Ranger

Health
Hit Dice - d10

Proficiencies
Armor: Light and Medium

Weapons: Light and Medium

Tools: Two of your Choice

Vehicles: Basic Land Vehicles and Motorcycles

Saving Throws: Dexterity and Constitution

Starting Equipment
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Deft Explorer
You are an expert explorer and survivalist. Choose one of the following benefits and one at level 6 and 10.

Canny

 * Choose one skill: Athletics, Engineering, History, Insight, Investigation, Medicine, Perception, Science, Stealth or Survival. You gain Proficiency in the chosen skill if you do not already have it, you also gain expertise in that same skill.

Roving

 * Your speed increases by 5ft, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless

 * As an action, you can give yourself temporary hit points equal to 1d10 + wisdom modifier.
 * You can do this a number of times equal to your wisdom mod, with a minimum of 1. Uses reset on a long rest.
 * In addition, when you finish a short rest you lose a level of exhaustion. (If you had any)

Favored Foe
As a bonus action, you can mark an enemy for one hour. This duration increases to 8 hours at 9th level, and 24 hours at 13th.

While the enemy is marked, you deal an extra 1d6 damage to the target whenever you hit them with a weapon attack, and you have Advantage on any Perception or Survival check you make to track them.

If the target drops to 0 hp before the effect ends, you may switch the effect to another target as a bonus action on a subsequent turn.

You can use this ability a number of times equal to two times your Wisdom Modifier per Long Rest.

Fighting Style
You may choose a Fighting Style from the Soldier's list.

Salvaged Medkits
You gain the ability to salvage medical goods into a usable medkit. To do so, you must spend one hour gathering and sorting scrap materials to craft a number of medkits equal to 1 + your Wisdom Modifier.

The maximum amount of medkits you can have completed is also equal to 1 + your Wisdom Modifier. Only Rangers and Medics can use these medkits, and while it takes the Ranger that created the medkits one action to apply them, it takes any other viable user one minute.

Each medkit heals for 1d6 for every two levels the Ranger that created it has.

Concealment
As an action, you can conceal yourself and allies around you. While active, this effect grants you and all allies you choose within 30ft of you a +10 to Stealth checks, and you do not leave a trail when travelling or sneaking. This effect lasts for one hour.

You may do this once per Long Rest. You gain an additional use at 8th, 13th and 18th Levels.

Combat Edge
You may learn three Style Moves from your class's list. You gain an additional Style Move at 9th Level, 13th Level and 17th Level.

You have two Style Points, and the dice size are d6s. You gain an additional Style Point at 9th and 17th Level. Your Style Dice increase to d8s at 10th Level and d10s at 18th Level.

You regain all expended Style Dice at the end of a Short or Long Rest.

Subclasses
At 3rd Level, you may pick a Subclass from this list below.
 * Spec Ops
 * Slayer

Ability Score Improvement
You may increase one Ability Score by 2, or two Ability Scores by 1.

Alternatively, you may take an additional Feat.

You can do this again at 8th, 12th, 16th and 19th Level.

Swift Footwork
You can use the Dash Action as a Bonus Action on your turn.

Dirty Work
You have Advantage on Saving Throws against Poison and Radiation, and you have Resistance to Poison and Necrotic Damage.

Your Medkits can also cure one Poison Effect or remove one level of Radiation in addition to restoring HP when you use them.

Masterful Movement
You are no longer slowed by difficult terrain.

You have Advantage on Saving Throws against effects that would Restrain you.

Quick Dive
You gain the ability to quickly dive into position. When you use the attack action, you can dive-roll up to 10ft before each attack to an unoccupied space you can see without provoking opportunity attacks. If you attack at least two different enemies with this action, you can make one additional attack against a third enemy.

Vanish
You can take the Hide action as a Bonus Action

Unrelenting
When you set Initiative, if you have no Style Dice remaining, you automatically regain one Style Die.

6th Sense
You gain Blindsight to 30ft.

Foe Reaper
When you make an attack roll on your turn, you can decide to add your Wisdom Modifier to either the damage or the to-hit chance. You can choose this before or after you roll, but only before you learn the outcome of the roll.

Return Fire
If an attack misses you, you can use your reaction to make an attack against them. Add your style die to the damage.

Disarming Shot
Make an attack roll and add style die of damage. Your target must make a Dexterity saving throw. On a fail, its weapon is thrown your style die's number of tiles away.

Precision Shot
Gain advantage on an attack roll.

Detective Vision
When you make an Investigation or Perception check, you may expend and add your style die to the roll.

Jump
As a Bonus Action, you can expend a Style Die to triple your jump distance for 1 minute.

Wallbang
You may expend a Style Die to remove the cover bonus from an enemy, even if they are behind Full Cover. This ability can fail if the shot would be stopped by the cover, such as it being made of Metaenium.

Piercing Shot
You can expend a Style Die to remove a target's Resistance to your next attack's Damage type.

Pushing Shot
Make an attack roll and add style die of damage. Your target must make a Strength saving throw. On a fail they are pushed 10ft away from you.

Wall Running
As a Bonus Action, you can gain 30ft of horizontal movement along a vertical surface for one round.

Smooth Operator
When you make a Stealth, Deception or Insight Check, you may expend a Style Die and add it to the roll.