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)
- 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.
- 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
- At Will: Cure Wounds, Longstrider, Speak with Animals
- 3 per day: Barkskin, Pass without Trace
- 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.