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'''Hit Dice.''' 1d10 per Ranger Level<br> | '''Hit Dice.''' 1d10 per Ranger Level<br> | ||
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br> | '''1st Level Hitpoints.''' 10 + your Constitution Modifier<br> | ||
'''Higher Level Hitpoints.''' 1d10 ( | '''Higher Level Hitpoints.''' 1d10 (increase to 6) + your Constitution Modifier per Ranger Level after 1st<br> | ||
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br> | '''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br> | ||
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]<br> | '''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]<br> | ||
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| [[Ranger#Warding Glamor|Warding Glamor]] || 11th || You can redirect Attacks that would hit you | | [[Ranger#Warding Glamor|Warding Glamor]] || 11th || You can redirect Attacks that would hit you | ||
|- | |- | ||
| [[Ranger#Misty Wanderer|Misty Wanderer]] || 15th || You can cast the [[Level 2#Misty Step]] Spell at will, and you can teleport an ally with it | | [[Ranger#Misty Wanderer|Misty Wanderer]] || 15th || You can cast the [[Level 2#Misty Step|Misty Step]] Spell at will, and you can teleport an ally with it | ||
|} | |} | ||
<br> | <br> | ||
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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 Acid or Poison Damage (your choice). Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<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 Acid or Poison Damage (your choice). Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br> | ||
You can use Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<br> | You can use Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<br> | ||
When you deal this additional Damage, you can use a Bonus Action to force the target to make a Constitution Saving Throw against your Discipline Save DC. On a failed Save the creature becomes [Conditions#Poisoned|Poisoned]] until the end of your next turn.<br> | When you deal this additional Damage, you can use a Bonus Action to force the target to make a Constitution Saving Throw against your Discipline Save DC. On a failed Save the creature becomes [[Conditions#Poisoned|Poisoned]] until the end of your next turn.<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. | 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" | {| class="wikitable" | ||
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''15th Level Conclave of the Monster Slayer Feature''<br> | ''15th Level Conclave of the Monster Slayer Feature''<br> | ||
You gain the ability to counterattack when your prey tries to sabotage you. If a creature Marked by your Slaying Mark feature forces you to make a Saving Throw, you can use your Reaction to make a single Weapon Attack against the target if it is within your Weapon's Range. If you hit on this Attack, you automatically succeed the Saving Throw. | You gain the ability to counterattack when your prey tries to sabotage you. If a creature Marked by your Slaying Mark feature forces you to make a Saving Throw, you can use your Reaction to make a single Weapon Attack against the target if it is within your Weapon's Range. If you hit on this Attack, you automatically succeed the Saving Throw. | ||
<br><br><br> | |||
== Conclave of the Sentinel == | |||
When the world is shrouded in twilight and danger stirs within the shadows, a select few stand as silent watchers, protectors who ask for no recognition and bear no banners. These are the Sentinels, divine warriors who guard the boundary between mortal realms and the lurking perils of the dark. Guided by the light of the heavens, the Sentinels take their strength from the divine. Whether they serve a deity of the stars, sun, or moon—or are bound by a personal oath to protect the defenseless—their purpose remains the same: to stand watch, ever-present, over those who stand, or lay, beneath the night sky. | |||
<br><br> | |||
{| class="wikitable" | |||
|+ Sentinel Features | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[Ranger#Radiant Mark|Radiant Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you make them easier to hit | |||
|- | |||
| [[Ranger#Nocturnal Overwatch|Nocturnal Overwatch]] || 3rd || You no longer need sleep, cannot be Surprised, and can make Opportunity Attacks when enemies attack your friends | |||
|- | |||
| [[Ranger#Reactive Ward|Reactive Ward]] || 7th || You gain an additional Reaction solely for Opportunity Attacks, and the Range for Nocturnal Overwatch increases | |||
|- | |||
| [[Ranger#Falling Star|Falling Star]] || 11th || You can move before Melee Attacks, or ignore Cover with Ranged Attacks once per Turn | |||
|- | |||
| [[Ranger#Bathed in the Heavens|Bathed in the Heavens]] || 15th || You can cast Halo of Glory at will as a Free Action | |||
|} | |||
<br><br> | |||
==== Radiant Mark ==== | |||
''3rd Level Conclave of the Sentinel 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 Radiant Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<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> | |||
When you deal this additional Radiant Damage, you can force the target to make a Constitution Saving Throw against your Discipline Save DC, on a failed Save, the next attack against that Creature has Advantage, as they are bathed in shimmering light.<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 | |||
|} | |||
<br><br> | |||
==== Nocturnal Overwatch ==== | |||
''3rd Level Conclave of the Sentinel Feature''<br> | |||
Your celestial vigilance grants you preternatural watchfulness. You no longer need to sleep, and instead you can spend 8 hours in light activity, such as keeping watch, to gain the benefits of a Long Rest.<br> | |||
You gain Darkvision out to 60ft, if you already had Darkvision, it increases by 30ft.<br> | |||
You also become immune to the Surprised Condition.<br> | |||
Additionally, when an Creature you can see targets an Friendly Creature within 30ft of you with an Attack Roll you can use your Reaction to make an Opportunity Attack targeting the Attacker. This attack occurs before the enemy's action resolves.<br> | |||
This Range increases to 60ft when you reach 7th Level in this Class. | |||
<br><br> | |||
==== Reactive Ward ==== | |||
''7th Level Conclave of the Sentinel Feature''<br> | |||
Your vigilance allows you to react to those that would harm your allies. You gain one Vigilant Reaction separate from your normal Reaction. This Vigilant Reaction can only be used to make Opportunity Attacks. | |||
<br><br> | |||
==== Falling Star ==== | |||
''11th Level Conclave of the Sentinel Feature''<br> | |||
Your mastery over celestial forces allows you to cause yourself and your attacks to become like the heavenly bodies themselves.<br> | |||
When you make a Melee Weapon Attack, you may move up to 20ft towards the target of the Attack without provoking Opportunity Attacks.<br> | |||
When you make a Ranged Weapon Attack, you ignore Cover as long as you are aware of the Target's presence, and had sight of them at the end of your last Turn.<br> | |||
You can use this Feature once per Turn. | |||
<br><br> | |||
==== Bathed in the Heavens ==== | |||
''15th Level Conclave of the Sentinel Feature''<br> | |||
You become bathed in the light of the heavens, marking you as protector, and warding you from danger. You learn the Halo of Glory Spell and can cast it at will, without expending Spell Slots, as a Free Action, without Components. You can also end the Spell at will. | |||
<br><br><br> | <br><br><br> | ||
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| [[Ranger#Swarming Dispersal|Swarming Dispersal]] || 15th || You can give yourself Resistance to Damage and teleport when someone Attacks you. | | [[Ranger#Swarming Dispersal|Swarming Dispersal]] || 15th || You can give yourself Resistance to Damage and teleport when someone Attacks you. | ||
|} | |} | ||
<br> | <br><br> | ||
==== Swarming Mark ==== | ==== Swarming Mark ==== | ||
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| [[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 | | [[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 | ||
|} | |} | ||
<br> | <br><br> | ||
==== Gathered Swarm ==== | ==== Gathered Swarm ==== | ||
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*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. | *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. | *You are pushed 5ft in a direction of your choice. | ||
<br> | <br><br> | ||
==== Writhing Tide ==== | ==== Writhing Tide ==== | ||