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#rangers can be great at battlefield mobility <3 as a treat <3
horizonwalkers · 3 years
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WANDERING CONCLAVE — I’ve always liked the idea of a ranger conclave that isn’t necessarily based on hunting a specific enemy or any sort of magical environment but one that embodies a ranger that simply enjoys the outdoors or could even be a pacifist. This morphed into the Wandering Conclave, a master of all things that make rangers, rangers modeled similarly to a champion fighter.
This is designed to work without stepping on the toes of basic ranger, TCE’s ranger variant traits, and my ranger variant progression, as well as the mobile feat. I hope you enjoy! 
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grailfinders · 4 years
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Fate and Phantasms #14: Atalante
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Welcome back to Fate and Phantasms, where we’re bringing every servant to life in Dungeons and Dragons! Today we’re building the Huntress of Chastity, Atalante! For this build, we need to do three things:
Go fast
Shoot ass
Hunt pigs (or pretty much anything you want to)
As usual, there’s a spreadsheet for this build over here, and a detailed explanation below the cut!
Race and Background
You’re technically a human, like a vast majority of servants, but you’ve been mixed with a lion, and that’s just enough justification to make you a Swiftstride Shifter from Eberron, which comes with a lot of perks. You gain +2 to Dexterity and +1 to Charisma, proficiency with Acrobatics and Perception, 60′ of Darkvision, an additional 5′ of movement, and the ability to shift. As a bonus action you become more animalistic for a minute, or until you shift back, also as a bonus action. Transforming gives you temporary hit points equal to your level + your constitution modifier, an additional 5′ to movement, and a reaction option: moving 10′ away without provoking attacks after an enemy ends its turn within 5′ of you. You can only shift once per long rest.
You were literally raised by bears, making you an Outlander. This grants you proficiencies in Athletics and Survival, and giving you the ability to easily remember the landscape and hunt for your party.
Stats
We’re using the standard array here, but feel free to use your own rolls if you want. I’d say keep multiclassing in mind, but if you don’t have enough points to multiclass this build probably wouldn’t work out for you anyway.
Put your highest stat in Dexterity; you’re a speedy little thing and you’re using a bow, a rare weapon only the most skilled archers can use. Second is Wisdom, your animal instincts give you insight into the world around you. Next is Constitution, you had a rough childhood, so you had to be tough to survive. Then Charisma, you had a lot of suitors despite killing most of them. Then Intelligence; you’re not dumb, but you are a sucker for children. Finally, dump Strength; we won’t need it anyway. 
Class Levels
1. Ranger 1: We’re using the Revised Ranger UA for this build. No offense to the player’s handbook, but this offers a bit more speed. First level rangers get proficiencies in Light and Medium Armor, and three skills from the ranger list so pick Insight, Nature, and Stealth to stalk your prey more easily. As a revised ranger you gain a Favored Enemy, granting you +2 to damage dealt, advantage on checks to track or recall information about them, and a free language. Pick Beasts make hunting the Calydonian Boar all the easier.
You also gain Natural Explorer, so now you ignore difficult terrain, have advantage on initiative rolls, and have advantage against creatures that have not acted in combat yet. In addition, when traveling for an hour or more, difficult terrain isn’t an issue, neither is getting lost normally; you remain alert while doing other things; you can stealth faster if traveling alone; you forage twice as much food, meaning your outlander perk can now feed 10 people per day; and tracking creatures gives you their exact number, size, and how cold the trail is.
2. Ranger 2: Pick Archery as your fighting style to get +2 on ranged attacks, and for your spells, grab Hail of Thorns to act as a rudimentary volley attack and Longstrider to make yourself even faster by 10′. For your spells, you use Wisdom as your spell ability.
3. Ranger 3: At third level, you can roughly communicate with animals, usually some variation of “I’m about to kill you, sorry”, probably. However you can also use this to find out how to persuade them to not attack you. You can also concentrate for a minute to find out if any of your favored enemies are within 5 miles of you, and if so where they are. At this level you also join the Hunter’s Conclave, letting you pick a Hunter’s Prey option. Pick Colossus Slayer to deal an extra 1d8 damage to creatures you hit who are below maximum hit points, once per turn. It’s essentially a weaker sneak attack, but without all the hoops you’d normally have to jump through.
For your spell, grab Cure Wounds. Atalante can have a little healing, as a treat.
4. Ranger 4: Use your Ability Score Improvement to grab the Mobile Feat. Most of this feat isn’t very useful: you already ignore difficult terrain, but you gain another 10′ of movement, and being able to slip away from an enemy in melee range may be useful.
5. Ranger 5: Fifth level hunters gain an Extra Attack, letting you attack twice as an action instead of once. For spells, pick Cordon of Arrows to let you set up a defensive perimeter around yourself. Every sniper needs a spotter, and now you’re both.
6. Monk 1: First level monks get several proficiencies you already have, as well as Unarmored Defense, giving you an AC of 10 + Dex mod + Wis mod. You need both those abilities for being a ranger anyway, so you might as well have it. You also gain Martial Arts, letting you use Dex instead of Strength on unarmed attacks, using 1d4 for those attacks, and making another unarmed strike as a bonus action if you already made a melee attack, letting you dish out three melee attacks per turn if you really need to.
7. Monk 2: You get 2 ki points to spend on one of the following three options: Flurry of Blows gives you 2 unarmed attacks as your bonus action, Patient Defense lets you dodge as a bonus action, and Step of the Wind lets you disengage or dash as a bonus action while also doubling your jump distance. You also gain Unarmored Movement, a.k.a. the entire reason we’re here. You get another 10′ added to your movement, so now combined with your shift you can comfortable run at a pace most people would call sprinting, so long as you aren’t wearing armor.
8. Ranger 6: Pick Fiend for your Greater Favored Enemy. Monster lineage is kind of iffy in greece, but if the Calydonian Boar isn’t a beast it’s definitely this. This feat turns your +2 from favored enemy into a +4, gives you the same advantages you had for beasts on fiends, another language, and advantage on saves caused by fiends.
9. Ranger 7: Pick Escape the Horde as your defensive tactic, giving disadvantage on all opportunity attacks made against you. This isn’t that useful given your shifter feature and Step of the Wind, but it saves you a ki point and lets you keep your reaction. For your spell, grab Locate Animals of Plants, letting you use your finely honed instincts to track down your quarry.
10. Ranger 8: Use your second Ability Score Improvement to grab the Sharpshooter feat. Now you can attack at long range without issue, ignore half and 3/4 cover, and take a -5 hit to your attack roll for a +10 to damage. You also become Fleet of Foot, letting you dash as a bonus action. Again, kind of redundant, but you don’t have a lot of ki points.
11. Ranger 9: Grab Conjure Barrage as your first 3rd level spell. This isn’t quite Phoebus Catastrophe, but we’re getting there.
12. Ranger 10: You can now Hide in Plain Sight, giving enemies trying to spot you while hidden -10 as long as you don’t move on your turn. Hunting doesn’t have to be an active sport; this makes it easier to find a watering hole and let your prey come to you.
13. Ranger 11: Pick Volley as you Multiattack option. Now you can spend your action to make a ranged attack on any number of creatures within a 10′ radius. You have to roll the attack for each one, but it’s a great way to ruin the action economy. For your spell, grab Lighting Arrow. Fran may have been able to block Phoebus Catastrophe before, but you’re nothing if not adaptable.
14. Ranger 12: Use this Ability Score Improvement to buff your Dexterity and Constitution for more health, AC, and damage.
15. Ranger 13: Grab Locate Creature in case your prey ends up being more bipedal in nature.
16. Ranger 14: You can now Vanish, hiding as a bonus action on your turn. This also makes you untrackable except by magic. 
17. Ranger 15: Pick Evasion for your Superior Hunter’s Defense option. You can hide from most normal attacks, but a fireball doesn’t care which tree you’re behind. Also, grab Freedom of Movement to keep yourself from being slowed down or restrained.
18. Ranger 16: Use your last Ability Score Improvement to bump up your Wisdom for more AC and spell power.
19. Ranger 17: Grab Conjure Volley to make it rain.
20. Ranger 18: You now have Feral Senses, preventing you from having disadvantage on creatures you can’t see, and you are aware of creatures within 30′ of you regardless of visibility, as long as you aren’t blinded or deafened.
Pros: You have very long range attacks, and movement options to keep it that way. You can move up to 210′ per round if you really need to get moving, and your normal movement speed is almost as fast as most people can dash. Despite this, you also aren’t very squishy, with a decent AC and slightly over 150 HP.
Cons: Your build isn’t very focused. You’re good, but the lack of ability score improvements in ranger mixed with the feats you need mean you don’t get the chance to max out any stats. Also, most games don’t have 600′ battlefields, so you might not get the chance to show off your range that often. Finally, a vast majority of your damage is piercing, which is fine, unless you come across something that resists it.
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