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Ranger

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Ranger's in Felwind are rather capable all-round adventurers. Swift movement, skills in multiple forms of combat, Access to magic, able to travel through all types of difficult terrain and have a wide variety of Conclaves suited for every situation a Ranger is never to be underestimated.

Many Rangers often act separate from one another. Though you may see a Ranger be part of an adventuring party its rare that two or more ranger's work together. typically why you will find Rangers companion with beasts or monsters over others. Though its common to see an expert Ranger with a Ranger Apprentice.
Rangers will often take work as guides through various areas. their expertise on the lands is invaluable to travllers of all kinds. they will also play the roll of hunters, selling their marks for coin at a premium due to their expert kills hardly effecting the final product.
Rangers are also known to take on hunts for monsters, Taking out a stray Basilisk that's wandered into areas not suited for it is normally a task left to Rangers or Blood-Hunters to sort out, warriors that undertake this line of work are referred to as Slayers

Some rangers are known to take on other lines of work, Some hunt people rather than beasts as bounty hunters, others use their magic for herbalist and botany practices. They can also make good soldiers with the ability to heal wounds and attack from various distances though its rare they would be anything more than a mercenary soldier with little loyalty to a flag or organisation.

Rangers by the nature of their work and skills are often very Intune with nature. Their efforts to protect the domain of nature and the creatures who dwell in it is very well known.


Title Detail
Titles: See Reference
Magic Type: Arcane, Psionics, Hag etc (Charisma, Wisodm etc)
Skills: Support, Offinse, Utility etc
Population: Common, Rare, Exotic, Mythical etc
Common Occupations: Scholar, Mercenary, Herbalist etc
Source: Content Book & Page Number

Playing a Ranger in Felwind

When playing a Ranger in Felwind its important to think about your role in a group. Rangers work best when played to their strengths, the strengths being they can do lots of different things. Being flexible is key when playing. Choosing the best moment to loose an arrow to supporting a teammate with healing.

Ranger's in Felwind typically have a level of expertise or maturity. Many Ranger's have been in many different lines of work and so have seen the world from many different angels. a New Ranger may still be naïve to some parts of the world.

Rangers, like their lines of work come in many different styles. Some may be dark and mysterious been living off the land for may years, others may be chiasmatic and get really good deals for their hunts. Some may be looking for more companionship to see the world outside the forests they normally protect and some may be true druids at heart with their love of nature.
what ever a Range could be its extremely rare that a Ranger would ever be part of an official organisation. Freedom is a Ranger's most defining trait, to be locked in with rules and regulations is very against a Ranger's ideals. though it can happen, sometimes even unwillingly but if a Ranger were to take part in such a role it is normally to gain personal benefit they wouldn't be able to normally get.

Ranger's often know many skills and many languages including Drudic which is handy for traversing lands that Druids may inhabit. Understanding the markings and Symbols of a Druid is invaluable information.

Rangers are one of the few people Wode Elves won't attack on sight, and by extension the people a ranger travels with

Less Known Trait.

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Player Story Tips & Ideas

What to Expect

What would DM Darwin Change?

Source:
Player's Handbook
(Core)

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Player Story Tips & Ideas

What to Expect

What would DM Darwin Change?

2024 Revision Available

The revision basically just streamlined the options, no more animals only primal beasts. still has the same issues and i would still have the same edits to make it cooler.

Source:
Hexbound, Pg 30
(3rd Party)

In order to enact their will upon the material world, spirits of nature lend their power to very unique witches so they may safeguard the spirits’ domains. These witches are called guardian rangers. They use the spirits that preside over nature as a source for their power and magic. The nature spirits guide them, emboldening their strikes and granting them abilities that no other witch has access to. The most powerful guardians can even briefly summon these incredibly powerful nature spirits to assist them in battle, making them an immeasurable threat to whoever dares oppose the will of the wild. It is said that when the most powerful guardian rangers die, their own spirits transform into nature spirits — granting their powers to younger, more inexperienced ranger witches, perpetuating the cycle, and protecting the domain of nature across generations.

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What would DM Darwin Change?

Source:
Fizban's Treasury of Dragons
(Supplement)

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.

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What to Expect

What would DM Darwin Change?

Source:
Tasha's Cauldron of Everything
(Supplement)

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event.
However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Player Story Tips & Ideas

What to Expect

What would DM Darwin Change?

2024 Revision Available

I honestly don't think they changed anything, just the wording, which is fine cause it was a cool class to begin with.

Source:
Floral Dragon Sub-Classes, Pg 4
(3rd Party)

Field Researcher Rangers investigate and protect the natural world. These explorers seek to preserve and understand the magic of floral dragons. Their skills let them roam wherever their research requires, and their observational abilities make them formidable opponents and steadfast allies should danger arise.

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Source:
Xanathar's Guide to Everything
(Supplement)

Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims.
Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Player Story Tips & Ideas

What to Expect

What would DM Darwin Change?

2024 Revision Available

Overall quite a few buffs turning a solid class into a great class and would defiantly recommend this one over the first run. Dreadful strike does more damage and can be used multiple times between long rests rather than just the first turn of combat. Stalker's fury has some extra effects that stack onto your Dreadful strikes now rather than just being a re-do of a missed attack.
I would still remove the initiative bonus and just make the extra 10ft movement speed permeant. as well as change the wording slightly for Umbral sight to specify you are invisible to all creatures relying on non-magical sight (but Including magical dark vision) to see you in darkness.

Source:
Grim Hollow, Pg 60
(3rd Party)

Green Reapers specialize in a school of assassination that specializes in harvesting and catalyzing the toxic elements of flora and fauna.
These rangers often work as killers for hire utilizing their extensive knowledge of toxins to end their marks’ lives discreetly or with gory panache, depending on the poison used and the client’s wishes. Green Reapers exhibit a morbid curiosity when encountering a toxic substance they’re unfamiliar with, typically followed by an enthusiastic application of the toxin on the next foe they encounter.

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What to Expect

What would DM Darwin Change?

Source:
Xanathar's Guide to Everything
(Supplement)

Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic.
They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.

Player Story Tips & Ideas

What to Expect

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Source:
Player's Handbook
(Core)

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Player Story Tips & Ideas

What to Expect

What would DM Darwin Change?

2024 Revision Available
Done dirty, options removed and the later level features were replaced with very stale and generic features. i would still run the original form of Hunter.

Source:
Xanathar's Guide to Everything
(Supplement)

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic.
A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

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Source:
Tasha's Cauldron of Everything
(Supplement)

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits.
The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

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Source:
Guide to Drakenhime, Pg 167
(3rd Party)

Urban rangers are less accustomed to nature and the wilds, but to the rooftops and guerrilla tactics of city warfare.
Training for manoeuvrability and stealth amongst ruined buildings, and twisting streets, these rangers are at home amongst the ruins and rubble. They are agile runners, skilled snipers, and always able to know where the best vantage points against their enemies are.

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Source:
Grim Hollow, Pg 62
(3rd Party)

Vermin Lords cultivate loyal hordes of disease-bearing rodents to help them in their efforts to stem a greater evil.
For many of these rangers, that greater evil is some kind of societal ill, but a rare few see their fellow humanoids as an infestation that threatens the natural world. Regardless of their goal, they make their homes in sewers, slums, and other forgotten places, where they are free to plot against their enemies and tend to their vermin kin.

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