Medium Or Small Humanoid (Any Race, Ranger), Any Alignment
Armor Class 13 (16 with Barkskin)
Hit Points 85 (13d8 + 26)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
8 (-1)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +4, DEX +6, WIS +6
Skills Animal Handling +7, Nature +3, Survival +7
Senses Passive Perception 13
Languages Common, Druidic
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Class; Ranger. The Ranger is Considered a 13th 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

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.

Natural Explorer. The Ranger Selects 3 Type of Terrain (Other than Urban) and Gains the Following Benefits while in said Terrain:

  • Difficult Terrain doesn't Slow its Groups Travel.
  • It's Group cannot become lost (save for Magical Means) while Navigating in that terrain.
  • The Ranger is Always alert to Danger in said Terrain.
  • The Ranger can Move stealthily at a Normal Pace when Traveling alone.
  • They can find twice as much Food as Normal while foraging.
  • Whole Tracking other Creatures they know their exact numbers, size, and How long ago they were in the area.

Special Equipment. The Ranger is Equiped with Boots of Elvenkind or a Cloak of Elvenkind.

Actions

Extra Attack. The Ranger Makes 2 Weapon Attacks.

Primal Savagery. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d10) Acid damage.

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.

Spellcasting. The Huntsman is a 13th Level Ranger, Wisdom is it's Spellcasting Ability (DC 15, +7 to hit on Spell Attacks), they have the Following Ranger Spells Prepared:

Cantrips (At Will): Druidcraft

1st Level (4 Slots): Goodberry, Speak with Animals

2nd Level (3 Slots): Animal Messenger, Barkskin

3rd Level (3 Slots): Conjure Animals, Wind Wall

4th Level (1 Slot): Conjure Woodland Beings, Locate Creature

Bonus Actions

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 Druidic Guardians Unlike Typically Ranger Guardians work Much more Closely w/ Surrounding Druid Circles From the Beginning of their Training Learning to Specialize in with Spells that Druids can cast once they Develop their Spellcasting, Like a Typical Ranger Guardian a Druidic Guardian has the Command of Several (3d4) Ranger Huntsmen in their Territory but can Typically Call Upon the Aid of several (1d8+1) Druids as well From Nearby Druidic Circles when Danger Strikes Even Being Taught Druidic, the Secret Language of Druids.

 

Ranger Variants


 The Ranger may possess one or More of the Following Variant traits

Deft Explorer (Replaced Natural Explorer). The Ranger Gains 2 Additional Languages and Expertise in one Skill of its Choice, Additionally they Increase their Walking Speed by 5 ft and have a Swimming and Climbing Speed Equal to their Walking Speed as well as Gaining the ability to Gain 1d8+2 Temporary Hitpoints four times Per Day as an action.

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

Name Date Modified Views Adds Version Actions
5/25/2025 3:28:20 PM
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6/30/2025 7:25:27 PM
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6/30/2025 8:03:20 PM
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Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Erikson

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