GHOST Operative-Ranger
Medium Any Humanoid, Any
Armor Class 14 (Leather Armor)
Hit Points 55 (10d8+10)
Speed:
30 ft
Skills Hunter's Mark. Ranger Operative can focus your senses onto a creature, mystically marking it as your quarry. As a bonus action, Ranger can mark one creature you can see within 90 feet of you. Alternatively, Ranger can mark a creature by studying its tracks for at least 1 minute. The target is marked as long as its on the same plane of existence as you and isn't protected from divine magic. While a creature is marked, you gain the following benefits:
GHOST Ranger has advantage on any Wisdom (perception) or Wisdom (Survival) check to find the target.
Once per turn, when Ranger hits the target with a weapon attack, Ranger deals additional 1d6 damage.
Keen Hearing and Sight. The hunter has advantage on Wisdom (Perception) checks that rely on hearing and sight.
Languages Common, and one other language
Challenge Rating 2 (450)XP
This caster is a 5th level spellcaster.
Energy Points. 8
Spell Save DC. 13
Spell Attack Bonus. +5
Level 1 Spells
Fog Cloud. You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Concentration for up to 1 Hour.
Hail of Thorns. Bonus Action. The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. Requires Concentration for up to 1 Minute.
Magic Bomb. You invoke a sphere of magic, but quickly contain it in a space within range. The bomb explodes automatically if a creature ends its turn in tis space. While it lasts, you can manually explode it and any additional bombs created by multiple castings of this spell as an action. A creature only takes damage from one bomb. When it explodes, each creature within 5 feet must make a Dexterity saving throw. A creature takes 4d8 damage on a failed save. A “dispel magic” causes the bomb to harmlessly disappear. Duration of up to 1 Minute.
Ensnaring Strike. Bonus Action. The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. Requires Concentration for Up to 1 Minute.
Level 2 Spells
Stand and Deliver. You move with a supernatural speed immediately before a creature you can see begins its turn. You can move up to your speed and make one weapon attack. Whether you hit or miss, the target takes an additional 10 force damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell deals 5 additional force damage for each slot level above 2nd.
Cover of Night. You conjure an aura of shadow around yourself. For the duration, you and creatures you choose within the spell’s range can take the Hide action as a bonus action, and creatures other than you that you don’t choose have their vision lightly obscured in the radius and looking into the spell’s area. Concentration for up to 1 minute.
Actions
Multiattack. The hunter makes two ranged attacks then one additional ranged attack against a creature within 5 feet of one of the original targets.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Giant Killer. When a Large or larger creature hits or misses the scout with a melee weapon attack, the scout can immediately make one weapon attack against that creature.