Ranger talents (3pp)

Adventurer Tier Talents

Contents

Arcane Archer

Source DATP

You practice a mystic form of archery that infuses your arrows with arcane magic as you shoot.

If you spend one talent, you are an Arcane Archer initiate, with two, you become an Arcane Archer adept.

As an Arcane Archer, you gain a number of powers depending on whether you are an initiate or adept, and your level.

Arcane Archer Power Progression

Ranger Level

Powers Known

Initiate Adept
1 2 3
2 2 4
3 2 4
4 3 5
5 3 5
6 3 6
7 4 6
8 4 7
9 4 7
10 5 8

The Arcane Archer powers are organized in spheres, with each sphere containing a 1st, 3rd, and 5th level power.

You can choose the 1st and 3rd level powers from any sphere as long as you have the required level, but to access the 5th level power, you also need both the 1st and 3rd level powers of that sphere.

To use an Arcane Archer power, declare that you are using it before making a ranged weapon attack. You then pay the cost of the power, usually one charge for a 1st or 3rd level power, or 2 charges for 5th level power. You then apply the effect of the power to your ranged attack. If you make more than one attack, such as with the Double Ranged Attack talent, your Arcane Archer power only applies to one of those attacks. If you want to use them with more than one attack, pay the cost each time.

If you are an initiate, you have a number of charges equal to your Wisdom modifier, as an adept, you have your Wisdom modifier +3.

You regain all expended charges during a full heal-up. When you take a quick rest, you regain one charge as an initiate, or two as an adept.

You can only apply one power to each ranged attack, unless you have one of the feats below that allow you to stack multiple powers of one sphere.

Feats: You don’t need to take the feats below in order.

Adventurer Feat You learn an additional shot. You can use Intelligence instead of Wisdom for your Arcane Archer abilities.

Adventurer Feat Gain a bonus charge. You can use Charisma instead of Wisdom for your Arcane Archer abilities.

Champion Feat Choose one sphere. Gain a +1 bonus to hit when using a shot from that sphere.

Champion Feat Choose one sphere. You can combine any two shots of that sphere in one attack by paying the cost for each.

Epic Feat Regain two charges on a quick rest as an initiate, or three as an adept.

Epic Feat Choose one sphere. You can combine all three shots of that sphere in one attack by paying the cost for each.

Death Sphere

Deathknell Shot (1st Level)

Cost: 1 charge

Effect: On a hit, if your target has 5 hp or fewer after the attack, you can drop it to 0 hp. If you drop it to zero hp, either from the arrow’s damage or this ability, you can heal using a recovery.

3rd level power: 10 hp or fewer

5th level power: 15 hp or fewer

7th level power: 20 hp or fewer

9th level power: 25 hp or fewer

Adventurer Feat Double the hit point range at which you can drop an enemy to zero hit points.

Ghost Shot (3rd Level)

Cost: 1 charge

Effect: Target the enemy’s PD instead of AC.

Adventurer Feat Deal extra negative energy damage equal to your level.

Kill Shot (5th Level)

Requires Deathknell Shot and Ghost Shot

Cost: 2 charges

Effect: Deal double damage (hit or miss).

Flaming Sphere

Burning Shot (1st Level)

Cost: 1 charge

Effect: If you hit, deal 1d6 extra fire damage per level.

Adventurer Feat The extra fire damage dice are exploding dice (on a 6, roll another d6 and add it).

Immolating Shot (3rd Level)

Cost: 1 charge

Effect: If you hit, deal an extra 5 ongoing fire damage, and the target is vulnerable to fire (save ends both).

5th level power: 10 ongoing damage

7th level power: 15 ongoing damage

9th level power: 20 ongoing damage

Adventurer Feat The save against the ongoing damage is a hard save (16+).

Explosive Shot (5th Level)

Requires Burning Shot and Immolating Shot

Cost: 2 charges

Effect: Hit or miss, deal 3d10 + Wisdom extra fire damage to 1d3 nearby enemies other than the target.

7th level power: 5d10 damage

9th level power: 7d10 damage

Force Sphere

Arrow Fist (1st Level)

Cost: 1 charge

Effect: If you hit, the attack deals force damage and throws the target backwards. It pops free from anyone it is engaged with. If you push the target into a dangerous spot, such as over a ledge or into lava, it can make a save to avoid the effect.

Adventurer Feat The push effect is now strong enough to throw a target from a nearby to a far away location.

Homing Missile (3rd Level)

Cost: 1 charge

Effect: You have advantage on the attack roll.

Adventurer Feat Against far away enemies, increase your WEAPON damage dice by one step.

Twin Arrow (5th Level)

Requires Arrow Fist and Homing Missile

Cost: 2 charges

Target: Two nearby or far away enemies

Effect: Take a -2 penalty to the attack roll. The attack deals force damage. If both attacks miss, roll a third attack against a different enemy.

Frost Sphere

Ice Arrow (1st Level)

Cost: 1 charge

Effect: On a hit, deal 1d4 per level extra cold damage to the target, and it has disadvantage on disengage checks until the end of your next turn.

Adventurer Feat Increase the extra damage to 1d6 per level.

Freezing Arrow (3rd Level)

Cost: 1 charge

Effect: On a hit, whenever the target takes an action before the end of your next turn, it takes cold damage equal to your level + Wisdom modifier (x2 at 5th level; x3 at 8th).

Adventurer Feat On a miss, deal extra cold damage equal to your level.

Blizzard Shot (5th Level)

Requires Ice Arrow and Freezing Arrow

Cost: 2 charges

Effect: Hit or miss, deal 2d8 + Wisdom cold damage to all nearby enemies other than the target, and all nearby allies can make a save to disengage as a free action.

7th level power: 3d8 damage

9th level power: 5d8 damage

Radiant Sphere

Blinding Flare (1st Level)

Cost: 1 charge

Effect: On a hit, the target has disadvantage on its next attack roll.

Adventurer Feat On a miss, you deal extra psychic damage equal to your level.

Vexing Flare (3rd Level)

Cost: 1 charge

Effect: The attack targets the enemy’s MD instead of AC.

Adventurer Feat On a natural even miss, reroll the attack against a different nearby enemy.

Confusing Flare (5th Level)

Requires Blinding Flare and Vexing Flare

Cost: 2 charges

Effect: On a hit, if the target’s hit points are equal to your maximum or less after taking damage, it is confused until the end of your next turn. If they are higher, it is dazed until the end of your next turn.

Champion Feat Increase your WEAPON damage dice to d12s with this shot and make all damage psychic damage.

Sky Sphere

Thunderbolt (1st Level)

Cost: 1 charge

Effect: On a hit, the target is dazed until the end of your next turn. On a miss, deal your level in thunder damage to any of your allies engaged with the target.

Adventurer Feat On a natural even hit, the target is weakened instead.

Lightning Bolt (3rd Level)

Cost: 1 charge

Effect: Before making your ranged attack, make the following separate attack roll.

Target: A random nearby enemy other than the target

Attack: Wisdom + Level vs. PD

Hit: 1d8 per level lightning damage

Miss:

Champion Feat Deal half damage on a miss.

Shocking Jolt (5th Level)

Requires Thunderbolt and Lightning Bolt

Cost: 2 charges

Effect: On a hit, deal 1d8 per level extra lightning damage to the target, and if its hit points are equal to your maximum or less after taking damage, it is stunned until the end of your next turn. On a miss, deal your level in lightning damage to any of your allies engaged with the target.

Thorns Sphere

Rooting Shot (1st Level)

Cost: 1 charge

Effect: On a hit, deal 1d4 per level extra damage. On a natural even hit, the target is stuck until the end of its next turn.

Adventurer Feat The target is now stuck on any hit.

Champion Feat On a natural 16+, the stuck effect is “save ends.”

Ivy Shot (3rd Level)

Cost: 1 charge

Effect: On a hit, the target is hampered until the end of your next turn. It can choose to take 15 poison damage to shake off the effect.

5th level power: 25 damage to shake off

7th level power: 40 damage to shake off

9th level power: 60 damage to shake off

Adventurer Feat On a natural 18+, the hampered effect is “save ends.”

Spore Shot (5th Level)

Requires Rooting Shot and Ivy Shot

Cost: 2 charges

Effect: Hit or miss, create a spore cloud around the target and 1d3 enemies in the same group. Enemies in that cloud must take a move action to get out of the area or take half damage from the attack as poison damage at the start of your next turn.

Camouflage

Source DATP

When you are not engaged, you gain a +2 bonus to all defenses.

Adventurer Feat Once per scene, you can choose to reroll a skill check to hide that is a natural even roll.

Champion Feat Once per battle, while not engaged, you can force an enemy to reroll a natural odd attack roll against you.

Epic Feat Increase the defense bonus to +4 in the first round of battle.

Camouflage

Source ER

When you’re in a natural environment, you can obscure yourself so you’re almost impossible to spot.

In a noncombat situation, you gain a +5 bonus on skill checks related to hiding. In a battle, enemies who aren’t engaged with you have a 50% chance to not notice you and attack someone else unless you attacked them last round.

Adventurer Feat You can apply this talent in urban environments as well.

Champion Feat Instead of a 50% chance to not notice you, enemies have a 50% chance to miss you completely (check before the enemy makes the attack roll). This is generally better because your enemies might waste some attacks rather than redirecting them at your friends.

Epic Feat Even enemies that you attacked last round are subject to the 50% chance.

Elusive

Source ER

You are constantly moving in melee combat; your footwork a blur of misdirection. You automatically succeed at disengage checks except against enemies with a specific grab ability. Against enemies with grab, your disengage checks don’t suffer the usual -5 penalty.

Adventurer Feat You can intercept enemies even while you’re engaged; doing so pops you free from whomever you were engaged with.

Champion Feat You can make opportunity attacks while grabbed.

Exotic Animal Companion

Source ER

Special You must have the Animal Companion talent to take this talent.

Your existing animal companion returns to the wilderness and is replaced—after the necessary rituals—with a full-fledged monster chosen from the options below. Note that the animal companion feats described in the ranger class description can be applied to these companions as well.

Dire Stag

Acts: After ranger

Advantage: You can ride it, which probably makes you faster than you’d otherwise be. In the absence of complex mounted combat rules, simply rule that your animal companion always has the same ranges from enemies that you do (engaged, nearby, far away, and so on). In general, you and your companion will move during your turn, and when your turn is over, it’ll make a melee attack with its horns against anything you’re engaged with.

Adventurer Feat You gain the ability to charge forward. If you start your turn unengaged, you may engage any enemy you can move to and gain a +2 bonus on your attack roll. (We note that the 13th Age Roleplaying Game generally frowns on charge bonuses, but if there’s a worthy exception, it’s mounted combat.)

Dire Wolf

Acts: After ranger

Advantage: When the dire wolf drops an enemy to 0 hp, it can howl as a free action. Nearby enemies suffer a penalty to attacks and defenses equal to half the escalation die (rounded up) until the end of the companion’s next turn.

Adventurer Feat You can ride the dire wolf; see dire stag advantage above

Owlbear

Acts: After ranger

Advantage: Because it’s a vicious hybrid, the owlbear can make an extra attack during its turn when the escalation die is even.

Champion Feat When the owlbear hits an enemy, that enemy is hampered until the end of the owlbear’s next turn.

Pseudodragon

Acts: Before ranger

Advantage: It flies, but unlike the eagle, you don’t drop its melee damage to compensate.

Champion Feat The pseudodragon has a stinging tail that it incorporates into its melee attack, so it gains ongoing poison damage equal to three times your level on a natural attack roll of 18+.

Epic Feat The pseudodragon has a 1/encounter breath weapon that attacks PD with the companion’s normal melee attack bonus. It deals 15 fire damage to 2d3 nearby enemies.

Gloomstalker

Source DATP

Choose one spell of your level or lower from the necromancer class. You can cast this spell as if you were a necromancer, but you can replace any mention of Intelligence with Wisdom. You can change the spell after each full heal-up.

Adventurer Feat When you are in the Underworld, environment-related skill checks such as tracking are one step easier (-5) for you.

Champion Feat Once per battle, you can force an enemy to reroll an attack against you as a free action, as long as you are in a dark or shadowy area.

Epic Feat You gain an additional necromancer spell of your choice of up to your level -2.

Great Weapon Master

Source DATP

You gain a +1 bonus to attack when fighting with a two-handed melee weapon.

Adventurer Feat When fighting with a two-handed weapon, reroll all natural 1s on the damage dice.

Champion Feat Once per battle, when fighting with a two-handed weapon, reroll one of your missed attacks.

Epic Feat When you hit an enemy you weren’t engaged with at the start of your turn with a two-handed weapon, gain two extra WEAPON damage dice.

Nimble Assault

Source ER

Once per day, you can use your innate maneuverability and momentum to great effect on the battlefield. Make a basic melee attack against a nearby; if you hit, you can automatically pop free from that target, move to engage another nearby enemy, and make a basic melee attack against the new target. Repeat the process of basic attack/pop free/move to new targets until you either miss with an attack or you have attacked all nearby enemies once.

Adventurer Feat You are not subject to interception during your movement between targets.

Champion Feat Your first miss doesn’t break the chain of attacks.

Epic Feat The first enemy you attack can be far away.

Begin Sidebar

Note that Path of the Spear is an alternative to Double Melee Attack / Double Ranged Attack. They can’t be combined because of the different weapon requirements.

Path of the Spear

Source DATP

When fighting with a spear (d8 two-handed melee attack) or a javelin (d6 thrown weapon), and your attack is a natural even hit, deal 1d6 extra damage per level.

Adventurer Feat On a natural odd hit with a spear, you can pop free from your target.

Champion Feat Once per battle, when you intercept an enemy, make a melee attack against them as an interrupt action.

Epic Feat Once per battle, gain advantage on an attack against an enemy that you engaged the same turn.

Psychic Ranger

Source DPAS

You have three psionic power points and gain an additional one every even level, for a total of 8 at 10th level. You regain your power points on a full heal-up.

You learn the Psionic Weapon power plus one power of your choice.

Adventurer Feat Gain three minor psionic powers.

Champion Feat Gain a second psionic power, at two levels below your class level.

Epic Feat Gain a third psionic power, at four levels below your class level, and two bonus power points.

Skirmish Archer

Source ER

You’ve been trained in the art of close-quarters archery, relishing the opportunity to use your bow (or other ranged attack) when you can see the whites of their eyes. You can make attacks normally even when engaged, so you don’t draw opportunity attacks from enemies you’re engaged with.

Adventurer Feat If you successfully disengage, you can get far away from the creature you disengage from with a single move (assuming the prevailing terrain allows it).

Champion Feat You can split up your move action: Run about half as far as you ordinarily would, make a ranged attack, then run the other half. The 13th Age Roleplaying Game treats positioning in the abstract, so work with your GM to work out what’s possible. One common tactic is to move out from behind a corner or other obstruction, shoot an arrow, then return to the safety of cover.

Speak with Animals

Source ER

You gain the ability to understand and speak the language of birds, mammals, lizards, amphibians, and snakes. Your conversations are generally brief, because such creatures have limited intellects and even more limited attention spans, but they’re generally capable of answering questions about their immediate proximity and other creatures in the vicinity. Their memory extends back at least a few hours and as much as a few days.

Adventurer Feat If the creature is amenable (or properly bribed with food or other comfort), it performs a simple task for you.

Champion Feat Your abilities extend to insects, earthworms, spiders, and similar vermin.

Epic Feat The creature will travel four hours and deliver a short message in a squeaky voice.

Summon Beasts

Source ER

For one battle per day, you can call on an animal appropriate to the environment to fight at your side. The animal that arrives is chosen by the GM, and it typically has animal companion stats one level lower than your level. It departs at the fight’s conclusion.

Feat (Special) You can apply any of the animal companion feats in the ranger’s class description to this talent as well, and the beast that arrives will benefit from the feat you chose.

Survivor

Source DATP

Add your Wisdom modifier to saving throws and death saves.

Adventurer Feat Increase your recovery dice to d10.

Champion Feat You die after five failed death saves instead of four.

Epic Feat Once per level, you can give an in-story reason why you survive a situation that is otherwise a certain death.

Two-Weapon Defense

Source ER

Double the blades means double the opportunities for parries—and ripostes. Your second weapon is effectively as good as a shield, adding +1 to your AC against enemy melee attacks. You don’t suffer the attack penalty you normally would if you were carrying a shield, and you can still use the second weapon to attack according to the two-weapon fighting rules.

Adventurer Feat If you fight with two one-handed melee weapons, you can make a desperate parry to convert an enemy’s melee critical hit into an ordinary hit once per battle.

Champion Feat If you fight with two one-handed melee weapons, whenever an enemy makes a melee attack against you and rolls a natural 1, you can make an opportunity attack against that foe as a free action.

Epic Feat Your second weapon bonus to AC applies to all attacks, not just melee attacks.

Two-Weapon Hurler

Source ER

You can outthrow what you can’t outstab and outstab what you can’t outthrow. When you have two weapons in hand that function as both melee and ranged weapons (such as axes or daggers), you can make one basic melee attack and one basic ranged attack as a single action. Your weapon damage die drops one notch. If your first attack is a natural even hit roll (hit or miss), you can make a second attack as a free action.

You can freely make ranged attacks even if you’re engaged without suffering opportunity attacks.

When you take this talent, talk to your GM about which weapons are appropriate. The talent remains balanced even if you stretch credulity a little and allow short swords (1d6) to be used as ranged weapons or javelins (also 1d6) in melee.

Adventurer Feat Your second attack gains a +2 attack bonus if it is against a different target.

Champion Feat Once per battle, you can use Two-Weapon Hurler after an odd attack roll.

Epic Feat Each turn, you can pop free of one enemy before one attack roll that is part of a Two-Weapon Hurler action. You can also use your move action in between your two attacks if you wish.

Unseelie Curse

Source ER

Special You must have the Favored Enemy talent before you can take this talent.

The dark fey have taught you well, instructing you on a straightforward but effective curse you can deliver with a successful attack. Once per day, if you hit a favored enemy with an attack, it suffers a penalty on subsequent attack rolls equal to the escalation die (11+ save ends).

Adventurer Feat You can use the Unseelie Curse once per encounter.

Champion Feat The Unseelie Curse is now a hard (16+) save.

Epic Feat The Unseelie Curse penalty applies to defenses as well.

Ways of the Land

Source DATP

You gain a spell slot from the druid’s Circle of the Lands (Terrain Caster). Like a Terrain Caster, you don’t need to prepare a spell in advance. When you decide to cast a spell, choose one from the list of the terrain(s) you are currently in, at your level or lower. If the spell is an at-will or once-per-battle spell, you regain your spell slot at the end of the battle or scene. If the spell is a daily spell, you regain the spell slot at your next full heal-up.

In addition, once per day per point of Wisdom modifier, you can commune with the spirits of nature to gain advantage on a skill check related to the surrounding terrain. For example, beast spirits can help you track game, river spirits can point to a source of freshwater, and earth spirits can make climbing easier.

Adventurer Feat You can cast Wild Heal from the druid’s Wild Healer talent twice per day.

Champion Feat When you take a quick rest in a natural environment, roll d12s for recovery dice.

Epic Feat You gain a second terrain caster spell slot, at two levels below your class level.

Wildron Rangers

Rangers can borrow a bit of spellcasting from sorcerers (Fey Queen’s Enchantments talent) or clerics (Ranger ex Cathedral talent). But a few rangers have delved deep into the untamed wilderness and returned with a sort of magic unique to hunters: wildron magic, where a weapon is imbued with supernatural power before striking its prey.

Becoming a wildron ranger means taking the Wildron Ranger talent and managing a simple spell list like other spellcasters in the 13th Age Roleplaying Game. Your spells, called imbuements, are quickly cast on an arrow you shoot or a blade you carry just before you attack. If you hit, the power of the imbuement triggers—and that’s bad news for whatever you hit. If you miss, though, the imbuement evaporates without effect. Wildron rangers understand that their spellcasting involves a bit of a gamble.

The attack you make after you imbue your weapon must be a basic attack: melee or ranged as you prefer, and if it hits, it deals damage normally in addition to whatever the imbuement does. Wildron rangers learn one imbuement at each odd-numbered level. If you somehow gain the Wildron Ranger talent after 1st level, give yourself retroactive access to the imbuements you would have had if you’d been a wildron all along.

Wildron Ranger

Source ER

Special Unlike most class talents, this takes up two ranger class talent slots.

You can imbue a basic melee or ranged attack with powerful magic and an additional effect if you hit. You learn a new imbuement at 1st, 3rd, 5th, 7th, and 9th level. Some imbuements have level requirements that you must meet or exceed before you choose them.

You can use an imbuement you know once a day.

Adventurer Feat If an imbued attack misses, you can regain it after the battle with a successful 11+ recharge roll.

Champion Feat You learn an additional imbuement, chosen from among any you are eligible for.

Epic Feat Choose one imbuement you know; you can use it once per encounter.

Embers of the North (1st Level)

Daily

Standard action; includes a basic attack

Target: One enemy.

Hit:

Daily

Standard action; includes a basic attack

Target: One enemy.

Attack: As basic attack

Hit: Basic attack damage + 4d6 fire damage

Gale of the Polar Wastes (1st Level)

Daily

Standard action; includes a basic attack

Target: One enemy.

Attack: As basic attack

Hit: Basic attack damage + 3d6 cold damage, and the target pops free from whomever it’s engaged with (possibly including you)

Rumblings from the East (3rd Level)

Daily

Standard action; includes a basic attack

Attack: As basic attack

Target: One enemy.

Hit: Basic attack damage + 3d6 thunder damage, and nearby enemies take 1d6 thunder damage

Briars of the White Copse (3rd Level)

Daily

Standard action; includes a basic attack

Attack: As basic attack

Target: One enemy.

Hit: Basic attack damage, and the enemy is stuck (11+ save)

Rains from the South (5th Level)

Daily

Standard action; includes a basic attack

Target: One enemy.

Attack: As basic attack

Hit: Basic attack damage, and 15 ongoing acid damage

Slumber of the Snowy Peak (5th Level)

Daily

Standard action; includes a basic attack

Target: One enemy.

Attack: As basic attack

Hit: Basic attack damage, and the enemy is unconscious if it has less than 85 hit points (after accounting for the successful basic attack) and dazed if it has 85 or more; a hard save (16+) ends either effect, as does taking 10 or more damage

Fog of the Umbral Vale (7th Level)

Daily

Standard action; includes a basic attack

Target: One enemy.

Attack: As basic attack

Hit: Basic attack damage, and the enemy is confused (16+ save ends)

Storms from the West (7th Level)

Daily

Standard action; includes a basic attack

Target: One enemy.

Attack: As basic attack

Hit: Basic attack damage + 8d12 lightning damage, and the lightning arcs to 1d6 nearby enemies who each take 4d12 lightning damage

Leap to the Distant Horizon (9th Level)

Daily

Standard action; includes a basic attack

Target: One enemy.

Attack: As basic attack

Hit (ranged attack): Basic attack damage, and you teleport to any point where you engage the enemy you hit; you may draw one or more melee weapons as a free action

Hit (melee attack): Basic attack damage, and both you and the enemy you hit are teleported to someplace nearby or far away you select; you can choose the destination, but you can’t choose a point in midair or someplace obviously fatal; you and your enemy are still engaged at the conclusion of the teleport

Echo of the Weapon Primeval (9th Level)

Daily

Standard action; includes a basic attack

Target: One enemy.

Attack: As basic attack

Hit: Basic attack damage + 4d8 x 10 damage, and target is vulnerable (11+ save ends)

Champion Tier Talents (New)

You can take the talents below with your 5th or 8th-level talent slot.

Big Game Hunter

Source DATP

Once per battle, you can perform a stunt as a move action to climb on a large or huge enemy. This does not require a skill check. You get a firm grip on their back, where you are in position to reach their weak points, but you are hard to reach for claws and teeth. The enemy has disadvantage on attacks against you, while you have advantage on attacks against them.

If you are still on the enemy on any further turns, roll a normal save (11+). On a success, you remain in position. On a natural even failure, you cling on but lose advantage. On a natural odd failure, you fall off.

Champion Feat On a hit with a melee or ranged weapon attack against a large or huge enemy, deal 5 extra damage. Increase the bonus to 10 at 7th level, and 15 at 9th.

Epic Feat Against huge enemies, increase the damage bonus to 20. At 9th level, increase it to 30.

Champion of the Fey Queen

Source DATP

Special: This talent requires Fey Queen’s Enchantments.

At the start of each battle, roll 2d4 to determine the effect of a special blessing that the fey grant you until the end of the battle.

  1. When you rally this battle, you become invisible until you make an attack.
  2. Enemy attacks have a 25% (4 on a d4) chance of missing you this battle.
  3. 1d4 times this battle, you can teleport to a nearby location you can see as a move action.
  4. When you make a ranger melee or weapon attack, gain a 1d4 bonus to the attack roll.
  5. When you roll a save against an effect, gain a 1d4 bonus to the roll.
  6. Choose a sorcerer spell gained with Fey Queen’s Enchantments. Choose A) advantage on the first attack roll with it or B) a bonus use of it this battle.
  7. If you hit an enemy with a natural even roll on a melee or ranged weapon attack, and their hit point total after taking damage is equal to your maximum or less, that target is confused until the end of your next turn. If they have more hit points, roll 1d4: On a 3 or 4, gain the confusion effect.

Champion Feat When the escalation die is 5+, roll again for a second benefit (reroll if you get the same benefit twice).

Epic Feat Gain the second benefit when the escalation die is 3+.

Deadly Aim

Source DATP

While you are not engaged, you can take a quick action to aim at a nearby enemy. If you attack this enemy with a ranged weapon attack this turn, target their PD instead of their AC.

Champion Feat You can choose to target the enemy’s MD instead of PD.

Epic Feat With aim, you also deal half damage on a miss.

Divine Avenger

Source DATP

Special: This talent requires Ranger Ex Cathedral.

Once per day, you can swear an Oath of Vengeance against an enemy as a quick action. Your attack rolls against the target have advantage, and all damage you deal against it is holy damage.

You also gain Inescapable Wrath and Relentless Pursuit as bonus powers.

Champion Feat When an enemy drops you below zero hit points, you gain a free use of Oath of Vengeance against that enemy.

Epic Feat Choose between Egoist or Altruist.

Altruist: When an enemy drops an ally below zero hit points, you gain a free use of Oath of Vengeance against that enemy.

Egoist: When an enemy scores a critical hit against you, you gain a free use of Oath of Vengeance against that enemy.

Inescapable Wrath

Close-quarters power; At-will; Interrupt action

Trigger: Your Oath of Vengeance target disengages or moves away from you.

Effect: Make a save. If your save is equal to the enemy’s disengage check or higher, you pursue the enemy and stay engaged while they move. Succeed or fail, you add twice your Wisdom modifier (x3 at 8th level) to damage if your next attack against the target is a hit.

Relentless Pursuit

Close-quarters power; Once per battle; No action

Trigger: The first time you are unconscious at the start of your turn in a battle.

Effect: You can heal using a recovery.

First Blood

Special: This talent requires First Strike.

When you make a First Strike attack, and you hit, deal 10 (7th level: 15; 9th level: 20) ongoing damage. If the attack is a critical hit, double the ongoing damage.

Champion Feat On a miss with a First Strike attack, deal half damage.

Epic Feat On a critical hit with First Strike, the target is also weakened (-4 to attacks and defenses; save ends both).

Improved Double Attack

Source DATP

Special: This talent requires Double Melee Attack or Double Ranged Attack.

Your double attacks no longer reduce the weapon size by one step.

Champion Feat Your second attack with Double Melee Attack can be a ranged attack instead, and your second attack with Double Ranged Attack can be a melee attack instead. (You switch weapons as part of the second attack.)

Merciless Hunter

Source DATP

Special: This talent requires Lethal Hunter.

You can declare your Lethal Hunter target outside of combat. This gives you advantage on skill checks to track the target down.

Champion Feat When your Lethal Hunter target is staggered, you deal half damage on a miss.

Epic Feat You gain a +2 bonus to hit against your Lethal Hunter target.

Epic Tier Talents (New)

You can take the talents below with your 8th-level talent slot.

Bladestorm

Source DATP

When an enemy engages you, you can make a melee basic attack against that enemy as an interrupt action.

Epic Feat Your Bladestorm attacks deal extra damage equal to your Wisdom modifier x3.

Hail of Arrows

Source DATP

Special: This talent requires Double Ranged Attack.

If the second attack from Double Ranged Attack is a natural even roll, you can make another ranged attack against another enemy within range that you have not attacked yet this turn. Keep attacking as long as your attack roll is even and there are viable targets.

Epic Feat Once per day, when you make at least 3 ranged attacks in one turn, increase the escalation die by 1.

Pack Circles the Prey

Source DATP

When you score a critical hit with a melee attack, the target is vulnerable to all attacks until the end of your next turn.

Epic Feat The vulnerability increases the critical threat range by 3.

Planeswalker

Source DATP

You gain a 5-point background that you can use to sense nearby portals and determine the keys that open them.

You also gain Defensive Jaunt as a bonus power.

Defensive Jaunt

Close-quarter power; Once per battle; Interrupt action

Trigger: You are hit by an attack

Effect: Take half damage from the attack and teleport to a nearby location.

Epic Feat You can use defensive jaunt twice per battle.

Reaper

Source DATP

Special: This talent requires Double Melee Attack.

If your second attack from Double Melee Attack is a natural even roll, you can pop free from your current target and make a melee attack against a different nearby enemy that you have not attacked yet this turn. Keep making attacks as long as your attack roll is even and there are viable targets.

Epic Feat If the escalation die is 2+, you can now attack far away enemies with Reaper.

Section 15: Copyright Notice

DPAS: Dark Paths & Ancient Secrets. © 2016, Kinoko Games

DATP: Dark Alleys & Twisted Paths. © 2019, Kinoko Games

ER: The Escalated Ranger. © 2019, DASTOW Games. Stacey Janssen and David Noonan.

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