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'''Weapon Proficiencies.''' Simple Weapons and Martial Weapons<br> | '''Weapon Proficiencies.''' Simple Weapons and Martial Weapons<br> | ||
'''Tool Proficiencies.''' None<br> | '''Tool Proficiencies.''' None<br> | ||
'''Saving Throw Proficiencies.''' Strength and Dexterity< | '''Saving Throw Proficiencies.''' Strength and Dexterity<br> | ||
'''Skill Proficiencies.''' Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival<br> | '''Skill Proficiencies.''' Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival<br> | ||
'''Equipment.''' Scale Mail or Leather Armor, Two Melee Weapons, an Equipment Pack, and a Ranged Weapon | '''Equipment.''' Scale Mail or Leather Armor, Two Melee Weapons, an Equipment Pack, and a Ranged Weapon | ||
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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’ve spent | 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 | *Difficult Terrain does not slow your groups travel wile in your Favored Terrain | ||
*You have | *You have Advantage on Wisdom or Intelligence Checks made in relation to your Favored Terrain, such as recalling information about it | ||
*If you or your companions forage for food, you find twice as much food and water | *If you or your companions forage for food in your Favored Terrain, you find twice as much food and water | ||
*You ignore | *You and your companions ignore the effects of Extreme Cold, Extreme Heat, Strong Wind, and Heavy Precipitation in your Favored Terrain | ||
*You and your companions gain a +5 bonus to Wisdom (Perception) and Dexterity (Stealth) | *You and your companions gain a +5 bonus to Wisdom (Perception) and Dexterity (Stealth) Checks while traveling at a Slow Pace | ||
*You and your companions are able to | *You and your companions are able to travel stealthily even while traveling at a Normal Pace | ||
*You and your companions do not suffer a penalty to Wisdom (Perception) | *You and your companions do not suffer a penalty to Wisdom (Perception) Checks while traveling at a Fast Pace. | ||
<br> | <br> | ||
==== Fighting Style ==== | |||
'' | ''2nd Level Ranger Feature''<br> | ||
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have: | |||
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with Ranged Weapons. | |||
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft. | |||
*'''Defense.''' While you are wearing Armor, you gain a +1 bonus to AC. | |||
*'''Dueling.''' When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon. | |||
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result. | |||
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks. | |||
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you. | |||
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone. | |||
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons. | |||
*'''Thrown-Weapon Fighting.''' You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll. | |||
*'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack. | |||
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you. | |||
*'''Versatile Fighting.''' While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action. | |||
<br> | <br> | ||
==== Ranger Disciplines ==== | |||
'' | ''2nd Level Ranger Feature''<br> | ||
You gain two Ranger Disciplines of your choice. The Ranger Discipline Options are detailed at the end of the class description. When you gain certain Levels in this class, you gain additional Disciplines of your choice, as shown in the Disciplines Known column of the Ranger table. If a Discipline would require a creature to make a Saving Throw, you use your Discipline Save DC, which is equal to 8 + your Wisdom Modifier + your Proficiency Bonus. | |||
<br><br> | <br><br> | ||
==== Ranger Conclave ==== | |||
'' | ''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. | |||
<br><br> | <br><br> | ||
==== Primeval Awareness ==== | |||
''1st Level Ranger Feature''<br> | ''1st Level Ranger Feature''<br> | ||
You can use your Action to focus your awareness on the region around you. For 1 hour you can sense whether the following Creature Types are present within 10 miles of you: Aberrations, Dragons, Elementals, Fey, Highlings and Undead. You also learn their number, direction of travel, speed, and any major injuries they have sustained. If you are in your Favored Terrain, you sense these creatures if they are within 50 miles of you.<br> | |||
You can use this Action a number of times equal to your 1 + your Wisdom Modifier, regaining expended uses at the end of a Long Rest. | |||
<br><br> | <br><br> | ||
==== Ability Score Improvements ==== | |||
'' | ''4th, 8th, 12th,, 16th, and 19th Level Ranger Feature''<br> | ||
Your skill and strength expands, choose one of the following: | |||
*Increase one Ability Score of your choice by 3. | |||
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1 | |||
*Increases three Ability Scores of your choice by 1. | |||
*Gain one [[Feats|Feat]] of your choice. | |||
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise. | |||
<br><br> | <br><br> | ||
==== Extra Attack ==== | |||
'' | ''5th Level Ranger Feature''<br> | ||
You can perform an additional Attack as part of the Attack Action.<br> | |||
If you have multiple copies of this feature and achieve a certain level threshold, the number of | If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks. | ||
<br><br> | <br><br> | ||
==== Improved Knowledge ==== | |||
'' | ''6th Level Ranger Feature''<br> | ||
Your ability to hunt your favored enemies and travel in your favored terrain increases. While in your Favored Terrain, you have advantage on Wisdom (Survival) Checks and on Initiative Rolls. When you would roll for Initiative, you can instead make a Wisdom (Survival) Check and you the result for your Initiative Score.<br> | |||
Additionally, | Additionally, at the end of a Long Rest you choose two Damage Types. Until the end of your next Long Rest, while Attacking a creature that serves as your Favored Enemy, you ignore Resistances and Immunities to the Damage Types you chose. At the end of a long rest, you can change which types of damage you ignore. | ||
<br><br> | <br><br> | ||
==== Mark Improvement (1d8) ==== | |||
'' | ''6th Level Ranger Feature''<br> | ||
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits: | |||
*You now deal an additional 1d8 Damage to the marked target rather than an additional 1d6 Damage | |||
*When you reduce a creature that you have marked to 0 Hit Points, once on a subsequent turn, you can use a Bonus Action while the duration of the feature is active to mark another creature. This does not expend a use of the feature, but the duration is not reset | |||
<br> | |||
==== Land’s Stride ==== | |||
'' | ''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> | |||
In addition, you have | In addition, you have Advantage on Saving Throws against being Grappled or Slowed.<br> | ||
Finally, your Speed increases by 10ft. | |||
<br><br> | <br><br> | ||
==== Mark Improvement (1d10) ==== | |||
'' | ''9th Level Ranger Feature''<br> | ||
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits: | |||
*You now deal an additional 1d10 Damage to the marked target rather than an additional 1d6 Damage | |||
*The effect no longer requires Concentration to maintain | |||
<br> | |||
==== Nature’s Veil ==== | |||
'' | ''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. | |||
<br><br> | <br><br> | ||
==== Veteran Traveler ==== | |||
'' | ''10th Level Ranger Feature''<br> | ||
You no longer lose your Favored Terrain after not traveling in it for 20 days. Additionally, while you are in your Favored Terrain you can take the Hide Action as a Bonus Action. Also, when you make a Wisdom or Intelligence Check in relation to your Favored Terrain, such as recalling information about it, you treat a roll of 9 or lower on the d20 as a 10. | |||
<br><br> | <br><br> | ||
==== Mark Improvement (1d12) ==== | |||
'' | ''13th Level Ranger Feature''<br> | ||
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits: | |||
*You now deal an additional 1d12 Damage to the marked target rather than an additional 1d6 Damage | |||
*Whenever you mark a creature with the feature, you can choose to mark two creatures instead | |||
<br><br> | <br><br> | ||
==== Vanish, Ebb, and Weave ==== | |||
'' | ''14th Level Ranger Feature''<br> | ||
You gain the ability to stealth and hide better. You cannot be tracked or targeted by Divination Spells while in your Favored Terrain unless you allow it.<br> | |||
Additionally, once on each of your turns, you can take the Dash, Disengage, or Hide Action as a Free Action. You can use this Free Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
<br><br> | <br><br> | ||
==== Foe’s Doom ==== | |||
'' | ''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: | |||
*The Attack's Crit Rage increases by 1 | |||
*You cannot have Disadvantage on the Attack | |||
*You treat a roll of 7 or lower on the d20 as an 8 for the Attack | |||
*The Attack ignores 1/2 and 3/4 Cover | |||
<br><br> | <br><br> | ||
==== Expedient Action ==== | |||
'' | ''17th Level Ranger Feature''<br> | ||
You become a master of guiding you and your allies to moving quickly in combat. You cannot be Surprised. Also, when you roll Initiative at the start of combat, you and creatures of your choice within 30ft of you have Advantage on the Initiative roll.<br> | |||
Additionally, when you roll Initiative at the start of combat, you and all creatures of your choice within 30ft of you can move up to their Speed without provoking Opportunity Attacks. | |||
<br><br> | <br><br> | ||
==== Feral Senses ==== | |||
'' | ''18th Level Ranger Feature''<br> | ||
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, you gain Blindsight out to a Range of 60ft. | |||
<br><br> | <br><br> | ||
==== Mark Improvement (2d12) ==== | |||
'' | ''18th Level Ranger Feature''<br> | ||
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits: | |||
*You now deal an additional 2d12 Damage to the marked target rather than an additional 1d6 Damage | |||
*The feature has an unlimited amount of uses | |||
*At the start of your turn, you can mark one with the feature as a Free Action | |||
<br> | |||
==== Foe Slayer ==== | |||
'' | ''20th Level Ranger Feature''<br> | ||
You become an unparalleled hunter of enemies and an expert in your craft, giving you the following benefits: | |||
*Choose two Skills you are Proficient with, but do not have Expertise in. You gain Expertise in those Skills. | |||
*Choose one Set of Tools that you are Proficient with, but do not have Expertise in. You gain Expertise in that Set of Tools. | |||
*When you make a Weapon Attack, instead of Adding your Dexterity or Strength Modifier to the Damage of the Attack, you add your Strength, Dexterity, and Wisdom Modifiers and your Proficiency Bonus to Damage of the Attack. | |||
<br> | |||
=== Ranger Disciplines === | === Ranger Disciplines === |