4,244
edits
No edit summary |
(→Ranger) |
||
Line 83: | Line 83: | ||
:'''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. | :'''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. | :'''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. | :'''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. | :'''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. | :'''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. | ||
Line 117: | Line 116: | ||
'''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. | ||
'''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 | '''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 critical range increases by an additional 1, you cannot have disadvantage, and you can treat a roll of a 7 or lower as an 8. | ||
'''Expedient Action.''' At 17th level you become a master of guiding you and your allies to moving quickly in combat. When you roll initiative, you and creatures you choose within 30ft of you have advantage on | |||
'''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. |