Ranger

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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 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 and humanoid hordes 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, band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.

This fierce independence makes rangers well suited to adventuring since they are accustomed to live far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Beast Master Conclave

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast, and ranger fight the monsters that threaten civilization and the wilderness alike.

Fey Wanderer Conclave

A spiritual 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.

Frost Stalker Conclave

Frost Stalkers make their home in the world's most frigid forests and enchanting tundras. They abide by an ancient druidic tradition that bestows upon them the mystical essence that flows through their homeland. 
They rarely travel far from home, but when they do, they bring with them the icy wrath of the wild fjords.

Gloom Stalker Conclave

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 Evernight, but they will go any place where evil lurks in the shadows.

Horizon Walker Conclave

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, fey, and elementals — that work to preserve life and the order of the planes.

Hunter Conclave

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants.

Monster Slayer Conclave

You have dedicated yourself to hunt 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.

Ruins Diver Conclave

The Ruins Diver archetype is given to the Rangers who dare to explore the unexplored, to plunge into the cloudy depths with sharp wit and sharper blade. They stand at the great precipice of the world, facing the drop-off of the grand continental shelves, and they stare at the bottomless pit of the deep ocean without fear. A stalwart in their defense, Divers learn to navigate careful cave systems and fell lairs to track down lurking monsters and to charm nearby animals into fighting alongside them. 

Spirit Masks Conclave

Some rangers call upon the aid of wild beasts to help them on their hunt. Those who use spirit masks instead evoke the spirit of powerful creatures to grant themselves their abilities. By infusing a wooden mask with magic, their skills become flexible, adding to a ranger’s already versatile collection. However, they must be wary of the powers of the spirit masks because the spirits grow wild and can begin to take over their minds. A skilled spirit mask wielder can avoid this though, and bend the masks’ power to their whim.

Swarmkeeper Conclave

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.