- 1 Class Features
- 1.1 Ranger Feats
- 1.2 Ancestry Feats 5th
- 1.3 Ranger Feats
- 1.4 1st Level
- 1.5 2nd Level
- 1.6 4th Level
- 1.7 6th Level
- 1.8 8th Level
- 1.9 10th Level
- 1.10 12th Level
- 1.11 14th Level
- 1.12 16th Level
- 1.13 18th Level
- 1.14 20th Level
For some rangers, civilization is so corrupt it wears down the soul, yet so beneficial it needs protecting from wild things that stalk the hinterlands.
For others, nature needs to be protected from the greedy hands of civilized people wishing to tame its beauty and plunder its treasures.
You could champion either goal, or straddle the line of both. You might be a scout, tracker, or hunter of fugitives or beasts, haunting the edge of civilization or exploring the wilds. Living off the land, you are skilled at spotting and taking down both opportune prey and hated enemies.
Key Ability Dexterity
Hit Points 10 plus your Constitution modifier
- Expert Perception
- Expert Fortitude, Reflex, Will
- Trained a number of skills equal to 6 plus your Intelligence modifier.
- Trained all simple and martial weapons
- Trained light armor and medium armor
Playing a Ranger
Players of ranger characters might approach gameplay in the following ways:
- During combat, you target and brutalize your chosen foe with either a bow or melee weapons, while supporting your allies with your skills.
- During social encounters, you keep an eye out for trouble, constantly alert for danger even when it’s not overt.
- In exploration mode, you guide your allies through the wilderness.
- In downtime mode, you might craft weapons and snares to improve your chances.
Roleplaying a Ranger
Rangers are often seen as loners, standing apart from society.
If You’re a Ranger, You Likely…
- Enjoy the thrill of the hunt.
- Respect the raw power of nature and understand how to make the best of its bounty.
- Scout out ahead of the party, reconnoitering dangers before combat begins.
- Expect you to be quiet and maybe taciturn.
- Think there is something dangerous and wild about you.
- Call upon you to protect them from the wilds or the encroachment of civilization.
You gain these abilities as a ranger. Abilities gained at higher levels list the requisite levels next to the features’ names.
You gain the Hunt Target action, granting you an advantage against a foe.
Requirements You can see or hear the target.
You designate a single creature within 100 feet as your target and focus your attacks against that creature. While hunting that creature, you gain benefits for focusing your attacks. As long as all your attacks in a round are against target you’re hunting, the multiple attack penalty you take on the second attack is –4 (–3 with an agile weapon) instead of –5, and –8 (–6 with an agile weapon) instead of –10 on the third and any further attacks in the round. You also ignore the penalty for making ranged attacks against the target you’re hunting within your second range increment. You also gain a +2 circumstance bonus to Perception checks when you Seek your target and a +2 circumstance bonus to Survival checks when you Track your target.
You can have only one creature designated as the target of your hunt at a time. If you use Hunt Target against a creature when you already have a creature designated, the prior creature loses the designation and the new target gains the designation. In any case, this designation lasts until your next daily preparation.
At 1st level and every even-numbered level, you gain a ranger class feat.
Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats are found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
|1||Ancestry feat, background, hunt target, initial proficiencies, ranger feat|
|2||Ranger feat, skill feat|
|3||General feat, skill increase, weapon expertise|
|4||Ranger feat, skill feat|
|5||Ability boosts, ancestry feat, skill increase, trackless step|
|6||Ranger feat, skill feat|
|7||Evasion, general feat, skill increase 8 Ranger feat, skill feat|
|9||Ancestry feat, nature’s edge, skill increase|
|10||Ability boosts, ranger feat, skill feat|
|11||General feat, skill increase, wild stride|
|12||Ranger feat, skill feat|
|12||Ancestry feat, skill increase, weapon mastery|
|14||Ranger feat, skill feat|
|15||Ability boosts, general feat, improved evasion, skill increase|
|16||Ranger feat, skill feat|
|17||Ancestry feat, masterful hunter, skill increase|
|18||Ranger feat, skill feat|
|19||General feat, skill increase, swift target|
|20||Ability boosts, ranger feat, skill feat|
Skill Increases 3rd
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.
If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.
Weapon Expertise 3rd
Choose a single weapon group. Your proficiency rank increases to expert for the simple and martial weapons of that group. You gain access to the critical specialization effects of all simple and martial weapons in that group.
Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Trackless Step 5th
When you move through natural terrains, you are difficult to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
Your senses and reflexes are honed to a razor’s edge, allowing you to leap out harm’s way. You gain master proficiency in Reflex saves and Perception. When you succeed at a Reflex save, treat the outcome as a critical success instead.
Nature’s Edge 9th
You treat enemies in areas of natural difficult terrain, or in difficult terrain resulting from a snare, as flat-footed.
Wild Stride 11th
You can ignore the effects of nonmagical difficult terrain and reduce the effects of nonmagical greater difficult terrain, treating it as if it were difficult terrain instead.
Difficult terrain or greater difficult terrain effects of hazardous terrain affect you normally.
Weapon Mastery 13th
Your proficiency rank for simple and martial weapons in your chosen weapon group increases to master, and your proficiency rank for all other simple and martial weapons increases to expert. You gain access to the critical specialization effects of all simple and martial weapons.
Improved Evasion 15th
You become legendary at Reflex saves and Perception.
When you critically fail a Reflex save, treat the outcome as a failure instead. When you fail a Reflex save against an effect that deals damage, you take only half damage.
Masterful Hunter 17th
You can blend your weapon mastery with skillful targeting to make a series of accurate attacks. If you are a master with your weapon, as long as all your weapon attacks in a round are against the target you’re hunting, the multiple attack penalty you take on the second attack is –3 (–2 with an agile weapon) instead of –5, and –6 (–4 with an agile weapon) instead of –10 on the third and any further attacks.
If you are a master with your weapon, you can ignore the penalty against the target of your hunt for attacking within its second and third range increments.
If You’re a master in Perception, you gain a +4 circumstance bonus to Perception checks when you Seek your target, and if you’re a master in Survival, you gain a +4 circumstance bonus to Survival checks when you Track your target.
Swift Target 19th
You can use Hunt Target as a free action triggered before you make your first Strike each round.
At every level that you gain a ranger feat, you can select one of the following. You must satisfy any prerequisites before taking the feat.
If you need to look up a ranger feat by name instead of by level, use this table.
- Animal Companion 1
- Camouflage 10
- Companion’s Bond 4
- Crossbow Ace 1
- Distracting Shot 12
- Double Slice 1
- Double Target 12
- Favored Aim 2
- Full-Grown Companion 6
- Greater Distracting Shot 16
- Hazard Finder 8
- Hunting Companion 8
- Impossible Volley 18
- Improvised Snare 18
- Incredible Companion 12
- Master Monster Hunter 10
- Monster Hunter 1
- Monster Warden 2
- Powerful Snares 16
- Quick Draw 2
- Quick Snares 8
- Running Reload 4
- Scout’s Warning 4
- Sense the Unseen 14
- Shadow Hunter 20
- Shared Target 14
- Side by Side 10
- Skirmish Strike 6
- Snare Savant 4
- Specialized Companion 16
- Stalker’s Shot 2
- Stealthy Companion 14
- Swift Tracker 6
- Triple Threat 20
- Twin Parry 4
- Twin Riposte 10
- Warden’s Boon 8
- Warden’s Guidance 14
- Wild Empathy 6
Animal Companion Feat 1
You gain the service of a young animal companion that travels with you and obeys simple commands to the best of its abilities. See Animal Companions.
Crossbow Ace Feat 1
When you use Hunt Target or when you use Interact to reload your crossbow, if your next Strike with that crossbow before the end of your next turn is against your hunted target, add half your Wisdom modifier to your damage roll; if you are firing a simple crossbow on a qualifying attack, also increase the damage dice on that attack by one size.
Double Slice Feat 1
Requirements You are wielding two melee weapons, each in a different hand.
Make one Strike with each of the required weapons, both at your current multiple attack penalty. The second Strike takes a –2 circumstance penalty if the weapon doesn’t have the agile trait. If both attacks hit, combine the damage and add any applicable enhancements from both weapons. For purposes of resistances and weaknesses, this is considered to be a single Strike. This counts as two attacks when calculating your multiple attack penalty.
Monster Hunter Feat 1
When you critically succeed to identify a target you’re hunting with Recall Knowledge, you (and your allies, if you tell them) gain a +1 circumstance bonus to your next attack roll against it, but not other creatures of that species. The creature is bolstered.
Favored Aim Feat 2
Attempt a ranged weapon Strike against your hunted target. Ignore concealed and screened, and reduce the target’s bonus to AC from cover by 2. If the target isn’t benefiting from any of those, you gain a +2 circumstance bonus to the attack roll.
Monster Warden Feat 2
Prerequisite(s): Monster Hunter
When you use Monster Hunter, you and your allies also gain a +1 circumstance bonus to your next saving throw against that particular creature.
Quick Draw Feat 2
You Interact to draw a weapon, then Strike with the weapon you just drew.
Stalker’s Shot Feat 2
Trigger The target you’re hunting fails or critically fails to Seek you.
Requirements You are unseen to the target you’re hunting.
Make a ranged weapon Strike against that target with a –2 circumstance penalty. You then become seen to all who witnessed the Strike (or sensed, if you are invisible or the like).
Companion’s Bond Feat 4
Prerequisite(s): Animal Companion
When you designate a Hunt Target, your animal companion gains the action’s base benefits, but not the benefits of any abilities you have that improve Hunt Target.
Running Reload Feat 4
You Stride, Step, or Sneak, then Interact to reload.
Scout’s Warning Feat 4
Trigger You are about to roll Perception for initiative.
You audibly or visually warn your allies of danger, granting them a +1 circumstance bonus to their initiative rolls.
Snare Savant Feat 4
Prerequisite(s): expert in Crafting, Snare Crafting feat
You gain the formulas for three common or uncommon snares. Each time your proficiency rank in Crafting improves, you gain three more common or uncommon snare formulas.
Twin Parry Feat 4
Requirements You are wielding two melee weapons, one in each hand.
You use your two weapons to parry attacks. If neither weapon is agile or if either weapon has the parry trait, you gain a +2 circumstance bonus to AC until the start of your next turn.
Otherwise, you gain a +1 circumstance bonus to AC until the start of your next turn instead. You lose the circumstance bonus if you no longer meet the requirement.
Full-Grown Companion Feat 6
Prerequisite(s): Animal Companion
Your animal companion grows up, becoming a full-grown animal companion, and gaining additional capabilities.
Skirmish Strike Feat 6
Either Step and then Strike, or Strike and then Step.
You take a –1 penalty to the Strike’s attack roll.
Swift Tracker Feat 6
Prerequisite(s): expert in Survival, Experienced Tracker
You don’t take the penalty to Track at your full Speed. If you’re a master in Survival, you don’t need to roll a new Survival check every hour. If you’re legendary in Survival, you can take another exploration strategy while Tracking.
Wild Empathy Feat 6
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple requests of them.
Hazard Finder Feat 8
You have an intuitive hazard sense. You gain a +1 circumstance bonus to Perception checks to find traps and hazards, to AC against their attacks, and to saves against their effects. Thievery becomes a signature skill for you.
Hunting Companion Feat 8
Prerequisite(s): Full-Grown Companion
Your animal companion gains accelerated 10 when taking move actions to approach a target that you’re hunting.
Quick Snares Feat 8
Prerequisite(s): expert Crafting, Snare Savant
You craft snares that normally take 1 minute with 3 Interact actions.
Warden’s Boon Feat 8
You grant your base Hunt Target benefits to an ally until the end of the ally’s next turn. The ally doesn’t gain the benefits of any abilities you have that improved Hunt Target.
Camouflage Feat 10
Prerequisite(s): master in Stealth
In natural terrain, you can Sneak even if you’re observed.
Master Monster Hunter Feat 10
Prerequisite(s): master in Nature, Monster Hunter
You can use Nature to Recall Knowledge to identify any creature.
You gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a success as well as a critical success.
Side By Side Feat 10
Prerequisite(s): Animal Companion
Whenever you and your animal companion are both adjacent to the same foe, you both count as if you were flanking that foe, regardless of your actual position.
Twin Riposte Feat 10
Requirements You are benefiting from the Twin Parry action.
Trigger An opponent within your reach critically fails at a Strike against you.
Your clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or use a Disarm action against the triggering opponent.
Distracting Shot Feat 12
If you critically hit the target you’re hunting with a ranged weapon or hit it at least twice on the same turn with a ranged weapon, it’s flat-footed until the start of your next turn.
Double Target Feat 12
When using Hunt Target, you can pick two targets.
Incredible Companion Feat 12
Prerequisite(s): Full-Grown Companion
Your animal companion becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.
Sense the Unseen Feat 14
Trigger You use the Seek action.
You automatically sense any unseen creatures in the area.
Prerequisite(s): Double Target, Warden’s Boon
When you use Hunt Target, you can select only one target and grant your base Hunt Target benefits to an ally, without the benefits of any abilities that improve Hunt Target.
Stealthy Companion Feat 14
Your animal companion gains the benefit of Camouflage. If your companion is a specialized ambusher, it becomes a master in Stealth (or legendary if it was already a master).
Warden’s Guidance Feat 14
As long as you can see the target of your hunt, all allies automatically succeed when Seeking it.
Greater Distracting Shot Feat 16
If you hit a target you’re hunting with a ranged weapon, it’s flat-footed until the start of your next turn. If instead you critically hit your target or hit it twice on the same turn with a ranged weapon, it’s flat-footed until the end of your next turn.
Powerful Snares Feat 16
Prerequisite(s): master in Crafting, Snare Crafting, Snare Savant
When you set a snare, any saving throw DC becomes your class DC if that’s better than its normal DC.
Specialized Companion Feat 16
Prerequisite(s): Animal Companion, Full-Grown Companion, Incredible Companion
Your animal companion is now cunning enough to become specialized. Select one specialization from those found in the Animal Companion section and apply it to your companion.
Impossible Volley Feat 18
Requirements You are wielding a ranged weapon with the volley trait and reload 0.
You fire a volley at all foes in an area. Make a Strike with a –5 penalty against all enemies within a 10-foot-radius burst centered at or beyond your weapon’s volley range.
Improvised Snare Feat 18
Prerequisite(s): Snare Crafting, Snare Savant
You can craft a snare without needing to have any required materials, but when you do, the DC of any saves decreases by 2 and you can’t use Powerful Snares to increase the DC.
Shadow Hunter Feat 20
Prerequisite(s) Camouflage Creatures other than the target you’re hunting always treat you as concealed in natural terrain.
Triple Threat Feat 20
Prerequisite(s): Double Target, Shared Target, Warden’s Boon
When you use Hunt Target, you can designate three targets, designate two targets and grant the effect to one ally, or designate one target and grant the effect to two allies. Whichever you choose, you gain the full benefits. If you have additional abilities that improve Hunt Target, your allies don’t gain those benefits.