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=== Class Information === | |||
'''Hit Dice.''' 1d10 per Ranger Level<br> | |||
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br> | |||
'''Higher Level Hitpoints.''' 1d10 (or 6) + your Constitution Modifier per Ranger Level after 1st<br> | |||
'''Armor Proficiencies.''' Light Armor, Medium Armor, and Shields<br> | |||
'''Weapon Proficiencies.''' Simple Weapons and Martial Weapons<br> | |||
'''Tool Proficiencies.''' None<br> | |||
'''Saving Throw Proficiencies.''' Strength and Dexterity<bR> | |||
'''Skill Proficiencies.''' Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival<br> | |||
'''Equipment.''' Scale Mail or Leather Armor, Two Melee Weapons, an Equipment Pack, and a Ranged Weapon | |||
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==== Favored Enemy ==== | |||
Choose a type | ''1st Level Ranger Feature''<br> | ||
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br> | |||
Choose a creature type for your 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. | ||
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'''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: | '''Skilled Hunter.''' | ||
''1st Level Ranger Feature''<br> | |||
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. | *you deal an additional 1d4 damage to them. | ||
*Your critical range increases by 1. | *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. | Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. | ||
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'''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. | '''Natural Explorer.''' | ||
''1st Level Ranger Feature''<br> | |||
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 | *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. | *You have advantage on Wisdom or Intelligence checks made in relation to the terrain or landmass you are traveling on. | ||
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*You and your companions are able to stealth even while traveling at a normal 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. | *You and your companions do not suffer a penalty to Wisdom (Perception) checks while traveling at a fast pace. | ||
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'''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.''' | ||
''1st Level Ranger Feature''<br> | |||
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. | :'''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. | :'''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. | ||
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:'''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. | ||
:'''Versatile Fighting.''' While wielding a Versatile Weapon in two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon in one hand, and nothing in your other hand, you gain a +2 bonus to your attack rolls. Additionally, you can take the Shove or Grapple actions as a Bonus Action. | :'''Versatile Fighting.''' While wielding a Versatile Weapon in two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon in one hand, and nothing in your other hand, you gain a +2 bonus to your attack rolls. Additionally, you can take the Shove or Grapple actions as a Bonus Action. | ||
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'''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 Disciplines.''' | ||
''1st Level Ranger Feature''<br> | |||
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. | |||
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'''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.''' | ||
''1st Level Ranger Feature''<br> | |||
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. | |||
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'''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.''' | ||
''1st Level Ranger Feature''<br> | |||
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. | |||
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'''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 and one ability score of your choice by 1, or you can increase three 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. | '''Ability Score Improvements.''' | ||
''1st Level Ranger Feature''<br> | |||
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 and one ability score of your choice by 1, or you can increase three 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. | |||
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'''Extra Attack.''' At 5th level you can perform an additional attack as part of the Attack action.<br> | '''Extra Attack.''' | ||
''1st Level Ranger Feature''<br> | |||
At 5th level you can perform an additional attack as part of the Attack action.<br> | |||
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. | ||
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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.''' | ||
''1st Level Ranger Feature''<br> | |||
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. | ||
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'''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. | '''Mark Improvement (1d8).''' | ||
''1st Level Ranger Feature''<br> | |||
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. | |||
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'''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.''' | ||
''1st Level Ranger Feature''<br> | |||
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. Additionally, your movement speed increases by 10ft. | 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. | ||
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'''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. | '''Mark Improvement (1d10).''' | ||
''1st Level Ranger Feature''<br> | |||
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. | |||
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'''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.''' | ||
''1st Level Ranger Feature''<br> | |||
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.''' | ||
''1st Level Ranger Feature''<br> | |||
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. | |||
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'''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. | '''Mark Improvement (1d12).''' | ||
''1st Level Ranger Feature''<br> | |||
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. | |||
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'''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.''' | ||
''1st Level Ranger Feature''<br> | |||
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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'''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. | '''Foe’s Doom.''' | ||
''1st Level Ranger Feature''<br> | |||
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. | |||
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'''Expedient Action.''' At 17th level you become a master of guiding you and your allies to moving quickly in combat. When initiative is rolled, you and creatures you choose within 30ft of you have advantage on that initiative roll. Additionally, you cannot be surprised. | '''Expedient Action.''' | ||
''1st Level Ranger Feature''<br> | |||
At 17th level you become a master of guiding you and your allies to moving quickly in combat. When initiative is rolled, you and creatures you choose within 30ft of you have advantage on that initiative roll. Additionally, you cannot be surprised. | |||
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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.''' | ||
''1st Level Ranger Feature''<br> | |||
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. | |||
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'''Mark Improvement (2d12).''' | |||
''1st Level Ranger Feature''<br> | |||
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. | |||
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'''Foe Slayer.''' | |||
''1st Level Ranger Feature''<br> | |||
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. | |||
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=== Ranger Disciplines === | === Ranger Disciplines === | ||
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'''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. | '''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. | ||
'''Bird of Prey Companion.''' You gain a bird of prey as a companion, such as falcon, hawk, owl, or potentially bat. This companion uses the | '''Bird of Prey Companion.''' You gain a bird of prey as a companion, such as falcon, hawk, owl, or potentially bat. This companion uses the Hawk stats, but does not roll initiative or take turns in combat while you are conscious. You can cause any spells, attacks, or abilities that target the falcon to target you instead if possible. As a Bonus Action, you can direct your falcon to fly a number of feet up to its movement speed. During this movement, you can choose one creature within 5ft of the falcon to take Slashing Damage equal to your 3 + your Proficiency Bonus. If your companion dies, during your next long rest, you can call out to and bond with a new one. | ||
'''Beast Master.''' When you use a Bonus Action to command an animal companion given by a Discipline or similar effect, such as the Drakewarden's Drake Companion, or the Bird of Prey Companion Discipline, you may command two of your companions instead companions. You may select this Discipline multiple times, being able to command one additional companion each time you do. | '''Beast Master.''' When you use a Bonus Action to command an animal companion given by a Discipline or similar effect, such as the Drakewarden's Drake Companion, or the Bird of Prey Companion Discipline, you may command two of your companions instead companions. You may select this Discipline multiple times, being able to command one additional companion each time you do. | ||
=== Conclave of the Cursed | = Ranger Conclaves = | ||
== Conclave of the Cursed == | |||
You are mutagenically and magically enhanced to kill Aberrations and resist the madness that plagues those who face them. Initially created during the 16th Age of Drakomere to crusade into the Twisted Lands with mixed success. Cursed use an arsenal of tools in order to be prepared for every situation. The most famous of those tools being the twin swords a Cursed carries, one steel for facing natural monsters and crossing blades with enemies, and one cursed for facing unnatural creatures and those resistant to mortal blades. | You are mutagenically and magically enhanced to kill Aberrations and resist the madness that plagues those who face them. Initially created during the 16th Age of Drakomere to crusade into the Twisted Lands with mixed success. Cursed use an arsenal of tools in order to be prepared for every situation. The most famous of those tools being the twin swords a Cursed carries, one steel for facing natural monsters and crossing blades with enemies, and one cursed for facing unnatural creatures and those resistant to mortal blades. | ||