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:'''Equipment.''' Scale Mail or Leather Armor, two shortswords or two simple melee weapons, an Equipment Pack, a Longbow, a Quiver, and 20 arrows. | :'''Equipment.''' Scale Mail or Leather Armor, two shortswords or two simple melee weapons, an Equipment Pack, a Longbow, a Quiver, and 20 arrows. | ||
Favored Enemy. Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. | '''Favored Enemy.''' Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. | ||
Choose a type of favored enemy: aberrations, beasts, constructs, dragons, elementals, fey, giants, highlings, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and goblinoids) as favored enemies. | Choose a type of favored enemy: aberrations, beasts, constructs, dragons, elementals, fey, giants, highlings, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and goblinoids) as favored enemies. | ||
At the end of a long rest, you can choose a different creature type to be your favored enemy as you commune with Sardior and creation energy to learn the weaknesses and history of the creature’s you will soon be hunting. | At the end of a long rest, you can choose a different creature type to be your favored enemy as you commune with Sardior and creation energy to learn the weaknesses and history of the creature’s you will soon be hunting. | ||
Skilled Hunter. Also at 1st level, you gain advantages in combat while attacking your favored enemy, and you gain bonuses to tracking and hunting them. | '''Skilled Hunter.''' Also at 1st level, you gain advantages in combat while attacking your favored enemy, and you gain bonuses to tracking and hunting them. When you perform an attack against your favored enemy you gain the following benefits: | ||
*you deal an additional 1d4 damage to them. | |||
*Your critical range increases by 1. | |||
Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. | |||
Natural Explorer. Also beginning at 1st level, you learn to become accustomed to the environment you are in to best travel, stay safe, acquire resources, and survive. After you’ve spent three days traveling in a specific type of terrain, or ten days traveling on a specific landmass, it is considered to be your favored terrain until you haven’t spent a day traveling in that terrain or landmass for twenty days. you gain the following | '''Natural Explorer.''' Also beginning at 1st level, you learn to become accustomed to the environment you are in to best travel, stay safe, acquire resources, and survive. After you’ve spent three days traveling in a specific type of terrain, or ten days traveling on a specific landmass, it is considered to be your favored terrain until you haven’t spent a day traveling in that terrain or landmass for twenty days. you gain the following benefits while traveling in your favored terrain. | ||
*Difficult terrain does not slow your groups travel | |||
*You have advantage on Wisdom or Intelligence checks made in relation to the terrain or landmass you are traveling on. | |||
*If you or your companions forage for food, you find twice as much food and water | |||
*You ignore extreme cold, extreme heat, strong wind, and heavy precipitation. | |||
*You and your companions gain a +5 bonus to Wisdom (Perception) and Dexterity (Stealth) checks while traveling at a slow pace | |||
*You and your companions are able to stealth even while traveling at a normal pace | |||
*You and your companions do not suffer a penalty to Wisdom (Perception) checks while traveling at a fast pace. | |||
Fighting Style. At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature. | '''Fighting Style.''' At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature. | ||
:'''Archery.''' You gain a +2 bonus to attack rolls you make with ranged weapons. | |||
:'''Blind Fighting.''' You have blindsight with a range of 10 feet. If you already have blindsight it increases the range of your blindsight by 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. | |||
:'''Defense.''' While you are wearing armor, you gain a +1 bonus to AC. | |||
:'''Dueling.''' When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | |||
:'''Great Weapon Fighting.''' When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. | |||
:'''Thrown-Weapon Fighting.''' You can draw a weapon that has the thrown property as part of the attack you make with the weapon. | |||
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. | In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. | ||
:'''Two-Weapon Fighting.''' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. | |||
:'''Unarmed Fighting.''' Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. | |||
'''Ranger Disciplines.''' At 2nd level, you gain two ranger disciplines of your choice. Your discipline options are detailed at the end of the class description. When you gain certain ranger levels, you gain additional disciplines of your choice, as shown in the Disciplines Known column of the Ranger table. Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another invocation that you could learn at that level. If a discipline would impose a Saving Throw, the DC is equal to 8 + your Proficiency Bonus + your Wisdom Modifier. | |||
Ranger Conclave. At 3rd level, you choose a conclave that you strive to emulate: Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. | '''Ranger Conclave.''' At 3rd level, you choose a conclave that you strive to emulate: Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. | ||
Primeval Awareness. Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 hour you can sense whether the following types of creatures are present within 10 miles of you (or within up to 50 miles if you are in your favored terrain): aberrations, dragons, elementals, fey, highlings and undead. You also learn their number, direction of travel, speed, and any major injuries they have sustained. You can use this feature a number of times equal to your 1 + your Wisdom modifier, regaining expended uses at the end of a long rest. | '''Primeval Awareness.''' Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 hour you can sense whether the following types of creatures are present within 10 miles of you (or within up to 50 miles if you are in your favored terrain): aberrations, dragons, elementals, fey, highlings and undead. You also learn their number, direction of travel, speed, and any major injuries they have sustained. You can use this feature a number of times equal to your 1 + your Wisdom modifier, regaining expended uses at the end of a long rest. | ||
Ability Score Improvements. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a feat instead of taking this increase to ability scores. | '''Ability Score Improvements.''' When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores. | ||
Extra Attack. At 5th level you can perform an additional attack as part of the Attack action. | '''Extra Attack.''' At 5th level you can perform an additional attack as part of the Attack action. | ||
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks. | If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks. | ||
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. | '''Ranger Specialty.''' Also at 5th level, you learn a lesser known skill of Rangers, a specialty. Choose one of the following specialties to gain. | ||
:'''Beast Companion.''' You gain a beast companion. Choose a beast with a Cr of 1/2 or lower, you add your proficiency bonus to the creature's attack rolls, damage rolls, and AC, as well as any saving throws it’s proficient in. Its health is equal to the health marked on its stat block, or 5 times your Ranger level, whichever is higher. You can use your action to verbally command the creature to take the Attack, and you can use your bonus action to verbally command the creature to take the Dash, Disengage, or Help action. If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements. | |||
'''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. | ||
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. | ||
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. | ||
'''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. | |||
'''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. | |||
'''Foe’s Doom.''' At 14th level you become extremely skilled at dealing out death to your favored enemy. When you perform the attack action against a favored enemy your crit range increases by an additional 1, you cannot have disadvantage, and you can treat a roll of a 7 or lower as an 8. | |||
'''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. | |||
=== Ranger Disciplines === | |||
Healing Leaves. If the surrounding area has the appropriate vegetation, during a rest you can find plants 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. These Salves spoil after 24 hours. | '''Healing Leaves.''' If the surrounding area has the appropriate vegetation, during a rest you can find plants 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. 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) 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 gain a Swimming and a Climbing speed equal to your Walking speed. | ||
Conclave of the Cursed | Conclave of the Cursed |