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== Ranger Disciplines == | |||
To select a Ranger Discipline, you must meet the requirements in parenthesis in the italics under the name of the Discipline. If a Level is listed as a prerequisite, you must have that many Levels in this class. | |||
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=== Miscellaneous Disciplines === | |||
These Disciplines are not of a particular type. | |||
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'' | ==== Bear Hug ==== | ||
''Miscellaneous Discipline''<br> | |||
When you Grapple a creature that has a CR equal to or lower than your Ranger Level, that creature is Restrained while you're Grappling it. | |||
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'' | ==== Exploiting Strike ==== | ||
''Miscellaneous Discipline''<br> | |||
When you hit a creature that is suffering form a [[Conditions|Condition]] with a Weapon Attack, the Attack deals an additional 1d8 Damage. | |||
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'' | ==== Roving ==== | ||
''Miscellaneous Discipline''<br> | |||
Your Speed increases by 10ft. | |||
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''' | ==== Snipe ==== | ||
''Miscellaneous Discipline''<br> | |||
When you make a Ranged Weapon Attack and have moved no more than half your Speed this round, your Ranged Weapon Attacks have doubled Normal and Long Range and ignore 1/2 and 3/4 Cover. | |||
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'' | ==== Wild Agility ==== | ||
''Miscellaneous Discipline''<br> | |||
You have learned how to traverse effectively in many situations, you gain a Swimming and a Climbing Speed equal to your Walking Speed. | |||
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''' | ==== Healing Salves ==== | ||
''Miscellaneous Discipline''<br> | |||
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 up to your Proficiency Bonus. A creature holding a Healing Salve can use a Bonus Action to administer it to a creature within 5ft of it. When a Healing Salve is administered, the creature it was administered to regains a number of Hit Points equal to your Proficiency Bonus + your Wisdom Modifier. These Salves spoil after 24 hours. | |||
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''' | ==== Immobilize ==== | ||
''Miscellaneous Discipline''<br> | |||
You know where and how to hit creatures to remove them from the fight temporarily. Once per turn when you hit a creature with a Weapon Attack, you can force that creature to make a Constitution Saving Throw. On a failed Save, the creature is Restrained until the end of your next turn.<br> | |||
You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
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'' | ==== Inner Fortitude ===== | ||
''Miscellaneous Discipline''<br> | |||
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. | |||
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=== Companion Disciplines === | |||
Most of these Disciplines give you some form of companion that you can command as a Bonus Action to do a special ability. Some of these Disciplines buff the companions summoned. | |||
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==== Bird of Prey ==== | |||
''Companion Discipline''<br> | |||
You gain a Bird of Prey as a companion, such as a falcon, hawk, owl, or potentially bat. This companion uses Hawk game statistics, but does not roll Initiative or take turns in combat while you are conscious. You can cause any Spells, Attacks, or other Abilities that targets the Bird of Prey to target you instead if possible.<br> | |||
As a Bonus Action, you can direct the Bird of Prey to fly a number of feet up to its Flying Speed. During this movement, you can choose one creature within 5ft of the Bird of Prey to take Slashing Damage equal to your 3 + your Proficiency Bonus. If the Bird of Prey dies, during your next Long Rest, you can call out and bond with a new one. | |||
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==== Beast Master ==== | |||
''Companion Discipline (4th Level)''<br> | |||
When you use a Bonus Action to command a Companion you gained from a Companion Discipline or similar effect, you can command 2 Companions instead. | |||
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=== Trap Disciplines === | |||
Most of these Disciplines drop some form of trap on the ground that effect other creatures that walk into them. Some of these Disciplines improve the traps. | |||
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==== Bear Trap ==== | |||
''Trap Discipline''<br> | |||
As an Action you can set a trap in a space within 5ft of you. When another creature enters that space it must make a Dexterity Saving Throw.<br> | |||
On a failed Save, the creature takes 2d8 Piercing Damage and becomes Restrained for 1 minute or until the trap is removed by another creature as an Action. the Restrained creature can use its Action to make a Strength (Athletics) or Dexterity (Acrobatics) Check against your Discipline Save DC, freeing itself from the trap on a successful Check.<br> | |||
On a successful Save, the creature takes no Damage and is not Restrained, but the trap remains. | |||
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=== Stance Disciplines === | |||
Most Disciplines all use Bonus Actions to enter into a Stance until the start of your next turn that give you some form of passive buff. Some of these Disciplines improve these Stances. | |||
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==== Evasive Stance ==== | |||
''Stance Discipline''<br> | |||
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 bonus to your AC, and Opportunity Attacks made against you have Disadvantage. | |||
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==== Skirmishing Stance ==== | |||
''Stance Discipline''<br> | |||
As a Bonus Action you enter a Skirmishing Stance until the start of your next turn. While you remain in this Stance, you can move 5ft without provoking Opportunity Attacks immediately before or after you take the Attack Action. | |||
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= Ranger Conclaves = | = Ranger Conclaves = |