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Is a master of a slave trade that hosts experiments. All slaves under their control are those they and their master have tested on in some way or form.

They're the one in charge of supplying the bodies while Tragedonna takes care of the souls. 


Character Sheet on DnD Beyond

Outfit Board

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Cogwork Archivist
Large construct, Typically Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 90 (12d10+24)
Speed 40 ft.
STR
18(+4)
DEX
10(+0)
CON
15(+2)
INT
17(+3)
WIS
11(+0)
CHA
6(-2)
Skills Arcana +5, History +5, Nature +5, Religion +5, Perception +2
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned,
Senses Darkvision 60ft., passive perception 12
Languages All
Challenge 4 (1100 XP)
Proficiency Bonus +2

Magic Resistance. The Archivist has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Archivist makes two Grasping Limb attacks


Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The archivist can have no more than two targets grappled at a time. 


Spellcasting. The Archivist can cast one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:

At will: dancing lights, prestidigitation

2/day: silence


Bonus Actions

Dazzling Light. (Recharge 5-6) Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

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The spirits of the departed can linger after their mortal death when there is some important unfinished business, or be summoned into servitude by powerful necromancers. The unfinished business of ghosts can take many forms; protecting loved ones, guarding a valuable item, or revenge upon an old enemy. An awakened ghost might find that the death of their master has released them from service, or the business they've left unfinished in life may take them far and abroad to complete, or they simply cannot find their way into the afterlife, and have embraced their new undead existence. 

Ghosts are ethereal, glowing with spectral light. While ghosts still have substance, it is that of an energies and particles closely resembling that of a gaseous form. Ghosts have limited abilities in interacting with the physical plane - they can move small objects and interact with creatures and items. Ghosts tend to maintain a reflection of what they looked like in their past life; wearing armor or clothes they died in, having a spectral reminder of weapons or jewelry they once wore, but these are little more than manifestations. They also will bear the scars of their death - obvious and twisted marks that the living often find deeply disturbing. A ghost who once drowned might be caked in seaweed and spectral sea creatures that crawl on their form, or a murdered soul might have gaping wounds that always appear to be bleeding. 

Ability Score Changes

Your Strength score becomes 7. Your Charisma score increases by 3, to a maximum of 20.

Disembodied Existence

Your lack of physical cohesion makes it very difficult to hurt you. You gain resistance to acid, fire, lightning and thunder damage, as well as attacks from non-magical bludgeoning, piercing and slashing attacks. You are also immune to cold damage. It is also impossible to grapple you, knock you prone, or otherwise restrain you. You can still manipulate objects, open unlocked doora or containera, stow or retrieve an item from an open container, or pour the contents out of a vial. Although you may appear as though you have the equipment you had in life, you can't wear or gain benefits of armor, wield weapons, or activate magic items, or carry more than 10 pounds. 

Ethereal Sight

You exist on the border between the Ethereal Plane and the Material Plane. Because of this, you can see 60 feet into the Ethereal Plane when you are on the Material Plane, and vice versa.

Spectral Movement

You no longer truly walk, swim, climb or burrow. Your spectral nature means you are always floating, or flying. You gain a fly speed of 50 feet.

Incorporeal Passage

Your bodiless nature allows you to pass through physical objects with little difficulty. You can move through other creatures, objects and non-magical physical barriers as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you end your turn inside a physical barrier, you take 4d10 force damage and are ejected to the nearest free space.

Withering Touch

Though your ghostly remains may still carry reminders of the weapons you once wielded in life, your weapons are no more than ghostly manifestations. You might appear to attack with your hand, or what looks like a sword or axe, but the effect is always a Withering Touch. Your weapon attacks are replaced with this feature, and your unarmed strikes now deal necrotic damage. As an action, you make a melee touch attack and deal Necrotic damage equal to 2d6 + your Dexterity modifier. This damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. 

Horrifying Visage

Starting at 6th level, as an action you can use your spectral horror to strike fear into your enemies. Each non-undead creature within 60 feet of you that can see you must succeed on a Wisdom saving throw equal to 8 + your Charisma modifer + your proficiency bonus or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune this feature for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Once you use this feature, you can't use it again until you finish a short or a long rest.

Etherealness

Starting at 11th level, you learn to move yourself between the planes you exist between. You can move to the Ethereal plane to bypass barriers and obstacles on the Material Plane with ease. As an action you can enter the Ethereal Plane from the Material Plane, or vice versa. You remain visible on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane.

Possession

At 16th level, you've become so powerful you can possess the bodies of living creatures. You can target one humanoid that you can see within 5 feet of you. The target must succeed on a Charisma saving throw equal to 8 + your Charisma modifier + your proficiency bonus or be possessed by you; you then disappear, and the target is incapacitated and loses control of its body. You now control the body, but this doesn't deprive the target of awareness. You can't be targeted by any attack, spell, or other effect, except ones that turn undead, and you retain your alignment, Intelligence, Wisdom, and Charisma. You otherwise uses the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or you are turned or forced out by an effect like the dispel evil and good spell. When the possession ends, you reappear in an unoccupied space within 5 feet of the body. The target is immune to your Possession for 24 hours after succeeding on the saving throw or after the possession ends. You cannot use this feature again until you finish a long rest.

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Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Deadly Hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

QUICK BUILD

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.

The Ranger Table

Level

Proficiency
Bonus

Features

Spells
Known

—Spell Slots per Spell Level—

1st2nd3rd4th5th

1st

+2

Favored EnemyNatural Explorer

2nd

+2

Fighting StyleSpellcasting

2

2

3rd

+2

Ranger ArchetypePrimeval Awareness

3

3

4th

+2

Ability Score Improvement

3

3

5th

+3

Extra Attack

4

4

2

6th

+3

Favored Enemy and Natural Explorer Improvements

4

4

2

7th

+3

Ranger Archetype Feature

5

4

3

8th

+3

Ability Score ImprovementLand’s Stride

5

4

3

9th

+4

6

4

3

2

10th

+4

Natural Explorer ImprovementHide in Plain Sight

6

4

3

2

11th

+4

Ranger Archetype Feature

7

4

3

3

12th

+4

Ability Score Improvement

7

4

3

3

13th

+5

8

4

3

3

1

14th

+5

Favored Enemy ImprovementVanish

8

4

3

3

1

15th

+5

Ranger Archetype Feature

9

4

3

3

2

16th

+5

Ability Score Improvement

9

4

3

3

2

17th

+6

10

4

3

3

3

1

18th

+6

Feral Senses

10

4

3

3

3

1

19th

+6

Ability Score Improvement

11

4

3

3

3

2

20th

+6

Foe Slayer

11

4

3

3

3

2

Class Features

As a ranger, you gain the following class features.

Hit Points

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal HandlingAthleticsInsightInvestigationNaturePerceptionStealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrows

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Primeval Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Land’s Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Optional Class Features

Deft Explorer

1st-level ranger feature, which replaces the Natural Explorer feature
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny (1st Level)

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Roving (6th Level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Favored Foe

1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Additional Ranger Spells

2nd-level ranger feature
The spells in the following list expand the ranger spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

Fighting Style Options

2nd-level ranger feature

When you choose a fighting style, the following styles are added to your list of options.

Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Druidic Warrior
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Spellcasting Focus

2nd-level ranger feature
You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Primal Awareness

3rd-level ranger feature, which replaces the Primeval Awareness feature
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.

Primal Awareness Spells

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Martial Versatility

4th-level ranger feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Nature’s Veil

10th-level ranger feature, which replaces the Hide in Plain Sight feature

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Ranger Archetypes

The ideal of the ranger has classic expressions. These are detailed below.

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The dragons are long gone and there is a portion of history that is completely missing from the timeline. No one is able to explain why the dragons are gone or what happened to them. It’s almost as if that portion of history was erased from memories and no one can find the ties as to why. That was until Divelinson invaded the land of Kawit and uncovered the Gorga Ruins. The ruins was the first signs of the draconic history that is missing.

Diana Voxville, a researcher is tasked in uncovering the information of the forgotten history. She is a newly graduated scholar and artificer hiring a team of individuals to escort her and protect her in the journey of her research. She has postings that she has everywhere and is conducting interviews on who she feels best suited to escort her. However, due to her royal status and her recent father’s invasion of another country she finds it hard to get that help. Most people shun her and do not acknowledge her despite her plea for help.

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Proficiency with a light crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

NameCostDamageWeightProperties
Crossbow, light25 gp1d8 piercing5 lbsAmmunitionLoading, (Range 80/320), Two-Handed
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The masters of the school were put under an enchantment as the assistant Cecil was revealed to be a shapeshifter. They attacked visitors on the campus and two students perished in the attack. 

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