Ranger: Difference between revisions

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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<bR>
'''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 three days traveling in a specific type of terrain, or ten days traveling on a specific landmass, it is considered to be your favored terrain until you haven’t spent a day traveling in that terrain or landmass for twenty days. you gain the following benefits while traveling in your favored terrain.
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
*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 the terrain or landmass you are traveling on.
*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 extreme cold, extreme heat, strong wind, and heavy precipitation.
*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) checks while traveling at a slow pace
*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 stealth even while traveling at a normal pace
*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) checks while traveling at a fast pace.
*You and your companions do not suffer a penalty to Wisdom (Perception) Checks while traveling at a Fast Pace.
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'''Fighting Style.'''
==== Fighting Style ====
''1st Level Ranger Feature''<br>
''2nd Level Ranger Feature''<br>
At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature.
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.
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
:'''Blind Fighting.''' You have blindsight with a range of 10 feet. If you already have blindsight it increases the range of your blindsight by 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
*'''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.
*'''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.
*'''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 melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
*'''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.
:'''Melee Marksman.''' You do not have disadvantage while making ranged attacks while you are within 5ft of a hostile creature. Additionally, you when a creature within 5ft of you moves away from you, you can take an opportunity attack using a ranged weapon
*'''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.
:'''Strongbow.''' You can use your Strength instead of your Dexterity for your attack and damage rolls using ranged weapons.
*'''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.
:'''Thrown-Weapon Fighting.''' You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
*'''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.
:'''Two-Weapon Fighting.''' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.
:'''Unarmed Fighting.''' Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
*'''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.
:'''Versatile Fighting.''' While wielding a Versatile Weapon in two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon in 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.
*'''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.
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'''Ranger Disciplines.'''
==== Ranger Disciplines ====
''1st Level Ranger Feature''<br>
''2nd Level Ranger Feature''<br>
At 2nd level, you gain two ranger disciplines of your choice. Your discipline options are detailed at the end of the class description. When you gain certain ranger levels, you gain additional disciplines of your choice, as shown in the Disciplines Known column of the Ranger table. Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another invocation that you could learn at that level. If a discipline would impose a Saving Throw, the DC is equal to 8 + your Proficiency Bonus + your Wisdom Modifier.
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.
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'''Ranger Conclave.'''
==== Ranger Conclave ====
''1st Level Ranger Feature''<br>
''3rd, 7th, 11th, and 15th Level Ranger Feature''<br>
At 3rd level, you choose a conclave that you strive to emulate: Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
You choose one of the following Ranger Conclaves that you strive to emulate in your combat styles and techniques.
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'''Primeval Awareness.'''
==== Primeval Awareness ====
''1st Level Ranger Feature''<br>
''1st Level Ranger Feature''<br>
Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 hour you can sense whether the following types of creatures are present within 10 miles of you (or within up to 50 miles if you are in your favored terrain): aberrations, dragons, elementals, fey, highlings and undead. You also learn their number, direction of travel, speed, and any major injuries they have sustained. You can use this feature a number of times equal to your 1 + your Wisdom modifier, regaining expended uses at the end of a long rest.
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.
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'''Ability Score Improvements.'''
==== Ability Score Improvements ====
''1st Level Ranger Feature''<br>
''4th, 8th, 12th,, 16th, and 19th Level Ranger Feature''<br>
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.
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.
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'''Extra Attack.'''
==== Extra Attack ====
''1st Level Ranger Feature''<br>
''5th Level Ranger Feature''<br>
At 5th level you can perform an additional attack as part of the Attack action.<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 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.
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.
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'''Improved Knowledge.'''
==== Improved Knowledge ====
''1st Level Ranger Feature''<br>
''6th Level Ranger Feature''<br>
At 6th level, 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. You may also, instead of rolling for Initiative normally, you may instead roll a Wisdom (Survival) check, using the result for your Initiative.
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, Choose two damage types, while attacking your favored enemy, you ignore its resistances and immunities to these types of damage. At the end of a long rest, you can change which types of damage you ignore.
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.
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'''Mark Improvement (1d8).'''
==== Mark Improvement (1d8) ====
''1st Level Ranger Feature''<br>
''6th Level Ranger Feature''<br>
At 6th level, the quarry against your foes is strengthened. The Mark feature you gain from your subclass improves, now dealing 1d8 additional damage rather then 1d6, and if the creature you marked is defeated, you can use a Bonus Action on a subsequent turn to transfer the mark to a new creature within range, this does not expend a use of the feature, but the duration does not reset.
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:
<br><br>
*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
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'''Land’s Stride.'''
==== Land’s Stride ====
''1st Level Ranger Feature''<br>
''9th Level Ranger Feature''<br>
Starting at 9th level, moving through difficult terrain costs you no extra movement. You can also pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
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 advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Additionally, your movement speed increases by 10ft.
In addition, you have Advantage on Saving Throws against being Grappled or Slowed.<br>
Finally, your Speed increases by 10ft.
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'''Mark Improvement (1d10).'''
==== Mark Improvement (1d10) ====
''1st Level Ranger Feature''<br>
''9th Level Ranger Feature''<br>
At 9th level, the quarry against your foes is strengthened. The Mark feature you gain from your subclass improves, now dealing 1d10 additional damage rather than 1d8, and you no longer need concentration to maintain your mark.
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:
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*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
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'''Nature’s Veil.'''
==== Nature’s Veil ====
''1st Level Ranger Feature''<br>
''10th Level Ranger Feature''<br>
At 10th level you gain the ability to gain the upperhand in combat. When you would have a surprise round in combat, choose any number of creatures within 30ft of you that would not gain a surprise round, those creatures also gain a surprise round. If you are not surprised when initiative is rolled, choose any number of creatures within 30ft of you, those creatures are also 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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'''Veteran Traveler.'''
==== Veteran Traveler ====
''1st Level Ranger Feature''<br>
''10th Level Ranger Feature''<br>
At 10th level you are extremely skilled in travel, you no longer lose favored terrain after not traveling in it for twenty days, additionally, while in your favored terrain you can take the Hide action as a bonus action. Additionally, when you make a Wisdom or Intelligence check in relation to your favored terrain, you can replace a roll of a 9 or lower with a 10.
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.
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'''Mark Improvement (1d12).'''
==== Mark Improvement (1d12) ====
''1st Level Ranger Feature''<br>
''13th Level Ranger Feature''<br>
At 13th level, the quarry against your foes is strengthened. The Mark feature you gain from your subclass improves, now dealing 1d12 additional damage rather than 1d10, and you can now mark two creatures when you expend a use of your Mark feature.
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
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'''Vanish, Ebb, and Weave.'''
==== Vanish, Ebb, and Weave ====
''1st Level Ranger Feature''<br>
''14th Level Ranger Feature''<br>
At 14th level, you gain the ability to stealth and hide better. You cannot be tracked unless you choose to be, and you cannot be detected by divination magic while in your favored terrain. Additionally you can take the Hide, Dash, or Disengage action as a free action. You can use this feature a number of times equal to your proficiency bonus and you can only use it once per turn, you regain expended uses at the end of a long rest.
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.
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'''Foe’s Doom.'''
==== Foe’s Doom ====
''1st Level Ranger Feature''<br>
''14th Level Ranger Feature''<br>
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.
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
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'''Expedient Action.'''
==== Expedient Action ====
''1st Level Ranger Feature''<br>
''17th Level Ranger Feature''<br>
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.
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.
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'''Feral Senses.'''
==== Feral Senses ====
''1st Level Ranger Feature''<br>
''18th Level Ranger Feature''<br>
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.
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.
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'''Mark Improvement (2d12).'''
==== Mark Improvement (2d12) ====
''1st Level Ranger Feature''<br>
''18th Level Ranger Feature''<br>
At 18th level, the quarry against your foes is strengthened. The Mark feature you gain from your subclass improves, now dealing 2d12 additional damage rather than 1d12, and all creatures are considered to be marked by you.
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:
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*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
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'''Foe Slayer.'''
==== Foe Slayer ====
''1st Level Ranger Feature''<br>
''20th Level Ranger Feature''<br>
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, Wisdom modifier, and your Proficiency Bonus to the damage.
You become an unparalleled hunter of enemies and an expert in your craft, giving you the following benefits:
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*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.
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=== Ranger Disciplines ===
=== Ranger Disciplines ===