Base Class: Ranger
The organization of Rangers is a worldwide group of adventures, scholars, and military strategists that is based out of Castle Redmont. There are three levels of membership. The bronze, silver, and gold leaves. The bronze are the bottom of the line apprentices that study and work to gain the higher tiers of leaves. Silver are the teachers and the ones that are usually sent out to fix problems throughout the kingdom. Gold leaves are in charge of the administrational work, and leading the Rangers. While the Rangers are tied mostly to castle Redmont, they work mainly for themselves, and the greater good.
The Bronze Leaf
Beginning at level 3, you receive access to the Rangers resources, contacts, and most importantly, their equipment.
Starting at level 3, you are issued a camouflage cloak which gives you proficiency with stealth, a set of knives, and a bronze leaf that gives you advantage on persuasion checks when convincing someone to help you with your mission.
Along with these tools, you get a horse to become your companion. This horse will only allow you and people that you give a password, to ride it. While on your horse, you can attack with your bow like normal, but attacking with your knives is at disadvantage.
Rangers Knives
This scabbard has two weapons, the Saxe knife, and a throwing knife.
While both knives are balanced for throwing, the saxe knife is along the same lines as a shortsword and the throwing knife is the same as a dagger.
Due to extensive training from their mentors, Rangers learn how to defend themselves better when they have their saxe and throwing knives in their hands.
When you have your knives drawn, you gain a +2 to your armor class (the same bonus as wearing a shield)
Keen Lookout
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Practice Makes Perfect
At 3rd level, due to hours of practicing ambushing your enemies, you have mastered the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
Smart Steed
By 7th level, you have spent so much time with your horse, that your horse knows what you will do almost as well as you do. You gain access to the spell Find Steed, while your horse remains the same in all visual aspects, the horse can do anything described in the spell.
Strikers
By level 7, you gain access to the Rangers strikers. These are dull metal rods that can be used in two ways.
Two Strikers
In this mode, when you have your strikers, one in each hand, your unarmed attacks become 1d4 + dex mod + PB
If you are not in combat with a humanoid, you can use an action to strike them on their temple to causing them to make a constitution saving throw or fall unconscious for a number of minutes equal to 1d12 + dex mod + PB minutes.
One striker:
In this mode, you can throw the striker. when thrown, it has a range of 40ft and can do one of two things.
when you throw the striker, you either choose to make an attack roll to do 1d6 + dex mod + PB bludgeoning damage, or choose to cause the target to fall unconscious. The humanoid has to make a constitution saving throw or fall unconscious for 1d6 minutes.
On top of these uses, your skills with stealth and deception allows you to hide your strikers on your body in a way that can not be found if someone tries to search you for them.
The Silver Leaf
By the 11th level, you have graduated from the bronze leaf to the silver leaf.
The Silver Leaf marks a true master at archery. On each of your turns when you would have missed an attack, your elite training allows you to roll again to see if you attack.
On top of this, as a bonus action you can give yourself advantage on all of your attacks until the start of your next turn. This skill can be used a number of times equal to your proficiency bonus every short or long rest.
Superior Reflexes
By the 15th level, you have learned to act and react with the drop of a hat.
When an enemy makes an attack against you that causes you to make a saving throw, you can use your reaction to make a ranged attack roll against the target. If the attack hits, count your save as a success.
Forever Steed
At level 15, your bond with your steed becomes even greater. The spell Find Steed upgrades to Find Greater Steed, though the form that the steed takes looks like your horse in every visual aspect, it can have the statistics of any of the steeds as described by the spell.
Gold Leaf
At level 20, you have finally reached final rank of the Kings Rangers.
At this stage of your journey, you are expected to either join the administration rank, or find an apprentice to grow the organization.
The Gold leaf carries power. When showing your Gold Leaf, you get advantage on all persuasion, deception, and intimidation checks as well as proficiency if you do not already have it.
Previous Versions
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8/29/2024 5:46:24 PM
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55
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30
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1.0
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Coming Soon
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