3.4 KiB
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Rangers are unparalleled explorers with a mystical connection to the natural world. A combination of martial prowess, spellcasting, and supernatural awareness ensures rangers excel as scouts, trackers, and hunters. Few classes prove as deadly as a ranger once their quarry is within sight.
Ranger is a class that blends features from multiple classes and has plenty of opportunity for customization. Your class features lend themselves to creating a skirmisher, archer, or warrior focused on high-utility magic.
RANGERS AS ADVENTURERS
Rangers are born adventurers. No class is better suited to surviving the rigors of the wild than a ranger, and their excellent survival skills are often the difference between life and death for adventuring parties far from civilization.
While rangers shine outside of combat, they also possess an impressive array of martial abilities. They might lack the brawn of fighters or full spellcasting abilities of druids, but they make up for it with excellent damage output and mobility.
Continued in the Player’s Guide; Chapter 2, pg 72.
Ranger Boons
When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the ranger class.
Heroic Boons
When you reach 10th level in the ranger class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature.
Heroic Boon
10th-Level Ranger Feature
Your commitment to the ranger’s path grants you a powerful ability. Choose one of the following heroic boons:
- Cat’s Pride. All your movement speeds increase by 10 feet, and you ignore bludgeoning damage caused by falling. In addition, as a bonus action, you can now take the Dash action.
- Salamander’s Renewal. If you start your turn with at least 1 HP but below your hit point maximum, you gain 1d10 + your CON modifier temporary hit points. If you start your turn with any number of temporary hit points, you automatically recover hit points equal to the number of temporary HP you have (up to your hit point maximum). In addition, if any of your limbs or nonvital body parts are severed (such as a finger, leg, tail, or similar), they grow back and become fully functional after 24 hours.
Epic Boons
When you reach 20th level in the ranger class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature.
Epic Boon
20th-Level Ranger Feature
Your commitment to the ranger’s path grants you a powerful new ability. You gain one of the following epic boons:
- Deadeye. The extra damage dealt by your Mystic Mark feature (see Player’s Guide) becomes a d12, and you can now use your Mystic Mark an unlimited number of times.
Ghost Step. You can now activate your Stalker’s Step feature (see Player’s Guide) at any time, regardless of current environment, lighting conditions, and obscurement, and the invisibility granted by the feature lasts up to 1 minute (though it still ends early if you attack or cast a spell). As part of the bonus action used to become invisible, and as a bonus action on any subsequent turns you remain invisible, you can teleport up to 30 feet to an unoccupied space you can see.