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== Ranger == | == Ranger == | ||
Rough and wild looking, a shifter 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.<br> | Rough and wild looking, a shifter 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.<br> | ||
After tumbling away from a cone of freezing air, a Deepling finds her feet and draws back her bow to loose an arrow at the rogue 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 | After tumbling away from a cone of freezing air, a Deepling finds her feet and draws back her bow to loose an arrow at the rogue 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.<br> | ||
Holding his hand high, a Kobold whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Draikyaan, he points to the owlbear | Holding his hand high, a Kobold whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Draikyaan, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.<br> | ||
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.<br> | 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.<br> | ||
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.<br> | 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.<br> | ||
Though a ranger might make a living as a hunter, a guide, or a tracker, a | 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.<br> | ||
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 | 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
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'''Hit Dice.''' 1d10 per Ranger Level<br> | '''Hit Dice.''' 1d10 per Ranger Level<br> | ||
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br> | '''1st Level Hitpoints.''' 10 + your Constitution Modifier<br> | ||
'''Higher Level Hitpoints.''' 1d10 ( | '''Higher Level Hitpoints.''' 1d10 (increase to 6) + your Constitution Modifier per Ranger Level after 1st<br> | ||
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br> | '''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br> | ||
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]<br> | '''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]<br> | ||
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You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br> | You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br> | ||
Choose a Creature Type to serve as your Favored Enemy: Aberrations, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Highlings, Monstrosities, Oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and Goblinoids) to serve as your Favored Enemy.<br> | Choose a Creature Type to serve as your Favored Enemy: Aberrations, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Highlings, Monstrosities, Oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and Goblinoids) to serve as your Favored Enemy.<br> | ||
At the end of a Long Rest, you can choose a different Creature Type to serve as your Favored Enemy as you commune with Sardior and creation energy to learn the weaknesses and history of the | At the end of a Long Rest, you can choose a different Creature Type to serve as your Favored Enemy as you commune with Sardior and creation energy to learn the weaknesses and history of the creature's you will soon be hunting. | ||
<br><br> | <br><br> | ||
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==== Natural Explorer ==== | ==== Natural Explorer ==== | ||
''1st Level Ranger Feature''<br> | ''1st Level Ranger Feature''<br> | ||
You learn to become accustomed to the environment you are in to best travel, stay safe, acquire resources, and survive. After | You learn to become accustomed to the environment you are in to best travel, stay safe, acquire resources, and survive. After you've spent 3 days traveling in a specific type of terrain, or 10 days traveling on a specific landmass, it can serve as your Favored Terrain until you haven't spent 20 consecutive days traveling in that terrain or landmass. You gain the following benefits: | ||
*Difficult Terrain does not slow your groups travel wile in your Favored Terrain | *Difficult Terrain does not slow your groups travel wile in your Favored Terrain | ||
*You have Advantage on Wisdom or Intelligence Checks made in relation to your Favored Terrain, such as recalling information about it | *You have Advantage on Wisdom or Intelligence Checks made in relation to your Favored Terrain, such as recalling information about it | ||
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''3rd, 7th, 11th, and 15th Level Ranger Feature''<br> | ''3rd, 7th, 11th, and 15th Level Ranger Feature''<br> | ||
You choose one of the following Ranger Conclaves that you strive to emulate in your combat styles and techniques. | You choose one of the following Ranger Conclaves that you strive to emulate in your combat styles and techniques. | ||
{| class="wikitable" | |||
|+ Ranger Conclaves | |||
|- | |||
! Ranger Conclave !! Complexity (1-5) !! Description | |||
|- | |||
| [[Ranger#Conclave of the Drakewarden|Conclave of the Drakewarden]] || 4 || You ally yourself with a Drake Companion that embodies the dragons of the world, as you and the dragon grow together in strength. | |||
|- | |||
| [[Ranger#Conclave of the Fey Wanderer|Conclave of the Fey Wanderer]] || 3 || You use the psychic and trickster power of the Fey to slow your foes with powerful blows to their psyche. | |||
|- | |||
| [[Ranger#Conclave of the Gloom Stalker|Conclave of the Gloom Stalker]] || 2 || You master the art of hunting and tracking your foes in the dark, becoming an imperceptible shadow before striking in a quick and sudden death-knell. | |||
|- | |||
| [[Ranger#Conclave of the Hunter|Conclave of the Hunter]] || 1 || You master the general strength of a hunter to have the perfect response in many specific scenarios, becoming a generalist master of exact situations. | |||
|- | |||
| [[Ranger#Conclave of the Marsh Warden|Conclave of the Marsh Warden]] || 3 || You guard the swamps and marshes, striking from the shadows with blowguns, acid, and poison, taking down your foes with pinpoint accuracy. | |||
|- | |||
| [[Ranger#Conclave of the Monster Slayer|Conclave of the Monster Slayer]] || 2 || You are a master monster slayer, learning the weaknesses of your enemies and exploiting them, so the foes you mark as your quarry can do next to nothing against you. | |||
|- | |||
| [[Ranger#Conclave of the Swarm Keeper|Conclave of the Swarm Keeper]] || 3 || You take in a magical swarm of creatures that empower your strikes, harry your foes, and quicken your stride. | |||
|} | |||
<br> | |||
==== Primeval Awareness ==== | ==== Primeval Awareness ==== | ||
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<br> | <br> | ||
==== | ==== Land's Stride ==== | ||
''9th Level Ranger Feature''<br> | ''9th Level Ranger Feature''<br> | ||
You are unaffected by Difficult Terrain. You can also pass through plants without taking Damage from them if they have thorns, spines, or a similar hazard.<br> | You are unaffected by Difficult Terrain. You can also pass through plants without taking Damage from them if they have thorns, spines, or a similar hazard.<br> | ||
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<br> | <br> | ||
==== | ==== Nature's Veil ==== | ||
''10th Level Ranger Feature''<br> | ''10th Level Ranger Feature''<br> | ||
You gain the ability to gain the upper-hand in combat. When you would have a Surprise Round in combat, choose any number of creatures within 30ft of you that would not gain that Surprise Round, those creatures also gain a Surprise Round. Additionally, if you are not Surprised when you roll Initiative at the start of combat, choose any number of Surprised creatures within 30ft of you, those creatures are not Surprised. | You gain the ability to gain the upper-hand in combat. When you would have a Surprise Round in combat, choose any number of creatures within 30ft of you that would not gain that Surprise Round, those creatures also gain a Surprise Round. Additionally, if you are not Surprised when you roll Initiative at the start of combat, choose any number of Surprised creatures within 30ft of you, those creatures are not Surprised. | ||
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<br><br> | <br><br> | ||
==== | ==== Foe's Doom ==== | ||
''14th Level Ranger Feature''<br> | ''14th Level Ranger Feature''<br> | ||
You become extremely skilled at dealing out death to your favored enemy. When you make an Attack against a creature that serves as your Favored Enemy, you gain the following benefits: | You become extremely skilled at dealing out death to your favored enemy. When you make an Attack against a creature that serves as your Favored Enemy, you gain the following benefits: | ||
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| [[Ranger#Draconic Mark|Draconic Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, your Drake Companion can deal the extra Damage too and you move when the Drake does it and the Drake moves when you do it | | [[Ranger#Draconic Mark|Draconic Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, your Drake Companion can deal the extra Damage too and you move when the Drake does it and the Drake moves when you do it | ||
|- | |- | ||
| Draconic Gift || 3rd || You get the [[Cantrips#Thaumaturgy|Thaumaturgy]] Cantrip and learn [[Languages#Draikyaan|Draikyaan]] | | [[Ranger#Draconic Gift|Draconic Gift]] || 3rd || You get the [[Cantrips#Thaumaturgy|Thaumaturgy]] Cantrip and learn [[Languages#Draikyaan|Draikyaan]] | ||
|- | |- | ||
| Drake Companion || 3rd || You can summon a Drake Companion | | [[Ranger#Drake Companion|Drake Companion]] || 3rd || You can summon a Drake Companion | ||
|- | |- | ||
| Bond of Fang and Scale || 7th || Your Drake Companion improves | | [[Ranger#Bond of Fang and Scale|Bond of Fang and Scale]] || 7th || Your Drake Companion improves | ||
|- | |- | ||
| Drake's Breath || 11th || You or your Drake Companion gets a breath weapon | | [[Ranger#Drake's Breath|Drake's Breath]] || 11th || You or your Drake Companion gets a breath weapon | ||
|- | |- | ||
| Perfected Bond || 15th || Your Drake Companion improves | | [[Ranger#Perfected Bond|Perfected Bond]] || 15th || Your Drake Companion improves | ||
|} | |} | ||
<br> | <br> | ||
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In combat, the Drake shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are [[Conditions#Incapacitated|Incapacitated]], the Drake takes the Action that would best protect itself and you.<br> | In combat, the Drake shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are [[Conditions#Incapacitated|Incapacitated]], the Drake takes the Action that would best protect itself and you.<br> | ||
The Drake remains until it is reduced to 0 Hit Points, until you use this feature to summon the Drake again, or until you die. Anything the drake was wearing or carrying is left behind when the Drake vanishes.<br> | The Drake remains until it is reduced to 0 Hit Points, until you use this feature to summon the Drake again, or until you die. Anything the drake was wearing or carrying is left behind when the Drake vanishes.<br> | ||
Once you summon the Drake, you | Once you summon the Drake, you can't do so again until you finish a Long Rest. | ||
[[File:Drake Companion.png|300px|thumb]] | [[File:Drake Companion.png|300px|thumb]] | ||
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==== Bond of Fang and Scale ==== | ==== Bond of Fang and Scale ==== | ||
''7th Level Conclave of the Drakewarden Feature''<br> | ''7th Level Conclave of the Drakewarden Feature''<br> | ||
The bond you share with your drake intensifies, protecting you and stoking the | The bond you share with your drake intensifies, protecting you and stoking the Drake's fury. When you summon your Drake, it grows wings on its back and gains a Flying Speed equal to its Walking Speed. In addition, while your Drake is summoned, you and the drake gain the following benefits: | ||
*The Drake grows to Medium Size. Reflecting your special bond, you can use the drake as a mount if your Size is Medium or smaller. While you are riding your Drake, you treat it as if it was summoned via the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell, except that it | *The Drake grows to Medium Size. Reflecting your special bond, you can use the drake as a mount if your Size is Medium or smaller. While you are riding your Drake, you treat it as if it was summoned via the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell, except that it can't use the Flying Speed of this feature. | ||
*The | *The Drake's Bite Attack deals an additional 1d6 Damage of the Type chosen with the Drake's Draconic Essence feature. | ||
*You gain Resistance to the Damage Type chosen for the | *You gain Resistance to the Damage Type chosen for the drake's Draconic Essence feature while the Drake is summoned. | ||
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As an action, you can exhale a 30ft Emanated Cone of damaging breath or cause your Drake to exhale it. Choose Acid, Cold, Fire, Lightning, or Poison Damage (your choice). Each creature in the Cone must make a Dexterity Saving Throw against your Discipline Save DC. On a failed Save, a creature takes 8d6 Damage of the Type chosen, and a creature takes half as much Damage on a successful Save.<br> | As an action, you can exhale a 30ft Emanated Cone of damaging breath or cause your Drake to exhale it. Choose Acid, Cold, Fire, Lightning, or Poison Damage (your choice). Each creature in the Cone must make a Dexterity Saving Throw against your Discipline Save DC. On a failed Save, a creature takes 8d6 Damage of the Type chosen, and a creature takes half as much Damage on a successful Save.<br> | ||
This Damage increases to 10d6 when you reach 15th Level in this class.<br> | This Damage increases to 10d6 when you reach 15th Level in this class.<br> | ||
Once you use this Action, you | Once you use this Action, you can't do so again until you finish a Long Rest. | ||
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''15th Level Conclave of the Drakewarden Feature''<br> | ''15th Level Conclave of the Drakewarden Feature''<br> | ||
Your bond to your drake reaches the pinnacle of its power. While your Drake is summoned, you and the Drake gain the following benefits: | Your bond to your drake reaches the pinnacle of its power. While your Drake is summoned, you and the Drake gain the following benefits: | ||
*The | *The Drake's Bite Attack deals an additional 1d6 Damage of the Type chosen with the Drake's Draconic Essence feature. | ||
*The drake grows to Large Size. You can use your Drake's Flying Speed when you are riding it as per your Bond of Fang and Scale feature, you can use your Drake's Flying Speed. | *The drake grows to Large Size. You can use your Drake's Flying Speed when you are riding it as per your Bond of Fang and Scale feature, you can use your Drake's Flying Speed. | ||
*When either you or the Drake takes Damage while the Drake is within 30ft of you, you can use your Reaction to give yourself or the Drake Resistance to that instance of Damage. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | *When either you or the Drake takes Damage while the Drake is within 30ft of you, you can use your Reaction to give yourself or the Drake Resistance to that instance of Damage. You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
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| [[Ranger#Fey Mark|Fey Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you [[Conditions#Slowed|Slow]] the target when you deal this Damage to it | | [[Ranger#Fey Mark|Fey Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you [[Conditions#Slowed|Slow]] the target when you deal this Damage to it | ||
|- | |- | ||
| | | [[Ranger#Dreadful Strikes|Dreadful Strikes]] || 3rd || You deal extra Psychic Damage once per turn | ||
|- | |- | ||
| | | [[Ranger#Otherworldly Glamor|Otherworldly Glamor]] || 3rd || You add your Wisdom Modifier to your Charisma Checks and get Proficiency in Deception, Performance, or Persuasion | ||
|- | |- | ||
| | | [[Ranger#Beguiling Twist|Beguiling Twist]] || 7th || Your better at resisting being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]], if a creature nearby succeeds on a Saving Throw against being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]], you can try to [[Conditions#Charmed|Charm]] or [[Conditions#Frightened|Frighten]] a different creature | ||
|- | |- | ||
| | | [[Ranger#Warding Glamor|Warding Glamor]] || 11th || You can redirect Attacks that would hit you | ||
|- | |- | ||
| | | [[Ranger#Misty Wanderer|Misty Wanderer]] || 15th || You can cast the [[Level 2#Misty Step|Misty Step]] Spell at will, and you can teleport an ally with it | ||
|} | |} | ||
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You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal an additional 1d6 Psychic Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br> | You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal an additional 1d6 Psychic Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br> | ||
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<br> | You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<br> | ||
When you deal this additional Damage, you [Conditions#Slowed|Slow]] the target until the start of your next turn.<br> | When you deal this additional Damage, you [[Conditions#Slowed|Slow]] the target until the start of your next turn.<br> | ||
This feature improves and deals additional Damage as you gain Levels in this class, summarized in the following table follows but is described in full in the Ranger's features. | This feature improves and deals additional Damage as you gain Levels in this class, summarized in the following table follows but is described in full in the Ranger's features. | ||
{| class="wikitable" | {| class="wikitable" | ||
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| [[Ranger#Gloomy Mark|Gloomy Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can lower the target's Initiative Score when you deal this Damage | | [[Ranger#Gloomy Mark|Gloomy Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can lower the target's Initiative Score when you deal this Damage | ||
|- | |- | ||
| | | [[Ranger#Dread Ambusher|Dread Ambusher]] || 3rd || You add your Wisdom Modifier to your Initiative Rolls, and you're faster and deal more Damage at the start of combat | ||
|- | |- | ||
| | | [[Ranger#Umbral Sight|Umbral Sight]] || 3rd || You get Darkvision and are harder to see for creatures that only have Darkvision | ||
|- | |- | ||
| | | [[Ranger#Iron Mind|Iron Mind]] || 7th || You get Proficiency in Wisdom Saving Throws | ||
|- | |- | ||
| | | [[Ranger#Stalker's Fury|Stalker's Fury]] || 11th || When an Attack misses you, you can make an Attack for free | ||
|- | |- | ||
| | | [[Ranger#Shadowy Dodge|Shadowy Dodge]] || 15th || You can give Attacks targeting you Disadvantage | ||
|} | |} | ||
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''3rd Level Conclave of the Gloom Stalker Feature''<br> | ''3rd Level Conclave of the Gloom Stalker Feature''<br> | ||
You gain Darkvision out to a Range of 60ft.<br> | You gain Darkvision out to a Range of 60ft.<br> | ||
You are also adept at evading creatures that rely on Darkvision. While in Darkness, you are [Conditions#Invisible|Invisible]] to any creature that can only see you with Darkvision. | You are also adept at evading creatures that rely on Darkvision. While in Darkness, you are [[Conditions#Invisible|Invisible]] to any creature that can only see you with Darkvision. | ||
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==== | ==== Stalker's Flurry ==== | ||
''11th Level Conclave of the Gloom Stalker Feature''<br> | ''11th Level Conclave of the Gloom Stalker Feature''<br> | ||
You learn to attack with such unexpected speed that you can turn a miss into another strike. Once per turn when you miss on a Weapon Attack, you can make a single Weapon Attack immediately. | You learn to attack with such unexpected speed that you can turn a miss into another strike. Once per turn when you miss on a Weapon Attack, you can make a single Weapon Attack immediately. | ||
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== Conclave of the Hunter == | == Conclave of the Hunter == | ||
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the | Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of triton to towering hydras and terrifying aberrations. | ||
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| [[Ranger#Hunting Mark|Hunting Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can move when you deal this Damage | | [[Ranger#Hunting Mark|Hunting Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can move when you deal this Damage | ||
|- | |- | ||
| | | [[Ranger#Hunter's Prey|Hunter's Prey]] || 3rd || You get some miscellaneous offensive abilities | ||
|- | |- | ||
| | | [[Ranger#Defensive Tactics|Defensive Tactics]] || 7th || You get some miscellaneous defensive abilities | ||
|- | |- | ||
| | | [[Ranger#Multiattack|Multiattack]] || 11th || You get two ways to make a massive amount of Attacks in one turn | ||
|- | |- | ||
| | | [[Ranger#Hunter's Defense|Hunter's Defense]] || 15th || You get some miscellaneous defensive abilities | ||
|} | |} | ||
<br> | <br> | ||
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<br> | <br> | ||
==== | ==== Hunter's Prey ==== | ||
''3rd Level Conclave of the Hunter Feature''<br> | ''3rd Level Conclave of the Hunter Feature''<br> | ||
Your skill on the hunt grows. Once per turn, you can use one of the following abilities: | Your skill on the hunt grows. Once per turn, you can use one of the following abilities: | ||
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<br> | <br> | ||
==== | ==== Hunter's Defense ==== | ||
''15th Level Conclave of the Hunter Feature''<br> | ''15th Level Conclave of the Hunter Feature''<br> | ||
You gain the following abilities as your defense grows impenetrable: | You gain the following abilities as your defense grows impenetrable: | ||
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== Conclave of the Marsh Warden == | == Conclave of the Marsh Warden == | ||
Marshwardens take their cues from | Marshwardens take their cues from nature's most challenging terrains and capable— amphibious—explorers. In doing so, these rangers become world-treading athletes with powerful magic toxins at their disposal. Marshwardens often seek to protect the world's most endangered subjects and dive headfirst into new challenges, knowing full well that no matter what obstacle stands in their way, they almost certainly have the means to overcome it. | ||
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| [[Ranger#Toxic Mark|Toxic Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can try [[Conditions#Poisoned|Poison]] the target when you deal this extra Damage | | [[Ranger#Toxic Mark|Toxic Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can try [[Conditions#Poisoned|Poison]] the target when you deal this extra Damage | ||
|- | |- | ||
| | | [[Ranger#Amphibious Alacrity|Amphibious Alacrity]] || 3rd || You get a Climbing and Swimming Speed equal to your Walking Speed, also you can hold your breathe for longer | ||
|- | |- | ||
| | | [[Ranger#Toxic Strikes|Toxic Strikes]] || 3rd || You're much better with [[Armor and Weapons#Simple Ranged Weapons|Blowguns]] and [[Armor and Weapons#Martial Ranged Weapons|War Blowguns]], and your Attacks deal extra Acid or Poison Damage | ||
|- | |- | ||
| | | [[Ranger#Poisonous Defense|Poisonous Defense]] || 7th || You can deal Damage to creatures that [[Conditions#Grappled|Grapple]], [[Conditions#Restrained|Restrain]], or Attack you | ||
|- | |- | ||
| | | [[Ranger#Crippling Toxins|Crippling Toxins]] || 11th || You can reduce some creature's Speed when you Damage them | ||
|- | |- | ||
| | | [[Ranger#Unstoppable Marshal|Unstoppable Marshal]] || 15th || You get Immunity to Poison Damage, and the [[Conditions#Poisoned|Poisoned]] Condition, and you are always under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell. | ||
|} | |} | ||
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You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal an additional 1d6 Acid or Poison Damage (your choice). Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br> | You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal an additional 1d6 Acid or Poison Damage (your choice). Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br> | ||
You can use Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<br> | You can use Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<br> | ||
When you deal this additional Damage, you can use a Bonus Action to force the target to make a Constitution Saving Throw against your Discipline Save DC. On a failed Save the creature becomes [Conditions#Poisoned|Poisoned]] until the end of your next turn.<br> | When you deal this additional Damage, you can use a Bonus Action to force the target to make a Constitution Saving Throw against your Discipline Save DC. On a failed Save the creature becomes [[Conditions#Poisoned|Poisoned]] until the end of your next turn.<br> | ||
This feature improves and deals additional Damage as you gain Levels in this class, summarized in the following table follows but is described in full in the Ranger's features. | This feature improves and deals additional Damage as you gain Levels in this class, summarized in the following table follows but is described in full in the Ranger's features. | ||
{| class="wikitable" | {| class="wikitable" | ||
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==== Toxic Strikes ==== | ==== Toxic Strikes ==== | ||
''3rd Level Conclave of the Marsh Warden Feature''<br> | ''3rd Level Conclave of the Marsh Warden Feature''<br> | ||
You ignore the Loading Property of Blowguns and War Blowguns, and Attacking with a Blowgun or War Blowgun at Long Range | You ignore the Loading Property of [[Armor and Weapons#Simple Ranged Weapons|Blowguns]] and [[Armor and Weapons#Martial Ranged Weapons|War Blowguns]], and Attacking with a [[Armor and Weapons#Simple Ranged Weapons|Blowgun]] or [[Armor and Weapons#Martial Ranged Weapons|War Blowgun]], at Long Range doesn't impose Disadvantage on the Attack.<br> | ||
In addition, your strikes are magically toxic. Once per turn when you hit a creature with a Weapon Attack, you can deal an additional 1d6 Acid or Poison Damage (your choice) to the target.<br> | In addition, your strikes are magically toxic. Once per turn when you hit a creature with a Weapon Attack, you can deal an additional 1d6 Acid or Poison Damage (your choice) to the target.<br> | ||
This extra Damage increases to 1d8 when you reach 11th Level in this class. When you deal this extra Damage with a Blowgun, War Blowgun, or Dart, you use the maximum result for the die instead of rolling. | This extra Damage increases to 1d8 when you reach 11th Level in this class. When you deal this extra Damage with a Blowgun, War Blowgun, or Dart, you use the maximum result for the die instead of rolling. | ||
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==== Crippling Toxins ==== | ==== Crippling Toxins ==== | ||
''11th Level Conclave of the Marsh Warden Feature''<br> | ''11th Level Conclave of the Marsh Warden Feature''<br> | ||
Whenever you deal Damage with your Toxic Mark, Toxic Strike, or Poisonous Defense Features, the | Whenever you deal Damage with your Toxic Mark, Toxic Strike, or Poisonous Defense Features, the target's Speed is reduced by 10ft until the start of your next turn. | ||
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| [[Ranger#Slaying Mark|Slaying Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you deal extra Damage and can make the Attacks magical | | [[Ranger#Slaying Mark|Slaying Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you deal extra Damage and can make the Attacks magical | ||
|- | |- | ||
| | | [[Ranger#Hunter's Sense|Hunter's Sense]] || 3rd || You can learn some information about creatures | ||
|- | |- | ||
| | | [[Ranger#Supernatural Defense|Supernatural Defense]] || 7th || You're better at resisting the target of your Slaying Mark | ||
|- | |- | ||
| | | [[Ranger#Magic-User's Nemesis|Magic-User's Nemesis]] || 11th || You can try cancel Spells or teleportation | ||
|- | |- | ||
| | | [[Ranger#Slayer's Counter|Slayer's Counter]] || 15th || If the target of your Slaying Mark forces you to make aSaving Throw, you can Attack it for free, if you hit you succeed the Save | ||
|} | |} | ||
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==== | ==== Hunter's Sense ==== | ||
''3rd Level Conclave of the Monster Slayer Feature''<br> | ''3rd Level Conclave of the Monster Slayer Feature''<br> | ||
You gain the ability to peer at a creature and magically discern how best to hurt it. As a Bonus Action, choose one creature you can see within 60ft of you. You immediately learn whether the creature has any Damage Immunities, Resistances, or Vulnerabilities and what they are. If the creature is hidden from Divination Magic, you sense that it has no Damage Immunities, Resistances, or Vulnerabilities.<br> | You gain the ability to peer at a creature and magically discern how best to hurt it. As a Bonus Action, choose one creature you can see within 60ft of you. You immediately learn whether the creature has any Damage Immunities, Resistances, or Vulnerabilities and what they are. If the creature is hidden from Divination Magic, you sense that it has no Damage Immunities, Resistances, or Vulnerabilities.<br> | ||
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==== Supernatural Defense ==== | ==== Supernatural Defense ==== | ||
''7th Level Conclave of the Monster Slayer Feature''<br> | ''7th Level Conclave of the Monster Slayer Feature''<br> | ||
You gain extra resilience against your | You gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slaying Mark feature forces you to make a Saving Throw and whenever you make an Ability Check to escape that target's [[Conditions#Grappled|Grapple]], you add 1d6 to the Saving Throw or Ability Check. | ||
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==== Magic-User's Nemesis ==== | ==== Magic-User's Nemesis ==== | ||
''11th Level Conclave of the Monster Slayer Feature''<br> | ''11th Level Conclave of the Monster Slayer Feature''<br> | ||
You gain the ability to thwart someone | You gain the ability to thwart someone else's magic. When a creature that you can see within 60ft of you casts a Spell or teleports, you can use your Reaction to attempt to magically foil it. When you do so, the creature must succeed on a Wisdom Saving Throw against your Discipline Save DC. On a failed Save, the Spell or teleportation fails and is wasted.<br> | ||
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
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| [[Ranger#Swarming Mark|Swarming Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can make the target treat all other creatures as if they were behind 1/2 Cover when you deal this Damage | | [[Ranger#Swarming Mark|Swarming Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can make the target treat all other creatures as if they were behind 1/2 Cover when you deal this Damage | ||
|- | |- | ||
| | | [[Ranger#Gathered Swarm|Gathered Swarm]] || 3rd || You get the [[Cantrips#Mage Hand|Mage Hand]] Cantrips and a magical swarm that you can use to do a couple things when you Attack | ||
|- | |- | ||
| | | [[Ranger#Writhing Tide|Writhing Tide]] || 7th || You can fly for a bit with your swarm | ||
|- | |- | ||
| | | [[Ranger#Mighty Swarm|Mighty Swarm]] || 11th || You're swarm is improved in many ways | ||
|- | |- | ||
| | | [[Ranger#Swarming Consumption|Swarming Consumption]] || 11th || You get the [[Level 3#Gaseous Form|Gaseous Form]] Spell non-magically | ||
|- | |- | ||
| | | [[Ranger#Swarming Dispersal|Swarming Dispersal]] || 15th || You can give yourself Resistance to Damage and teleport when someone Attacks you. | ||
|} | |} | ||
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==== Gathered Swarm ==== | ==== Gathered Swarm ==== | ||
''3rd Level Conclave of the Swarmkeeper Feature''<br> | ''3rd Level Conclave of the Swarmkeeper Feature''<br> | ||
A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While | A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance. You Learn the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, using Wisdom as its Spellcasting Ability. When you cast it, the hand takes the form of your swarming nature spirits.<br> | ||
Once per turn, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an Attack: | Once per turn, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an Attack: | ||
*The target takes 1d6 Magical Piercing Damage. | *The target takes 1d6 Magical Piercing Damage. | ||
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Your Gathered Swarm grows mightier in the following ways: | Your Gathered Swarm grows mightier in the following ways: | ||
*The damage of your Gathered Swarm feature increases to 1d8. | *The damage of your Gathered Swarm feature increases to 1d8. | ||
*If a creature fails its Saving Throw against being moved by your Gathered Swarm feature, you can also knock the creature [Conditions#Prone|Prone]]. | *If a creature fails its Saving Throw against being moved by your Gathered Swarm feature, you can also knock the creature [[Conditions#Prone|Prone]]. | ||
*When you are moved by your Gathered Swarm feature, it gives you 1/2 Cover until the start of your next turn. | *When you are moved by your Gathered Swarm feature, it gives you 1/2 Cover until the start of your next turn. | ||
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You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
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