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Ranger
A thin layer of earth separated the gnoll troupe from a volley of poison darts, and a thinner layer still hid the wood-clad dwarf from them. Thick as a tree and disguised as its bark, his hand firmly clasped his longbow, chest taut, breath held, his barbed arrows at the ready, he was poised to bleed them dry in a matter of seconds. After weeks of travel and study, the one-eyed high elf knew the ins and outs of human cities like the back of their hand, their simple architecture and hierarchy would led her and her invading band straight to their core and past the fortified walls without a sound, ending the ongoing siege in the following minutes, the local lord now hostage to her crew. Three dire wolves, and a much larger one, wounded on the left hind paw from a bacteria-filled bite, this was Sullenhowl’s pack no doubt, the broody brass dragonborn’s keen eye and their komodo dragon’s sense smell rarely ever failed. They will find them soon enough, and, come night time, the monster's carved, infected carcass will yawn at the night sky. Swiftly stepping aside from the goliath’s wild swings, the tiefling took the usual appropriate measures, using precious time even during the heat of battle, to analyze her foe to completion, and, as they reeled from her trained ram’s charge, her blade sung through the air, snaking its way to and through their crushed organs. Rangers all around are driven by a need to understand the world surrounding them. Each unique in their chosen vigil, they tame biomes and their inhabitants through careful preparation. Trinkets, tonics, magic, arms and ancestral teachings, nothing is off the table to be prepared enough against the struggles to come. ### Stalwart Vanguards A ranger always comes prepared. And when they aren’t, they scour the land tirelessly until they have attuned to its core workings. They bond with its elements and energies before drawing from them just enough to wield as they see fit without harming the biome. Spearheading groups and creatures towards the safest paths, whilst ensuring that nobody can follow, making the best out of every single moment and every single asset surrounding them is a ranger’s truest purpose. They are the stalwart watchers of ecosystems, whether civilised or not. They survive so that those who come with them may follow suit and aren’t afraid to rely on a biome’s very energy to do so. ### A Notch Above Akin to a chef’s ‘mise-en-place’, one of the ranger’s trump cards is to prepare the key elements of spells, rituals, traps, potions, oils and sharpening in advance to pull them out in the nick of time for their potency to shine at any given moment. Hunting as if they were part of pack of their own, they single out targets and overwhelm them with the help of allies, sometimes, enlisting the help of animal companions tamed or summoned to bring misfortune upon those who would see the subject of their vigil harmed. \pagebreak
##### The Ranger | Level | PB | Features | 1st | 2nd | 3rd | 4th | 5th | Arsenal
Points | Entries | Adaption
Die | |:---:|:--:|:--:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Codex, Spellcasting, Weapon Mastery | 2 | — | — | — | — | — | 4 | 1d4 | | 2nd | +2 | Fighting Style, Exploit Weakness | 2 | — | — | — | — | — | 5 | 1d4 | | 3rd | +2 | Ranger Conclave, Arsenal | 3 | — | — | — | — | 4 | 6 | 1d4 | | 4th | +2 | Ability Score Improvement | 3 | — | — | — | — | 4 | 7 | 1d4 | | 5th | +3 | Extra Attack | 4 | 2 | — | — | — | 5 | 8 | 1d6 | | 6th | +3 | Deft Explorer | 4 | 2 | — | — | — | 5 | 9 | 1d6 | | 7th | +3 | Conclave Feature | 4 | 3 | — | — | — | 6 | 10 | 1d6 | | 8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — | 6 | 11 | 1d6 | | 9th | +4 | Wanderlust | 4 | 3 | 2 | — | — | 7 | 12 | 1d8 | | 10th | +4 | Vagrants' Veil | 4 | 3 | 2 | — | — | 7 | 13 | 1d8 | | 11th | +4 | Conclave Feature | 4 | 3 | 3 | — | — | 8 | 14 | 1d8 | | 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — | 8 | 15 | 1d8 | | 13th | +5 | Natural Selection | 4 | 3 | 3 | 1 | — | 9 | 16 | 1d10 | | 14th | +5 | Conclave Feature | 4 | 3 | 3 | 1 | — | 9 | 17 | 1d10 | | 15th | +5 | Foe Slayer | 4 | 3 | 3 | 2 | — | 10 | 18 | 1d10 | | 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | 10 | 19 | 1d10 | | 17th | +6 | Conclave Feature | 4 | 3 | 3 | 3 | 1 | 11 | 20 | 1d10 | | 18th | +6 | Wayfinders' Insight | 4 | 3 | 3 | 3 | 1 | 11 | Infinite | 1d12 | | 19th | +6 | Epic Boon | 4 | 3 | 3 | 3 | 2 | 12 | Infinite | 1d12 | | 20th | +6 | Inexorable | 4 | 3 | 3 | 3 | 2 | 12 | Infinite | 1d12 |
### Creating a Ranger As you create your ranger character, consider the nature of the training that gave your particular capabilities, of your vigil that set you on your current path, and what motivated you to start your codex. Did you train with a single mentor, wandering the wilds together until you mastered their ways? Did you leave your apprenticeship, or was your mentor slain by the same kind of monster that became your favorite enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle curating a land, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned it all from combat to tracking developping a magical connection to nature through the necessity of surviving in the wilds. What's the source of your particular interest for a certain kind of creature? Did one of their kin kill someone you loved or destroy your home village? Or did you see too much of the destruction they caused and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the lands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude they offer? #### Quick build You can make a ranger quickly by following these suggestions. First, make Dexterity or Strength your highest ability score, followed by Wisdom or Intelligence according to your future Spellcasting ability of choice. Second choose the outlander background. \pagebreak ## Class features As a ranger, you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per ranger level **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 5) + your Constitution modifier per ranger level after 1st #### Proficiencies **Armor:** Light armor, medium armor, shields **Weapons:** Simple weapons, martial weapons **Tools:** Choose one from alchemist's supplies, cook's utensils, herbalism kit, poisoner's kit, thieves' tools, tinker's tools and woodcarver's tools. **Saving Throws:** Strength, Constitution **Skills:** Choose two from Animal Handling, Arcana, Athletics, History, Insight, Investigation, Nature, Perception, Religion and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: -(a) scale mail or (b) leather armor -(a) two shortswords or (b) two simple melee weapons -(a) a dungeoneer's pack or (b) an explorer's pack -A longbow and a quiver of 20 arrows ### Level 1: Codex You've developed a knack for traveling and understanding the world. You gain proficiency in Survival checks, 5ft of Movement and know two additional languages of your choosing. You also begin consigning information and contingency plans about the Universe and its inhabitants, all gathered in a Codex of your own design. As such, you can: #### Improvise You start with 4 Entries in your Codex gaining an additional one at each Ranger level. You can spend an Entry after studying a creature or a region. * **To study a creature.** Either spend at least one minute observing the creature or traces of it, or spend an Action whilst in combat with it. Upon doing so, choose two benefits you gain whilst confronted with them : - You gain advantage on Wisdom and Intelligence checks when tracking them. - You know their Ability Scores and Modifiers. - You know their AC & Condition Immunities. - You know their Damage Vulnerabilities, Resistances and Immunities. * **To study a region.** Either spend a short or long rest, or travel within the region for a day. Upon doing so, choose two benefits you gain whilst traversing it: - Whenever you and your group spend Hit Dice to heal during a rest, you can roll up to a Hit Dice each, keeping the best result. - Difficult terrain does not slow your group’s travel and you can move stealthily at a normal pace. - Your group can’t become lost except by magical means. - When you forage, you find twice as much food as you normally should. - You have advantage on Initiative checks. - You can spend one minute to camouflage yourself, gaining advantage on Stealth checks whilst pressed on a surface. Entries and their benefits last as long as you keep them. Creating an entry beyond the number you have available requires you to replace another entry first. #### Adapt Choose a pair of terrain and creature types that will become your Focus, be it by curiosity, for revenge, or other reasons. * **Terrain.** Arctic, Coast, Desert, Forest, Grassland, Mountain, Sea, Sky (Space), Swamp, Underdark, Urban. * **Creature.** Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstruosity, Ooze, Plant, Undead. **When a creature's type matches your Focus.** You can speak at least one language they know. If they do not use language, you have advantage on checks to decipher their intent. If you also have an entry for that creature, you gain a +2 bonus to attack rolls, saving throws, and ability checks against them. **When a region's type matches your Focus.** If you have an entry for that region you gain the ability to take the Dash, Search or Hide Action as a bonus action. **Exhaustive research.** These also apply if you have a complete entry of the region or creature, meaning that have studied them enough to gain all the benefit tied to their entry. **Changing Focuses.** Whenever you have two entries of the same type in your Codex, you can change one of your focus to this type over a long rest. You may choose an additional focus of each type at 6th and 14th level. #### Overcome Whenever you hit a creature with an attack roll or a spell that targets only them, or, using your bonus action, you can establish a mystical bond between you. For 1 minute, once per round, the first time you deal damage to the target, you can increase that damage by a roll of your Adaption die. You can add another die if the creature has an entry in your Codex and another if it type matches with one of your focuses. This ability can only target a single creature at once. If the creature drops to 0 hit points before this effect ends, you can use a reaction to mark a new creature, or your bonus action on a subsequent turn within the next minute, without spending an use of this ability. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest. \pagebreak ### Level 1: Spellcasting Whether through a connection to the universe surrounding you, one of its most influential beings or through your own honed craftmanship, you can weave tight knit preparations and last-minute patchworked ingredients alike into spells. ##### Spell Slots The Ranger table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these ranger spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your chosen spellcasting ability's modifier + half of your ranger level rounded up (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom or Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent attuning to the world around you and preparing the necessary equipment and components: at least 1 minute per spell level for each spell on your list. ##### Spellcasting Ability **You can choose between Intelligence and Wisdom** when it comes to your spellcasting ability for your ranger spells. You make this choice **once** upon getting this feature. Upon choosing you use the chosen ability whenever a ranger spell refers to your spellcasting ability. In addition, you use this ability's modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier or your Intelligence modifier **Spell attack modifier** = your proficiency bonus + your Wisdom modifier or your Intelligence modifier ### Level 1: Weapon Mastery Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Longswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the Mastery properties of Scimitars and Shortswords. \pagebreak ### Level 2: Fighting Style You have honed your martial prowess. You gain a Fighting Style feat of your choice. ### Level 2: Adaptive Response You learn to quickly tune into a creature's behavioral patterns, finding opportunities to turn the tide in your favor. Whenever a creature within reach uses an action, you can use your reaction to make an attack roll against them. Upon hitting, you can expend a spell slot to choose one among the following options. Roll your Adaption die, adding your proficiency bonus and the expended spell slot's level. **Reveal Flaws.** The next time the target takes damage, it takes additional damage equal to the total obtained. **Hinder Assault.** The next time the creature would make a damage roll, reduce its result by the total obtained. **Foil Plans.** The next instance of saving throw(s) forced by that creature will be made with a bonus equal the total obtained, spreadt around the targets as you see fit. **Pin Down.** You attempt to Shove the creature regardless of the distance between you. If you are within 5ft of it, you can choose to Grapple it instead, add the total obtained to your Athletics check regardless. Each of these effects last until the end of your next turn if applicable. You can use your Overcome ability as a free action on the target upon hitting. ### Level 3: Ranger Conclave The essence of your bond with the universe manifests in a more tangible way, and, through the mentorship of a greater being, a fellow ranger or through your own creed, your methods align with that of a conclave, a group whose purpose is the protection of the realms throughout the ages. ### Level 3: Arsenal You become able to weave bursts of clarity into quick, natural, hand-made or magical preparations to be used at a moment's notice, this ability is represented by Arsenal Points. ##### Arsenal Points You have 4 Arsenal Points. and you gain more as you reach higher levels, as shown in the Arsenal Points column of the Ranger table. Whenever you roll for Initiative or at any point outside of combat, you may spend any amount of Arsenal Points choosing from the options described in the Arsenal table. You regain all spent Arsenal Points when you finish a long rest. \columnbreak
##### Arsenal | Cost | Effect | |:---:|:-:| | X | ***From the Reserves. Once between long rests.*** You create a spell slot that lasts for one minute. Its level is equal to the number of Arsenal Points you decide to spend on this option and cannot exceed the highest level among your available Ranger spell slots. | | 2 | ***Quickening. During initiative rolls.*** Roll an Adaption die and add your Proficiency bonus to it. You may then spend around this total to Initiative rolls made by you and creatures within 30ft of you. | 2 | ***Rearm.*** You can change one spell among your list of prepared spells | | 1 | ***Marching Order. During initiative rolls.*** You can swap the results of Initiative rolls between allied creatures within 30ft of you. | 1 | ***Flock's Instinct. During initiative rolls*** You and allied creatures within 60ft of you can move up to 10 feet into unoccupied spaces without using movement. | 1 | ***Gear Up.*** Without using an action or bonus action, you can pull out or put in up to three items from in and out of your bags and make use of a consumable (poison, potion, oils...).| | 1 | ***Sharpen. Once per target.*** For the next minute, the next attack roll made by you or another allied creature within 10ft of you gains a bonus to its attack roll and deals additional force damage equal to your proficiency modifier.|
### Level 5: Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. ### Level 6 : Deft Explorer Your eagerness to decipher the secrets of the Realms manifests itself in your stride, granting you the following benefits: - Your speed increases by 10ft. - You gain a climbing and swimming speed equal to your walking speed. - You ignore the effects of difficult terrain. - You have advantage to rolls to perceive terrain hazards of any kind, as well as on the saving throws they can involve. - Whenever you or any allied creature within 30 feet of you must roll a Saving Throw due to terrain hazards, you can add an Adaption die to the result. \pagebreak ### Level 9 : Wanderlust You learn to tune into the essence of the places you once visited, imbuing your body to a preternatural degree. Whenever you finish a short or long rest, you can spend a Hit Dice to decrease your Exhaustion level by 1. Pick one among the terrains you chose to be your Focus. You gain one among the following benefits according to the type you chose. Whenever you take a long rest, you can choose anew replacing the old benefits with the new ones. - **Arctic.** You gain resistance to Cold damage, and you don’t suffer the effects of extreme cold. You can dash as a free Action once per Turn whenever you thread on ice, and gain a 15ft Burrowing speed leaving a 5-foot-diameter tunnel in your wake, provided you move through soft materials. - **Coast.** You gain resistance to Piercing and Thunder damage. You can stand on and move across any liquid surface as if it were solid ground. - **Desert.** You gain resistance to Fire damage, and you don’t suffer the effects of extreme heat. You gain a 15ft Burrowing through soft materials, you gain 60ft of Tremorsense. - **Forest.** You gain resistance to Acid and Poison damage, your jump's height and distance are tripled. Whenever you move through the boughs of trees, you can use the Dash action as a free action once per turn. - **Grasslands.** You gain resistance to Slashing and Poison damage, and your speed increases by 10 feet. Dashing triples your Movement instead of doubling it. - **Mountain.** You gain resistance to Bludgeoning and Thunder damage. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings whilst keeping your hands free. - **Sea.** You gain resistance to Thunder damage. You can breathe under water. Rules about Movement and Actions under water no longer apply to you. - **Sky (Space).** You gain resistance to Thunder damage, you can fly up to 15 feet using your Movement, this benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft and can't use this effect again until you touch a surface you can jump from. Whilst in the air, you can glide down using your movement slowly losing only 5ft of altitude every turn, using your walking speed to move horizontally. Landing after a glide down negates any fall damage you would normally receive. You can't fly or glide if knocked prone. - **Swamp.** You gain resistance to Acid and Poison damage, You can hold your breath for up to 30 minutes, gain a burrowing speed of 15 feet and creatures trying to escape a grapple from you do so at disadvantage. - **Underdark.** You gain resistance to Poison and Necrotic or Psychic damage, you gain a burrowing speed of 20 feet and leaving a 5-foot-diameter tunnel in your wake. You gain a 20 feet of Darkvision, or a 20 feet bonus to your Darkvision if you already have it. - **Urban.** Upon choosing this option, you gain resistance to either Bludgeoning, Piercing or Slashing damage and gain expertise in either Insight, Investigation or Deception. You can move through spaces occupied by creatures. ### Level 10: Vagrants' Veil You learn to blend seamlessly in an environment through your connection with it. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying until the start of your next turn. If you have any unspent Arsenal Points, you can spend up to 3 when using this feature. If you use this feature within a terrain that has an Entry in your Codex or is among your Focus, you can also teleport up to 20 feet to an unoccupied space that you can see. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Level 13 : Natural Selection Whenever you hit a creature with your Adaptive Response feature, you can choose two options instead of one using the same value rolled for the total. You can pick the same option twice. \pagebreak ### Level 14: Foe Slayer Whenever you attack a creature affected by your Overcome ability, you can now make an additional attack on the target as part of your attack action by expending a spell slot, adding its level to the attack roll and weapon damage. If the target attempts to move away from your weapons' reach, you can use your reaction to try to foil their plan with a well-placed attack. Make an Attack roll, upon hitting, the creature must succeed on a Wisdom saving throw against your spell save DC, upon failing, their Movement becomes 0 for the rest of the round. If the target was using a spell to escape, the spell fails and has no effect. ### Level 18: Wayfinders' Insight Your ties with the realms you’ve explored are etched so deeply within you that there's little else the universe can offer to surprise you. There is no longer a limit to how many entries you can keep. You can't be surprised or become lost, and gain 30 ft of Truesight. ### Level 20: Inexorable The realms become your web and deadly effectiveness becomes second nature for you. Your Adaptive Response feature no longer requires a spell slot to use, replacing the spell slot's level value by 5 instead. Creatures that have an entry on your Codex and are affected by your Overcome ability make saving throws you force upon them at disadvantage whilst the saving throws it imposes on you are made with advantage. The creature's legendary resistances no longer guarantees a success on a saving throw you impose, instead they can make the saving throw again, picking the new result. \pagebreak # Flavouring your Ranger ## Codex & Focus
##### Chosing a form for your Codex A Codex, all in all, can feel like a Wizard's grimoire thus we encourage you to give it a form that you enjoy and fits within the fantasy you have set for your character.
You determine its appearance, or generate it by rolling on the Codex Forms table. ##### Codex Forms | d10 | Codex Forms | |:-:|:-:| | 1 | A **sturdy tome** whose leather binding is made from you or your mentor's first kill | | 2 | An **artist's portfolio**, filled with tantalizing pictures, all more or less hastily drawn. Some even seem to move. | | 3 | An **foldable detective's spider web** of decorated pins and ribbons. | | 4 | An **amalgam of tattoos**, temporary or not, making your body a canvas of the world's bounties. | | 5 | An **ancestral record**, etched in a cryptic language in the shifting ivory of a mystical beast's bone or tusk. | | 6 | A **user-friendly flyer-like guidebook** made by your future ranger conclave covered in your own notes. | | 7 | An **talisman** holding the souls of very chatty former rangers to advise you | | 8 | A **cypher-like stacking of engraved disks** that arranges itself in ways only you seem to understand | | 9 | A **cherished piece of clothing** containing the tales of adventures past and future sewn on. | | 10 | A **collection of phonograph cylinders** detailing what to do in specific situations and a horn to listen to them. | | 11 | A **somewhat sapient critter** obviously smarter than you which dumbs down the ways of the universe for you. | | 12 | An **enchanted camera-like device and a binder** used to capture the worlds' wonders, for research purposes. | \columnbreak
##### What does my Focus say about me? Rangers are prone to optimize everything to best deal with their main focus. This can imply specific habits, clothes and equipment that need not be listed in your inventory but that could help make your Ranger more believable.
##### Adaption to Terrains | Focus | Hints | |:-:|:-:| | Arctic | Snow googles, heavily furred clothing, collar and hood, muffles-fingerless gloves, tusks, snowshoes and studshoes, sled-backpack, white cape or poncho | | Coast | Wind-resistant and water-proof threads, long sticks, shovels of all shapes and sizes, wide-brimmed head coverage, woven sandals with larger soles. | | Desert | Complete body wrapping, baggy clothing either black, white or sand colored, shovels, waterskins, mirrors, emergency tent. Vials of anti-venom | | Forest | Machete and foldable blades, bark paints, spiles, climbing soles and rope, saws | | Grassland | Ghillie suit, wet wood and pine resin, loose-fitting pants and turn-over clothing with green camouflage on one side and flashy colors on the other. | | Mountain | Heavy furs and spotted camouflage, climbing equipment, walking sticks, elongated baton, shovel and pickaxes of all shapes, reinforced gloves. | | Sea | Fish-scaled or waterproof lining and coating, swimming googles, breath-prolonging mask, inflatable buoys, weighted shoes or swimming palms. Nets, harpoons and flags. | | Sky | Googles, Baggy clothing tied together with webbing, ropes and hook systems, feathers | | Swamp | Baggy rain-proof ponchos, thick boots or stilt shoes, brown-patterned camouflaged cloth, elongated baton, straps lined with ointments | | Underdark | Dark, matted and textured baggy clothes, phosphorescent lures all secured with a single pin for quick removal. tight coal-tinted leathers, hooks, nets and mushrooms in glass containers | | Urban | Double sided vest, heel-less boots, armwraps lined on the inside with tools, pouches with parchment and inks. Strap lined with various official symbols, hidden belts for weaponry | \pagebreak ##### Adaption to Foes | Focus | Hints | |:-:|:-:| | Aberration | Smelling salts, warding talismans and anchors, flash powder and ritual weaponry. | | Beast | Worn colors meant to mimic greater threats, butcher's tools and trophies. | | Celestial | Blasphemed holy symbols, powdered fiend remains, weighed chain nets and scriptures. | | Construct | Hammer and chisels, ropes, vials of acid and fire, blowtorch, chalk dust. | | Dragon | Fake riches, leather-cape, wing suit, sheep bait, explosives, ropes. | | Elemental | Explosives, cooling agent, waterskins, water-proof thick leather garbs. | | Fey | Multi-lensed spyglass, folklore tomes, pastries, hammered cold iron. | | Fiend | Almanach of signatures and names, vials of blood and holy water, spent soul coins. | | Giant | Long blades, spiked plates, ropes, hooks and earmuffs. | | Humanoid | Handcuffs, makup tools, glass shards, mugshots and other bounty posters. | | Monstruosity | Hooks embedded in your armor and attached to your weapons. | | Ooze | Vials of solvent and antacids, waterproofed clothing, breathing mask. | | Plant | Repurposed gardening tools, acid-proof apron, herbicides, pests, bladed gloves. | | Undead | Holy symbols of all kinds, silvered trinkets, ammunitions, salt and stakes. | All of these couldn't be complete without the essentials: Tinned foods, large cooking pot or wok, compass, maps, writing and marking tools, waterskins, bushwacker knives, saws, rope, lanterns, bedrolls... Anything you would find in your starting equipment really. Whilst looking rather basic, remember that these only cite the purpose of the Ranger's tools, not their form. They could use an heirloom cooking pot as a shield, tiny inflating blowfish companions as buoys... Anything goes so long as it works. \columnbreak ## Flavouring Spells
##### Spell components Rangers favor spell components far more than any other casters as they do not have a spellcasting focus, even with their Codex on hand. It is all about the ritualistic preparations, the true meaning of each component and their connection with you and the rest of the universe.
Ranger spells usually do not "consume" the component per se, but rather, empower and shift them in the palm of their hand until they fit the purpose of the spell. For example, the Goodberry spell involves a sprig of mistletoe. When casting this spell, the sprig could grow and wither visibly and rapidly, its leaves radiating with a faint light whilst producing the fruits that will be used in the spell's effect.
##### I prefer my Ranger spell-less For those that prefer a spell-less variety of Ranger, might we suggest approaching this class the same way one would an Artificer? In itself they may not possess magical capabilities, but they can craft items that justifies their ability to cast spells. That logic could very well be applied to the Ranger. Your spells prepared for the day could take the form of more or less hastily-made preparations, elixirs, traps, bombs, you name it, made to expire upon use to justify the usage of spell-slots.
Here is a list of potential item-like replacement for spells to make your Ranger a touch less magical, and more like the over-equiped tacticians they could be. ##### Spell replacements | Spell | Spell replacement | |:-:|:-:| | **Alarm** | A series of tripwires all tied to a loud chime. | | **Cure Wounds** | A throwable bundle of parasiting lichen which latches onto a wound to soak the bleeding. | | **Grease** | A cask of molten animal fat set to detonate after being thrown. | | **Hail of Thorns** | A pressurized shrapnel pod tied to a piece ammunition or hastily tied to a weapon. | | **Longstrider** | A set of ephemeral air-bursting puffcaps tied to your footwear. | | **Searing Smite** | A length of resin-infused paper wrapped around your weapon that ignites on contact. | | **Eartbind** | A grenade that explodes into a thick, heavy crystalline coating. | | **Web** | A hand-sized, mutated spiderling overbloated with silk, ready to discharge on command. | | **Revivify** | An adrenaline syringe. | \pagebreak