Steel Realms d20 Ranger Class

Steel Realms

These materials represent the Incarna i20™ approach based on d20 use.

ONLY Applicable to the i20 Variant

This class uses the standard starting currency shown in the Steel Realms information for Characters. It follows the Incarna d20 Base Class of the same name except as follows:

Those who range are part of the network of World Watchers and Laws of the Land. They serve to stand vigil in the far places against the evil and darkness that threatens all, but have been known to side against the citizens to the realms for their own reasons. All rangers will venerate the powers of nature either officially and formally through the Green Church and its priests or more through the natural the powers of the Wyld Faith and the Druids and Order of Davros. In the case of the later, the Demiurge dual aspects of the Gaia (female; land) and Darupet (male; beast) or the great archetypes. They also have a special insight into the perceived violent nature of the Elemental Dualities of Helca, and many maintain their shrines in out of the way places. Characters are either servants to the High King (“true Rangers”), part of the bonded orders (“watchers of the realms”) or one of the Great Protectors of the beasts (animal archetypes) is service to the druids. Steel Realms Rangers follow the standard d20 Ranger changes for Incarna. Moonlit Weapons are created and used by Rangers. Their nature makes them far less impressive than normal ones, and so they are typically used by their more specialized followers.

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Class Changes for the Steel Realms

  1. Does not follow [contentblock id=playlink1].
  2. Characters learn common Druidic marks and signs.
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  4. The Conclave must be chosen at the time of character creation – the order teaches it precepts and oath from the start.

High Kings Ranger

  1. Uses the Tasha’s Cauldron version.

Watchers of the Realms

  1. Unearthed Arcana rules variant
  2. Only the Hunter conclave is available.
  3. The Ranger has no spell casting ability, except the Druidcraft cantrip, which they gain at 2nd level.
  4. The Ranger gets the fighter power of Second Wind at twice the level of a fighter (at 2nd)
  5. The Ranger gains the fighter power of Action Surge at twice the level of a fighter (at 4th)
  6. Pick a circle – like druid – at 3rd; they get advantage on any circle spells targeting them on their terrain. They choose another at 6th. They always get Advantage on Initiative always on their terrain.

Great Protector

These Beast masters are militant, wild and ferocious in the defense of their sacred animal and its places, answering only to the Druids (and sometimes not even to them). They bond themselves to a specific archetype of the Wyld Faith and always respect Darupet – their connection to him is what givens them their bond to the beast powers they possess. This is typically done as a pledge to protect the animal they represent, and its ideals over all else. These rangers seek to promote awareness of the place of their sacred animal, protect it and the lands it lives in – the ranger is a champion and spokesman for the animal. As part of their bond, they are required to obey the Order of Davros in any request as it pertains to their mission around their sacred animal.

  1. Only the Beast Master conclave is available.
  2. The character will detect as an animal, and not their race.
  3. Grollen characters have the option of the Grollen Beast Master Ranger.
  4. The Ranger has no spell casting ability, except the Druidcraft cantrip, which they gain at 2nd level.
  5. The Ranger gets the fighter power of Second Wind at twice the level of a fighter (at 2nd)
  6. The Ranger gains the fighter power of Action Surge at twice the level of a fighter (at 4th)

Animal Calling: Rangers bare themselves to elements for 24 hours, taking 1 measure of Exhaustion until they have a Long Rest. During this ritual, they are fasting, singing, engaging in primal growling, shouting and dancing like a wild beast. To call forth the spirit if it dies takes only 8 hours. There is no cost to any of this.

Realm's Aptitude Powers: Divine, Occult, and Psychic