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RANGER

V
alerna is a primal world, where civilization Choose 3 skills from this list:
has risen and fallen several times, but Animal handling
it hasn’t yet succeeded at taking a
permanent hold over the wilderness. While large Athletics
and splendorous, cities are few and far between, Insight
and the vast, untamed lands remain just that
— untamed. Rangers are those adventurers that Investigation
brave the wild vastness, seeking dangers to protect Nature
civilization or to hone their skills. Perception
Stealth
As a ranger, you have the following class features: Survival

HIT POINTS EQUIPMENT


Hit Dice: 1d10 per ranger level You start with the following equipment, in
Hit Points as 1st Level: 10 + your Constitution addition to the equipment granted by your
modifier Background:
Hit Points at Higher Levels: 5 (1d10) + your • A longbow with 20 arrows
Constitution modifier per ranger level after 1st • A suit of scale mail or leather armor

PROFICIENCIES • A shortsword or any light melee weapon of


your choice
Armor: Light armor, Medium armor and Shields
• A shortsword or any melee weapon of your
Weapons: Simple and martial weapons choice
Tools: None • An explorer’s pack or dungeoneer’s pack
Saving throws: Strength, Dexterity

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The Ranger
SPELL SLOTS PER LEVEL
LEVEL PROFICIENCY FEATURES 1ST 2nd 3rd 4th 5th
BONUS
Favored enemy,
1st +2 - - - - -
Natural explorer
Fighting style,
2nd +2 2 2 - - -
Spellcasting
Primeval awareness,
3rd +2 3 3 - - -
Ranger archetype
4th +2 Ability score increase 3 3 - - -

5th +3 Extra attack 4 4 - - -


Favored enemy,
6th +3 4 4 - - -
Favored terrain

7th +3 Archetype feature 5 4 - - -

Ability score increase,


8th +3 5 4 - - -
Land’s stride
9th +4 - 6 4 2 - -
Favored terrain,
10th +4 6 4 2 - -
Hide in plain sight

11th +4 Archetype feature 7 4 3 - -

12th +4 Ability score increase 7 4 3 - -

13th +5 - 8 4 3 1 -

14th +5 Favored enemy, Vanish 8 4 3 1 -


15th +5 Archetype feature 9 4 3 2 -
16th +5 Ability score increase 9 4 3 2 -

17th +6 - 10 4 3 3 1

18th +6 Feral senses 10 4 3 3 1

19th +6 Ability score increase 11 4 3 3 2

20th +6 Foe slayer 11 4 3 3 2

FAVORED ENEMY • You have advantage on Intelligence and Wisdom


As a ranger, you are specialized in hunting a specific checks made to track, locate or recall information
kind of creature. Choose a type of Favored enemy about creatures of your Favored enemy type.
from Aberrations, Beasts, Celestials, Constructs, • If your chosen Favored enemy can speak, you
Dragons, Elementals, fey, Fiends, Giants, learn one of its available languages.
Monstrosities, oozes, Plants, or Undead. Alternatively, When you reach 6th level, you may choose one
you can select two races of Humanoid (such as additional Favored enemy from those creatures you
humans and orcs) as Favored enemies. have encountered in your adventures. You choose a
• You may add your proficiency bonus to damage third Favored enemy at 14th level.
rolls against creatures of your Favored enemy type.

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NATURAL EXPLORER Spell save DC = 8 + your Proficiency bonus + your
You are accustomed to exploring the natural world. Wisdom modifier

• While traveling across any outdoors Spell attack bonus = your Proficiency bonus + your
environment, you gain the following benefits: Wisdom modifier

• Difficult Terrain doesn’t slow your group’s Travel. FIGHTING STYLE


• You may ignore natural, nonmagical Upon reaching 2nd level, you adopt a fighting style,
difficult terrain. depending on your preferred hunting weapons.
• Your group can’t become lost except by
magical means. Archery

• As long as you’re conscious, you always You gain a +2 bonus to your attack rolls with ranged
contribute your passive Wisdom (perception) weapons.
towards spotting threats, regardless of the Defense
activities you perform.
When you are wearing armor, you gain +1 to AC.
• If you are traveling alone, you can move
stealthily at a normal pace. Dueling
• When you Forage, you find twice as much food When you are wielding a melee weapon in one hand
as you normally would. and no other weapons, you gain +2 to damage rolls
with that weapon.
• While Tracking other creatures, you also learn
their exact number, their sizes, and how long Two-weapon Fighting
ago they passed through the area.
When you engage in two-weapon fighting, you may
add your ability modifier to the damage of the second
SPELLCASTING
attack.
Upon reaching 2nd level, your awareness and
attunement to nature grant you limited magic abilities. PRIMEVAL AWARENESS
Ranger Spells Known Starting at 3rd level, you gain the ability to get clues
from the air and other natural signs in the area
You know two 1st-level Spells of your choice
surrounding you. As an action, you may spend one
from the Ranger spell list. You learn an additional
spell slot. For 1 minute per spell slot level, you gain
Ranger spell of your choice at each odd numbered
awareness of the area within a number of miles equal
level thereafter. Each of these Spells must be of a
to your Wisdom modifier (minimum of 1 mile).
level for which you have Spell Slots.
While this ability is active, you learn the
Casting Spells following information:
The Ranger table shows how many spell slots you • Whether there are supernatural creatures
have at each level. To cast a ranger spell, you choose (aberrations, celestials, dragons, fey, fiends,
one of your known spells and expend a slot of the undead or creatures with the null-touched
spell’s level or higher. You regain all expended spell subtype) in the area.
slots when you finish a long rest.
• Whether there are creatures of your favored
Spellcasting enemy type in the area, and the direction
Wisdom is your spellcasting ability for paladin towards the closest of them.
spells. Your powers are the outward presence of • Whether there are active magical effects in the
your inner beliefs and convictions. area, and the school they belong to.

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You also gain advantage on Intelligence HIDE IN PLAIN SIGHT
(Investigation) and Wisdom (Survival) checks to follow Starting at 10th level, while you’re motionless
a creature’s trail or find clues about its whereabouts. in a natural environment, your enemies have
disadvantage on Perception checks to perceive you,
RANGER ARCHETYPE and their passive Perception always fails to detect
Once you reach 3rd level, you begin focusing and your presence.
specializing your ranger skills towards a single
adventuring archetype, depending on the type of VANISH
ranger you want to be. Upon reaching 14th level, you have become one
Choose an archetype from the Daring Surveyor, a with the environment. You may Hide or Dash as a
sailor or explorer with their own ship; the Fai Hunter, bonus action, and you cannot be tracked except by
a seeker of supernatural threats; the Inspector, an magic.
urban investigator and detective; and the Trailblazer,
a mystic wanderer attuned to the natural forces. These FERAL SENSES
archetypes are described starting on page 109.
Starting at 18th level, being unable to see a target
At 3rd level, your chosen archetype grants you does not impose disadvantage on your attack
an Alignment Affinity (see the Alignment section), rolls. If you’re not Blinded or Deafened, you are
plus specialized abilities and benefits. You gain automatically aware of any creature within 30 feet
additional benefits at 3rd level, and again at 7th, of you.
11th and 15th level.
FOESLAYER
ABILITY SCORE INCREASE
When you reach 20th level, you have become
When you reach 4th level, and again at 8th, 12th, the ultimate hunter. You may add your Wisdom
16th and 19th level, you may increase one of your modifier (minimum +1) to all weapon attack rolls.
ability scores by 2 points, or two ability scores by
1 point each. You may not increase an ability score PALADIN SPELLS 2nd-level spells
above 20 by using this feature.
1st-level spells Alarm
EXTRA ATTACK Alarm Animal Friendship
Animal Friendship Cure Wounds
Starting at 5th level, you can make two attacks instead
of one when you perform the Attack action. Cure Wounds Detect Magic
Detect Magic Detect Poison and
LAND’S STRIDE Disease
Detect Poison and
Starting at 8th level, you have become supernaturally Disease Fog Cloud
attuned to the terrain. Goodberry
Fog Cloud
When fighting in an outdoors natural Hunter’s Mark
Goodberry
environment, you gain advantage on Initiative Jump
checks and on all saving throws and checks against Hunter’s Mark
plant-based effects that impede your movement, Jump Longstrider
such as entangle and similar magic. Longstrider Speak with Animals
Speak with Animals

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3rd-level spells 4th-level spells Your ship includes the services of five crewmembers.
Conjure Animals Conjure Woodland These are Guard NPCs, usually — but not always —
Beings of your same alignment and background, friendly and
Daylight loyal to you.
Nondetection Freedom of Movement
Your crewmembers act on their own initiative,
Plant Growth Locate Creature
but they are not under your control; outside
Protection from Energy Stoneskin their assigned duties, they act as their own sense
Speak with Plants indicates. For example, no crewmember will
5th-level spells
voluntarily leave the ship to follow you into
Water Breathing Commune with Nature dangerous adventures, unless heavily persuaded.
Water Walk Tree Stride Your GM has the last word on how your
Wind Wall crewmembers behave in any given situation.
If you lose one of your crewmembers, you may
DARING SURVEYOR regain them as a downtime activity requiring 24
More than hunters or stalkers, daring surveyors hours and 50 gp per crewmember.
are cartographers, seafarers and sky pilots, Upon reaching 7th level, you may replace your
seeking to research nature and bring back their ship with a deepship, longship, sailing ship or
discoveries. While still rugged and deadly, they rootship, depending on your vehicle proficiency.
add scholarly and navigation skills to their combat The new ship includes 20 crewmembers, subject to
and survival abilities. the same rules.
Daring surveyors are most common among the Upon reaching 11th level, you may replace your
Nwoda sky dwarf clans and the Sikarian Akademia, ship with a warship, galley or shardship, depending
but they exist all across the world. on your vehicle proficiency. The new ship includes
Aspect 30 crewmembers, subject to the same rules.

When you pick this archetype at 3rd level, you gain If you lose your vehicle, you may regain it as a
an Aspect of your choice from Dream, Source or downtime activity, spending 24 hours and 10%
Will (see the Alignment section). of the vehicle’s base gp cost. This may represent
getting in touch with your confidential channels,
Tenets of Blood liberating one of your spares, repairing the old
vehicle, or even making a new vehicle yourself.
Also at 3rd level, you learn the following
proficiencies: Known Spells
Skills: One Intelligence skill of your choice As you advance in ranger levels, you learn the listed
Languages: Two additional languages of your spells. These spells don’t count towards your limit
choice; if you’re using the Literacy variant rules, of known spells, and they all count as ranger spells
you also gain Literacy for you. If you already knew one of the listed spells,
you may trade it for any spell of the same level
Tools: vehicles (choose from air or water), from the ranger spell list.
cartographer’s supplies, navigator’s tools
Daring Surveyor Spell
Ship
LEVEL KNOWN SPELLS
Also at 3rd level, you acquire one vehicle of your 3rd comprehend languages, identify
choice from guildship or keelboat, depending on 7th find traps, knock
the vehicle type proficiency you’ve chosen. You own
11th dispel magic, tongues
the chosen ship, which requires no maintenance.
15th arcane eye, freedom of movement

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Maneuver Master Fai Hunter Spells
Starting at 11th level, you have advantage on all LEVEL KNOWN SPELLS
Dexterity checks. 3rd detect the supernatural*, guiding bolt
7th moonbeam, see invisibility
World Explorer
11th counterspell, remove curse
Starting at 15th level, you gain the benefits of your 15th arcane eye, divination
Natural Explorer feature whenever you’re on a
vehicle you have proficiency with, regardless of the Qirin Mount
terrain you’re exploring. Also starting at 3rd level, you are granted a qirin
mount. This qirin may be of any of the types listed
FAI HUNTER in the Dragonbond Bestiary. The qirin is trained
to let you ride it and fight alongside you.
One of the most important tasks of rangers
everywhere is to protect towns and common folk While you’re not riding your qirin, it takes its turn
from the supernatural threats of the wilderness. The on your Initiative, but you don’t control its actions.
Fai Hunter is a specialist at this task, being trained While you’re riding your qirin, you may steer it
to track, find and fight fey threats. as part of your move. When you take the Attack,
Dash, Disengage, Dodge, or Help action, you
Fai hunters originated in the Dragon Kingdom
choose whether the action is performed by you or
of Allaria to fight the dream elves of the Fell
your qirin, but you spend the action.
Woods, but they can be found everywhere that
supernatural threats exist. If your qirin dies, you cannot replace it until
you gain a new level.
Aspect
Track the Dream
When you pick this archetype at 3rd level, you
gain the Dream aspect of your alignment (see the Starting at 7th level, you have gained the
Alignment section). supernatural ability to follow a magic trail. You may
use Intelligence or Wisdom checks to track flying
Deadsteel or incorporeal creatures, or creatures that leave no
Starting at 3rd level when you pick this archetype, you physical trace.
are given deadsteel gear (see the Gear section). You
Resist the Dream
may choose two melee weapons, or one melee and
one ranged weapon, that you’re proficient with. You Starting at 11th level, you gain advantage on
gain and own deadsteel versions of these weapons. Wisdom saves against the spells, effects and abilities
of fey creatures or creatures with the Null subtype.
You also gain a deadsteel amulet, which may take the
form of a necklace, ring, bracelet or any other form Fight the Dream
of jewelry. You may use this deadsteel amulet as a
Starting at 15th level, each of your weapon attacks
spellcasting focus.
deals an additional 2d6 psychic damage against fey
Known Spells creatures or creatures with the Null subtype.
As you advance in ranger levels, you learn the listed
spells. These spells don’t count towards your limit INSPECTOR
of known spells, and they all count as ranger spells Inspectors are urban rangers, who use their
for you. If you already knew one of the listed spells, abilities to find both beasts and smarter quarry,
you may trade it for any spell of the same level such as thieves, murderers and mad wizards. An
from the ranger spell list. inspector is trained to read people as sharply as they
understand nature.

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This archetype first appeared among Allarian TRAILBLAZER
gnomes, but there are inspectors in all Valernian Many Valernian cultures hold the four cardinal
settlements, particularly the largest, dirtiest ones. directions as sacred, particularly those from the
Aspect Nahuac Coalition. Walking in a specific direction
has a magical symbolism, which can translate into
When you pick this archetype at 3rd level, you specific skills and powers.
gain the Will aspect of your alignment (see the
Alignment section). Trailblazers are rangers dedicated to exploring the
secrets of wandering, the symbolism of walking and
Urban Explorer discovery, and the magic hidden in the open road.
Starting at 3rd level when you pick this archetype, Aspect
you gain your favored terrain benefits when you are
in town or urban settings. When you pick this archetype at 3rd level, you
gain the Source aspect of your alignment (see the
Manhunt Alignment section).
Also at 3rd level, you may add two humanoid Chosen Path
subtypes to your list of favored enemies.
Starting at 3rd level when you pick this archetype,
Read Clues you must choose one of the Four Paths, linked to the
Starting at 7th level, you have learned to extract symbolism of the four directions.
detailed information from direct observation. You gain Natural Explorer benefits, regardless of terrain,
As an action, you may examine an object, when you are traveling in the general direction of your
location or creature; you learn a number of chosen path. You also gain additional benefits according
accurate, detailed and precise facts about the to the path you choose:
target equal to your Wisdom modifier (minimum The North Path. You have chosen the path of
of 1 fact). winter, of life and death. You like to walk towards
Examples of facts you may learn about the target wisdom and understanding. You gain resistance to
include their origin, their physical state, or one cold damage.
object, creature or location that the target may have The West Path. You have chosen the path of summer,
interacted with in the past. peace of mind and happiness. You like to walk towards
the sky. You gain resistance to radiant damage.
See them Coming
The East Path. You have chosen the path of
Starting at 11th level, creatures of your favored spring, willpower and survival. You like to walk
enemy types can no longer take you by surprise or towards conflict and victory. You gain resistance to
gain advantage on attack rolls against you. fire damage.
Observant Fighter The South Path. You have chosen the path of fog,
Starting at 15th level, you may take a bonus action mystery and depth. You like to walk towards the
to study a creature belonging to one of your favored unknown and face your own fears. You gain resistance
enemy types. For the next minute, all of the target’s to necrotic damage.
attacks against you are made at a disadvantage. Endless Walk
This effect lasts until the target is reduced to 0 hit Starting at 7th level, you have become an expert
points, or until you finish a long or short rest. in wandering the wilds. You gain advantage on all
Wisdom checks made within your Favored Terrain
types, or while traveling in the general direction of your
chosen path.

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Gaze of the Traveler Touch of the Traveler
Starting at 11th level, you have begun to Starting at 15th level, all your weapon attacks deal
understand the secret truths of the wanderer, additional damage equal to your wisdom modifier
and those that look at you can glimpse them (minimum of 1). This additional damage type is of
looking back. As a bonus action, you can stare at the same type as the damage resistance from your
a living creature within 10 feet that can see you. Chosen Path.
The creature must succeed on a Charisma saving
throw against your spell save DC or suffer effects
according to your chosen path:
The North Path. The creature is Restrained until
the end of its turn.
The West Path. The creature is Charmed by you
until the end of its turn.
The East Path. The creature takes 2d8 fire damage.
The South Path. The creature is Frightened of you
until the end of its turn.

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