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RANGER
DEXTROUS
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.
Favored Enemy
Choose a specific race of creature from this list (further defined in the Glossary): aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can instead choose two types of humanoid (which does include humans.) This race becomes your favored enemy, and you become particularly good at tracking the whereabouts of this type of creature. Rolls made against your favored enemy are done so with a +2 to the outcome.
Natural Explorer
You and your companions travel through difficult or dangerous terrain with ease. Your group cannot become lost except by magical means. Even when you are engaged in another activity while traveling (foraging, navigating, tracking, etc), you remain alert to danger. If you are traveling alone through natural settings (so, not a town or city) you can do so stealthily. While tracking other creatures, you can discern their size, number, and how long ago they passed through the area.
Sniper
You gain an uncanny proficiency with projectile weapons, including (but not limited to): bows, crossbows, slingshots, and guns. This path action enables you to shoot accurately from a distance of up to 800 feet in many kinds of conditions, though dire circumstances may affect it at mod and player discretion.
Beast Tamer
Choose a beast no larger than medium size. You can spend up to 1 hour hunting that type of beast to make them become your companion and listen to your commands. You may only have one beast companion at a time.
Create Trap (M)
You are knowledgeable and adept at setting up a variety of physical traps. You may also specialize in one of the following magical traps, which can be used once a day:
Quicksand: The area around the targets becomes quicksand and struggling causes them to sink until they are submerged up to their shoulders. This effect lasts 10 minutes and leaves the targets prone. Can be used on up to three enemies.
Spell-Stealing: The target is struck by a burst of magic that steals its spellcasting ability. For up to 10 minutes, they are unable to cast one spell, randomly chosen. You may use this magical ability once, at half efficacy. Can only be used on one target.
Swarm: This trap releases a swarm of small animals or insects that attacks enemies in the area. This effect lasts 10 minutes. Can be used on up to three targets.
Telepathy: A target capable of receiving telepathic transmissions is overwhelmed by chaotic psychic feedback for ten minutes, leaving them dazed and mentally weakened. Can only be used on a single target.
Elemental: For ten minutes, the trap will create an elemental effect of your choosing, such as a raging fire, sleet, ice, a violent gust, etc, which occupies only the same space as your targets. Can be used on up to three targets.
Darkvision (M)(P)
You can use magic to make up to 3 targets see in the dark as if there was dim lighting all around them for 8 hours. A permanent version of this spell is always active for you.
Hunter's Mark (M)(P)
You can use magic to put a mark on someone or something once a day. A mark allows you to track them down easily for up to 24 hours after it’s been placed, and your target takes additional damage when it’s hit by you.
Hide in Plain Sight
You can create a camouflage for yourself in one minute if you have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once camouflaged, you can hide by blending in with a natural surface, such as a tree or wall.
Alarm (M)
Once a day, you can use magic to set an invisible ward in an area up to 20 feet in radius. If someone passes through the area, an alarm audible only to you will sound. You can designate up to 3 creatures besides yourself that can come and go through the ward without tripping it. The alarm will expire after 8 hours.
Speak with Animals (M)
You can use magic to allow yourself to speak with animals you come across. You may use this magic for any length of time, though the animals may not have the patience for long conversations that you do.
BARD
CHARASMATIC
Armed with not much more than the clothes on their back, bards typically rush into battle with daggers and use their instrument to focus their magical capabilities to deafen, shock, and control the world around them.
Bardic Inspiration
You can perform to increase the morale of your teammates. Additionally, you are adept at utilizing an instrument of your choice. Playing this instrument nets you free room and board at an inn, and can help earn you followers that might offer you information. Team up with a Dancer and maybe you can get an even swankier place! When used to support your party members in RNG, this action adds +2 to a roll.
Prodigy
You have a natural knack for learning new things. Whenever you come across something you don’t know how to use, you are quick to figure out its intended function. You also learn technical skills more quickly and find it easy to retain general knowledge related to a wide variety of things--you’re great to have around for trivia night! The first time you use any skill, you gain a +2 modifier. With success on the roll, you may get a bonus using that skill at a later date (per mod discretion). Note that while you’re great at picking up on new skills, this is limited only to the knowledge component of a skill, so you can’t become physically stronger or faster more quickly with this path action.
Message (M)
You can use magic to send a telepathic message to anyone you can see. The target can reply back in a whisper that only you can hear.
Disguise Self (M)
You can use magic to alter your appearance with an elaborate illusion for a maximum duration of 30 minutes. This illusion is thorough and can even change the sound of your voice (though it doesn’t have to.) However, it can be detected by magical means, and your physical shape is still unchanged beneath it--so if you’re disguised as someone taller than you, be careful that no one sticks their hand through your illusory head! And don’t try to pick anything up with the extra limbs you’ve made to look like a tentacle monster; it’ll go right through the illusion.
Feather Fall (M)
You can use magic to slow your fall from heights.
BEASTMASTER
ADVANCED PATH
Beastmasters harness the power of spirit guides in everything they do. Said to share a soul with the kindred beasts of the forest, they call upon the magic and guidance of those who have previously claimed the title of Beastmaster to aid them in battle.
SPECTRAL PROTECTORS (M)
You summon fey spirits in the form of animals to join you in battle. You may summon up to 4 spectral beasts for up to 10 minutes, commanding them to take actions that benefit you or your companions. The animals you summon can be any non-extinct Earth animal, four of the same or four different types. They can take damage and be destroyed. After 10 minutes they will disappear. You cannot cast another spell while focusing on maintaining this one, and a strong blow or other distraction may break your focus and end the spell.
POLYMORPH (M)(P)
Your mastery of the beast form is so complete that you are able to manipulate the forms of others. You can transform any sentient creature into an animal for half an hour. You may choose any non-extinct Earth creature the size of or smaller than a dog. If the target is damaged during the period it is transformed, that damage will be applied to the target’s original shape. Creatures transformed in this manner will know it has happened and may become hostile.
GIANTSIZE (M)
You can manipulate the size of creatures you find along your travels. You transform a small creature such as an insect, arachnid, frog, or bird into a giant version of itself for 30 minutes. The creature must be small enough to fit in your cupped hands and within 15 feet of you. When transformed, the creature is 20 feet in length. It can be mounted and will follow your verbal commands, including attacking as you instruct in battle.
FIND MONSTER
You are able to earn the respect and allegiance of one large monster that may be mounted. This beast is permanently linked to your spirit and heeds your call. Your whistle calls it to you, provided you are in a space large enough to allow it to land. This beast is a living creature and can take damage, must eat and drink to retain health, and can perish in battle if targeted. The beast’s allegiance can be lost if its pride is injured or it is repeatedly placed in threatening situations with no demonstrated care for its well-being. Partnership with a monster confers some benefit and they can attack your enemy in battle, but not magically. You may choose one (and only one!) of the following:
Griffin: 8’ in length with a 25’ wingspan, these avian carnivores have the body of a lion and the wings, forelegs, and head of an eagle. When flying with a griffin, you gain a +1 modifier on visual perception checks — they’re great partners for scouting. In battle, they attack with beak, talons, and wings.
Ankheg: 10’ long, ankhegs are giant burrowing beetle-like insects with massive pincers. When riding an ankheg, you have +1 on stealth attacks. In battle, they attack with their pincers or by dragging an enemy underground to smother them.
Manticore: 10’ long, manticores have the body and head of a lion, the wings of a dragon, and the face of a human, with tails and mane adorned with spikes. When riding a manticore, you have +1 on stealth and perception in low light or full dark. In battle, they attack with claws, teeth, and spiked tail.
Wyvern: 15’ long with a 40’ wingspan, wyverns are small armless dragons. When riding a wyvern, you gain +1 on evasion. In battle, they attack with teeth or their tail stinger, which contains a painful but nonlethal poison whose effects last 10 minutes.
Owlbear: 8’ tall at the shoulder, owlbears are exactly what they sound like — massive beasts with the bodies of bears and owl faces. When riding an owlbear, you gain +1 on intimidation checks. In battle, they attack by rushing enemies and slamming them with their bulk, as well as with their heavy paws and claws.
Direwolf: 9’ long, direwolves grow to be the size of horses, distinguishable from wolves by their heightened aggression. When riding a direwolf, you gain a +1 on auditory perception checks. In battle, they attack with teeth and claws. Once every two weeks, your direwolf can call to summon two other direwolves for 20 minutes of battle.
SPIRITUAL FORM (M)(P)
You have the ability to split a part of your consciousness from your body while you are awake. Your spirit form cannot interact with the world around it in a physical way and must either return to your body or temporarily possess another body within 1 hour. You are able to inhabit the body of a beast within 25 miles and compel it to take actions, including moving a further 25 miles from the spot of possession. You may spend a maximum of 1 hour in possession of an animal’s body, but the longer you spend in that form the more difficult it will be to remove yourself from the creature’s mindset once you return to your own body. Stay up to the 1 hour mark in an owl’s body and you’re likely to give yourself a neck injury when you return, as an example; linger as a squirrel and you’ll be burying nuts. This spell requires active mental effort to maintain, and any disruption or injury to your real body will cause your consciousness to be thrown violently back into it.