
the body and a deep understanding of the wilderness, rangers become sly tacticians, pursuing their quarry with cunning and patience. Many rangers track and fight alongside an animal companion with whom they’ve forged a powerful spiritual bond. By honing their skills in the wild, rangers become expert trackers, as likely to ensnare their foes in a trap as they are to assail them head-on.
| Topic | Information |
|---|---|
| Domains | Bone & Sage |
| Starting Evasion | 12 |
| Starting Hit Points | 6 |
| Class Items | A trophy from your first kill or a seemingly broken compass |
| Hope Feature | Hold Them Off: Spend 3 Hope when you succeed on an attack with a weapon to use that same roll against two additional adversaries within range of the attack. |
| Class Feature | Spend a Hope and make an attack against a target. On a success, deal your attack’s normal damage and temporarily make the attack’s target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus: • You know precisely what direction they are in. • When you deal damage to them, they must mark a Stress. • When you fail an attack against them, you can end your Ranger’s Focus feature to reroll your Duality Dice. |