dnd 5e ranger subclass. You might need to use Tasha's optional features for rangers to make some subclass features to work.
Prerequisites. To qualify for multiclassing into the Ranger, Pathfinder Edition class, you must meet these prerequisites: str 13 or dex 13
Proficiencies. When you multiclass into the Ranger, Pathfinder Edition class, you gain the following proficiencies: light armor, medium armor, shield, simple weapons, and martial weapon
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