Ranger Conclave
Catbus Conclave
"Come along my friend! You've got so many places to be, so many people you want to speak to, and time is of the essence is it not? Don't worry friend I've got something that will help and delight just wait and see"
~ from the Dualblade Chronicles, chapter 91
Many strange entities exist in the natural world, though none quite as strange as a species of elusive feline, fleet of foot, large, and capable of ferrying friendly creatures from place to place. Rangers of the Catbus Conclave befriend one such entity, able to traverse the lands at blinding speeds in the most whimsical, many-legged of mounts.
Conclave Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Catbus Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Catbus Spells
| Ranger level | Spells |
|---|---|
| 3rd | feather fall |
| 5th | darkvision |
| 9th | catnap |
| 11th | freedom of movement |
| 15th | awaken |
Animal Crossing
Begginging at 3rd level, as an action, you can expend a spell slot the animal bus stop by. The Cat Bus appears in a space within 5 feet of you for 1 hour per spell level expended.
Stray Cats Ride Free
Also at 3rd level, as an action you can temporarily summon 1d4 stray cats regardless of your environment. These cats are charmed by you and use the cat statblock but use your attack and damage modifiers.
You can use this feature once and cannot do so again until you finish a long rest.
My Neighbor
At 7th level, any of your allies riding the Cat Bus feel warm and cozy. When you are targeted by any effect—such as a spell effect or a weapon attack’s normal effects—you can choose to grant that effect to an ally riding the bus instead.
Additionally, the cat bus remains with you until dismissed (no action required)
Howl’s Moving
At 11th level, When the Cat Bus moves at least 10 feet, you can choose to have any creatures of your choice riding the bus make a Strength saving throw against your ranger spell save DC. On a failed save, the target is knocked prone. Moreover, opportunity attacks can’t be made against any creature riding the Cat Bus.
The Cat Returns
At 15th level, you can as a bonus action call upon the cat bus without expending a spell slot as if you had expend a spell slot of 1st-level. You can use this feature once and cannot do so again until you finish a long rest.
Additionally, if the Cat Bus is reduced to 0 hit points, you regain a spell slot of a level equal to half your proficiency bonus.
Cat Bus
Gargantuan Fey Vehicle, unaligned
- Armor Class Your Ranger spell save DC
- Hit Points 5 + 5 times your Ranger level
- Speed 40 feet
STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 11 (+0) 5 (-3) 13 (+1) 9 (-1)
Body Capacity: 10x20 feet.
Engine (Natural) Hit Points: Half Cat Bus's maximum hit points, AC: 12
helm Hit Points: Half Cat Bus's maximum hit points, AC: 12, If reduced to 0 hit points the cat bus is incapacitated until healed.
Saving throws Add your PB to all saving throws
Damage Resistances non-magical bludgeoning, slashing and piercing damage
Condition Immunities Charmed
Senses darkvison 60 feet
Languages Understands languages you know but cannot speak
Ticket to Ride A creature can use their reaction to board the Cat Bus in place of an opportunity attack.
Headlights The cat Bus projects a cone of light 30 feet directly in front of itself.
Storage space The cat Bus holds a storge compartment that acts like a bag of holding.
Purrr The cat Bus grants an additional 1d6 to your hit die rolls on short rest
Stowaways Whenever you finish a long rest, a number of cats equal to your proficiency bonus are found riding the Cat Bus
Actions
Multiattack. The Cat Bus can make the same number of attacks as you can.
Ram. Melee Weapon attack: your spell attack modifier to hit, 5ft, one target. Hit: 1d8 + PB bludgeoning damage and creature must make a Strength saving throw or fall prone.
Vehicles
Vehicle Parts
All vehicles are made up of various parts with some being integral and others being helpful quality of life tools.
Vehicle parts other than the body typically have hit points equal to 5 + 5 times the average level of the party and an AC equal to 10 + the twice the proficiency bonus of the highest level character in the party.
Body
Every vehicle has a body that defines the area of the vehicle and any place a creature can walk on it. The body typically has 5 times the hit points of a normal vehicle part. If the body of a vehicle is reduced to 0 hit points, the vehicle becomes difficult terrain and is destroyed at the end of its next turn.
All attacks made against a vehicle are assumed to hit the body unless stated otherwise.
Engine
Every vehicle has an engine. The engine can be mechanical like the sails of a boat or living like a creature pulling a carriage. If the engine of a vehicle is destroyed, disappears, or dies, the vehicle’s speed is halved at the start of each of its turns. A vehicle stops if its speed is 15 feet or less. The vehicle regains its speed if its engine is replaced or returned.
A living engine uses the statistics of a creature instead of what is typically suggested above.
Helm
Every vehicle has a helm which controls where the vehicle is going such as a big steering wheel or a remote control. While a creature can reach the helm on its turn, it can move the vehicle up to the vehicle's speed by doing one of the following:
It reduces its speed to 0 until the start of its next turn. It can only move the vehicle in this way if it hasn't moved during this turn. It uses an action or bonus action. Once a vehicle has been moved in this way, it can’t be moved again until the end of the vehicle’s next turn.
Vehicle Tools (optional)
Some vehicles have vehicle tools that can be for utility such as head lights or for combat like a mounted heavy crossbow. A tool specifies when and how it can be used and what rolls are required to use it.
Vehicle Weapon
A vehicle weapon typically takes an action to use, requires either an attack roll or ability check using a skill to select a target, and deals a number of d6s of damage equal to the average level of the party.
Combat
During combat, the following rules apply:
All vehicles have an initiative of 1. When a critical hit is scored against the vehicle, the attacker can forgo the normal benefits of a critical hit to choose to another vehicle part instead. If the attacker does, the chosen vehicle part takes the same damage as the original attack. Vehicle Repairs During a long rest, a creature can repair one vehicle part if it has proficiency with the vehicle, it has either the tools or magic to perform repairs with, and it has the materials required for the repairs. At the end of the long rest, the vehicle part regains up to a number of hit points equal to 5 times the repairing creature's level (or challenge rating, if it doesn't have a level).
Typically, repairing a vehicle costs 1gp worth of materials per hit point restored.