Ranger
Role: Survivalist/Ranged Fighter
Description: Experts in surviving Rekina’s dangerous terrain, Wasteland Rangers are sharpshooters and masters of the wilds.
Class Details
- Hit Dice: 1d10 per Ranger level
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: Herbalism Kit
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
- Spellcasting Ability: Wisdom is your ability for your Ranger features. You use your Wisdom modifier when setting the saving throw DC for a feature.
- Wilds Save DC: 8 + your proficiency bonus + your Wisdom modifier
The Ranger
| Level | Bonus | Features |
|---|---|---|
| 1st | +2 | Tracking Shot (1d8), Survival Instincts |
| 2nd | +2 | Explosive Arrow (2d6) |
| 3rd | +2 | Beast Companion |
| 4th | +2 | Ability Score Increase |
| 5th | +3 | Scaling Shot & Arrow (2d8 / 3d6) |
| 6th | +3 | Wasteland Wanderer |
| 7th | +3 | Coordinated Attack |
| 8th | +3 | Ability Score Increase |
| 9th | +4 | Evasive Instincts |
| 10th | +4 | Sharpshooter’s Eye |
| 11th | +4 | Scaling Shot & Arrow (3d8 / 4d6) |
| 12th | +4 | Ability Score Increase |
| 13th | +5 | Stalker’s Bond |
| 14th | +5 | Survivor’s Tenacity |
| 15th | +5 | Greater Explosive Arrow |
| 16th | +5 | Ability Score Increase |
| 17th | +6 | Scaling Shot & Arrow (4d8 / 5d6) |
| 18th | +6 | Master Tracker |
| 19th | +6 | Ability Score Increase |
| 20th | +6 | Alpha of the Wastes |
Class Features
Tracking Shot
(Level 1)
- Action: Bonus Action
- Effect: After you hit a creature with a ranged weapon attack, you can use a bonus action to mark it. The next time an ally (other than you) hits the marked creature with an attack, the mark is consumed, and the ally’s attack deals an additional 1d8 damage.
- Duration: The mark lasts for 1 minute or until consumed.
- Scaling: The extra damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
- Uses: You can use this feature a number of times equal to your Proficiency Bonus per long rest.
Survival Instincts
(Level 1)
- Action: Bonus Action
- Effect: You attune your senses to the dangers of the wilds. For 1 minute, you gain:
- A +2 bonus to your AC.
- Advantage on saving throws against environmental hazards (such as extreme heat, cold, or poisons in the wild).
- Uses: You can use this feature a number of times equal to your Proficiency Bonus per long rest (it does not stack).
Explosive Arrow
(Level 2)
- Action: Action
- Effect: As your action, you fire a special projectile. Make a ranged weapon attack against a target. On a hit, the target takes normal weapon damage, and all creatures within a 10-foot radius of the target (including the target) must make a Dexterity saving throw (against your Wilds Save DC). On a failed save, a creature takes 2d6 fire damage, or half as much on a successful save.
- Scaling: The fire damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
- Uses: You can use this feature a number of times equal to your Proficiency Bonus per long rest.
Beast Companion
(Level 3)
As an action, you can summon a loyal Beast Companion, a tamed mutated animal of the wastes, which appears in an unoccupied space within 30 feet.
The companion is friendly to you and your allies and acts on your initiative. In combat, you use your Bonus Action to command it to take the Attack, Dash, Disengage, Dodge, or Help action.
Your companion’s stats are:
- Armor Class: 13 + your Proficiency Bonus (PB)
- Hit Points: 5 + (5 times your Ranger level)
- Attack: Uses your Wisdom modifier + PB to hit.
- Damage: 1d8 + your PB slashing, piercing, or bludgeoning damage (your choice).
If your companion dies, you can summon a new one after a long rest.
Ability Score Increase
(Level 4, 8, 12, 16, 19)
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.
Wasteland Wanderer
(Level 6)
You are an expert in navigating the wilds. You gain proficiency in the Survival skill (or another Ranger skill if already proficient). Additionally, difficult terrain no longer slows your group’s travel, and you cannot become lost by non-magical means.
Coordinated Attack
(Level 7)
When you take the Attack action on your turn, your Beast Companion can use its Reaction to make one melee attack against a creature within its reach.
Evasive Instincts
(Level 9)
While your Survival Instincts feature is active, you also have advantage on all Dexterity saving throws.
Sharpshooter’s Eye
(Level 10)
Your ranged weapon attacks ignore half cover. Additionally, the normal range of your ranged weapons is doubled.
Stalker’s Bond
(Level 13)
You and your Beast Companion fight as one. You (and your companion) have advantage on attack rolls against any creature that is within 5 feet of the other.
Survivor’s Tenacity
(Level 14)
When you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Greater Explosive Arrow
(Level 15)
The blast radius of your Explosive Arrow feature increases from 10 feet to 20 feet.
Master Tracker
(Level 18)
Your Tracking Shot no longer consumes a use if the target dies before the mark is consumed by an ally. Additionally, while a target is marked, you are always aware of its location as long as it is on the same plane of existence as you.
Alpha of the Wastes
(Level 20)
You are the ultimate survivor and pack leader.
- You can use your Tracking Shot, Explosive Arrow, and Survival Instincts features an unlimited number of times.
- You can command your Beast Companion as a free action, instead of a bonus action.