🎲 D&D Companion

Ranger

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Rangers draw their power from a mixture of a connection to the land and their own physical strength. As skilled hunters, they specialize in eliminating certain foes and most commonly have a beast as their familiar. Rangers often switch between ranged and melee weapons - each ability that describes a Ranged attack can translate into a melee attack (see your GM for details). Rangers primarily focus on Ranged Attack and Reflex, though Light Attack is a close follow-up for melee fighters. Other focuses are Survival and Crafting for survivalists and Animal Handling and Insight for empaths.

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Survival

cols A-B Β· levels 2-13 Β· 13 abilities
LvlCellAbilityCostRules
2A2Bear Trap5 act5 actions. Requires 1 Steel. You place a trap on an adjacent space. If an enemy moves on that space, they take 1d6 damage and are stuck for 3 turns. Must roll 12+ Hardware: Weaponry.
Upgrades:
  1. Bear Trap + (L3) β€” Damage bypasses Armor.
  2. Bear Trap ++ (L4) β€” Lasts for 6 turns.
2B2Detect Poison and DiseasePassivePassive. You gain +10 Bonus Survival when sensing any poison or disease within 10 spaces of you. Survival.
3A3Poison Trap5 act5 actions. Requires 1 Steel and 1 Herbs. You place a trap on an adjacent space. If an enemy moves on that space, they are injected with lethal poison, dealing 1d4 damage (bypassing armor) each turn. Must roll 14+ Hardware: Weaponry.
Upgrades:
  1. Poison Trap + (L4) β€” You can use any type of poison in this trap.
3B3Alarm12 act12 actions. You secure an area up to 5x5 spaces with an alarm. It can be audible (everyone hears it) to mental (you hear it). You may designate anyone to not trigger the alarm. If asleep, the alarm will wake you. Lasts 8 hours or until called off. Hardware: Machinery vs Stealth.
4A4Fire Trap5 act5 actions. Requires 1 Steel and 1 Flint. You place a trap on an adjacent space. If an enemy moves on that space, they are ignited, taking 1d6 fire damage (bypassing armor) each turn. Must roll 16+ Hardware: Weaponry.
Upgrades:
  1. Fire Trap + (L5) β€” Affects everyone next to the target.
4B4Camouflage3 act3 actions. You vanish from the sight of all enemies, but cannot make any actions. If anyone moves into your spot, you will be discovered. Lasts until called off or discovered. Stealth vs Detection.
5A5Flash Trap5 act5 actions. Requires 1 Steel and 1 Herbs. You place a trap on an adjacent space. If an enemy moves on that space, an intense flash of light hits them, blinding them for 3 turns. Must roll 18+ Hardware: Weaponry.
5B5Trap SensePassivePassive. When searching for traps, you may add your Survival to your Detection roll. Survival vs Hardware: Weaponry.
6A6Zip Trap5 act5 actions. Requires 1 Steel and 1 Wire. You place a trap on an adjacent space. If an enemy moves on that space, they will be tied and zipped over to another space of your choosing (in the vicinity). Must roll 20+ Hardware: Weaponry.
6B6Cordon60 act60 actions. You enchant 4 parts of ammunition to defend a 5x5 area. If anyone other than your designated targets enter the area, 1 ammo flies into them per space traveled, attacking them for 1d12 damage. Lasts 8 hours or until all ammunition has been used up. Enchantments vs Acrobatics.
Upgrades:
  1. Cordon + (L7) β€” Enchants 6 ammunition, dealing 2d10 damage each.
  2. Cordon ++ (L8) β€” Enchants 8 ammunition, dealing 4d8 damage each.
7A7Exploding Trap5 act5 actions. Requires 1 Steel and 1 Flint. You place a trap on an adjacent space. If an enemy moves on that space, they and everyone within 2 spaces of them take 2d8 damage and are knocked away 4 spaces. Must roll 22+ Hardware: Weaponry.
Upgrades:
  1. Exploding Trap + (L8) β€” Knockback 8 spaces.
  2. Exploding Trap ++ (L9) β€” 4d8 damage.
7B7Strider1 act1 action. You gain +5 Bonus Stealth, +2 Move actions, and you can move through an occupied space, so long as you don’t end your turn there. Lasts 3 turns.
13B13Track4 act4 actions. Requires an item belonging to the target, or a location the target has been. You sense the location of any living being, allowing you to track them down. Lasts for as long as you stay out of combat. Survival vs Stealth.

Marksman

cols D-E Β· levels 1-13 Β· 15 abilities
LvlCellAbilityCostRules
1E1Focus Shot6 act6 actions. After your actions are spent, treat your next Attack move as if you rolled a natural 20. Weapon vs Reflex.
2D2Net Shot3 act3 actions. You fire a shot at the target, doing no damage but encapsulating them in a net. The target can escape with a blade or a Athletics roll of 18+. Hardware: Weaponry vs Reflex.
2E2Double ShotXX actions. You attack for 2W damage. This uses up 2 ammunition if Ranged. Ranged Attack vs Reflex.
3D3BullseyeXX actions. You fire at a target within your weapon's range, dealing no damage but using your Ranged Attack instead of Finesse Attack to Disarm them. If successful, their main-hand weapon flies 4 spaces away from them. Ranged Attack vs Reflex.
3E3Flame Shot2 act2 actions. You enchant your weapon with primal energy. Its next successful attack deals 1W damage and ignites them, dealing 1d6 fire damage (bypassing armor) each turn. You may use this attack as often as you'd like in battle. Must roll 14+ Enchantments.
4D4Exposing Shot5 act5 actions. You fire a shot at the target, dealing 1W damage and reducing their Armor by 3. Lasts 5 turns. Ranged Attack vs Reflex.
Upgrades:
  1. Exposing Shot + (L5) β€” Reduces their Armor by 8.
4E4Poison Shot2 act2 actions. You enchant your weapon with primal energy. Its next successful attack deals 1W damage and injects the target with poison, dealing 1d4 poison damage (bypassing armor) each turn. This can be used as often in battle as you'd like. Must roll 16+ Enchantments.
5D5Smoke Shot4 act4 actions. Requires 1 Flint. You fire a shot, creating a 4x4 area of smoke where it lands. Everyone in that area is considered blinded. The smoke lasts for 3 turns or until blown away. Hardware: Weaponry.
5E5CraftyPassivePassive. You may choose to use Hardware: Weaponry instead of Enchantments when enhancing your next attack with a weapon. Hardware: Weaponry.
6D6Hail Of Thorns2 act2 actions. You enchant your weapon with primal energy. Its next successful attack deals 1W damage, then launches thorns from the target, dealing 1d4 damage to all targets within 4 spaces. This can be used as often as you'd like in battle. Must roll 20+ Enchantments.
Upgrades:
  1. Hail Of Thorns + (L7) β€” 3d4 damage.
  2. Hail Of Thorns ++ (L8) β€” 6d4 damage.
6E6Piercing Shot2 act2 actions. You enchant your weapon with primal energy. Its next successful attack deals 2W, then flies through and hits another target within 3 spaces for 1W. You may use this as often as you'd like in battle. Must roll 20+ Enchantments.
7D7Scatter Shot6 act6 actions. You fire a shot, dealing damage equal to your Hardware: Machinery to everyone in a 1x4 cone, also knocking them away 4 spaces. Ranged Attack vs Reflex.
7E7Lightning Shot2 act2 actions. You enchant your weapon with primal energy. Its next successful attack deals an extra 1d12 lightning damage (doubled if Armor is greater than 7) to the target. The lightning chains to another target within 5 spaces. This can be used as often as you'd like in battle. Must roll 22+ Enchantments.
Upgrades:
  1. Lightning Shot + (L8) β€” Chains to 3 targets.
  2. Lightning Shot ++ (L9) β€” Chains to 4 targets and deals 2d12 lightning damage.
8E8Triple ShotXX actions. You attack for 3W damage. This uses up 3 ammunition if Ranged. Ranged Attack vs Reflex.
13E13VolleyX+3X+3 actions. Fires a volley into a 3x3 area, dealing 1W damage to all targets within it. Uses up 9 of your ammunition. Ranged Attack vs Fortitude.

Beastial

cols G-H Β· levels 2-13 Β· 13 abilities
LvlCellAbilityCostRules
2G2Animal Empathy4 act4 actions. You gain +10 Bonus Animal Handling to turn a beast friendly for 3 turns. Animal Handling vs Will.
Upgrades:
  1. Animal Empathy + (L3) β€” 6 turns.
  2. Animal Empathy ++ (L4) β€” 10 turns.
2H2Favored EnemyPassivePassive. Choose a Race to be a Favored Enemy. You gain +2 to all Defenses, Attacks, and Damage when battling this enemy. Aberrations/Demons. Beasts. Constructs. Dragons/Sahuagin. Dwarves/Halflings. Elves/Drow. Giants/Trolls. Goblins/Kobolds. Humans. Orcs/Ogres. Undead.
3G3Beast Bond6 act6 actions. You can see and hear from an animal's perspective. This does not interfere with your own senses. Lasts up to 1 hour or until dismissed. Animal Handling vs Will.
3H3Zephyr Strike6 act6 actions. You move 3 spaces and attack a target within weapon range for 1W+1d8 damage. Intimidate vs Reflex.
4G4Familiar12 act12 actions. You summon 1 random animal companion (based on a d6 roll) from your environment to fight alongside you until either it dies or you release it. You may also use this ability to tame an unowned non-mythical animal in the vicinity. Acquiring a new familiar will automatically release your current one. Your familiar levels up with you. All animals gain 1 ability every 5 levels. Animal Handling vs Will.
4H4Feral SensePassivePassive. When detecting hidden creatures, you may use Survival instead of Detection. Survival vs Stealth.
5G5Heal Familiar6 act6 actions. You channel life energy into your familiar, healing them 1d6 HP. You may keep casting this for as long as you concentrate, not making any other actions. Animal Handling.
Upgrades:
  1. Heal Familiar + (L6) β€” 1d10 HP
  2. Heal Familiar ++ (L7) β€” 2d8 HP
  3. Heal Familiar +++ (L8) β€” 3d6 HP
5H5Plant Control9 act9 actions. You take control of all plants within 5 spaces, commanding them like you would a familiar. Plants can grow to the maximum natural size, produce vegetation, and even attack adjacent enemies at your command. Must roll 18+ Survival.
Upgrades:
  1. Plant Control + (L6) β€” All plants within 10 spaces.
  2. Plant Control ++ (L7) β€” All plants within 20 spaces.
6G6Mount FamiliarPassivePassive. You may ride atop your familiar with no penalties. This does not count toward other beasts. Piloting/Driving.
6H6Speak With AnimalsPassivePassive. You can communicate with animals as if they spoke your native language. Animal Handling.
7G7Tag TeamPassivePassive. If you and your familiar successfully attack the same target in a turn, your target takes an extra 1d6 damage from each attack. This can only happen once per battle. Attack vs Fortitude.
7H7Quarry2 act2 actions. You choose a target as your quarry. Each of your attacks against that target deals an extra 1d6 damage. Lasts 3 turns. Intimidation vs Will.
Upgrades:
  1. Quarry + (L8) β€” Each attack deals an extra 1d10 damage. Lasts +7 turns.
13H13FamiliarsPassivePassive. You may now have 2 Familiars. Animal Handling.