Ranger: Difference between revisions

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''3rd Level Conclave of the Fey Wanderer Feature''<br>
''3rd Level Conclave of the Fey Wanderer 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 Psychic Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<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 Psychic Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br>
You can use this 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 Slow the target until the start of your next turn.<br>
When you deal this additional Damage, you Slow the target until the start of your next turn.<br>
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<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.
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.
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''3rd Level Conclave of the Gloom Stalker Feature''<br>
''3rd Level Conclave of the Gloom Stalker 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 1d6 additional Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<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 1d6 additional Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br>
You can use this 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 lower the target's Initiative Score by an amount equal to your Wisdom Modifier at the start of the next round.<br>
When you deal this additional Damage you can lower the target's Initiative Score by an amount equal to your Wisdom Modifier at the start of the next round.<br>
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<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.
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.
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''3rd Level Conclave of the Hunter Feature''<br>
''3rd Level Conclave of the Hunter 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 1d6 additional Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<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 1d6 additional Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br>
You can use this 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 move 10ft without spending Speed or provoking Opportunity Attacks.<br>
When you deal this additional Damage, you can move 10ft without spending Speed or provoking Opportunity Attacks.<br>
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<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.
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.
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'''Toxic Strikes.'''
==== Toxic Strikes ====
''3rd Level Conclave of the Marsh Warden Feature''<br>
''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.
You ignore the Loading Property of Blowguns and War Blowguns, and Attacking with a Blowgun or War Blowgun at Long Range doesn’t impose Disadvantage on the Attack.<br>
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).
In addition, your strikes are magically toxic. Once per turn when you hit a creature with a Weapon Attack, you can deal an additional 1d6 Acid or Poison Damage (your choice) to the target.<br>
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.
This extra Damage increases to 1d8 when you reach 11th Level in this class. When you deal this extra Damage with a Blowgun, War Blowgun, or Dart, you use the maximum result for the die instead of rolling.
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==== Poisonous Defense ====
==== Poisonous Defense ====
''7th Level Conclave of the Marsh Warden Feature''<br>
''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.
When a creature successfully Grapples or Restrains you, it takes Acid or Poison Damage (your choice) as per your Toxic Strikes feature. The creature takes this Damage again at the end of each of its following turns that it continues to Grapple or Restrain you.<br>
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.
In addition, when a creature that you can see hits you with a Melee Attack, you can use your Reaction to deal Acid or Poison Damage (your choice) as per your Toxic Strikes feature, and additional Damage of the same Type equal to your Ranger Level.<br>
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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''3rd Level Conclave of the Monster Slayer Feature''<br>
''3rd Level Conclave of the Monster Slayer 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 2d6 additional Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<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 2d6 additional Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br>
You can use this 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 make the Damage dealt by the Attack magical for the purposes of overcoming Resistance and Immunity.<br>
When you deal this additional Damage, you can make the Damage dealt by the Attack magical for the purposes of overcoming Resistance and Immunity.<br>
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<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.
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.
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''3rd Level Conclave of the Swarmkeeper Feature''<br>
''3rd Level Conclave of the Swarmkeeper 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 Magical Piercing Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<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 Magical Piercing Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br>
You can use this 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 cause the target to treat all other creatures as if they were behind 1/2 Cover until the start of your next turn.<br>
When you deal this additional Damage, you can use a Bonus Action to cause the target to treat all other creatures as if they were behind 1/2 Cover until the start of your next turn.<br>
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<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.
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.
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You can non-magically replicate the effects of the Gaseous Form Spell as an Action using Wisdom as the Spellcasting Ability.<br>
You can non-magically replicate the effects of the Gaseous Form Spell as an Action using Wisdom as the Spellcasting Ability.<br>
You can replicate the Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can replicate the Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
 
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==== Swarming Dispersal ====
==== Swarming Dispersal ====