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Scarred Lands Rangers of Ghelspad

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0% found this document useful (0 votes)
286 views7 pages

Scarred Lands Rangers of Ghelspad

Uploaded by

Jessy Debarbieux
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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By Travis Legge

By Travis Legge
Edited by Ken Carcas

2 Rangers of Ghelspad
Rangers of
Ghelspad The following archetypes are suitable to represent rangers
Ranger in Ghelspad:

Archetypes Brotherhood of the


Crimson Temple
T he Scarred Lands Player’s Guide discusses a
number of ranger organizations while emphasizing
the prevalence of rangers as solitary hunters. This booklet
The Brotherhood of the Crimson Temple is an ancient
group of rangers dedicated to the worship of Mormo
focuses on three prominent organizations of rangers, any of and the protection of her druids. These rangers focus on
which can be used for player characters or NPCs. Though destructive magic and brutal combat techniques.
each Ranger Archetype listed in this book is named after
one of the ranger organizations in Ghelspad, rangers who Crimson Temple Spells
follow these archetypes need not actually be members of Beginning at 3rd level, you learn additional spells
the organization in question in order to gain access to the when you reach certain levels in this class, detailed on the
abilities of the archetype. Ultimately, each ranger is unique, Brotherhood of the Crimson Temple Spells table. These
regardless of membership in an organization, collective, spells are considered ranger spells for you, but do not count
brotherhood, or conclave. against the number of ranger spells you know.

by Travis Legge 3
saving throw on the end of each of its turns to attempt
Brotherhood of the to end the effect. If the target takes any damage, its next
Crimson Temple Spells saving throw to end the effect early is made with advantage.

RANGER LEVEL SPELL Evasion


3rd burning hands At 15th level, when you are subjected to an effect, such
5th shatter as a red dragon’s fiery breath or a lightning bolt spell that
allows you to make a Dexterity saving throw to take only
9th stinking cloud
half damage, you instead take no damage if you succeed
13th blight on the saving throw, or half as much damage if you fail.
17th cloudkill

Bonus Proficiencies
At 3rd level, when you select this ranger
archetype, you become proficient with poisoner’s
kits. If you are already proficient with poisoner’s
kits, you may double your proficiency bonus when
making checks to use a poisoner’s kit.

Mormo’s Kiss
At 3rd level, your service to Mormo is
rewarded, granting you advantage on saving
throws against poison and resistance to poison
damage. If you already have advantage on
saving throws against poison due to another
feature, you may additionally add double
your proficiency bonus to any save
made against poison. If you are already
resistant to poison damage due to
another feature, you become immune
to poison damage.

Serpentine Defense
Starting at 7th level, when an attacker
that you can see hits you with an attack,
you can use your reaction to halve the
attack’s damage against you. If you use
this ability against a melee attacker who is
within 5 feet of you and you are wielding a
melee weapon with the light property, you
may make a melee weapon attack against
the attacker as part of your reaction.

Paralytic Strike
At 11th level, you may use your
action to make a melee or ranged
weapon attack against one creature
within range. If the attack is successful,
the target must make a Constitution
saving throw against your ranger spell
save DC. If the target fails this saving
throw, they become paralyzed for one
minute. The target may repeat this

4 Rangers of Ghelspad
Kelder Brotherhood Kelder Brotherhood Spells
The Kelder Brotherhood is a group of rangers operating
RANGER LEVEL SPELL
in and protecting the Kelder Mountains. Rangers of this
archetype have a particular affinity with rocks, caves, 3rd feather fall
and mountainous regions. Their magic tends to focus on 5th spider climb
enhancing their brutal melee combat techniques and aiding 9th meld into stone
in moving throughout the mountains with ease. 13th stone shape
Kelder Spells 17th wall of stone
Beginning at 3rd level, you learn additional spells when Altitude Acclimation
you reach certain levels in this class, detailed on the Kelder
At 3rd level, when you select this ranger archetype, you
Brotherhood Spells table. These spells are considered
no longer suffer penalties due to traveling in high altitude
ranger spells for you, but do not count against the number
environments. You also have advantage on Constitution
of ranger spells you know.
saving throws made to resist the effects of extreme cold,
due to the frigid nature of the highest peaks.

Elevated Lethality
At 3rd level, you gain the ability to use higher ground
to great advantage in combat. When you are at least 5 feet
above a creature and you hit that creature with a ranged
weapon attack, the creature takes an extra 1d8
damage. You can deal this extra damage once
per turn.

Stability of the Mountain


Starting at 7th level, your experience moving throughout
mountains and caverns grants you advantage on any
Strength (Athletics) checks made to climb. You also
gain advantage on any saving throw made to resist being
knocked prone and any saving throw made to avoid falling.

Death-Dealing Dive
At 11th level, you may drop down from a higher elevation,
attacking a creature below. You may use your action to drop
from a height of 30 feet or less, making a melee attack at
one creature within range of the area in which you fall.
If the attack is successful, the target suffers an additional
1d6 damage of your weapon’s type for every 5 feet you
fell prior to hitting the target. If you land on the target, or
on the ground at the same elevation as the target, you take
no damage from the fall. If you fall past the target (as in a
case where the target is airborne or clinging to the side of a
cliff) you must succeed on a DC 15 Dexterity saving throw
to catch yourself on the nearest surface and avoid falling.

Cragsman’s Cunning
At 15th level, you have grown so adept at fighting while
climbing that you gain a defensive edge while you are off
the ground. While you are engaged in vertical movement
through climbing, spider climb, a fly spell, or other means,
you may add +4 to your AC. You may also claim this bonus
if your elevation is at least 5 feet higher than your attacker.

by Travis Legge 5
Ukrundan Wanderer Whirlwind attack
The Ukrundan Wanderer ranger arose from members of At 11th level, you can use your action to make a melee
the desert-dwelling Ukrundan tribe. These rangers focus attack against any number of creatures within 5 feet of you,
on desert survival, including magic and combat styles best with a separate attack roll for each target.
suited for extremely hot environments.
Dehydrating Retaliation
Ukrundan Wanderer Spells At 15th level, you learn to draw the very moisture from
Beginning at 3rd level, you learn additional spells your enemies, turning the power of the desert itself against
when you reach certain levels in this class, detailed on them. When an attacker that you can see hits you with an
the Ukrundan Wanderer Spells table. These spells are attack, you can use your reaction to make one weapon
considered ranger spells for you, but do not count against attack against the attacker. If you succeed, in addition to
the number of ranger spells you know. dealing the normal damage for the weapon’s attack, the
creature must succeed on a DC 15 Constitution saving
throw or suffer a level of exhaustion. The DC of this saving
Ukrundan Wanderer throw increases by 1 for each hour since the creature last
Spells had access to water.
RANGER LEVEL SPELL
3rd flash
5th enhance ability
9th weapon of light
13th mage daggers
17th insect plague

Desert Acclimation
At 3rd level, when you select this ranger archetype,
you no longer suffer penalties due to traveling in desert
environments with extreme heat. From this point forward,
you are considered to be naturally adapted to hot climates.
You also require half as much food and water as
normal to avoid exhaustion.

Unarmored Defense
At 3rd level, you gain the ability to defend yourself
effectively without cumbersome and hot armor. While
you are wearing no armor, your Armor Class equals 10
+ your Dexterity modifier + your Wisdom modifier. You
can use a shield and still gain this benefit.

Whirling Defense
At 7th level, your mastery of the whirling blades allows
you an extra level of protection from incoming attacks.
When you take the Attack action, if you are armed with
a melee weapon in your dominant hand and a light
melee weapon or shield in your off hand, you may
take a -4 penalty to your attack rolls and add a +4
bonus to your AC. These alterations last until the
beginning of your next turn. If you make a ranged
attack, the bonus to AC ends immediately, but the
penalty to your attack checks persists until the
beginning of your next turn.

6 Rangers of Ghelspad
Rangers of Ghelspad written by Travis Legge. Edited by Ken Carcas. Art by Onyx Path Publishing. Some art Bartek Blaszczec, used with permission.
See the other works of writer Travis Legge at DMs Guild: https://www.dmsguild.com/browse.php?author=Travis%20Legge
DriveThruRPG: http://www.drivethrurpg.com/browse/pub/338/Aegis-Studios Storyteller’s Vault: http://www.storytellersvault.com/browse.
php?author=Travis%20Legge
Declaration of Open Game Content/Product Identity: All setting, layout, and design elements are hereby declared Product Identity. All proper nouns,
referenced NPCs, and elements of Scarred Lands provided via access to the “Slarecian Vault” Community Content program are also hereby declared
Product Identity. The text of all systems, charts, and rules modifications are hereby declared Open Game Content in accordance with the Open Gaming
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LEGAL: This product was created under license. SCARRED LANDS and its logo, and SLARECIAN VAULT and its logo, are trademarks of Onyx Path
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by Travis Legge 7

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