Difference between revisions of "Eberron Ranger"

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*'''Source:''' Korranberg Chronicle, page 82
 
*'''Source:''' Korranberg Chronicle, page 82
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==Field Marshal==
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The Last War showed the value of designating military leadership to smaller unites on the battlefield, and rangers who could support their allies and provide clear focus and direction to individual troops became invaluable and sought after. Field Marshals lead by example, providing tactical guidance to position small hit and run ambushes and raids. During the Last War, Karrnath largely relied on Battle Master fighters to rally and focus entire lines of infantry, but many other nations made exceptional use of those skills by coupling the strengths of the two seasoned leaders. Most notably Breland, Cyre, and Valenar learned to use Field Marshals to relay the larger scale tactics of the Battle Masters to be carried out by smaller units, supporting each other in tandem and repelling superior numbers with the superior adaptability that individual units can execute with deadly efficiency.
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*'''Source:''' Morgrave Miscellany, page 59
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==Justicar==
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Most rangers count great powers of observation and intuitive awareness among their capabilities, but you specialize in these skills above all others.  You are a master of deductive reasoning and interrogation, accessing the background and hidden motivations of those you meet with little more than a glance. Just as a hunter in the wilderness reads the signs to track their prey, you discern clues in the world around you to solve intricate mysteries.
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*'''Source:''' Eberron Archetypes, page 36
  
 
==Urban Soul==
 
==Urban Soul==
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*'''Source:''' Korranberg Chronicle, page 83
 
*'''Source:''' Korranberg Chronicle, page 83
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==Warden of the Wood==
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Wardens of the Wood travel throughout the Reaches seeking out and correcting threats to the natural order. These rangers attune themselves to nature while moving with grace, stealth, and a sense of clarity as guardians of the land.
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*'''Source:''' Faithful of Eberron, page 41
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==Winterborn==
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With the Children of Winter’s embrace of death and decay come those who have survived the harshest of environments. Humans and shifters are especially common in the ranks of the Winterborn, those who become rangers under the tutelage of the druid circle and the unforgiving brutality of the natural world. They survive it, overcome it—and welcome it, as all Children of Winter look forward to the doom that will wipe the world clean.
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*'''Source:''' Faithful of Eberron, page 42

Latest revision as of 16:30, 17 July 2019

The classic image of the ranger is a warden of the wilds, a cunning skirmisher with a touch of druidic magic, but the ranger can fill many roles. A typical ranger is perceptive and stealthy, familiar with the wilds and a subject matter expert on the habits and tactics of a variety of enemies. Morgrave Miscellany, page 49, gives examples of what playing a Ranger in Eberron might look like.

In addition to the subclass options presented on dndbeyond, the following Ranger Archetypes are also available:

Corsair

In Eberron, not all ailors travel by sea. Whether aboard a Wind Whisperer pirate caravel, an elemental airship of House Lyrander, one of the many skycoaches of Sharn, or any other kind of vessel, corsairs are born to the freedom of travel rather than any particular piece of land. You are the daring merchant-prince or princess, the cunning freebooter, or bold explorer. As a traveler between the great ports, with no single home, you exist on the borders of society. When your luck or patience runs out in one settlement, you move on, seeking out new adventures.

  • Source: Eberron Archetypes, page 34

Eldeen Hunter

Rangers of the Eldeen Reaches frequently work closely with the prominent druidic sects of the Towering Wood. Many such rangers convert fully to these sects' traditions and beliefs, or were taught their own skills and supernatural abilities by other rangers already belonging to these sects. As one of these Eldeen hunters, you learn specific techniques and gain abilities depending on your chosen druidic sect.

This archetype is a variant of the Hunter archetype found in the Player's Handbook, and shares many of the same features.

Restriction: You must abide by the teachings of one of the following druidic sects: Ashbound, Children of Winter, Gatekeepers, Greensingers, Wardens of the Wood. Your chosen sect determines several of your archetype features.

  • Source: Korranberg Chronicle, page 82

Field Marshal

The Last War showed the value of designating military leadership to smaller unites on the battlefield, and rangers who could support their allies and provide clear focus and direction to individual troops became invaluable and sought after. Field Marshals lead by example, providing tactical guidance to position small hit and run ambushes and raids. During the Last War, Karrnath largely relied on Battle Master fighters to rally and focus entire lines of infantry, but many other nations made exceptional use of those skills by coupling the strengths of the two seasoned leaders. Most notably Breland, Cyre, and Valenar learned to use Field Marshals to relay the larger scale tactics of the Battle Masters to be carried out by smaller units, supporting each other in tandem and repelling superior numbers with the superior adaptability that individual units can execute with deadly efficiency.

  • Source: Morgrave Miscellany, page 59

Justicar

Most rangers count great powers of observation and intuitive awareness among their capabilities, but you specialize in these skills above all others. You are a master of deductive reasoning and interrogation, accessing the background and hidden motivations of those you meet with little more than a glance. Just as a hunter in the wilderness reads the signs to track their prey, you discern clues in the world around you to solve intricate mysteries.

  • Source: Eberron Archetypes, page 36

Urban Soul

Rangers with an urban soul are equally at ease in cities and towns as they are in the wilderness. They hone their keen senses and tracking skills to the nuances of urban life. They can read the flow of a crowd, find the best shortcuts, and corner their prey in the darkest of alleys.

  • Source: Korranberg Chronicle, page 83

Warden of the Wood

Wardens of the Wood travel throughout the Reaches seeking out and correcting threats to the natural order. These rangers attune themselves to nature while moving with grace, stealth, and a sense of clarity as guardians of the land.

  • Source: Faithful of Eberron, page 41

Winterborn

With the Children of Winter’s embrace of death and decay come those who have survived the harshest of environments. Humans and shifters are especially common in the ranks of the Winterborn, those who become rangers under the tutelage of the druid circle and the unforgiving brutality of the natural world. They survive it, overcome it—and welcome it, as all Children of Winter look forward to the doom that will wipe the world clean.

  • Source: Faithful of Eberron, page 42