Ranger Talent Tree

For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game: even fugitives among their own people.

As long as at least half of your expert talents are from the ranger talent tree, your stamina increases to 4× your Constitution score and your recovery die increases to a d10.

Core Talents

Talent CP Prerequisites
Favoured Enemy I 5 -
Hunter’s Mark 5 -
Exploration Knacks 5 -
Primeval Awareness 5 -
Fleet of Foot 5 -
Hunter’s Intuition 5 -
Favoured Enemy II 5 Favoured Enemy and 3 Other Ranger Talents
Hide in Plain Sight 25 Favoured Enemy II and 6 Other Ranger Talents
Vanish 50 Hide in Plain Sight and 9 Other Ranger Talents
Feral Senses 80 Vanish and 12 Other Ranger Talents
Foe Slayer 100 Feral Senses

Favoured Enemy I

Cost: 5 Character Points

You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favoured enemy: beasts, fey, humanoids, monstrosities, or undead. You add your martial feat die to damage rolls with weapon attacks against creatures of the chosen type.

You have +1d on Survival checks to track your favoured enemies, as well as on checks to recall information about them and a number of additional skills equal to your wisdom modifier, when interacting with your favoured enemy.

Hunter’s Mark

Cost: 5 Character Points
Actions: 1

You focus your senses on a specific enemy

Using 1 action and expending 1 mana, you choose a creature that you can see within 90 feet to mark as your quarry. For 1 hour, you are focused on this creature. You gain +1dM to damage rolls with weapon attacks against this creature. In addition, you have +1d on Perception and Survival checks you make to find and track it. If the creature drops to 0 Stamina before the hour ends, you can use 1 action to mark a new creature within 90 feet.

Exploration Knacks

Cost: 5 Character Points

For rangers, exploration isn’t just something that happens between destinations - it’s a way of life. You learn various techniques to make travel safer for you and your companions.

Choose a Ranger Knack of your choice. As you gain Character Points, you may purchase additional Knacks. If an Knack has prerequisites, then you must meet them to learn it. You can learn the Knack at the same time that you meet its prerequisites.

Primeval Awareness

Cost: 5 Character Points

You can establish a powerful link to beasts and the land around you.

You have an innate ability to communicate with beasts and they recognise you as a kindred spirit. Using 2 actions, you can communicate simple ideas to a beast through sounds and gestures and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short term needs (such as food or safety) and actions that you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked in the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favoured enemies lurk nearby. After performing a 1 minute ritual, you can sense whether any of your favoured enemies are present within 5 miles of you. This feature reveals which of your favoured enemies are present and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favoured enemies within range, you learn this information for each group.

You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest.

Hunter’s Intuition

Cost: 5 Character Points<

*You are always alert and react with swift and decisive action when attacked.

You have +1d to initiative and, on your first turn during combat, +1d on attack rolls against creatures that have not yet acted.

Favoured Enemy II

Cost: 5 Character Points
Prerequisites: Extra Attack

You are ready to hunt even deadlier game.

Choose a type of favoured enemy from Favoured Enemy I, or from the following list: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favoured enemy, including an additional language.

Additionally, you have +1d on defence checks against the spells and abilities used by all of your favoured enemies.

Fleet of Foot

Cost: 5 Character Points
Actions: 1

You move with greater agility as you dance among your foes.

Using an action, for 1 minute your movement does not provoke attacks of opportunity. You can choose to end this effect early to either double your movement speed once when you take the Stride or gain +1d on a weapon attack.

You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest.

Hide in Plain Sight

Cost: 25 Character Points
Prerequisites: Favoured Enemy II and 6 Other Ranger Talents

You can remain perfectly still for long periods of time to set up ambushes.

When you attempt to Hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take -2d to their Perception checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Vanish

Cost: 50 Character Points
Prerequisites: Hide in Plain Sight and 9 Other Ranger Talents

You can quickly hide from your enemies.

When you Take Cover, you can also attempt to Hide as part of the same action. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses

Cost: 80 Character Points
Prerequisite: Vanish and 12 Other Ranger Talents

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 -1d 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.

Foe Slayer

Cost: 100 Character Points
Prerequisite: Feral Senses

You become an unparalleled hunter.

Your Strength or Dexterity score increases by 2, and your Wisdom score increases by 2. Your maximum for those scores also increases by 2.

Additionally, 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Ranger Talent Tree Branches


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