Ranger: Difference between revisions

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''15th Level Conclave of the Hunter Feature''<br>
''15th Level Conclave of the Hunter Feature''<br>
You gain the following abilities as your defense grows impenetrable:
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>
*'''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.
: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.  
: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.
*'''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.
*'''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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== Conclave of the Swarmkeeper ==
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
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==== Swarming Mark ====
''3rd Level Conclave of the Swarmkeeper 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 an additional 1d6 Magical Piercing Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br>
When you deal this additional Damage, you can use a Bonus Action to cause the target to treat all other creatures as if they were behind 1/2 Cover until the start of your next turn.<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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==== Gathered Swarm ====
''3rd Level Conclave of the Swarmkeeper Feature''<br>
A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance. You learn the Mage Hand Cantrip, using Wisdom as its Spellcasting Ability. When you cast it, the hand takes the form of your swarming nature spirits.<br>
Once per turn, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an Attack:
*The target takes 1d6 Magical Piercing Damage.
*The target makes a Strength Saving Throw against your Discipline Save DC. On a failed Save a creature is pushed 15ft horizontally in a direction of your choice.
*You are pushed 5ft in a direction of your choice.
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==== Writhing Tide ====
''7th Level Conclave of the Swarmkeeper Feature''<br>
You can condense part of your swarm into a focused mass that lifts you up. As a Bonus Action, you gain a 10ft Flying Speed and can hover. This effect lasts for 1 minute or until you are Incapacitated.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Mighty Swarm ====
''11th Level Conclave of the Swarmkeeper Feature''<br>
Your Gathered Swarm grows mightier in the following ways:
*The damage of your Gathered Swarm feature increases to 1d8.
*If a creature fails its Saving Throw against being moved by your Gathered Swarm feature, you can also knock the creature Prone.
*When you are moved by your Gathered Swarm feature, it gives you 1/2 Cover until the start of your next turn.
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==== Swarming Consumption ====
''11th Level Conclave of the Swarmkeeper Feature''<br>
You can non-magically replicate the effects of the Gaseous Form Spell as an Action using Wisdom as the Spellcasting Ability.<br>
You can replicate the Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
==== Swarming Dispersal ====
''15th Level Conclave of the Swarmkeeper Feature''<br>
You can discorporate into your swarm, avoiding danger. When you take Damage, you can use your Reaction to give yourself Resistance to that Damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30ft of you, where you reappear with the swarm.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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= Characters =
= Characters =


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