Truceborne Ranger
- Npc
- humanoid
- CR 1/2
- Forest
- Hill
Appears in: Forest, Social and Negotiation, Wilderness and Survival
Truceborne Ranger
AC 14 / HP 13 (3d8) / CR 1/2
- STR
- 11
- DEX
- 14
- CON
- 12
- INT
- 11
- WIS
- 13
- CHA
- 12
De-escalating Presence. Creatures within 30 ft. of the ranger have disadvantage on their first attack roll made against a creature that has not attacked this round.
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.
Calming Word (Recharge 5-6). The ranger targets one creature within 30 ft. that can hear them. The target must succeed on a DC 12 Wisdom saving throw or be calmed until the end of its next turn and cannot take reactions.
How to run Truceborne Ranger
Truceborne Ranger is a cr 1/2 humanoid for Dungeons & Dragons. Drop it into any forest scene; the statblock above is free to add to your compendium in the app, and the one-shot below gives you somewhere to run it.
Where it begins
- 1
A border village asks for a neutral guide to oversee a tense meeting.
- 2
Warning arrows thud into the trail ahead - someone is marking the safe path through contested ground.
- 3
Both sides trust the same mediator, and neither knows why.
The Quiet Arrow
A Truceborne Ranger has called a border negotiation between two rival communities. The party must enforce neutral-ground rules, keep talks from derailing, and help hammer out a deal on passage, patrols, and restitution.
Meeting Ground
A circle of stones marks neutral ground. The ranger waits with bow unstrung and a ledger in hand. Two delegations arrive on opposite paths and stop at the boundary line, each unwilling to step first.
Open with the rules and the agenda. The ranger lays out three topics: safe passage on the forest road, patrol boundaries, and restitution for a burned granary. The party's job is to keep the meeting on track and enforce neutral-ground customs.

