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Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.

fey wanderer.png
horizon walker.png
monster slayer.png


Ranger Avatar.png
Ranger Symbol Transparent.png


  • Base Hit Points: 56

  • Hit Points per Advancement: 14

  • Actions: 2 Attack, 1 Bonus, 1 Reaction

  • Casting Attribute: Wisdom

  • ​Starting Kit:​

    • Shortsword​

    • Shortbow

    • Leather Armor

    • Arrows (20x)


  • Armor: Light armor, medium armor, shields

  • Weapons: Simple weapons, martial weapons

  • Saving Throws: Strength, Dexterity

  • Skills: Nature, Survival

  • Attack & Spell Bonus:

    • Level 8: +2

    • Level 10: +1 (3)

    • Level 12: +1 (4)

Land's Stride

Your attunement to nature allows you to brush off natural and magical restrains as a reaction. Doing so leaves you Slowed.

Ranger Archetype

Each ranger has a combat style and technique that they strive to emulate. Choose your ranger archetype (subclass) from Fey Wanderer, Gloomstalker, Horizon Walker, Hunter, Monster Slayer, and Swarmkeeper. These will be unlocked at Level 10 and reach their full potential at Level 12.


Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Spell Slots

Level 8

  • 1st: +3

  • 2nd: +2

Level 10

  • 1st: +1
  • 2nd: +1
  • 3rd: +1

Level 12

  • 3rd: +1

Combat Spells

The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters.

Cure Wounds


1 Action

V, S


A creature you touch regains a number of hit points equal to 1d8 + Spell Bonus.


This has no effect on Undead or Constructs.

When you cast this spell using a spell slot of 2nd or higher, the healing increases by 1d8 for each spell slot above 1st.

Flavor Spells

The following spells are included in the druid's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They are only to be used to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10.

Plant Growth


1 Action

V, S


This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Ritual Spells

Spells that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does. If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand.

Detect Magic

1 Action
V, S
, M

Class Required:

  • Artificer

  • Cleric

  • Bard

  • Druid

  • Paladin

  • Ranger

  • Sorcerer

  • Wizard

Components Required:

  • 1x Unstable Essence

  • 5x Arcane Residue

For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dirt.

This is an RPR Spell, and does not require a DM Ticket!

fey wanderer.png

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.

Bonus Proficiencies

  • Skills: Persuasion

  • Class Resources:

    • Level 10: 0​

    • Level 12: +2 

Dreadful Strikes

Your weapons are augmented with mind-scarring magic drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d6 psychic damage once per turn.

Beguiling Twist

Whenever you succeed on a saving throw against being charmed you can attempt to charm another creature you can see within range.


(8 + Spell Bonus vs WIS Save)

Misty Wanderer

Requires Level 12

As a bonus action for the cost of 1 class resource, you can slip in and out of the Feywild to move in a blink of an eye: You can cast misty step using a class resource instead of a spell slot.

Fey Wanderer Spells

Charm Person


1 Action

V, S


You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns.


(8 + Spell Bonus vs WIS Save)


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.

Bonus Proficiencies

  • Skills: Stealth

Umbral Sight

You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world.

Iron Mind

You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws.

Dread Ambusher

When you roll initiative you may add your Wisdom Score to the roll. Additionally, at the start of your first round of combat you can move an additional 1 tile. You may also make an additional attack on your first turn, if you take the attack action. If the additional attack hits, you deal an additional 1d8 damage to your target. 

Stalker's Flurry

You have learned to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

Requires Level 12

You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you, you can use your reaction to gain +2 AC until the start of your next turn.

Gloomstalker Spells

Disguise Self


1 Action

V, S


You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for two hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. ​Any changes created by this spell are purely visual.

You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. 

Acquired at Level 10.

horizon walker.png

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.

Bonus Proficiencies

  • Skills: History

  • Class Resources:

    • Level 10: 0​

    • Level 12: +2 


Planar Warrior

As a bonus action, deal an additional 1d8 force damage to the target of your last attack.

Distant Strike

You gain the ability to pass between planes in the blink of an eye. Once per turn before making an attack, you may teleport 1 tile in any direction. 

Spectral Defense

Your ability to move between planes enables you to slip through the planar boundaries to lessen harm done to you during battle. Whenever you take damage from an attack, you may regain 2d8 hit points to lessen the blow at the cost of one class resource.

Horizon Walker Spells

Misty Step


1 Bonus Action



Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see.


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.

Bonus Proficiencies

  • Skills: Athletics


Steel Will

You are immune to being frightened.

Whirlwind Attack

You can use your action to attack everyone around you within' 1 tile radius for 2d6+dex damage. Rolls against AC as normal.

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage. You can deal this extra damage only once per turn.

Hunter Spell

Elemental Weapon


1 Action

V, S


A nonmagical weapon you touch becomes a magic weapon. Choose one of the following types: acid, cold, fire, lightning, or thunder. For the duration of combat the weapon has a +1 to Attack Bonus and deals an additional 1d6 damage of the chosen type when it hits. Does not work on ranged weapons.

Acquired at Level 12

monster slayer.png

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.

Bonus Proficiencies

  • Skills: Arcana

Hunter's Sense

Once per day for an action, choose one creature you can see within 6 tiles of you. You immediately learn the creatures class, subclass, and what race they are. If the character is hidden from divination, the ability does not work.

Slayer's Prey

As a bonus action, you designate one creature you can see within 6 tiles of you as the target. The first time each turn you hit that target with a weapon attack, you may use this to deal an additional 1d6 damage.

Slayer's Counter

When the target of your Slayer’s Prey makes an attack against you, you may use a reaction to make an attack against them.

Magic-User's Nemesis

Requires Level 12

When you see a creature casting a spell or teleporting within 6 tiles of you, you can use your reaction to magically foil it.  Usable once per Long Rest.


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.

Bonus Proficiencies

  • Skills: Animal Handling

  • Class Resources:

    • Level 10: 0​

    • Level 12: +2 

Gathered Swarm (Damage)

Once on each of your turns, you can cause your swarm to assist you, dealing an additional 1d8 piercing damage to the target of your attack.

Gathered Swarm (Displacement)

Once on each of your turns, you can cause your swarm to assist you. The target of your attack must succeed on a Strength Saving Throw against your spell DC or be moved by the swarm up to 2 tiles in a direction you choose and are knocked prone.


(8 + Spell Bonus vs STR Save)

Writhing Tide

Once on each of your turns, you can cause your swarm to assist you. As a bonus action, you condense part of your swarm into a focused mass that lifts you up, converting your movement to flying.

Swarming Dispersal

Requires Level 12

As a reaction to taking damage you can discorporate into your swarm. Half the damage of the attack that hit you and teleport 2 tiles to a direction of your choosing. You gain +2 AC until the end of your next turn at the cost of one class resource.

Swarmkeeper Spells

Faerie Fire


1 Action



Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility.

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