Rangers are top-notch survivalists. The Aetherian wilderness is an unforgiving landscape with wet summers and dangerously cold winters, so those looking to explore off the beaten path must be ready to survive in the most extreme conditions. The Ranger is an excellent marksman, hunter, and agile explorer.
As employees of the Torchlight Society, Rangers are often stationed in towns near dangerous ancient ruins or at remote posts outside the ruins themselves, to guard against unauthorized entry. Many have backgrounds in the local military.
Difficulty | ★☆☆ Simple |
Hit Point Increment | 5 or 1d8 + your CON modifier per Ranger level |
Magic Skill Points | 2 |
Magic Studies |
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Natural Skills |
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You travel well-equipped with gear for hunting, climbing, camping, and surviving in the wilderness. Your agility lets you scout ahead and access out-of-reach areas. If you need something that you didn't bring, you can probably craft it from supplies you do have.
You're not very outgoing, so you prefer to keep social interactions short and to the point. You rely on your common sense to solve most problems and have very little tolerance for stupidity.
You prefer to fight at a distance, using ranged weapons to eliminate key targets with unmatched precision. You focus on one target at a time, hunting them down relentlessly.
You work on crafting supplies for the next day. You might also help your teammates bandage their wounds, cook meals to keep everyone in top condition, and take your weapon out for some target practice.
When creating a leveled character that starts with this class, consult the Mercenary Starting Equipment table to determine what items you start with. You receive all of the items listed for your starting level and all levels below it. You can choose to replace any number of items with their equivalent value in credits (CR).
Level | Feature | Prey Bonus | Deadeye Damage per frame | Caster Level |
---|---|---|---|---|
1 | Ranger Specialties, Survivalist, Firearms License (Class I) | 0 | ||
2 | Specialty Improvement | 0 | ||
3 | Hunter's Focus | +1 | 0 | |
4 | Ability Score Improvement | +1 | 0 | |
5 | Natural Skill Improvement, Learning Experience | +2 | 0 | |
6 | Spellcasting, Spell Studies | +2 | 1 | |
7 | Deadeye | +2 | +1 | 1 |
8 | Ranger Specialty, Specialty Improvement | +3 | +1 | 1 |
9 | Ability Score Improvement, Ranger Bonus | +3 | +1 | 1 |
10 | Team Player, Learning Experience, Firearms License (Class II) | +3 | +2 | 1 |
11 | Natural Skill Improvement, Spell Studies | +4 | +2 | 2 |
12 | Archetype Feature, Specialty Improvement | +4 | +2 | 2 |
13 | Ability Score Improvement | +5 | +2 | 2 |
14 | Ranger Specialty, Primal Magic | +5 | +2 | 2 |
15 | Spell Studies, Learning Experience, Ranger Bonus | +5 | +3 | 3 |
16 | Ranger Specialty, Natural Skill Improvement | +5 | +3 | 3 |
17 | Specialty Improvement, Ranger Bonus | +5 | +3 | 3 |
18 | Combat Expert, Ability Score Improvement | +6 | +3 | 3 |
19 | Spell Studies, Natural Skill Improvement | +6 | +3 | 4 |
20 | Lethal Shot | +6 | +4 | 4 |
21 | Learning Experience, Ranger Bonus, Ranger Specialty | +7 | +4 | 4 |
22 | Archetype Feature, Primal Magic, Specialty Improvement | +7 | +4 | 4 |
23 | Spell Studies, Ability Score Improvement | +7 | +5 | 5 |
24 | Master Sniper | +8 | +5 | 5 |
25 | Specialty Improvement, Ranger Bonus | +8 | +5 | 5 |
26 | Ability Score Improvement | +8 | +6 | 5 |
27 | Natural Skill Improvement, Spell Studies | +9 | +6 | 6 |
28 | Ranger Bonus x2 | +9 | +7 | 6 |
29 | Ability Score Improvement x2 | +9 | +7 | 6 |
30 | Druidic Will, Spell Studies | +10 | +8 | 7 |
At Level 1, choose three Natural Skills from the Ranger's Natural Skills list. Choose three of the following specialties and gain 1 level in each of them.
You receive an additional Ranger specialty at levels 8, 14, 16, and 21.
Rangers are used to living outdoors and dealing with harsh climates. Choose a Survivalist nature from the table below, or roll a d8.
d8 | Archetype | Bonus |
---|---|---|
1 | Mountaineer | Effects of High Winds reduced by one level |
2 | Polar Explorer | Extreme Cold Resistance 1 |
3 | Desert Explorer | Extreme Heat Resistance 1 |
4 | Rainforest Explorer | Advantage against Rain and Disease |
5 | Hiker | Immunity to Hazardous Terrain |
6 | Diver | Reduced difficulty when Holding Breath |
7 | Spelunker | Darkness vision |
8 | Urban Explorer | Climb at full speed |
You gain additional features from your survivalist nature at levels 12 and 22.
More Info: Firearms Licenses
Rangers are trained in the use of firearms. If you start a leveled campaign as a Ranger, you have a Class I firearms license. If you start at Level 10 or higher, you have a Class II license.
At each level you receive this bonus, choose one of your specialties and increase its level by 1. Specialties can't be increased above 3.
If you don't have any specialties that can be improved when you receive this bonus, you may gain 1 point in a new specialty of your choice..
More Info: Prey
As a Ranger, you use your hunting experience to focus your attacks on one creature at a time. Starting at Level 3, you can mark one creature you can see as your Prey. You must be able to sense the creature by sight, hearing, or smell, or be tracking it, in order to mark it as your Prey.
Add your current Prey Bonus to skill checks to attack, track, or percieve the creature marked as your Prey. You can only have one creature as your prey at a time. You can't change your Prey designation during combat unless you don't currently have one (or your current Prey has died.)
At each level where you receive this bonus, increase one of your ability scores by 2, or two different scores by 1 each.
Ability scores can't be increased above 20 using this feature until your overall level reaches 15, and no ability score can be increased above 30 at any level.
After updating your score, be sure to update the relevant modifiers, including skills and other calculated stats that factor in the increased scores.
At each level you receive this bonus, increase each of your natural skills by one level.
This feature can't increase any skill higher than 7 unless you're level 20 or higher. This feature cannot be used to become Legendary.
TIP: To increase a skill beyond 7 at an earlier level, use the Skill Improvement General Feat.
At each level you receive this bonus, choose one of your knowledges and increase its level by 1, or gain 1 point in a new knowledge subject of your choice. If your Intelligence score is 15 or greater, you may do this twice each time you receive this bonus. If it's 20 or greater, you may do this three times.
Knowledges can't be increased beyond 10 at any level.
At Level 6, you may begin to learn and cast spells. Increase your caster level to 1.
Assign initial values to your magical skills. As a Ranger, you have 2 points to spend on these skills, and you can choose from the forms that are part of your training (Elemental, Physical, and Psionic).
At each level where you receive this bonus, you may learn new spells from the Spell Study Guide. This usually, but not always, occurs at each level where your caster level increases.
You may choose to learn a spell of lesser rarity with this ability. For example, whenever you have the option to learn a Rare spell, you may choose to learn an Uncommon or Common spell instead. If you do, you lose the opportunity to learn a Rare spell at that level.
Starting at Level 7, you learn to improve your aim by taking the time to line up your shot and predict your enemy's movements, allowing you to hit their most vital and vulnerable areas. Before firing a shot from any ranged weapon other than shotguns, you can Take Aim for up to five frames. Each frame spent taking aim adds a +1 bonus to the attack roll, and increases the damage of the hit by your Deadeye Damage, as shown in the Ranger table.
You're preoccupied while Taking Aim. You lose your attack bonus if your concentration is broken or if the creature moves behind cover.
At each level where you receive this bonus, choose one of the following:
At Level 10, you can use your expertise in overcoming obstacles in the wilderness to assist your teammates. Whenever you succeed on an Athletics or Agility check during adventuring, your allies have advantage on the same check to attempt the same action for the next five minutes. Whenever you assist an ally on an Athletics or Agility check, you can't roll lower than 10. (If you do, the result of your roll becomes 10.)
Starting at Level 14, you begin to feel a mysterious connection to nature whenever you're exploring outdoors. This connection lets you use your magical energy to sense things in nature that others don't seem aware of.
You learn the Primal Sense cantrip. Whenever you attempt a check using any of your natural skills, knowledges, or specialties, you may spend up to 10 energy to use your Primal Magic sense. Add +1 to the outcome of the check for every 2 energy spent.
At Level 22, you can spend up to 20 energy per action using your Primal Sense.
At Level 18, your expertise allows you to multitask in combat. Your turn length increases by one frame.
At Level 20, you become an expert hunter. You can take called shots with ranged weapons against your Prey creature in only one frame and without taking an extra frame. If your Prey is immobilized, incapacitated, or did not take any Movement actions during their last turn, you have a +10 bonus to hit. (At the start of combat, the GM decides whether your Prey is subject to the +10 bonus depending on whether they were stationary before combat started.)
At Level 24, your aiming skills become second-nature. You no longer suffer a penalty on ranged targets outside the effective range of your weapon, and your bonus to hit by Taking Aim increases to +4 per frame.
At Level 30, your Primal Magic sense takes on a new form, allowing you to influence nature and will certain events to occur. You gain the following abilities:
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 13 Constitution
The effects of Exhaustion on you are reduced by one level.
(the first level of exhaustion has no effect, and it now takes six levels of exhaustion to cause death.)
Gain one level in Animal Handling (Instinct) as a specialty.
Prerequisite: Animal Handling specialty
Main Page: Companions
You gain an Animal Companion. Choose the type of animal and create a separate companion sheet for it. Your Companion always obeys your commands, and you control it separately during its own turn.
Gain one level in a nature- or animal-related Knowledge of your choice. The GM decides what qualifies for this feat.
Prerequisite: Ranger Level 20
Attacks against your Prey are exempt from the Repetition Tax.
Prerequisite: Ranger Level 5
You reload clip-based weapons in 2 frames.
Prerequisite: Ranger Level 10, 15 Dexterity
You reload clip-based weapons in 1 frame.
Prerequisite: Ranger Level 7
You can quick-fire a bow in one frame.
Prerequisite: Deadeye
When Taking Aim at your Prey, gain an additional +1 to the attack roll per frame.
Prerequisite: Ranger Level 16
Increase the bonus per frame to +2.
Prerequisite: Ranger Level 10
You can move across Noisy Terrain at half your speed without suffering a Stealth penalty.
Prerequisite: Ranger Level 14
Gain an additional natural skill from the Ranger's Natural Skills list. Increase that skill's level by 1.
You can now use your Primal Sense on this skill.
Prerequisite: Ranger Level 14
Gain one level in one of the specialties listed under the Ranger Specialties feature.
If you gain a new specialty this way, you can now use your Primal Sense on that action.
(Specialties can never be increased above 3.)
Prerequisite: Ranger Level 20, 7 Marksmanship, Class II Firearms License
Your expert marksmanship has led you to receive specialized training of military-grade weapons. You gain a Class III firearms license.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
Stamina | ✪40 | 13 Constitution | Details ▶ | |
Animal Expert | ✪30 | Details ▶ | ||
Animal Companion | ✪100 | Animal Handling specialty | Details ▶ | |
⬆ | Wilderness Knowledge | ✪40 | Details ▶ | |
Relentless Pursuit | ✪200 | Ranger Level 20 | Details ▶ | |
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Quick Reload | ✪50 | Ranger Level 5 | Details ▶ |
Expert Archer | ✪20 | Ranger Level 7 | Details ▶ | |
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Hunter's Aim | ✪80 | Deadeye | Details ▶ |
Silent Stalking | ✪60 | Ranger Level 10 | Details ▶ | |
Diverse Skill Set | ✪60 | Ranger Level 14 | Details ▶ | |
⬆ | Jack of All Trades | ✪40 | Ranger Level 14 | Details ▶ |
Military Weapons Training | ✪100 | Ranger Level 20, 7 Marksmanship, Class II Firearms License | Details ▶ |