Ranger

Supernatural abilities
You have Mana like a spellcaster, but can use it to increase the damage of your attacks or heal your allies. You may spend up to 2 + 1 Mana per Level per turn on either of the following actions:

  • When making an Attack, deal 2 extra damage per Mana spent.
  • For 1 AP heal a creature within 9 sq for 2 HP per Mana spent.

 

1 AP Aim at Weakness
Choose a target within sight. For the next hour, you have an advantage in finding the target, and you deal extra +LvlB damage on Attacks against that target. If the target gets reduced to 0 HP or less, you gain + LvlB Mana.

Animal whisperer
You can communicate with beasts through sounds and gestures by imitating their behaviour. This way you can understand and communicate simple concepts and actions, like drop what they are carrying or go in a direction.


Level 2: 2 AP Mark Weakness
You mark a weakness that you have already identified with Identify Weakness, making it visible to your allies. You and your allies always know the location of the target, even if it is no longer visible, and ignore half cover when attacking the target. Additionally, your allies also deal LvlB extra damage to the target.

Level 2: Keen Eye
+LvlB in Disarming Traps and Tracking.

Level 2: 1 AP Monster knowledge
You can assess a creatures abilities with a quick glance. Target a creature you can see (or have significant hints for) and make a check with advantage to find out about the targets resistances, immunities, HP and other special abilities. The GM may ask for a check for this, e.g. Arcana for a rare magical monster. You get advantage on this check.


Level 5: Subclass
Choose a Subclass. Subclasses are specializations for your class that give you extra skills at the levels 5, 10, 15, 20. For the Ranger you can choose between the following:

TODO ranger_hunter, ranger_guide


Level 7: Reaction