Ranger: Difference between revisions

748 bytes added ,  17:33, 26 July 2022
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Starting at 7th level, you can jump your full long jump and high jump distance, with or without a running start.
Starting at 7th level, you can jump your full long jump and high jump distance, with or without a running start.
When you reach 11th level, you gain the ability to move across liquids on your turn without falling during the move.
When you reach 11th level, you gain the ability to move across liquids on your turn without falling during the move.
'''Toxic Mark.''' Also at 3rd level, 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. You deal an extra 1d6 damage to the target when you hit with an attack. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a marked creature. When you deal this extra damage, you can use your reaction cause the target to make a Constitution Saving Throw against your Discipline Save DC, on a failure the target is poisoned until the start of your next turn. Additionally, while attacking a marked creature, you ignore it's resistance to Acid and Poison damage. You can use this Bonus Action a number of times equal to your Proficiency Bonus.


'''Toxic Strikes.''' Beginning at 3rd level, you ignore the loading property of blowguns, and attacking with a blowgun at long range doesn’t impose disadvantage on your ranged weapon attack rolls with it. Further, when you’re hidden from a creature and miss it with a ranged attack using a blowgun, making the attack doesn’t reveal your position.
'''Toxic Strikes.''' Beginning at 3rd level, you ignore the loading property of blowguns, and attacking with a blowgun at long range doesn’t impose disadvantage on your ranged weapon attack rolls with it. Further, when you’re hidden from a creature and miss it with a ranged attack using a blowgun, making the attack doesn’t reveal your position.