1. Creatures

Vukah Ranger

Medium Humanoid (Beastfolk), Neutral
Armor Class: 15 (Natural Armor)
Hit Points: 64 (6d10+12)
Speed: 30 ft.
STRENGTHDEXTERITYCONSTITUTIONINTELLIGENCEWISDOMCHARISMA
101614111310

(0)

(+3)

(+2)

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(+1)

(0)


Saving Throws: Dex +5, Con +4
Skills: Acrobatics +5, Intimidation +2, Perception +6, Stealth +7, Survival +4
Damage Vulnerabilities:
Damage Resistances: Poison
Damage Immunities: 
Condition Immunities: 
Senses: Darkvision 60 ft., Passive Perception 16
Languages: Akaviri, Jinzi, Vukah, Druidic, Tunarin
Challenge: 2 (450 XP)
Proficiency Bonus: +2

Deft Explorer. Rangers are skilled in the field of exploration and survival in the natural world. This grants you the following benefits:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling (i.e. foraging, navigating, tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Archery. Rangers gain a +2 bonus to attack rolls made with ranged weapons.

Expertise. Rangers choose two skills they are proficient in and gain expertise in those skills.

Hunter's Sense. Rangers gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Spellcasting. A Vukah Ranger is a 2nd level spellcaster. Ther spellcasting ability is Wisdom (Spell save DC 11, +3 to spell attacks). They know the following spells:

  • 1st-level (3 slots):  Cure Wounds, Hunter's Mark, Snare, Zephyr Strike

Actions:

Vukah Spear. Melee/Ranged Weapon Attack: +5 to hit, reach: 10 ft., range: 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bonus Actions:

Slayer's Prey. You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Favored Foe. You can call on your bond with nature to mark a creature as your favored enemy for a time. You know the Hunter's Mark spell and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot a number of times equal to your proficiency bonus. When you cast Hunter's Mark in this way, without expending a spell slot, the duration of the spell is reduced to 1 minute. You regain all expended uses when you finish a long rest.

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