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'''Foe’s Doom.''' At 14th level you become extremely skilled at dealing out death to your favored enemy. When you perform the attack action against a favored enemy your critical range increases by an additional 1, you cannot have disadvantage, and you can treat a roll of a 7 or lower as an 8. | '''Foe’s Doom.''' At 14th level you become extremely skilled at dealing out death to your favored enemy. When you perform the attack action against a favored enemy your critical range increases by an additional 1, you cannot have disadvantage, and you can treat a roll of a 7 or lower as an 8. | ||
'''Expedient Action.''' At 17th level you become a master of guiding you and your allies to moving quickly in combat. When | '''Expedient Action.''' At 17th level you become a master of guiding you and your allies to moving quickly in combat. When initiative is rolled, you and creatures you choose within 30ft of you have advantage on that initiative roll. Additionally, you cannot be surprised. | ||
'''Feral Senses.''' At 18th level, you gain preternatural senses that help you fight creatures, especially those you can't see. You cannot have disadvantage in attack rolls and via your fine-tuned senses, have blindsight out to a range of 60ft, if you already have blindsight, increase it’s range by 30ft. | '''Feral Senses.''' At 18th level, you gain preternatural senses that help you fight creatures, especially those you can't see. You cannot have disadvantage in attack rolls and via your fine-tuned senses, have blindsight out to a range of 60ft, if you already have blindsight, increase it’s range by 30ft. | ||
'''Foe Slayer.''' At 20th level, you become an unparalleled hunter of enemies and an expert in your craft. Choose two skill proficiency and one tool proficiency you have proficiency with and gain expertise in them. Additionally, when making a weapon attack, instead of adding either your Dexterity Or Strength Modifier to the damage, you add your Strength, Dexterity, and Wisdom modifiers, and your Proficiency Bonus to the damage. | '''Foe Slayer.''' At 20th level, you become an unparalleled hunter of enemies and an expert in your craft. Choose two skill proficiency and one tool proficiency you have proficiency with and gain expertise in them. Additionally, when making a weapon attack, instead of adding either your Dexterity Or Strength Modifier to the damage, you add your Strength, Dexterity, and Wisdom modifiers, and your Proficiency Bonus to the damage. | ||
=== Ranger Disciplines === | === Ranger Disciplines === | ||
'''Healing Leaves.''' If the surrounding area has the appropriate vegetation, during a rest you can find plants with healing properties. At the end of a long rest, you can gain a number of Healing Salves equal to your Proficiency Bonus which can be administered as an action, and restore a number of hit points equal to your Proficiency Bonus + your Wisdom Modifier (minimum 1) to the creature. These Salves spoil after 24 hours. | '''Healing Leaves.''' If the surrounding area has the appropriate vegetation, during a rest you can find plants with healing properties. At the end of a long rest, you can gain a number of Healing Salves equal to your Proficiency Bonus which can be administered as an action, and restore a number of hit points equal to your Proficiency Bonus + your Wisdom Modifier (minimum 1) to the creature. These Salves spoil after 24 hours. | ||