NCS Scout
NCS Ranger
NCS Hunter
NCS Warden
NCS Great Warden
Shortsword
Greatsword
Short Bow
Longbow
Leather Armour
Plate Armour
2d10 Copper
NCS Copper Proficiency Charm
NCS Silver Proficiency Charm
NCS Electrum Proficiency Charm
NCS Gold Proficiency Charm
NCS Platinum Proficiency Charm
AAA
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AAA: BBB
AAA: BBB
AAA: BBB
AAA: BBB
AAA: BBB
AAA: BBB
AAA: BBB
AAA: BBB
AAA: BBB
AAA: BBB
Organisation: National Coservationist Society
Size: Medium
Type: Humanoid
| AC | HP | INIT | ||
|---|---|---|---|---|
| 13 | 16 | +2 | ||
| (3d8+3) |
| STR | DEX | CON | ||
|---|---|---|---|---|
| 11 | 14 | 12 | ||
| 0 | +2 | +1 | ||
| INT | WIS | CHA | ||
| 11 | 12 | 11 | ||
| 0 | +1 | 0 |
Nature: +4
Perception: +5
Stealth: +6
Survival: +4
Passive Perception: 15
Walking Speed: 30 Feet
Languages: Common
Title: Result
The NCS Scouts are the first line of defence against poachers and other sources of ecological harm. They opperate in small 2-4 man cells, working together to patrol a small territory, keeping track of the native creatures and reporting any strange occurances within their territory.
These Scouts work tirelessly, training and fighting together, building deep bonds within each cell. Healthy competition between each member is encouraged, and each one must be skilled enough in a weapon of their choice to survey any who visit them. The NCS are one of the organisations permitted to review the skills of those who encounter them, and those who pass the tests are given permission to enter the lowest levels of the Competition of Chains for that specific weapon or piece of equipment.
NSC Scouts wear simple leather armour, typically made from common leather, or where the local ecosystems support it, from the shed scales of the beasts that live in the territory the cell covers.
Scouts are the most common role available for those in the NCS, and it is the role most begin at when first joining the NCS. As a result, most scouts are given simple equipment, free of charge from the NCS as a whole. Of course, their equipment is carefully tailored for their environment, meaning areas with a heavy fey presence might feature iron or a heavy werebeast presence might instead feature silver.
Keen Hearing and Sight: The Scout has Advantage on Perception checks tht rely on Hearing or Sight.
Multiattack: The Scout maes two melee attacks or two ranged attacks.
Shortsword: Melee Weapon Attack +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) Piercing Damage.
Longbow: Ranged Weapon Attack +4 to hit. rangerd 150/600ft., one target. Hit: 6 (1d8+2) Piercing Damage.
Organisation: National Coservationist Society
Size: Medium
Type: Humanoid
| AC | HP | INIT | ||
|---|---|---|---|---|
| 15 | 75 | +4 | ||
| (10d8+30) |
| STR | DEX | CON | ||
|---|---|---|---|---|
| 10 | 18 | 16 | ||
| 0 | +4 | +3 | ||
| INT | WIS | CHA | ||
| 12 | 14 | 11 | ||
| +1 | +2 | 0 |
Perception: +4
Stealth: +6
Survival: +4
Passive Perception: 14
Walking Speed: 40 Feet
Climbing Speed: 20 Feet
Languages: Common and One Other Language
Title: Result
Those NCS Scouts that do well and wish to advance not just in pay, but in responsibility will find themselves taking up the role of an NCS Ranger. Rangers continue to work in 2-4 man cells, though instead of monitoring a single territory from a stable base, Rangers instead roam across multiple territories, making use of the available safe houses or creating temporary camps as they make their rounds.
The Rangers move ceacelessly across the lands they are assigned to roam, the competitions encouraged amongst the Scouts are now diverted towards tasks that help in their roaming, counting the members of a specific species they encounter, gathering the most food to survive. Any who encounter the Rangers on their journey who have a Copper Proficiency Charm can seek to further prove their skills, gaining entrance into further levels of competition, with greater possible rewards.
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Marksman: The Ranger adds +2 to attack and damage rolls with Ranged Weapons (Already included in the stat block).
Vantage Point (3/Day): When the Ranger makes a ranged weapon attack against a creature, they may grant themselves advantage on the attack roll if they are 20 Feet above the target vertically and that creature doesn't have cover.
Shortsword: Melee Weapon Attack +6 to hit, reach 5ft., one target. Hit: 7 (1d6+4) Piercing Damage.
Longbow: Ranged Weapon Attack +8 to hit, range 100/400ft., one target. Hit 10 (1d8+6) Piercing Damage.
Organisation: National Coservationist Society
Size: Medium
Type: Humanoid
| AC | HP | INIT | ||
|---|---|---|---|---|
| 16 | 97 | +4 | ||
| (15d8+30) |
| STR | DEX | CON | ||
|---|---|---|---|---|
| 12 | 19 | 15 | ||
| +1 | +4 | +2 | ||
| INT | WIS | CHA | ||
| 11 | 16 | 10 | ||
| 0 | +3 | 0 |
Perception: +6
Stealth: +7
Survival: +6
Passive Perception: 16
Dark Vision: 60ft.
Walking Speed: 40 Feet
Languages: Common and Two Other Languages
Title: Result
NCS Rangers who show either a significant skill in leadership or a preference for solo work can continue to advance within the NCS to become Hunters. Hunters either operate on their own, pursuing specific targets across the realm, or they operate within a central hub, keeping track of the Rangers and providing support or direction in their roaming.
The Hunter's of the NCS are a contradictory bunch, filled with either a never-ending restlessness or a stubborn refusal to move. Their competitions grow even more elaborate, either competing over the danger of their catch, or over the skills of the rangers and scouts under their care. Hunters are the ones who grant the Gold Proficiency Charms within the NCS, though some charms can only be obtained by Roaming Hunters, while others are inherintly bound to a Hunter's Den, as the competitions held at the Gold Level grow more complex.
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Multiattack: YYY
Shortsword: Melee Weapon Attack +7, reach 5ft., Hit: 11 (2d6+4) Piercing Damage, and the target has disatdvantage on Attack Rolls and Ability Checks until the end of its next turn.
Longbow: Ranged Weapon Attack +7, range 150.600ft., Hit: 17 (3d8+4) Piercing Damage, and the target's Speed is reduced by 10 Feet until the end of its next turn.
Hunters Mark: The Hunter magically marks one creature it can see within 150 Feet. The mark lasts for 1 Hour, until the target dies, or until the hunter uses this Bonus Action again. While the target is marked this way, the Hunter has Advantage on Attack Rolls against the target, and the Target gains no benefit from the Invisible Condition against the Hunter.
Uncanny Dodge: When the Hunter is hit by an Attack Roll the hunter can halve the damage it takes from that attack.
Organisation: National Coservationist Society
Size: Medium
Type: Humanoid
| AC | HP | INIT | ||
|---|---|---|---|---|
| 18 | 229 | +3 | ||
| (27d8+108) |
| STR | DEX | CON | ||
|---|---|---|---|---|
| 20 | 16 | 18 | ||
| +5 | +3 | +4 | ||
| INT | WIS | CHA | ||
| 12 | 16 | 18 | ||
| +1 | +3 | +4 |
Athletics: +9
Intimidation: +8
Perception: +5
Persuasion: +8
Passive Perception: 15
Walking Speed: 40 Feet
Languages: Common and Two Other Languages
Title: Result
Above the Hunters, Rangers, and Scouts sit the NCS Wardens, all of whom rule over large regions of the territories guarded by the NCS. They and their teams manage the initial partnerships registered between Scouts, and Ranger, along with determining what path a Hunter might take and where they manage. This is the second highest rank amongst the NCS.
Wardens hold grand trials, often insisting those who work directly beneath them earn the Electrum Proficiency Charms, because while there is an expectation of competency held amongst the NCS, there isn't any expectation that the members earn the relevant Proficiency Charm. Of course, the Wardens preference for these grand competitions have resulted in the various Warden bases featuring massive field where trials can be held. The Warden's are proud and skilled, happily displaying their own abilities for those around them, both as a threat to those who would threathen their lands and a display to comfort those who seek their protection.
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Indomitable (3/Day): The Warden can reroll a Saving Throw if it fails. It must use the new roll.
Survivor: The Warden regains 10 Hit POints at the start of its turn if it has fewer than half and greater than 0 Hit Points.
Multiattack: The Warden makes two Greatsword or Showrt Bow Attacks.
Greatsword: Melee Weapon Attack +9 to hit, reach 5ft., one target, Hit: 12 (2d6+5) Slashing Damage.
Short Bow: Ranged Weapon Attack +7 to hit, range 80/320ft., one target, Hit: 6 (1d6+3) Piercing Damage.
Legendary Action Uses: 3. Immediately after another creature's turn, the Warden can expend a use to take one of the following actions. The Warden regains all expended uses at the start of each of its turns.
Command Ally: The Warden targets one ally it can see within 30 feet of it. If the target can see and hear the Warden, the target can make one weapon attack as a reaction ang gains advantage on the Attack Roll.
Weapon Attack: The Warden makes on Greatsword or Shortbow Attack.
Frighten Foe (Costs 2 Actions): The Warden targets one creature it can see withn 30 Feet of it. If the target can see and hear the Warden, the target must succeed on a DC 16 Wisdom Saving Throw or be Frightened until the end of the Wardens next turn.
Organisation: National Coservationist Society
Size: Medium
Type: Humanoid
| AC | HP | INIT | ||
|---|---|---|---|---|
| 18 | 195 | +5 | ||
| (26d7+78) |
| STR | DEX | CON | ||
|---|---|---|---|---|
| 12 | 21 | 17 | ||
| +1 | +5 | +3 | ||
| INT | WIS | CHA | ||
| 15 | 11 | 20 | ||
| +2 | 0 | +5 |
Acrobatics: +11
Arcana: +14
Investigation: +8
Perception: +12
Persuasion: +11
Survival: +6
Passive Perception: 22
Walking Speed: 30 Feet
Flying Speed: 30 Feet
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Damage Immunities: Poison
Languages: Common, Druidic, and Two Other Languages
Title: Result
Finally, at the top of the NCS sit the Great Wardens, a council of several indiciduals who come together to monitor the regions as a whole. The Great Wardens must all agree on on changes that affect the NCS as a whole, but smaller councils come together to monitor their local regions, allowing the organisation to be much less centralised, and to adapt to the various changes they face with a much grater speed.
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Wardens hold grand trials, often insisting those who work directly beneath them earn the Electrum Proficiency Charms, because while there is an expectation of competency held amongst the NCS, there isn't any expectation that the members earn the relevant Proficiency Charm. Of course, the Wardens preference for these grand competitions have resulted in the various Warden bases featuring massive field where trials can be held. The Warden's are proud and skilled, happily displaying their own abilities for those around them, both as a threat to those who would threathen their lands and a display to comfort those who seek their protection.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Networked Sending Stones: A set of Sending Stones shared amongst the Great Wardens that allows them to pass along short messages to each other.
Guardian Aura: Thenever a creature of the Great Warden's choice within 30 Feet of them makes a saving throw, the Great Warden can give the creature advantage on the saving throw (No Action Required). This traid doesn't function if the Great Warden is Incapacitated.
Legendary Resistanct (3/Day): If the Great Warden fails a saving throw, they can choose to suceed instead.
Multiattack: The Great Warden makes two Radiant Blade Attacks and uses Bursting Benediction.
Radient Blade: Melee Weapon Attack +11 to hit, reach 5ft., one target Hit: 9 (1d5+5) slashing damage + 13 (3d8) Radiant Damage.
Bursting Benediction: The Great Warden causes a burst of magical energy to envelop one creature they can see within 60 feet of themself. The target must make a DC 19 Dexterity Saving Throw, taking 40 (9d8) Force Damage on a failed save, or half as much damage on a successful one. The Great Warden or another creature that they can see within 60 feet of themselves gain 10 Hit Points.
Guidance (At Will): YYY
Light (At Will): YYY
Thaumaturgy (At Will): YYY
Bless (2/Day): YYY
Freedom of Movement (2/Day): YYY
Greater Restoration (2/Day): YYY
Plane Shift Self (2/Day): YYY
Protection from Evil and Good (2/Day): YYY
Revivify (2/Day): YYY
Empowering Aegis (Recharge 4-6): The Great Warden summons a spectral version of their shield, which orbits and bolsters one creature of the Great Warden's choice that they can see within 60 feet of themself. The spectral shield lasts until the start of the Great Warden;s next turn. While the shield is orbiting the creature, the creature has half cover, is immune to the frightened condition, and makes weapon attack rolls with advantage.
AAALegendary Action uses: 3. Immediately after another creature's turn, the Great Warden can expend a use to take one of the following actions. The great Warden regains all expended uses at the start of each of their turns.
Brazen Strike: The Great Warden makes on Radiant Blade Attack.
Nimble Sprint: The Great Warden moves up to their speed. This movement doesn't provoke opportunity attacts.
Cast a Spell (Costs 2 Actions): The Great Warden casts a Spell.
Pocket Change: A small collection of coins held within the pocket of each member of the NCS.
Copper Competition Entry: A small charm made of copper in the shape of the tested weapon or a shape related to the specific skill. This charm allows the bearer to enter into the relevant competition at the first level.
Silver Competition Entry: A small charm made of silver in the shape of the tested weapon or a shape related to the specific skill. This charm allows the bearer to enter into the relevant competition at the second level.
Electrum Competition Entry: A small charm made of electrum in the shape of the tested weapon or a shape related to the specific skill. This charm allows the bearer to enter into the relevant competition at the third level.
Gold Competition Entry: A small charm made of gold in the shape of the tested weapon or a shape related to the specific skill. This charm allows the bearer to enter into the relevant competition at the fourth level.
Platinum Competition Entry: A small charm made of platinum in the shape of the tested weapon or a shape related to the specific skill. This charm allows the bearer to enter into the relevant competition at the fifth level.