Ranger: Difference between revisions

1,107 bytes added ,  17:12, 15 October 2022
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| 5th || +3 || Extra Attack || 3 || 6,000
| 5th || +3 || Extra Attack || 3 || 6,000
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| 6th || +3 || Improved Knowledge || 4 || 10,000
| 6th || +3 || Improved Knowledge, Mark Improvement (1d8) || 4 || 10,000
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| 7th || +3 || Ranger Conclave Feature || 4 || 20,000
| 7th || +3 || Ranger Conclave Feature || 4 || 20,000
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| 8th || +3 || Ability Score Improvement || 5 || 40,000
| 8th || +3 || Ability Score Improvement || 5 || 40,000
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| 9th || +4 || Land's Stride || 5 || 60,000
| 9th || +4 || Land's Stride, Mark Improvement (1d10) || 5 || 60,000
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| 10th || +4 || Nature's Veil, Veteran Traveler || 6 || 80,000
| 10th || +4 || Nature's Veil, Veteran Traveler || 6 || 80,000
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| 12th || +4 || Ability Score Improvement || 7 || 120,000
| 12th || +4 || Ability Score Improvement || 7 || 120,000
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| 13th || +5 || Improved Mark || 7 || 140,000
| 13th || +5 || Mark Improvement (1d12) || 7 || 140,000
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| 14th || +5 || Vanish, Ebb, and Weave, Foe's Doom || 8 || 160,000
| 14th || +5 || Vanish, Ebb, and Weave, Foe's Doom || 8 || 160,000
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| 17th || +6 || Expedient Action || 9 || 225,000
| 17th || +6 || Expedient Action || 9 || 225,000
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| 18th || +6 || Feral Senses || 10 || 250,000
| 18th || +6 || Feral Senses, Mark Improvement (2d12) || 10 || 250,000
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| 19th || +6 || Ability Score Improvement || 10 || 300,000
| 19th || +6 || Ability Score Improvement || 10 || 300,000
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'''Improved Knowledge.''' 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.
'''Improved Knowledge.''' 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.
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, 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.
'''Mark Improvement (1d8).''' 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.


'''Land’s Stride.''' 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.
'''Land’s Stride.''' 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.
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.
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.
 
'''Mark Improvement (1d10).''' 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.


'''Nature’s Veil.''' 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.
'''Nature’s Veil.''' 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.
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'''Veteran Traveler.''' 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.
'''Veteran Traveler.''' 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.


 
'''Mark Improvement (1d12).''' 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.
'''Improved Mark.''' At 13th level your keen marks on your foes improves. You no longer need to Concentrate on the Mark feature you gain from your subclass, and the additional damage from the Mark feature increases from a d6 to a d10.


'''Vanish, Ebb, and Weave.''' 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.
'''Vanish, Ebb, and Weave.''' 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.
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'''Feral Senses.''' 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.
'''Feral Senses.''' 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.


'''Foe Slayer.''' 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, and Wisdom modifiers, and your Proficiency Bonus to the damage.
'''Mark Improvement (2d12).''' 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.
 
'''Foe Slayer.''' 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.