# Ranger
# Ability Scores
Rangers gain a +2 class bonus to Dexterity or Strength, as long as it isn’t the same ability you increase with your +2 species bonus.
# Skills
Rangers get 2 skill points in any Dexterity or Strength skill like Acrobatics, Athletics, and Stealth.
# Gear
At 1st level, a ranger starts with light armor, a melee weapon or two, a ranged weapon or two, and other mundane gear as suggested by their background.
# Gold Pieces
Rangers start with 25gp.
# Armor
Armor Type | Base AC | Atk Penalty |
---|---|---|
None | 10 | — |
Light | 14 | — |
Heavy | 15 | -2 |
Shield | +1 | -2 |
# Melee Weapons
Weapon Type | One-Handed | Two-Handed |
---|---|---|
Small | LEVELd4 dagger | LEVELd6 club |
Light or Simple | LEVELd6 shortsword, hand axe | LEVELd8 spear |
Heavy or Martial | LEVELd8 longsword, warhammer | LEVELd10 greatsword, greataxe |
# Ranged Weapons
Weapon Type | Thrown | Crossbow | Bow |
---|---|---|---|
Small | LEVELd4 dagger | LEVELd4 hand crossbow | — |
Light or Simple | LEVELd6 javelin, axe | LEVELd6 light crossbow | LEVELd6 shortbow |
Heavy or Martial | — | LEVELd8 heavy crossbow | LEVELd8 longbow |
# Level Progression
Ranger Level | Total Hit Points | Total Feats | Class Talents (H) | Level-up Ability Bonuses | Damage Bonus From Ability Score |
---|---|---|---|---|---|
Level 1 Hybrid | (Avg. of both classes) x 3 | 1 adv | 3 | Not affected | ability modifier |
Level 1 | (7 + CON mod) x 3 | 1 adv | 3 | ability modifier | |
Level 2 | (7 + CON mod) x 4 | 2 adv | 3 | ability modifier | |
Level 3 | (7 + CON mod) x 5 | 3 adv | 3 | ability modifier | |
Level 4 | (7 + CON mod) x 6 | 4 adv | 3 | +1 to 3 abilities | ability modifier |
Level 5 | (7 + CON mod) x 8 | 4 adv; 1 champ | 4 | 2 x ability modifier | |
Level 6 | (7 + CON mod) x 10 | 4 adv; 2 champ | 4 | 2 x ability modifier | |
Level 7 | (7 + CON mod) x 12 | 4 adv; 3 champ | 4 | +1 to 3 abilities | 2 x ability modifier |
Level 8 | (7 + CON mod) x 16 | 4 adv; 3 champ; 1 epic | 5 | 4 x ability modifier | |
Level 9 | (7 + CON mod) x 20 | 4 adv; 3 champ; 2 epic | 5 | 4 x ability modifier | |
Level 10 | (7 + CON mod) x 24 | 4 adv; 3 champ; 3 epic | 5 | +1 to 3 abilities | 4 x ability modifier |
(H): Indicates columns in which hybrid characters lag one level behind.
# Stats at 1st Level
Ability Bonus | +2 Strength, Dexterity, or Wisdom (different from species bonus) |
Initiative | Dex mod + Level |
Armor Class (light armor) | 14 + middle mod of Con/Dex/Wis + Level |
Physical Defense | 11 + middle mod of Str/Con/Dex + Level |
Mental Defense | 10 + middle mod of Int/Wis/Cha + Level |
Hit Points | (7 + Con mod) x Level modifier |
Recoveries | 7 |
Recovery Dice | (1d10 x Level) + Con mod |
Skills | 2, max 5 in any one skill |
Relationships | 3 points |
Talents | 3 |
Feats | 1 per Level |
# Basic Attacks
# Melee Attack
At-Will
Target: One enemy
Attack: Strength OR Dexterity + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level
# Ranged Attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: Damage equal to your level
# Class Talents
Choose three of the following class talents, or put two talents into Animal Companion, and one talent elsewhere.
You get an additional ranger class talent at champion tier, and again at epic tier.
# Animal Companion
Special: Unlike most class talents, this talent can take up to two ranger class talent slots. Spending one talent makes you an Animal Companion initiate. Spending two makes you an Animal Companion adept.
You have a normal-sized animal companion that fights alongside you in battle. See Animal Companion Rules.
If you would rather have a smaller beast as a pet, see the Ranger’s Pet talent.
# Arcane Archer
If you spend one talent, you are an Arcane Archer initiate, with two, you become an Arcane Archer adept.
As an Arcane Archer, you gain a number of powers depending on whether you are an initiate or adept, and your level.
Ranger Level | Initiate | Adept |
---|---|---|
1st | 2 | 3 |
2nd | 2 | 4 |
3rd | 2 | 4 |
4th | 3 | 5 |
5th | 3 | 5 |
6th | 3 | 6 |
7th | 4 | 6 |
8th | 4 | 7 |
9th | 4 | 7 |
10th | 5 | 8 |
The Arcane Archer powers are organized in spheres, with each sphere containing a 1st, 3rd, and 5th level power.
You can choose the 1st and 3rd level powers from any sphere as long as you have the required level, but to access the 5th level power, you also need both the 1st and 3rd level powers of that sphere.
To use an Arcane Archer power, declare that you are using it before making a ranged weapon attack. You then pay the cost of the power, usually one charge for a 1st or 3rd level power, or 2 charges for 5th level power. You then apply the effect of the power to your ranged attack. If you make more than one attack, such as with the Double Ranged Attack talent, your Arcane Archer power only applies to one of those attacks. If you want to use them with more than one attack, pay the cost each time.
If you are an initiate, you have a number of charges equal to your Wisdom modifier, as an adept, you have your Wisdom modifier +3.
You regain all expended charges during a full heal-up. When you take a quick rest, you regain one charge as an initiate, or two as an adept.
You can only apply one power to each ranged attack, unless you have one of the feats below that allow you to stack multiple powers of one sphere.
# Adventurer Feat
You learn an additional shot. You can use Intelligence instead of Wisdom for your Arcane Archer abilities.
# Adventurer Feat
Gain a bonus charge. You can use Charisma instead of Wisdom for your Arcane Archer abilities.
# Champion Feat
Choose one sphere. Gain a +1 bonus to hit when using a shot from that sphere.
# Champion Feat
Choose one sphere. You can combine any two shots of that sphere in one attack by paying the cost for each.
# Epic Feat
Regain two charges on a quick rest as an initiate, or three as an adept.
# Epic Feat
Choose one sphere. You can combine all three shots of that sphere in one attack by paying the cost for each.
# Death Sphere
# Deathknell Shot (1st Level)
Cost: 1 charge
Effect: On a hit, if your target has 5 hp or fewer after the attack, you can drop it to 0 hp. If you drop it to zero hp, either from the arrow’s damage or this ability, you can heal using a recovery.
Higher Level | Effect |
---|---|
3rd | 10 hp or fewer |
5th | 15 hp or fewer |
7th | 20 hp or fewer |
9th | 25 hp or fewer |
# Adventurer Feat
Double the hit point range at which you can drop an enemy to zero hit points.
# Adventurer Feat
Deal extra necrotic damage equal to your level.
# Kill Shot (5th Level)
Special: Requires Deathknell Shot and Ghost Shot
Cost: 2 charges
Effect: Deal double damage (hit or miss).
# Flaming Sphere
# Adventurer Feat
The extra fire damage dice are exploding dice (on a 6, roll another d6 and add it).
# Immolating Shot (3rd Level)
Cost: 1 charge
Effect: If you hit, deal an extra 5 ongoing fire damage, and the target is vulnerable to fire (save ends both).
Higher Level | Effect |
---|---|
5th | 10 ongoing damage |
7th | 15 ongoing damage |
9th | 20 ongoing damage |
# Adventurer Feat
The save against the ongoing damage is a hard save (16+).
# Explosive Shot (5th Level)
Special: Requires Burning Shot and Immolating Shot
Cost: 2 charges
Effect: Hit or miss, deal 3d10 + Wisdom extra fire damage to 1d3 nearby enemies other than the target.
Higher Level | Effect |
---|---|
7th | 5d10 damage |
9th | 7d10 damage |
# Force Sphere
# Arrow Fist (1st Level)
Cost: 1 charge
Effect: If you hit, the attack deals force damage and throws the target backwards. It pops free from anyone it is engaged with. If you push the target into a dangerous spot, such as over a ledge or into lava, it can make a save to avoid the effect.
# Adventurer Feat
The push effect is now strong enough to throw a target from a nearby to a far away location.
# Adventurer Feat
Against far away enemies, increase your WEAPON damage dice by one step.
# Twin Arrow (5th Level)
Special: Requires Arrow Fist and Homing Missile
Cost: 2 charges
Target: Two nearby or far away enemies
Effect: Take a -2 penalty to the attack roll. The attack deals force damage. If both attacks miss, roll a third attack against a different enemy.
# Frost Sphere
# Ice Arrow (1st Level)
Cost: 1 charge
Effect: On a hit, deal 1d4 per level extra cold damage to the target, and it has disadvantage on disengage checks until the end of your next turn.
# Adventurer Feat
Increase the extra damage to 1d6 per level.
# Freezing Arrow (3rd Level)
Cost: 1 charge
Effect: On a hit, whenever the target takes an action before the end of your next turn, it takes cold damage equal to your level + Wisdom modifier, twice at champion tier, and thrice at epic tier.
# Adventurer Feat
On a miss, deal extra cold damage equal to your level.
# Blizzard Shot (5th Level)
Special: Requires Ice Arrow and Freezing Arrow
Cost: 2 charges
Effect: Hit or miss, deal 2d8 + Wisdom cold damage to all nearby enemies other than the target, and all nearby allies can make a save to disengage as a free action.
Higher Level | Effect |
---|---|
7th | 3d8 damage |
9th | 5d8 damage |
# Radiant Sphere
# Blinding Flare (1st Level)
Cost: 1 charge
Effect: On a hit, the target has disadvantage on its next attack roll.
# Adventurer Feat
On a miss, you deal extra psychic damage equal to your level.
# Adventurer Feat
On a natural even miss, reroll the attack against a different nearby enemy.
# Confusing Flare (5th Level)
Special: Requires Blinding Flare and Vexing Flare
Cost: 2 charges
Effect: On a hit, if the target’s hit points are equal to your maximum or less after taking damage, it is confused until the end of your next turn. If they are higher, it is dazed until the end of your next turn.
Champion Feat Increase your WEAPON damage dice to d12s with this shot and make all damage psychic damage.
# Sky Sphere
# Thunderbolt (1st Level)
Cost: 1 charge
Effect: On a hit, the target is dazed until the end of your next turn. On a miss, deal your level in thunder damage to any of your allies engaged with the target.
# Adventurer Feat
On a natural even hit, the target is weakened instead.
# Lightning Bolt (3rd Level)
Cost: 1 charge
Effect: Before making your ranged attack, make the following separate attack roll.
Target: A random nearby enemy other than the target
Attack: Wisdom + Level vs. PD
Hit: 1d8 per level lightning damage
Miss: —
# Champion Feat
Deal half damage on a miss.
# Shocking Jolt (5th Level)
Special: Requires Thunderbolt and Lightning Bolt
Cost: 2 charges
Effect: On a hit, deal 1d8 per level extra lightning damage to the target, and if its hit points are equal to your maximum or less after taking damage, it is stunned until the end of your next turn. On a miss, deal your level in lightning damage to any of your allies engaged with the target.
# Thorns Sphere
# Rooting Shot (1st Level)
Cost: 1 charge
Effect: On a hit, deal 1d4 per level extra damage. On a natural even hit, the target is stuck until the end of its next turn.
# Adventurer Feat
The target is now stuck on any hit.
# Champion Feat
On a natural 16+, the stuck effect is “save ends.”
# Ivy Shot (3rd Level)
Cost: 1 charge
Effect: On a hit, the target is hampered until the end of your next turn. It can choose to take 15 poison damage to shake off the effect.
Higher Level | Effect |
---|---|
5th | 25 damage to shake off |
7th | 40 damage to shake off |
9th | 60 damage to shake off |
# Adventurer Feat
On a natural 18+, the hampered effect is “save ends.”
# Spore Shot (5th Level)
Special: Requires Rooting Shot and Ivy Shot
Cost: 2 charges
Effect: Hit or miss, create a spore cloud around the target and 1d3 enemies in the same group. Enemies in that cloud must take a move action to get out of the area or take half damage from the attack as poison damage at the start of your next turn.
# Archery
Once per battle, reroll one of your missed ranged attacks.
# Adventurer Feat
Your Archery rerolls gain a +2 attack bonus and the attack’s crit range expands by 1.
# Champion Feat
Once per full recovery, you can use Archery twice in the same battle.
# Epic Feat
Once per full recovery, you can turn a normal hit with a ranger ranged attack into a critical hit.
# Camouflage
When you are not engaged, you gain a +2 bonus to all defenses.
# Adventurer Feat
Once per scene, you can choose to reroll a skill check to hide that is a natural even roll.
# Champion Feat
Once per battle, while not engaged, you can force an enemy to reroll a natural odd attack roll against you.
# Epic Feat
Increase the defense bonus to +4 in the first round of battle.
# Double Melee Attack
When fighting with two one-handed melee weapons, your default option is to make a double melee attack.
Your weapon damage die drops one notch, usually from d8s to d6s. If your first attack is a natural even roll (hit or miss), you can make a second attack as a free action.
If you decide you don’t want to try for a double melee attack while fighting with two one-handed weapons, declare it before rolling your attack; the single attack will deal the normal damage dice instead of using reduced damage dice.
# Adventurer Feat
Your second attack gains a +2 attack bonus if it is against a different target.
# Champion Feat
Once per battle, use Double Melee Attack after an odd attack roll.
# Epic Feat
Each turn, you can pop free of one enemy before one attack roll that is part of a Double Melee Attack. You can also use your move action in between your two attacks if you wish.
# Double Ranged Attack
When you attack with a ranged weapon that does not need to be reloaded, your default option is to make a double ranged attack.
Your weapon damage die drops one notch, usually from d8s to d6s. If your first attack is a natural even roll (hit or miss), you can make a second attack as a free action.
If you decide you don’t want to try for a double ranged attack when firing your bow or other ranged weapon, declare it before rolling your attack; the single attack will deal the normal damage dice instead of using reduced damage dice.
# Adventurer Feat
Your second attack gains a +2 attack bonus if it is against a different target.
# Champion Feat
Once per battle, you can use Double Ranged Attack after an odd attack roll.
# Epic Feat
Each turn, you can pop free of one enemy before one attack roll that is part of a Double Ranged Attack. You can also use your move action in between your two attacks if you wish.
# Elusive
You are constantly moving in melee combat; your footwork a blur of misdirection. You automatically succeed at disengage checks except against enemies with a specific grab ability. Against enemies with grab, your disengage checks don’t suffer the usual -5 penalty.
# Adventurer Feat
You can intercept enemies even while you’re engaged; doing so pops you free from whomever you were engaged with.
# Champion Feat
You can make opportunity attacks while grabbed.
# Exotic Animal Companion
Special: You must have the Animal Companion talent to take this talent.
Your existing animal companion returns to the wilderness and is replaced—after the necessary rituals—with a full-fledged monster chosen from the options below. Note that the animal companion feats described in the ranger class description can be applied to these companions as well.
# Dire Stag
Acts: After ranger
Advantage: You can ride it, which probably makes you faster than you’d otherwise be. In the absence of complex mounted combat rules, simply rule that your animal companion always has the same ranges from enemies that you do (engaged, nearby, far away, and so on). In general, you and your companion will move during your turn, and when your turn is over, it’ll make a melee attack with its horns against anything you’re engaged with.
# Adventurer Feat
You gain the ability to charge forward. If you start your turn unengaged, you may engage any enemy you can move to and gain a +2 bonus on your attack roll. (We note that the 13th Age Roleplaying Game generally frowns on charge bonuses, but if there’s a worthy exception, it’s mounted combat.)
# Dire Wolf
Acts: After ranger
Advantage: When the dire wolf drops an enemy to 0 hp, it can howl as a free action. Nearby enemies suffer a penalty to attacks and defenses equal to half the escalation die (rounded up) until the end of the companion’s next turn.
# Adventurer Feat
You can ride the dire wolf; see dire stag advantage above
# Owlbear
Acts: After ranger
Advantage: Because it’s a vicious hybrid, the owlbear can make an extra attack during its turn when the escalation die is even.
# Champion Feat
When the owlbear hits an enemy, that enemy is hampered until the end of the owlbear’s next turn.
# Pseudodragon
Acts: Before ranger
Advantage: It flies, but unlike the eagle, you don’t drop its melee damage to compensate.
# Champion Feat
The pseudodragon has a stinging tail that it incorporates into its melee attack, so it gains ongoing poison damage equal to three times your level on a natural attack roll of 18+.
# Epic Feat
The pseudodragon has a 1/encounter breath weapon that attacks PD with the companion’s normal melee attack bonus. It deals 15 fire damage to 2d3 nearby enemies.
# Favored Enemy
Choose a specific monster type (e.g. aberration, beast, construct, demon, dragon, giant, humanoid*, ooze, plant, or undead). The crit range of your ranger attacks against that type of enemy expands by 2.
*Choosing humanoid: Unlike other favored enemies, choosing humanoid as your favored enemy takes up two ranger class talent slots.
# Adventurer Feat
You can change your favored enemy by meditating when you take a full heal-up.
# Adventurer Feat
This feat is only usable by rangers who have taken humanoid as a favored enemy. Once per full recovery, as a free action, you may select a humanoid species you have encountered in the past. Until the end of the battle, you may use that species’ racial ability. For example, you could gain the shifty bugger ability of goblins, be as evasive as a kobold, as dangerous as an orc, or blend into your surroundings like a chameleon troglodyte. The Gamemaster may veto overpowered or overly magical abilities—this feat represents your ability to emulate the tricks and tactics of your prey, not a supernatural power of shapeshifting.
# Champion Feat
Your crit range for attacks against favored enemies expands by 1 (to +3).
# Epic Feat
Choose a second non-humanoid monster type as a favored enemy.
# Fey Queen’s Enchantments
Choose one full recovery or recharge spell of your level or lower from the sorcerer class. You can cast this spell as if you were a sorcerer (though you can’t gather power).
# Adventurer Feat
You can choose which ability score you want to use as the attack ability for sorcerer spells you can cast.
# Champion Feat
You can now choose from sorcerer at-will spells.
# Epic Feat
You gain an additional sorcerer spell of your choice that is your level or lower; a total of two from this talent.
# First Strike
The first time you attack an enemy during a battle, your crit range for that attack expands by 2 (usually to 18+). A mob of mooks counts as a single enemy.
# Adventurer Feat
The crit range of your First Strike attacks expands by 1 (to +3).
# Champion Feat
Once per full recovery, deal triple damage with a First Strike crit instead of double damage.
# Epic Feat
Whenever you hit with a First Strike attack, you can reroll your damage once and use the higher roll.
# Gloomstalker
Choose one spell of your level or lower from the necromancer class. You can cast this spell as if you were a necromancer, but you can replace any mention of Intelligence with Wisdom. You can change the spell after each full heal-up.
# Adventurer Feat
When you are in the Underworld, environment-related skill checks such as tracking are one step easier (-5) for you.
# Champion Feat
Once per battle, you can force an enemy to reroll an attack against you as a free action, as long as you are in a dark or shadowy area.
# Epic Feat
You gain an additional necromancer spell of your choice of up to your level -2.
# Great Weapon Master
You gain a +1 bonus to attack when fighting with a two-handed melee weapon.
# Adventurer Feat
When fighting with a two-handed weapon, reroll all natural 1s on the damage dice.
# Champion Feat
Once per battle, when fighting with a two-handed weapon, reroll one of your missed attacks.
# Epic Feat
When you hit an enemy you weren’t engaged with at the start of your turn with a two-handed weapon, gain two extra WEAPON damage dice.
# Green Bandit’s Secret
When you attack from ambush, an additional number of your allies equal to your Charisma modifier may act in the surprise round.
Once per full recovery, when you flee, you may make a normal save (11+). If successful, this escape was just a feint; you do not take a campaign loss, and instead hide nearby. You may take a short rest, then return to the adventure without significant setback. Once per level, you may declare that you know about a hiding place or refuge nearby. The nature of this refuge depends on the sort of terrain, but it’s always a safe, well-concealed place stocked with supplies. It might be a hidden cache in the wilderness, or the home of a trusted old friend, or just a dungeon room that you somehow intuit is safer than anywhere else. Each character in the company automatically succeeds at one recharge roll when they first take a short rest in the refuge.
# Lethal Hunter
Once per battle as a free action, choose an enemy. The crit range of your attacks against that enemy expands by 2 for the rest of the battle. A mob of mooks counts as a single enemy.
# Adventurer Feat
The crit range of your Lethal Hunter attacks expands by 1 (to +3).
# Champion Feat
One battle per full recovery, you can use Lethal Hunter against two different enemies.
# Epic Feat
Your Lethal Hunter crits deal triple damage instead of double damage while the escalation die is 3+.
# Nimble Assault
Once per full recovery, you can use your innate maneuverability and momentum to great effect on the battlefield. Make a basic melee attack against a nearby; if you hit, you can automatically pop free from that target, move to engage another nearby enemy, and make a basic melee attack against the new target. Repeat the process of basic attack/pop free/move to new targets until you either miss with an attack or you have attacked all nearby enemies once.
# Adventurer Feat
You are not subject to interception during your movement between targets.
# Champion Feat
Your first miss doesn’t break the chain of attacks.
# Epic Feat
The first enemy you attack can be far away.
# Path of the Spear
The first enemy you attack can be far away.
When fighting with a spear (d8 two-handed melee attack) or a javelin (d6 thrown weapon), and your attack is a natural even hit, deal 1d6 extra damage per level.
# Adventurer Feat
On a natural odd hit with a spear, you can pop free from your target.
# Champion Feat
Once per battle, when you intercept an enemy, make a melee attack against them as an interrupt action.
# Epic Feat
Once per battle, gain advantage on an attack against an enemy that you engaged the same turn.
# Ranger ex Cathedral
Choose one full recovery or recharge spell of your level or lower from the cleric class. You can cast this spell as if you were a cleric. You can change your chosen spell each time you take a full heal-up.
# Adventurer Feat
You can cast the cleric class feature heal spell once per battle.
# Champion Feat
You can now choose from cleric at-will spells.
# Epic Feat
You gain an additional cleric spell of your choice that is your level or lower; a total of two from this talent.
# Ranger’s Pet
You have a small animal or beast that accompanies you on your adventures. Use the rules from the Wizard’s Familiar talent with the following differences:
- The creature is your pet or friend instead of your familiar.
- Your pet is fully natural rather than partially magical.
- Your pet can end up with more abilities, if you choose.
# Adventurer Feat
Your pet gains a third ability.
# Champion Feat
Your pet gains a fourth ability.
# Epic Feat
Your pet gains a fifth ability.
# Skirmish Archer
You’ve been trained in the art of close-quarters archery, relishing the opportunity to use your bow (or other ranged attack) when you can see the whites of their eyes. You can make attacks normally even when engaged, so you don’t draw opportunity attacks from enemies you’re engaged with.
# Adventurer Feat
If you successfully disengage, you can get far away from the creature you disengage from with a single move (assuming the prevailing terrain allows it).
# Champion Feat
You can split up your move action: Run about half as far as you ordinarily would, make a ranged attack, then run the other half. The 13th Age Roleplaying Game treats positioning in the abstract, so work with your GM to work out what’s possible. One common tactic is to move out from behind a corner or other obstruction, shoot an arrow, then return to the safety of cover.
# Speak with Animals
You gain the ability to understand and speak the language of birds, mammals, lizards, amphibians, and snakes. Your conversations are generally brief, because such creatures have limited intellects and even more limited attention spans, but they’re generally capable of answering questions about their immediate proximity and other creatures in the vicinity. Their memory extends back at least a few hours and as much as a few days.
# Adventurer Feat
If the creature is amenable (or properly bribed with food or other comfort), it performs a simple task for you.
# Champion Feat
Your abilities extend to insects, earthworms, spiders, and similar vermin.
# Epic Feat
The creature will travel four hours and deliver a short message in a squeaky voice.
# Summon Beasts
For one battle per full recovery, you can call on an animal appropriate to the environment to fight at your side. The animal that arrives is chosen by the GM, and it typically has animal companion stats one level lower than your level. It departs at the fight’s conclusion.
# Feat (Special)
You can apply any of the animal companion feats in the ranger’s class description to this talent as well, and the beast that arrives will benefit from the feat you chose.
# Survivor
Add your Wisdom modifier to saving throws and death saves.
# Adventurer Feat
Increase your recovery dice to d10.
# Champion Feat
You die after five failed death saves instead of four.
# Epic Feat
Once per level, you can give an in-story reason why you survive a situation that is otherwise a certain death.
# Tracker
You have 5 skill points in survival, without having to spend your normal skill points on it. You are an expert wilderness tracker, capable of reading clues from the environment that others can’t perceive. Tracking doesn’t work well, however, in heavily traveled urban environments.
In addition, you have the terrain stunt power.
Terrain stunt: At the start of each battle in a non-urban environment, roll a d6. Any time after the escalation die reaches that number, you’ll be able to use a quick action to execute a terrain stunt. Normally you can only use terrain stunt once per battle, but circumstances, geography, or excellent planning may suggest that you can pull it off more than once.
Terrain stunts are improvisational effects that play off your preternatural understanding of the wilderness and all the diverse forms of the natural world. Things like knocking a hornets nest no one had noticed onto your enemy’s head, maneuvering a foe onto a soggy patch of ground that slows them down, shooting the cap off a mushroom spore in a dungeon that erupts on your enemies, getting your enemy’s sword wedged into a stalactite, finding the tree branch that lets you vault up to attack the flying demon that thought it was out of axe range, and similar types of actions.
# Adventurer Feat
Your grasp of the way the world is put together increases; you now can use terrain stunt in urban environments.
# Champion Feat
You can track as well in urban areas as you do in the wilderness.
# Epic Feat
You can track flying creatures and creatures that normally wouldn’t be trackable, and there’s the possibility that even teleports give you a sense of direction.
# Two-Weapon Defense
Double the blades means double the opportunities for parries—and ripostes. Your second weapon is effectively as good as a shield, adding +1 to your AC against enemy melee attacks. You don’t suffer the attack penalty you normally would if you were carrying a shield, and you can still use the second weapon to attack according to the two-weapon fighting rules.
# Adventurer Feat
If you fight with two one-handed melee weapons, you can make a desperate parry to convert an enemy’s melee critical hit into an ordinary hit once per battle.
# Champion Feat
If you fight with two one-handed melee weapons, whenever an enemy makes a melee attack against you and rolls a natural 1, you can make an opportunity attack against that foe as a free action.
# Epic Feat
Your second weapon bonus to AC applies to all attacks, not just melee attacks.
# Two-Weapon Hurler
You can outthrow what you can’t outstab and outstab what you can’t outthrow. When you have two weapons in hand that function as both melee and ranged weapons (such as axes or daggers), you can make one basic melee attack and one basic ranged attack as a single action. Your weapon damage die drops one notch. If your first attack is a natural even hit roll (hit or miss), you can make a second attack as a free action.
You can freely make ranged attacks even if you’re engaged without suffering opportunity attacks.
When you take this talent, talk to your GM about which weapons are appropriate. The talent remains balanced even if you stretch credulity a little and allow short swords (1d6) to be used as ranged weapons or javelins (also 1d6) in melee.
# Adventurer Feat
Your second attack gains a +2 attack bonus if it is against a different target.
# Champion Feat
Once per battle, you can use Two-Weapon Hurler after an odd attack roll.
# Epic Feat
Each turn, you can pop free of one enemy before one attack roll that is part of a Two-Weapon Hurler action. You can also use your move action in between your two attacks if you wish.
# Two-Weapon Mastery
You gain a +1 attack bonus when fighting with a one-handed melee weapon in each hand.
# Adventurer Feat
When you fight with two one-handed melee weapons, increase the damage you deal with missed attacks by adding your level to it. Most of your basic melee attacks, therefore, will deal double your level as miss damage.
# Champion Feat
If you fight with two one-handed melee weapons, whenever an enemy makes a melee attack against you and rolls a natural 1, you can make an opportunity attack against that foe as a free action.
# Epic Feat
One battle per full recovery, increase the damage you deal with missed attacks to triple your level instead of double your level (from Two-Weapon Mastery).
# Unseelie Curse
Special: You must have the Favored Enemy talent before you can take this talent.
The dark fey have taught you well, instructing you on a straightforward but effective curse you can deliver with a successful attack. Once per full recovery, if you hit a favored enemy with an attack, it suffers a penalty on subsequent attack rolls equal to the escalation die (11+ save ends).
# Adventurer Feat
You can use the Unseelie Curse once per encounter.
# Champion Feat
The Unseelie Curse is now a hard (16+) save.
# Epic Feat
The Unseelie Curse penalty applies to defenses as well.
# Ways of the Land
You gain a spell slot from the druid’s Circle of the Lands, you don’t need to prepare a spell in advance. When you decide to cast a spell, choose one from the list of the terrain(s) you are currently in, at your level or lower. If the spell is an at-will or once-per-battle spell, you regain your spell slot at the end of the battle or scene. If the spell is a full recovery spell, you regain the spell slot at your next full heal-up.
In addition, once per full recovery per point of Wisdom modifier, you can commune with the spirits of nature to gain advantage on a skill check related to the surrounding terrain. For example, beast spirits can help you track game, river spirits can point to a source of freshwater, and earth spirits can make climbing easier.
# Champion Feat
When you take a quick rest in a natural environment, roll d12s for recovery dice.
# Epic Feat
You gain a second terrain caster spell slot, at two levels below your class level.
# Big Game Hunter (5th Level+)
Once per battle, you can perform a stunt as a move action to climb on a large or huge enemy. This does not require a skill check. You get a firm grip on their back, where you are in position to reach their weak points, but you are hard to reach for claws and teeth. The enemy has disadvantage on attacks against you, while you have advantage on attacks against them.
If you are still on the enemy on any further turns, roll a normal save (11+). On a success, you remain in position. On a natural even failure, you cling on but lose advantage. On a natural odd failure, you fall off.
# Champion Feat
On a hit with a melee or ranged weapon attack against a large or huge enemy, deal 5 extra damage. Increase the bonus to 10 at 7th level, and 15 at 9th.
# Epic Feat
Against huge enemies, increase the damage bonus to 20. At 9th level, increase it to 30.
# Champion of the Fey Queen (5th Level+)
Special: This talent requires Fey Queen’s Enchantments.
At the start of each battle, roll 2d4 to determine the effect of a special blessing that the fey grant you until the end of the battle.
- When you rally this battle, you become invisible until you make an attack.
- Enemy attacks have a 25% (4 on a d4) chance of missing you this battle.
- 1d4 times this battle, you can teleport to a nearby location you can see as a move action.
- When you make a ranger melee or weapon attack, gain a 1d4 bonus to the attack roll.
- When you roll a save against an effect, gain a 1d4 bonus to the roll.
- Choose a sorcerer spell gained with Fey Queen’s Enchantments. Choose A) advantage on the first attack roll with it or B) a bonus use of it this battle.
- If you hit an enemy with a natural even roll on a melee or ranged weapon attack, and their hit point total after taking damage is equal to your maximum or less, that target is confused until the end of your next turn. If they have more hit points, roll 1d4: On a 3 or 4, gain the confusion effect.
# Champion Feat
When the escalation die is 5+, roll again for a second benefit (reroll if you get the same benefit twice).
# Epic Feat
Gain the second benefit when the escalation die is 3+.
# Deadly Aim (5th Level+)
While you are not engaged, you can take a quick action to aim at a nearby enemy. If you attack this enemy with a ranged weapon attack this turn, target their PD instead of their AC.
# Champion Feat
You can choose to target the enemy’s MD instead of PD.
# Epic Feat
With aim, you also deal half damage on a miss.
# Divine Avenger (5th Level+)
Special: This talent requires Ranger Ex Cathedral.
Once per full recovery, you can swear an Oath of Vengeance against an enemy as a quick action. Your attack rolls against the target have advantage, and all damage you deal against it is radiant damage.
You also gain Inescapable Wrath and Relentless Pursuit as bonus powers.
# Champion Feat
When an enemy drops you below zero hit points, you gain a free use of Oath of Vengeance against that enemy.
# Epic Feat
Choose between Egoist or Altruist.
Altruist: When an enemy drops an ally below zero hit points, you gain a free use of Oath of Vengeance against that enemy.
Egoist: When an enemy scores a critical hit against you, you gain a free use of Oath of Vengeance against that enemy.
# Inescapable Wrath
Close-Quarters Power
At-will
Interrupt Action
Trigger: Your Oath of Vengeance target disengages or moves away from you.
Effect: Make a save. If your save is equal to the enemy’s disengage check or higher, you pursue the enemy and stay engaged while they move. Succeed or fail, you add twice your Wisdom modifier (thrice at 8th level) to damage if your next attack against the target is a hit.
# Relentless Pursuit
Close-Quarters Power
Once per battle
No action
Trigger: The first time you are unconscious at the start of your turn in a battle.
Effect: You can heal using a recovery.
# First Blood (5th Level+)
Special: This talent requires First Strike.
When you make a First Strike attack, and you hit, deal 10 (7th level: 15; 9th level: 20) ongoing damage. If the attack is a critical hit, double the ongoing damage.
# Champion Feat
On a miss with a First Strike attack, deal half damage.
# Epic Feat
On a critical hit with First Strike, the target is also weakened (-4 to attacks and defenses; save ends both).
# Improved Double Attack (5th Level+)
Special: This talent requires Double Melee Attack or Double Ranged Attack.
Your double attacks no longer reduce the weapon size by one step.
# Champion Feat
Your second attack with Double Melee Attack can be a ranged attack instead, and your second attack with Double Ranged Attack can be a melee attack instead. (You switch weapons as part of the second attack.)
# Merciless Hunter (5th Level+)
Special: This talent requires Lethal Hunter.
You can declare your Lethal Hunter target outside of combat. This gives you advantage on skill checks to track the target down.
# Champion Feat
When your Lethal Hunter target is staggered, you deal half damage on a miss.
# Epic Feat
You gain a +2 bonus to hit against your Lethal Hunter target.
# Bladestorm (8th Level+)
When an enemy engages you, you can make a melee basic attack against that enemy as an interrupt action.
# Epic Feat
Your Bladestorm attacks deal extra damage equal to your Wisdom modifier thrice.
# Hail of Arrows (8th Level+)
Special: This talent requires Double Ranged Attack.
If the second attack from Double Ranged Attack is a natural even roll, you can make another ranged attack against another enemy within range that you have not attacked yet this turn. Keep attacking as long as your attack roll is even and there are viable targets.
# Epic Feat
Once per full recovery, when you make at least 3 ranged attacks in one turn, increase the escalation die by 1.
# Pack Circles the Prey (8th Level+)
When you score a critical hit with a melee attack, the target is vulnerable to all attacks until the end of your next turn.
# Epic Feat
The vulnerability increases the critical threat range by 3.
# Planeswalker (8th Level+)
You gain a 5-point skill that you would use to sense nearby portals and determine the keys that open them.
You also gain Defensive Jaunt as a bonus power.
# Defensive Jaunt
Close-quarter power
Once per battle
Interrupt Action
Trigger: You are hit by an attack
Effect: Take half damage from the attack and teleport to a nearby location.
# Epic Feat
You can use defensive jaunt twice per battle.
# Reaper (8th Level+)
Special: This talent requires Double Melee Attack.
If your second attack from Double Melee Attack is a natural even roll, you can pop free from your current target and make a melee attack against a different nearby enemy that you have not attacked yet this turn. Keep making attacks as long as your attack roll is even and there are viable targets.
# Epic Feat
If the escalation die is 2+, you can now attack far away enemies with Reaper.