Ranger: Difference between revisions

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= Ranger Conclaves =
= Ranger Conclaves =
== Conclave of the Hunter ==
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of triton to towering hydras and terrifying aberrations.
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==== Hunter’s Mark ====
''3rd Level Conclave of the Hunter Feature''<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 1d6 additional Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br>
EXTRA BONUS WHEN DEALS DAMAGE<br>
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<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.
{| class="wikitable"
|+ Mark Improvements
|-
! Feature !! Level !! Improvement
|-
| [[Ranger#Mark Improvement (1d8)|Mark Improvement (1d8)]] || 6th || Your Mark deals 1d8 Damage and when a Marked creature dies you can Mark another creature with a Bonus Action
|-
| [[Ranger#Mark Improvement (1d10)|Mark Improvement (1d10)]] || 9th || Your Mark deals 1d10 Damage and does not require Concentration
|-
| [[Ranger#Mark Improvement (1d12)|Mark Improvement (1d12)]] || 13th || Your Mark deals 1d12 Damage and you can Mark two creatures
|-
| [[Ranger#Mark Improvement (2d12)|Mark Improvement (2d12)]] || 18th || Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn
|}
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==== Hunter’s Prey ====
''3rd Level Conclave of the Hunter Feature''<br>
At the end of a Long Rest, you can choose one of the following benefits which lasts until the end of your next Long Rest:
*'''Colossus Slayer.''' Your tenacity can wear down the most potent foes. Once per turn when you hit a creature that is below its Hit Point Maximum with a Weapon Attack, you deal an additional 1d8 Damage.
*'''Giant Killer.''' After a Large or larger creature that you can see within 5ft of you Attacks you, you can use your Reaction to Attack it.
*'''Horde Breaker.''' Once per turn when you make a Weapon Attack, you can make another Weapon Attack against a different creature in the Weapon's Range that is within 5ft of that creature.
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==== Defensive Tactics ====
''7th Level Conclave of the Hunter Feature''<br>
You gain the following benefits as your grow resilient to the tactics of your foes:
*Creatures have Disadvantage on Opportunity Attacks against you
*When a creature hits you with an Attack, you gain a +4 bonus to AC against all subsequent Attacks made by that creature for the rest of the turn.
*You cannot be Frightened.
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==== Multiattack ====
''11th Level Conclave of the Hunter Feature''<br>
You gain the following features as your skill expands against hordes:
*'''Volley.''' While you are wielding a Ranged Weapon, you can use your Action to choose and make a Ranged Weapon Attack against every creature of your choice within 10ft of that point that you can see and is within the Weapon's Normal Range. If you are using a Thrown Weapon you can draw a Weapon immediately after each of these Attacks.
*'''Whirlwind.''' While you are wielding a Melee Weapon, you can use your Action to make a Melee Weapon Attack against every creature of your choice that you can see within the Weapon's Reach.
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==== Hunter’s Defense ====
''15th Level Conclave of the Hunter Feature''<br>
You gain the following abilities as your defense grows impenetrable:
*'''Evasion.''' You can nimbly dodge out of the way of certain area effects. When an area of effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.<br>
:Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks.
*'''Stand Against the Tide.''' When a creature misses on a Melee Attack, you can use your Reaction to force that creature to redirect that Attack to a creature other than the target that is within the Attack's Reach.
*'''Uncanny Dodge.''' When a creature that you can see hits you with an Attack, you can use your Reaction to halve the Attack's Damage against you.
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= Characters =
= Characters =


[[Sarikaya Komzin]], the Verdan, Conclave of the Cursed Ranger
[[Sarikaya Komzin]], the Verdan, Conclave of the Cursed Ranger