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*'''Uncanny Dodge.''' When a creature that you can see hits you with an Attack, you can use your Reaction to halve the Attack's Damage against you. | *'''Uncanny Dodge.''' When a creature that you can see hits you with an Attack, you can use your Reaction to halve the Attack's Damage against you. | ||
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== Conclave of the Marsh Warden == | |||
Marshwardens take their cues from nature’s most challenging terrains and capable— amphibious—explorers. In doing so, these rangers become world-treading athletes with powerful magic toxins at their disposal. Marshwardens often seek to protect the world’s most endangered subjects and dive headfirst into new challenges, knowing full well that no matter what obstacle stands in their way, they almost certainly have the means to overcome it. | |||
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==== Toxic Mark ==== | |||
''3rd Level Conclave of the Marsh Warden Feature''<br> | |||
You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal an additional 1d6 Acid or Poison Damage (your choice). Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br> | |||
You can use Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<br> | |||
When you deal this additional Damage, you can use a Bonus Action to force the target to make a Constitution Saving Throw against your Discipline Save DC. On a failed Save the creature becomes Poisoned until the end of your next turn.<br> | |||
This feature improves and deals additional Damage as you gain Levels in this class, summarized in the following table follows but is described in full in the Ranger's features. | |||
{| class="wikitable" | |||
|+ Mark Improvements | |||
|- | |||
! Feature !! Level !! Improvement | |||
|- | |||
| [[Ranger#Mark Improvement (1d8)|Mark Improvement (1d8)]] || 6th || Your Mark deals 1d8 Damage and when a Marked creature dies you can Mark another creature with a Bonus Action | |||
|- | |||
| [[Ranger#Mark Improvement (1d10)|Mark Improvement (1d10)]] || 9th || Your Mark deals 1d10 Damage and does not require Concentration | |||
|- | |||
| [[Ranger#Mark Improvement (1d12)|Mark Improvement (1d12)]] || 13th || Your Mark deals 1d12 Damage and you can Mark two creatures | |||
|- | |||
| [[Ranger#Mark Improvement (2d12)|Mark Improvement (2d12)]] || 18th || Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn | |||
|} | |||
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==== Amphibious Alacrity ==== | |||
''3rd Level Conclave of the Marsh Warden Feature''<br> | |||
You gain a Climbing and Swimming Speed equal to your Walking Speed, and you can hold your breath for a number of minutes equal to 5 x your Ranger Level.<br> | |||
When you reach 7th Level in this class, you can Jump your full Long Jump and High Jump distance, with or without a running start.<br> | |||
When you reach 11th Level in this class, you gain the ability to move across liquids on your turn without falling during the move. | |||
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'''Toxic Strikes.''' | |||
''3rd Level Conclave of the Marsh Warden Feature''<br> | |||
Beginning at 3rd level, you ignore the loading property of blowguns, and attacking with a blowgun at long range doesn’t impose disadvantage on your ranged weapon attack rolls with it. Further, when you’re hidden from a creature and miss it with a ranged attack using a blowgun, making the attack doesn’t reveal your position. | |||
In addition, your strikes are magically toxic. Once per turn when you hit a creature with an attack, you can deal an extra 1d6 acid or poison damage to the target (your choice). | |||
This extra damage increases to 1d8 when you reach 11th level in this class. When you deal this extra damage with a blowgun or a dart, you can treat the dice for this acid or poison damage as having rolled their maximum value. | |||
==== Poisonous Defense ==== | |||
''7th Level Conclave of the Marsh Warden Feature''<br> | |||
When a creature successfully Grapples or Restrains you, it takes Acid or Poison Damage (your choice) as if it was hit by your Toxic Strike. The creature takes this damage again at the end of each of its following turns that it continues to grapple or restrain you. | |||
In addition, when an attacker that you can see hits you with a melee weapon attack, you can use your reaction to cause it to take your Toxic Strike damage, plus bonus acid or poison damage equal to half your ranger level (rounded up). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. | |||
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==== Crippling Toxins ==== | |||
''11th Level Conclave of the Marsh Warden Feature''<br> | |||
Whenever you deal Damage with your Toxic Mark, Toxic Strike, or Poisonous Defense Features, the target’s Speed is reduced by 10ft until the start of your next turn. | |||
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==== Unstoppable Marshal ==== | |||
''15th Level Conclave of the Marsh Warden Feature''<br> | |||
You have Immunity to Poison Damage, and you are Immune to the Poisoned Condition. Additionally, you are always under the effects of the Freedom of Movement Spell. | |||
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== Conclave of the Monster Slayer == | == Conclave of the Monster Slayer == |