Medium Or Small Humanoid (Any Race), Any Alignment
Armor Class 17 (+1 Studded Leather)
Hit Points 130 (20d8 + 60)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
17 (+3)
INT
8 (-1)
WIS
18 (+4)
CHA
8 (-1)
Saving Throws STR +7, DEX +10, WIS +10
Skills Animal Handling +10, Nature +5, Survival +10
Senses Blindsight 30 ft, Passive Perception 14
Languages Common And one additional language
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Class; Ranger. The Ranger is Considered a 20th Level Ranger.

Favored Enemy. The Ranger Selects three Creature Types along with 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.

Foe Slayer (1/Turn). The Ranger adds +4 Damage to an attack it makes against a Favored Enemy.

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 Longbow is a +2 Weapon and the Ranger is Equiped with +1 Studded Leather as well as either Boots of Elvenkind or a Cloak of Elvenkind.

Actions

Extra Attack. The Ranger Makes 2 Attacks.

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Slashing damage.

Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 10 (1d8+6) Piercing damage.

Spellcasting. The Conclave Hero is a 20th Level Ranger, Wisdom is it's Spellcasting Ability (DC 18, +10 to hit on Spell Attacks), they have the Following Ranger Spells Prepared:

1st Level (4 Slots): Cure Wounds, Hunters Mark, Speak with Animals

2nd Level (3 Slots): Animal Messenger, Beast Sense, Silence

3rd Level (3 Slots): Conjure Barrage, Plant Growth, Revivify, Speak with Plants

4th Level (3 Slots): Conjure Woodland Beings, Dominate Beast, Grasping Vine, [Tooltip Not Found]

5th Level (2 Slots): Commune with Nature, Swift Quiver

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.

Vanish. The Ranger Takes the Hide Action. When Hidden this way the Ranger cannot Be Tracked by Nonmagical Means (Such as Investigation or Perception Checks) unless they choose to.

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.


While Ranger Conclave are an Obscurity amongst Most Civilizations, Conclave Heros are a Much more well known Facet of Ranger Culture as their Presents affects the World as a whole. A Conclave Heros Impact on the world is Felt for decades if Not Generations allowing them to be Known on a Scale similar to Heros of the land of not the World. And while Many Conclaves exist a Conclave Hero is More than Capable of Bending the Ear of Many Conclaves leaders around the Nation or even the Continent if their Deeds are far enough in Words reach. It is Seen as an Honor to Be Host to a Conclave Hero, Even Moreso it is seen as a Great Boon for a Conclave to Boast a Living One at that, as a Conclave Hero Inspires Many a New Recruit to Join the Conclaves of which the Hero Arose. But even in their Passing Every Ranger Conclave has its Own Hero of which Epics are spoke of their Tales and Deeds Thousands of Years into the Conclaves History. A Most Common and Famous Example of a Conclave Hero is the Famous Drow Drizzt Do'urden, a Member of the Beast Master Conclave.

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 Six times Per Day as an action.

Favored Foe (Replaces Favored Enemy). Six times per Day the Ranger can Mystically Mark a Creature for 1 Minute, a Marked Creature Takes 1d8 additional Damage From attacks made by the Ranger.

Natures Veil (Replaces Hide in Plain Sight). Six times per Day the Ranger becomes Magically Invisible as a Bonus action.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Erikson

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