Kings Ranger

  • Medium humanoid (any race), any alignment
  • Armor Class 15 (studded leather armor, shield)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.
 
STR 16 (+3) DEX 18 (+4) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)
 
  • Skills Animal Handling +7, Athletics +6, Perception +7, Stealth +6, Survival +7
  • Senses passive Perception 17
  • Languages any one language (usually Common and one other language)
Actions
  • Multiattack. The ranger makes two melee attacks or two ranged attacks.
  • Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
  • Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Abilities
  • Natural Explorer. The ranger ignores difficult terrain and has advantage on initiative rolls when moving through natural environments.
  • Hunter Mark- Deal and additional 2d6 against a target of their choice once per turn
Spellcasting  The ranger is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The ranger has the following ranger spells prepared:
  • At Will: Cure Wounds, Longstrider, Speak with Animals
  • 3 per day: Barkskin, Pass without Trace
Vanguard  The Vanguard is a frontline fighter who excels in melee combat. They receive additional training in swordplay and can use their weapon to block incoming attacks.
  • Increase HP by 30, and AC by 2 for heavier armor
  • Block and Strike: Once per turn, when the Vanguard hits a creature with a melee weapon attack, they can choose forgo damage and instead attempt to knock the target prone. The target must make a Strength saving throw (DC 16 STR Sav) or be knocked prone.
  • Defensive Stance: As a bonus action, the Vanguard can enter a defensive stance, granting them resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the start of their next turn.
Marksman  The Marksman is a ranged combat specialist who is deadly with a bow or crossbow. They receive additional training in archery and can fire with increased accuracy and speed.
  • Precision Shots: The Marksman can add an additional 5 damage on successful ranged weapon attack.
  • Rapid Fire: As a bonus action, the Marksman can make an additional ranged weapon attack.
Infiltrator  The Infiltrator is a master of stealth and deception who can move through crowds and sneak past guards unnoticed. They receive additional training in infiltration and disguise. Shadow Strike: Once per turn, the Infiltrator can make a melee attack with advantage against a creature that is surprised, unaware of their presence, or restrained. Master of Disguise: The Infiltrator can create convincing disguises that can fool even the most vigilant guards. They have advantage on Charisma (Deception) checks when attempting to pass themselves off as someone else.