Class; Ranger. The Ranger is Considered a 10th Level Ranger.
Favored Enemy. The Ranger Selects two Creature Types (Other than Humanoid), it knows one Language Associated with each Creature Type and Has Advantage on Wisdom (Survival) Checks Made to Track each Creatures of that Type, as well as Intelligence Checks Made to Recall History about them
Fighting Style. The Ranger Possesses 1 Fighting Style Available to the Ranger Class.
Hide in Plain Sight. The Ranger can spend 1 Minute Creating a Camouflage for Themself using Naturally Created Materials. Once Camouflaged this way the Ranger Gains a +10 to Dexterity (Stealth) Checks Made to Hide.
Land's Stride. The Ranger is Unaffected by Nonmagical Difficult Terrain, and Possesses advantage on Saving throws against Magically Created Plants and Magically Created Difficult Terrain.
Special Equipment. The Ranger is Equiped with Boots of Elvenkind or a Cloak of Elvenkind.
Extra Attack. The Ranger Makes 2 Attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range ft., one target. Hit: 7 (1d8+3) Piercing damage.
Primeval Awareness. The Ranger expends 1 Spell Slot, for the Next minute per level of The Spell Slot expended they can sense the presence of Abberations, Celestials, Dragons, Elementals, Fey, Fiends, or Undead Up to 1 Mile away, or 6 miles away if they are in their favored Terrain. While the ranger may know they are present they do not know the Creatures exact Locations.
Tireless (4/Day). The Ranger gives themselves 7 (1d8+3) Temporary Hitpoints.
Spellcasting. The Huntsman is a 5th Level Ranger, Wisdom is it's Spellcasting Ability (DC 15, +7 to hit on Spell Attacks), they have the Following Ranger Spells Prepared:
1st Level (4 Slots): Cure Wounds, Hunters Mark
2nd Level (3 Slots): Animal Messenger, Silence
3rd Level (2 Slots): Conjure Barrage, Plant Growth
Off Hand Attack. If the Ranger has Made a Shortsword Attack it can make an Additional Shortsword attack that deals 3 (1d6) Slashing damage.
Description
Deadly Hunters
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Ranger Guardians are most Commonly The People In charge of The Larger Areas Rangers Guard over, a Typical Ranger Guardian has the Command of Several (1d10+3) Ranger Huntsmen in their Territory Functioning in a Manner that can be Considered Equivalent to the Alpha in a Pack of Wolves, as Leader of he Group. Coordinating the Huntsmen in its Area when Strikes against Interlopers are Necessary.
Ranger Variants
The Ranger may possess one or More of the Following Variant traits
Favored Foe (Replaces Favored Enemy). Four times per Day the Ranger can Mystically Mark a Creature for 1 Minute, a Marked Creature Takes 1d6 additional Damage From attacks made by the Ranger.
Natures Veil (Replaces Hide in Plain Sight). Four times per Day the Ranger becomes Magically Invisible as a Bonus action.
Primal Awareness (Replaces Primeval Awareness). The Ranger adds Beast Sense, Speak with Animals, and Speak with Plants to the Spells it can Cast.
Previous Versions
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