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''Miscellaneous Discipline''<br> | ''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. | 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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''Miscellaneous Discipline''<br> | ''Miscellaneous Discipline''<br> | ||
Your Speed increases by 10ft. | Your Speed increases by 10ft. | ||
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''Miscellaneous Discipline''<br> | ''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. | 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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=== | === Herbalism Disciplines === | ||
Most of these Disciplines | Most of these Disciplines create salves or poultices that provide some form of bonus to those who consumes them. Some of these Disciplines improve these salves and poultices. | ||
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==== | ==== Healing Salves ==== | ||
'' | ''Herbalism 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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=== Stance Disciplines === | === 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. | Most of these 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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''Stance Discipline''<br> | ''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. | 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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=== Strike Disciplines === | |||
Most of these Disciplines augment your Attacks in some way, usually with some kind of condition that you need to meet to augment the Attack | |||
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==== Exploiting Strike ==== | |||
''Strike Discipline''<br> | |||
When you hit a creature that is suffering from a [[Conditions|Condition]] with a Weapon Attack, the Attack deals an additional 1d8 Damage. | |||
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==== Immobilize ==== | |||
''Strike 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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==== 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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=== 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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