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Ranger talents (3pp)

Adventurer Tier Talents

Arcane Archer

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

InitiateAdept
123
224
324
435
535
636
746
847
947
1058

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

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.

Gloomstalker

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

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.

Path of the Spear

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.

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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.

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Survivor

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.

Ways of the Land

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.

Champion Tier Talents (New)

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

Big Game Hunter

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

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

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

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

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

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

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

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

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

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

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.

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