Ranger: Difference between revisions

21 bytes added ,  14:30, 7 January 2023
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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 (or 6) + your Constitution Modifier per Ranger Level after 1st<br>
'''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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| [[Ranger#Warding Glamor|Warding Glamor]] || 11th || You can redirect Attacks that would hit you
| [[Ranger#Warding Glamor|Warding Glamor]] || 11th || You can redirect Attacks that would hit you
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| [[Ranger#Misty Wanderer|Misty Wanderer]] || 15th || You can cast the [[Level 2#Misty Step]] Spell at will, and you can teleport an ally with it
| [[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 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"