Ranger - Upheaval
Upheaval

Ranger


Scouts, trackers, and wanders in the wild, Rangers are at home in the remote places of the world. Skilled in tracking, surviving, and armed with a deep knowledge of the natural world, rangers are some of the most formidable skirmishers.

LevelCombat Proficiency BonusRanger BonusTechniquesFavored Enemy
1st+1+21st1st
2nd+2+22nd
3rd+3+22nd
4th+4+23rd
5th+5+4
6th+6+44th3rd
7th+7+4
8th+8+45th
9th+9+44th
10th+10+66th
11th+11+6
12th+12+67th5th
13th+13+6
14th+14+68th
15th+15+86th
16th+16+89th
17th+17+8
18th+18+810th7th
19th+19+8
20th+20+1011th
LevelAbilities 
1stFavored Enemy, Basic Survival Skills, Herbalist, Wild Empathy, Quarry
2ndStudied Terrain
3rdCommon Herbal Remedies
4thAbility Score Increase
5thMinor Herbal Remedies
6thExtra Attack
7thMajor Herbal Remedies
8thAbility Score Increase
9th--
10th--
11thExtra Attack
12thAbility Score Increase
13th--
14th--
15th--
16thAbility Score Increase
17th--
18th--
19th--
20thMaster Hunter, Ability Score Increase

Class Features

Prime Ability: Wisdom

Hit Points: d10 + Con bonus per level

Skill Points: Medium (4 per level)

Knowledge Points: Medium (4 per level)

Save DC: 10 + Character Level + Wis Bonus

Spell Attack Bonus: Character Level + Wis Bonus

Starting Proficiencies

Weapon Proficiency: Simple Weapon Proficiency, Martial Weapon Proficiency (all)

Armor Proficiency: Light Armor, Medium Armor, Shields Proficiency

Other: Tracker, Trapper (Simple/Natural Traps only)

Favored Enemy

Select a creature type to be your favored enemy from the following list: Aberration, Animal, Construct, Dragon, Fey, Giant, Humanoid (choose: aquatic, dwarf, elf, giant, goblinoid, gnoll, gnome, Halfling, human, orc, or reptilian), Magical beast, Monstrous humanoid, Ooze, Outsider (choose: air, chaotic, earth, evil, fire, good, lawful, native, water), Plant, Undead, or Vermin. You have specialized knowledge about your favored enemy, allowing you to study, track, and subdue them easier. Every three levels, you gain another favored enemy (at levels 3, 6, 9, 12, 15, and 18).

Basic Survival Skills (Ex)

You have Skill Focus (Nature). As such, you are proficient in most basic survival skills (predicting weather, determining direction, lighting fires, foraging for food or water, building basic shelters). Note: with Skill Focus, your minimum roll on all Nature checks is equal to 10 + WIS, so you automatically perform any actions with this DC without needing to roll for them.

Herbalist (Ex)

You can use your Nature knowledge instead of Knowledge (Alchemy) to make natural versions of alchemical items. You may also use Nature instead of Medicine to create all forms of medicine. With medicinal items, you can gather herbs instead of purchasing crafting materials (see Herbs). Each yield you gather for this purpose is enough to create one item.

Note: Herbalist stacks with the benefits from Basic Survival Skills.

Wild Empathy (Ex)

A ranger gets the Wild Empathy ability, allowing you to make Animal checks on wild animals, not just domestic ones.

You also have an innate knack for communicating with all animals. This isn't a language, but an instinctive ability to understand needs, body language, emotions, and signals given off by animals. You are in-turn able to ask animals for assistance with very basic tasks within the realm of the animal's normal abilities.

Ranger Techniques (Ex)

Rangers learn technique faster than most classes. You get your first technique at level 1. Afterward, you gain a new technique every even level.

Quarry (Ex)

As an expert hunter, you can study targets carefully to understand their motivations, habits, and combat tactics. To study a target, you must take a standard action to observe a target in line of sight or one minute to study some trace of the creature (tracks, its lair, an object it used). If the target is one of your favored enemies, these times are reduced greatly, allowing you to use a bonus action to study a creature in line of sight or a standard action to study traces.

You can have no more than one quarry at a time, though you may target one discrete group together (a family, group, pack, pride, gang, or other organization). You may not switch the target until all of your quarry is dead, captured, or until you take a short rest.

When a creature is your quarry, you get the following.

Monster Lore

As soon as you select your quarry, you can roll a standard knowledge skill check to see if you can identify it. If you don't have ranks in the appropriate knowledge skill, you can roll an intelligence check instead. You may add your Ranger Bonus to either of these checks.

If successful, choose one of the following four options to learn about the creature.

Unlike other classes, Rangers may roll a new knowledge check each time they learn a little more about their quarry. When tracking, you get a new roll when you stumble on new traces of your target. Perhaps you find fresh victims of the creature, signs of its living habits, items in its lair, discarded food samples, or other evidence of the creature's nature. In combat, you don't need traces of the creature because you are observing its behavior directly. Instead, you may simply use a standard action to make another knowledge check.

Studied Terrain (Ex)

At level 2, you gain the ability to study your terrain and adapt to it. As an expert survivalist, you are used to adapting to a number of different wild environments. Upon arriving in a new terrain, you may take some time to survey the land, examine local flora and fauna, and get a feel for how wild things live and hunt in that land. Studying the terrain takes one hour of dedicated, uninterrupted study devoted only to this effort. A terrain can be any piece of land in the prime material plane, as designated by the GM, that is distinct in some way from its surrounding environment. A small forest surrounded by a vast plain may require a separate studied effort. Likewise, just because one studies one forest doesn't mean he is familiar with all forests. You must make a separate study of each new land entered to gain the benefits. The GM may even decide that one part of a forest is distinct enough from another part, so as to require two separate study efforts. Note: Studied terrain only works in wild terrain and dungeons, not in towns, civilized areas, or constructed buildings (such as towers or castles).

Once studied, you have a better understanding of that geography and gain certain benefits in relation to it. If you revisit the terrain later, the GM may decide you are still familiar enough with the terrain to gain the same benefits without restudy, especially if the land is frequently traveled. For less frequent terrain, the GM may decide a new period of study is necessary or may even allow you to jog your memory after a shorter period of study.

You gain the following benefit from studied terrain:

Herbal Remedies (Ex)

Starting at level 3, you can create herbal remedies to heal allies or lend aid in combat. Each day you can gather enough herbs to prepare a number of remedies equal to your Wisdom bonus. This takes at least one hour and must be done in studied terrain. When you start, you can prepare any of the Common Remedies listed below. At level 5, you may learn Minor Remedies, and at level 7, you may learn Major ones.

Some remedies, such as those used for healing, must be gathered fresh each day. These remedies lose their potency after the end of your next long rest. Other remedies are processed or dried and last until used.

Remedies must be activated and applied by you using your expertise, though another Ranger can use them under your direction. Using an herbal remedy usually takes a full-round action, but at any time, you can spend a minute to select some of your prepared remedies and equip them for use in combat. Doing so makes your unequipped remedies inaccessible but speeds up your access to the equipped ones. The action it takes to use these remedies depends on how many you choose to equip:

Equipped RemediesAction*
1Reaction
2-4Bonus
5-8Movement
9-12Standard
13+Full-Round Action

* Note: as long as the action required to use a remedy is not a full-round action, you can always substitute a Standard action for the action required here.

Regardless of how fast you can use a remedy, only one can be used per round. Unless otherwise stated, all remedies require you to be in touch range with your target.

Extra Attacks (Ex)

At level 6 and again at level 11, you gain an extra attack that you can make when making a full attack. In a full attack, all attacks except for your first are made at a -5 penalty.

Capstones

Master Hunter (Ex) - A ranger of 20th level becomes a master hunter. You can, as a standard action, make a single attack against your quarry at your full attack bonus. If the attack hits, the target takes damage normally and must make a Con save or die (vs. Class DC). You can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. You can use this ability once per long rest.

Herbal Remedies

Common Remedies

Alchemical herbs – You carry an assortment of herbs that can be quickly mixed together to mimic certain minor alchemical effects. One dose of these herbs can do one of the following when you apply them to a target (chosen when you apply them, not prepare them):

Grease Salve – This mixture of herbs and oils quickly covers one willing creature granting a +10 check to defensive grapple checks. These oils last for 1 minute.

Heroic Herbs (fresh) – This fast-acting concoction of stimulant herbs instantly boosts your combat ability granting you a +1 circumstance bonus to attacks and saves. At level 5 and every 5 levels afterward this bonus increases by another +1. This boost lasts 10 minutes.

Nondetection (Fresh) – This mixture of herbs helps protect a creature from divination magic. The casters of any such magic that would detect the target must make a spell attack against your save DC in order to be successful. Nondetection lasts until the end of your next long rest.

Wound Cure (Fresh) - This remedy immediately heals 1d6 hit points for every two ranger levels you have (rounded up).

Minor Remedies

Aura Masker – This mixture of herbs gives off an odd aura, masking yours. Creatures attempting to detect your alignment are unable to do so. This paste lasts until the end of your next long rest.

Pocket Sand – Though not actually sand, these powdered herbs burn the eyes causing them to be dazzled (granting targets 1/4 cover) for 1 round. To be effective, your target’s eyes must be within 5 feet of you, and you must make a ranged touch attack.

Poison Modulator – This mixture of herbs helps minimize the effects a poison has on the body, though it’s not strong enough to completely counteract them. For each dose administered to a target, the effect of poison is delayed for one round. The target may continue making saving throws against the poison, if needed.

Potent Powders – You have a combination of powdered herbs that you can quickly combine and throw at an adjacent target. You must make a ranged touch attack to hit your target. If successful, choose one of the following effects:

Instant Restorative (Fresh) - You create a salve that heals 1d4 points from one ability score, provided the cause of the damage is gone.

Soothing Salve (Fresh) - You create a soothing salve that instantly decreases the target's fear, fatigue, and stun levels by one level.

Major Remedies

Herbs of Resistance – When gathering these herbs, choose one of the following damage types: Acid, Fire, Cold, Necrotic, or Electricity. This remedy grants protection against your chosen type of damage for 2 rounds. The first round you are completely immune to the damage. The second round you have resistance 10. After that, the herb’s effect wears off.

Treat Disease (Fresh) – You are familiar with potent herbs for healing most diseases. Make a Nature check against the DC of the disease. If successful, the disease is cured.

Hallucination (Fresh) – You collect and powder hallucinogenic herbs which can be blown into an adjacent target’s face. If they fail an Intelligence saving throw, they begin to Hallucinate, as per the spell of the same name. This lasts for 1 minute.

Magic Circle (Fresh) – You create a magic line that keeps certain creatures at bay, as per the Magic Circle spell except that you use herbs instead of powdered silver.

Haste Herbs (Fresh) – When ingested, these herbs immediately speed up your combat abilities, allowing you to make extra attacks, as per the Haste spell.

Spell Immunity (Fresh) – Some herbs have properties that make them resistant to certain types of magic. When gathering these herbs, identify one spell of level 4 or lower. When used, the herbs you gather provide immunity to that spell for 1 hour.

Death Ward – When these herbs are applied to a target, the target is immune to death spells, magical death effects, life drain, and necrotic damage for 1 hour.

Spell Resistance (fresh) – The target of this remedy gains spell resistance 25 for 20 minutes.

Depetrification Herbs (Fresh) – When this herbal paste is rubbed on a petrified creature, it turns back to flesh, though the creature must make a DC 15 Constitution save to survive the process.