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=== Ranger Disciplines === | === Ranger Disciplines === | ||
'''Healing | '''Healing Salves.''' During a rest you can find plants or other materials with healing properties. At the end of a long rest, you can gain a number of Healing Salves equal to your Proficiency Bonus which can be administered as an action, and restore a number of hit points equal to your Proficiency Bonus + your Wisdom Modifier (minimum 1) to the creature the salve is applied to. These Salves spoil after 24 hours. | ||
'''Bear Trap.''' As an action you can set a trap in a space within 5ft of you. When another creature enters that space they must make a Dexterity Saving Throw, taking 2d8 Piercing damage and becomes Restrained for 1 minute or until it is removed by a creature as an action, making a successful Strength (Athletics) against your Discipline Save DC. On a success the target takes half damage and is not Restrained. | '''Bear Trap.''' As an action you can set a trap in a space within 5ft of you. When another creature enters that space they must make a Dexterity Saving Throw, taking 2d8 Piercing damage and becomes Restrained for 1 minute or until it is removed by a creature as an action, making a successful Strength (Athletics) Check against your Discipline Save DC. On a success the target takes half damage and is not Restrained. | ||
'''Wild Agility.''' You gain a Swimming and a Climbing speed equal to your Walking speed. | '''Wild Agility.''' You have learned how to traverse effectively in many situations, you gain a Swimming and a Climbing speed equal to your Walking speed. | ||
'''Immobilize.''' You know where and how to hit creatures to remove them from the fight temporarily. When you hit a creature with a weapon attack, you can force the creature to make a Constitution Saving Throw, on a failure, the target becomes Restrained until the end of your next turn. You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | |||
'''Evasive Stance.''' As a Bonus Action you enter an evasive stance until the start of your next turn. While you remain in this stance you gain +2 AC, and attacks of opportunity have disadvantage against you. | |||
'''Inner Fortitude.''' You have an inner well of strength you draw on during dangerous situations. After you take damage you can use your reaction to gain temporary hit points equal your wisdom modifier for 1 minute. | |||
'''Exploiting Strike.''' When you hit a creature with a weapon attack that has a condition, you increase the damage of the attack by 1d8. | |||
'''Skirmishing Stance.''' As a bonus action you enter a skirmishing stance until the start of your next turn. While in this this stance, you can move 5 feet without provoking opportunity attacks immediately before or after you take the attack action. | |||
'''Snipe.''' Your Ranged Weapon attacks have doubled normal and long range and ignore 1/2 and 3/4 cover if you move no more than half your speed on your turn. | |||
'''Bear Hug.''' When you Grapple a creature that has a CR equal to or lower then your level, that creature is Restrained while you're grappling it. | |||
=== Conclave of the Cursed === | === Conclave of the Cursed === |