Ranger

Jumping from tree to tree shooting arrows or bolts at confused prey but rarely taking the life of an innocent, the ranger is both feared and loved. Experienced in ambushing tactics, they understand a well-placed arrow can devastate even a fully armored knight and find a connection to the wild through their animal companion.

Class Arts

Primary Ability:

Coating Arrowheads

Rangers tend to carry a small kit in a leather satchel, filled with magical materials that allow for quick arrowhead coating. Target a surface/liquid in a melee radius. For three rounds, your arrows carry an extra effect based on the surface/liquid. You cannot change coats while in combat and effects do not stack unless stated to:

  • Earth: Create earth tipped arrows. Once a target is hit they must roll a 1d20 with a DC of 5. On a failure, they are hit prone.

  • Wind: In windy areas, create a wind tipped arrow. When hitting a target push them back 2 blocks.

  • Water: Create a water tipped arrow. On impact with a block, cover it in water. When hitting a target, make them wet, giving them disadvantage on attacks for the next 2 rounds.

  • Ice: Create an ice tipped arrow. On impact with a block, cover it in ice. When hitting a target, slow movement by 2 for 2 turns.

  • Fire: Create a fire tipped arrow. Apply a 10 damage a turn effect to the target for 3 turns. Duration resets for each fire arrow that hits the target.

  • Blood: Create a poison-tipped arrow. Apply a 5 damage a turn effect to the target for 3 turns. The poison can stack up to twice. The counter resets everytime poison is inflicted.

Yew Bow

Common+

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Mundane

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Weapon

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100

A bow properly crafted by a bowyer, fit for an experienced Ranger. Looking across the grains, one could notice the slight etches displaying the intricate quality laced amongst such. 


Common Form: This weapon has a basic attack value of 10, and a range of 20 meters. 


Uncommon Form: This weapon has a basic attack value of 10, and a range of 25 meters. You may load up to 2 arrows for an action that can be shot in your basic attack. You can shoot these arrows at multiple targets in your vision or at the same target.


Rare Form: This weapon has a basic attack value of 10, and a range of 25 meters. You may load up to 3 arrows for an action that can be shot in your basic attack. You can shoot these arrows at multiple targets in your vision or at the same target.


Epic Form: This weapon has a basic attack value of 10, and a range of 25 meters. You may load up to 4 arrows for an action that can be shot in your basic attack. You can shoot these arrows at multiple targets in your vision or at the same target.

Oak Crossbow

Uncommon+

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Mundane

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Weapon

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200

A crossbow properly crafted for the battlefield, fit for an experienced Ranger. Looking across the grains and metal, one could notice the slight etches displaying the intricate quality laced amongst such. 


Uncommon Form: This weapon has a basic attack value of 30, and a range of  30 meters. It requires one turn to load, using an action and then another turn to shoot, also using an action. 


Rare Form: This weapon has a basic attack value of 50, and a range of 40 meters.  It requires one turn to load, using an action and then another turn to shoot, also using an action.


Epic Form: This weapon has a basic attack value of 80, and a range of 50 meters. It requires one turn to load, using an action and then another turn to shoot, also using an action.

Sky Shot

Uncommon+

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Mundane

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Spell

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200

Rangers are honourable and face their foes head-on. Some nay-sayers may say they have witnessed a Ranger fleeing. This is simply propaganda confused with this ability.


Uncommon Form: Once per combat you may use an action to shoot yourself into the air and land backwards or upwards from your original position by 10 blocks. You are allowed to land and hit someone with the arrow to deal 30 damage.


Rare Form: Every 3 rounds you may use an action to shoot yourself into the air and land backwards or upwards from your original position by 20 blocks. You are allowed to land and hit someone with the arrow to deal 60 damage.


Epic Form: Once per combat you may use an action to shoot yourself into the air and land backwards or upwards from your original position by 30 blocks. You are allowed to land and hit someone with the arrow to deal 120 damage.

Backup Quiver

Uncommon+

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Mundane

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Trinket

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200

Preparation always favors the ranger, often leaving them to try and prepare for the worst which may transpire. As such upon 


Uncommon Form: Upon expending an action, you may change the coating of your arrowhead to any of the coats listed in the Primary ability.


Rare Form: Upon expending an action, you may change the coating of your arrowhead to any of the coats listed in the Primary ability. Coating is now twice as effective.


Epic Form: Upon expending an action, you may change the coating of your arrowhead to any of the coats listed in the Primary ability. Coating is now twice as effective. You may now also have two coatings active at once.

Bear Trap

Common+

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Mundane

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Trinket

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100

Not all targets are meant to be taken down head-on. Deadly bear traps, meant to severely maim your prey, work far better on larger creatures that you’d rather not take in a fight.


Common Form: Place or throw up to 1 bear trap within 20 blocks for an action. Enemies who step in the trap get dealt 30 damage and cannot move, their turn ending immediately. Allies suffer the same consequence. Every turn they may roll a d20 and try and get a 6 or higher to free themselves from such. The trap remains thereafter used and must be collected to use again.


Uncommon Form:  Place or throw up to 2 bear traps within 20 blocks for an action. Enemies who step in the trap get dealt 40 damage and cannot move, their turn ending immediately. Allies suffer the same consequence. Every turn they may roll a d20 and try and get a 8 or higher to free themselves from such. The trap remains thereafter used and must be collected to use again.


Rare Form: Place or throw up to 3 bear traps within 20 blocks for an action. Enemies who step in the trap get dealt 50 damage and cannot move, their turn ending immediately. Allies suffer the same consequence. Every turn they may roll a d20 and try and get a 10 or higher to free themselves from such. The trap remains thereafter used and must be collected to use again.


Epic Form: Place or throw up to 4 bear traps within 20 blocks for an action. Enemies who step in the trap get dealt 80 damage and cannot move, their turn ending immediately. Allies suffer the same consequence. Every turn they may roll a d20 and try to get a 14 or higher to free themselves from such. The trap remains thereafter used and must be collected to use again.

Animal Companion

Rare+

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Mundane

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Companion

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500

The greatest tool in a Ranger’s arsenal is their partnership and bond with their animal ally. Whether they be a wolf or a dolphin or a hawk; a Ranger can always rely on their faithful friend to fight and help alongside them.


Land:

Health: 70

Movement: 7

Strength: 7

Basic Attack: 10


Air/Sea:

Health: 60

Movement: 9

Strength: 6

Basic Attack: 5


Rare Form: A Ranger shares a bond with their animal companion that allows them to understand their feelings, thoughts and actions as if they were speaking the same language. Rangers may direct their animal friend as if they were an intelligent race. However, they are susceptible to their instincts and will flee if injured too much or afraid.


Epic Form: A Ranger shares a bond with their animal companion that allows them to understand their feelings, thoughts and actions as if they were speaking the same language. Rangers may direct their animal friend as if they were an intelligent race. They are able to resist their instincts in favor of their Ranger.

Marked for the Hunt

Rare+

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Mundane

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Spell

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500

Mark a target, they receive bonus damage from your attacks and from your companion (if you have one).


Rare Form: Use your ranged weapon to fire a basic attack at a target. If it hits, you apply your mark on them. They receive +5 damage from your abilities and basic attacks, your Animal Companion does +5 damage against them, and they cannot see your Bear Traps. Only 1 target may be marked at a time.


Epic Form: Use your ranged weapon to fire a basic attack at a target. If it hits, you apply your mark on them. They receive +10 damage from your abilities and basic attacks, your Animal Companion does +10 damage against them, and they cannot see your Bear Traps. Only 1 target may be marked at a time.

Hunt State

Rare+

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Mundane

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Spell

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500

Calmed and trained throughout the forests, rangers have an uncanny ability to sense movement and act upon it. Enforced from their need to hunt their own food, even the slightest breath and quick foot allows them to fire.


Rare Form: Once per combat, give up your ability to use interrupts until your next turn and enter a state of pure calm, immediately ending your turn. Throughout other player or NPC turns, whenever an enemy in your range moves (voluntarily or not) you may fire a free shot at them. Instead of clearing at least 5 on your attack, you must clear a 10.


Epic Form: Once per combat, give up your ability to use interrupts until your next turn and enter a state of pure calm, immediately ending your turn. Whenever an enemy in your range moves (voluntarily or not) you may fire a free shot at them.

Ranger

Ranger

Ranger

Ranger

Ranger