Daybreak Ranger
While the curse of lycanthropy plagues many, there are those in Innistrad who try to harness the changes it brings. Some do so for their own selfish greed, content to use the wolf's bloodlust to their own ends. But several hope that the wolf's strength might be used to help others, even indirectly. the Daybreak Rangers, a group of famous hunters and scouts, or infamous depending on who you ask, fall into this latter category.
Nobility of the Wilds Membership of the Daybreak Rangers is composed of those who fell prey to the werewolf curse, but aren't willing to sacrifice their humanity to the bestial spirit that lurks inside them. With almost a dozen outposts scattered across Innistrad, well-hidden from the public and the Church alike, the Daybreak Rangers act as guides and escorts to those who lose their way in the forest, or any who need to pass through on their business. Unable to live in society because of their curse, the Daybreak Rangers content themselves with helping to make sure that others don't suffer the same fate-or wind up as prey to worse horrors.
Struggle for Control When not leading strangers through the wilds or gathering resources for the guild, Daybreak Rangers hone their skills as they did before their transformation, adding intense meditation to their daily routine. Through exercise meant to strengthen their willpower and control their focus, the Daybreak Rangers work to obtain even slightly more control over their werewolf side, so that if they threaten the innocent themselves, they might stay their hand long enough to provide a chance for escape.
Daybreak Ranger
While the curse of lycanthropy plagues many, there are those in Innistrad who try to harness the changes it brings. Some do so for their own selfish greed, content to use the wolf's bloodlust to their own ends. But several hope that the wolf's strength might be used to help others, even indirectly. the Daybreak Rangers, a group of famous hunters and scouts, or infamous depending on who you ask, fall into this latter category.
Armor Class | 15 (studded leather) | ||
---|---|---|---|
Hit Points | 18d8+36 | ||
Speed | 30 ft. | ||
Strength | 12 (+1) | ||
Dexterity | 16 (+3) | ||
Constitution | 15 (+3) | ||
Intelligence | 10 (+0) | ||
Wisdom | 14 (+2) | ||
Charisma | 13 (+1) | ||
Skills | Perception d20+5 | Stealth d20+6 | Survival d20+5 |
Senses | Passive Perception 15 | ||
Languages | Common | ||
Challenge | 6 (2300 XP) | ||
Special 1 | Keen Sight | The ranger has advantage on Wisdom (Perception) checks that rely on sight | |
Special 2 | Nightfall | If the ranger deals damage to two or more creatures on its turn, | it transforms at the end of its turn. |
When the ranger transforms, | its statistics are replaced by those of the nightfall predator, | and any equipment it is carrying or wearing merges into its new form | |
Special 3 | Trained Hunter | The ranger's weapon attacks deal an additional 1d8 damage to flying creatures | |
Action 1 | Multiattack | The ranger makes three attacks with its longbow | |
Action 2 | Longbow | Ranged Weapon Attack | d20+6 to hit |
Range 150/600 ft., one target | Hit 1d8+3 piercing damage | ||
Action 3 | Dagger | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d4+1 piercing damage |
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