Classes

Ranger

Ranger

Rangers are highly skilled hunters who, despite their martial abilities, will rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers transform themselves into sly tacticians, accustomed to fighting without the aid of an organized military force. Many rangers do, however, fight alongside an animal companion with whom they’ve forged a powerful, spiritual bond. By honing their skills in the wild, rangers become expert hunters and trackers, and are as likely to catch their foes in a trap as assail them head-on.

Class Features

Ranger's Hope

Spend three Hope and Increase your Evasion by +1 until your next short rest.

Ranger’s Focus

Spend a Hope and make an attack with your weapon. On a success, you temporarily make that target your Ranger’s Focus, along with doing damage from the attack. Until your Ranger’s Focus ends or you make a different creature your Ranger’s Focus, you gain these benefits:

  • You know precisely what direction they are in.
  • All damage rolls you make against them also deal a Stress.
  • When you miss them with an attack, you can end Ranger’s Focus to reroll your Duality dice and take the new result.

Subclasses

Beastbound

Play the Beastbound if you want to form a deep bond with an animal ally.

Beastbound

Foundation

Spellcast: Agility

You have an animal companion of your choice (at GM’s discretion). They always stay next to you unless you tell them otherwise.

Take the Ranger Companion sheet. Whenever you level up your character, also choose a level up option for your companion from this sheet.

Ranger

Beastbound

Specialization

When you take this Specialization, gain an additional level up option for your companion immediately.

When an enemy attacks you while they’re in your companion’s Melee range, you gain +2 Evasion against the attack.

Ranger

Beastbound

Mastery

When you take this Specialization, gain 2 level up options for your companion immediately.

Once per long rest, if the damage from an attack would mark your companion’s or your last Hit Point, and you are within each other’s Close range, the other rushes to their side and takes that damage instead.

Ranger

Ranger Companion

Ranger Companion Sheet

Work with the GM to decide what kind of animal you have as your companion and give them a name. Then create two experiences for your companion based on their training and history you have together. Finally, describe their method of dealing damage (weapon) and record it in the Attack & Damage section. Their range starts at melee and damage at d6.

Attack & Damage

You can make a Spellcast Roll to connect with your companion and command them to take action. When you do, you may spend Hope to add an applicable Companion Experience to the roll. On a success with Hope, you may take an action immediately without using an action token.

Companion Experience

Start with +2 in both experiences. Whenever you take an experience, also give one to your companion.

Example Companion Experiences On High Alert, Bold Distraction, Navigation, We Always Find Them, Fetch, Protective, Expert Climber, Nobody Left Behind, Friendly, Nimble, Guardian of the Forest, You Can’t Hit What You Can’t Find, Intimidating, Service Animal, Scout, Royal Companion, Trusted Mount

You can make a Spellcast Roll to connect with your companion and command them to take action. When you do, you may spend Hope to add an applicable Companion Experience to the roll. On a success with Hope, you may take an action immediately without using an action token.

Evasion

Your companion’s Evasion starts at 10.

Stress

Your companion’s Stress Slots start at 3.

Anytime your companion would take damage, they mark one stress. When their stress slots are full, they drop out of the scene (hide, flee, etc). They are unavailable to you, and will return at your next long rest with one stress cleared. Whenever you use the Clear Stress downtime action on yourself, it automatically clears that much stress on your companion as well.

Training

Whenever your character levels up, also choose one option for your companion from the list below and mark it

  • Intelligent: Raise an Experience by +1.
  • Light in the Dark: Use this as an additional Hope Slot your character may mark.
  • Creature Comfort: Once per short rest, when you take time during a quiet moment to give your companion love and attention, you may both clear a Stress or take Hope.
  • Armored: Your armor score increases by +2 when your companion is in melee.
  • Vicious: Increase your companion’s damage dice (d6 to d8, etc.) or range (melee to very close, etc.)
  • Resilient: Add an additional stress slot.
  • Bonded: When you mark your last Hit Point, your Companion rushes to your side to comfort you. Roll a number of d6 equal to the available stress slots they have and mark them. On a 6, they get you up. Clear your last Hit Point and return to the scene.
  • Aware: Increase your companion’s Evasion by +2

Wayfinder

Play the Wayfinder if you want to hunt your prey using deadly force.

Wayfinder

Foundation

Spellcast: Agility

Apex Predator: Mark a Stress to increase your Proficiency by 1 on a damage roll. Additionally, whenever you deal Severe damage to an enemy, they also mark a Stress.

Path Forward: When you’re headed for a place you’ve previously visited, or you carry an object with you that has been there before, you can identify the shortest, most direct path to your destination.

Ranger

Wayfinder

Specialization

When you’re attacked by your Focus, your Evasion is increased against the attack increases by +2.

Ranger

Wayfinder

Mastery

Before you make an Attack Roll against your Focus, you can spend a Hope. If that roll succeeds, you remove one Fear from the GM’s Fear pool.

Ranger

Class Items

A Trophy From Your First Kill OR A Seemingly Broken Compass

Background Questions

Answer the following background questions or make your own.

  • A terrible creature hurt your community, and you’ve vowed to hunt them down. What are they, and what unique trail or sign do they leave behind anywhere they go?

  • Your first kill almost killed you too. What was it, and what part of you was never the same after this event?

  • You’ve traveled many dangerous lands, but what is the one place you refuse to go?

Connections

  • What friendly competition do we have?

  • Why do you act differently when we’re alone than when others are around?

  • What have you asked me to keep an eye out for, and why are you worried about it?

Level Up Options

Levels 2-4 | Tier 2

At level 2, take an additional Experience and increase your Proficiency by +1.

Choose two available options from the list below and mark them.

Then increase your Severe Damage Threshold by +2 and choose new Domain Deck card at your Level or lower.

Levels 5-7 | Tier 3

At Level 5, take an additional Experience and clear all marks on Character Traits. Then increase your Proficiency by +1

Choose two from the list below or any unmarked from the previous tier and mark them.

  • Increase two unmarked Character Traits by +1 and mark them.
  • Permanently add one Hit Point Slot.
  • Permanently add one Stress Slot.
  • Increase two Experiences by +1.
  • Choose and additional domain card at your level or lower (up to Level 7).
  • Permanently add two Armor Slots or add +1 to your Evasion.
  • Increase your Major Damage Threshold by +1.
  • Increase your Severe Damage Threshold by +2.
  • Take an upgraded subclass card. Then cross out the multiclass option for this tier.
  • Increase your Proficiency by +1.
  • Multiclass: Choose an additional class for your character, then cross out an unused “Take an upgraded subclass card” and the other multiclass option on this sheet.

Increase your Damage Thresholds: Major by +1 and Severe by +3. Then choose a new Domain Deck card at your Level or lower.

Level 8-10 | Tier 4

At Level 8, take an additional Experience and clear all marks on Character Traits. Then increase your Proficiency by +1

Choose two from the list below or any unmarked from the previous tier and mark them.

Increase your Damage Thresholds: Major by +2 and Severe by +4. Then choose a new Domain Deck card at your Level or lower.