Ranger: Difference between revisions

436 bytes added ,  16:03, 28 December 2022
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==== Bear Hug ====
==== Bear Hug ====
''Miscellaneous Discipline''<br>
''Miscellaneous Discipline''<br>
You learn to use your weight in order to restrict the movement of your foes. 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.
You learn to use your weight in order to restrict the movement of your foes. When you Grapple a creature that has a CR equal to or lower than your Ranger Level, that creature is [[Conditions#Restrained|Restrained]] while it is [[Conditions#Grappled|Grappled]] by you it.
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==== Expanding Style ====
==== Expanding Style ====
''Miscellaneous Discipline''<br>
''Miscellaneous Discipline''<br>
You expand the way you use your weaponry. You gain a Fighting Style you do not already from the Fighting Styles available with your Fighting Style feature.
You expand the way you use your weaponry. You gain a [[Ranger#Fighting Style|Fighting Style]] you do not already have from the [[Ranger#Fighting Style|Fighting Style]] available with your [[Ranger#Fighting Style|Fighting Style]] feature.
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''Miscellaneous Discipline''<br>
''Miscellaneous Discipline''<br>
You can lead your companions in travel while conserving energy. While traveling, you and all creatures of your choice traveling with your can travel for 4 more hours before the travel becomes a Forced March.<br>
You can lead your companions in travel while conserving energy. While traveling, you and all creatures of your choice traveling with your can travel for 4 more hours before the travel becomes a Forced March.<br>
Additionally, you have Advantage on Saving Throws against Exhaustion.
Additionally, you have Advantage on Saving Throws against [[Conditions#Exhausted|Exhaustion]].
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==== Hardy ====
==== Hardy ====
''Miscellaneous Discipline''<br>
''Miscellaneous Discipline''<br>
You gain a resilience to the natural poisons and sicknesses you come across in your travels. You gain Resistance to Poison Damage, and gain Advantage on Saving Throws against Poison and Disease.
You gain a resilience to the natural poisons and sicknesses you come across in your travels. You gain Resistance to Poison Damage, and gain Advantage on Saving Throws against [[Conditions#Poison|Poison]] and Disease.


==== Precise ====
==== Precise ====
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==== Primal Arcana ====
==== Primal Arcana ====
''Miscellaneous Discipline''<br>
''Miscellaneous Discipline''<br>
You pick up a few tricks of the mages that channel their power through nature. At the end of a Long Rest, you learn two Cantrips of your choice from the Druid and Shaman Spell List. You use Wisdom as your Spellcasting Ability for these Cantrips.
You pick up a few tricks of the mages that channel their power through nature. At the end of a Long Rest, you learn two Cantrips of your choice from the [[Primal|Primal Spell List]]. You use Wisdom as your Spellcasting Ability for these Cantrips.
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==== Tool Use ====
==== Tool Use ====
You learn how to use a specific set of tools to enhance your abilities. You gain Proficiency and Expertise in one Set of Tools.
You learn how to use a specific [[Adventuring Gear#Tools|Set of Tools]] to enhance your abilities. You gain Proficiency and Expertise in one [[Adventuring Gear#Tools|Set of Tools]] of your choice.
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==== Dazing Strike ====
==== Dazing Strike ====
''Strike Discipline''<br>
''Strike Discipline''<br>
You know where and how to hit creatures to remove them from the fight temporarily. 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 Dazed until the end of your next turn.
You know where and how to hit creatures to remove them from the fight temporarily. 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 [[Conditions#Dazed|Dazed]] until the end of your next turn.
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==== Forceful Strike ====
==== Forceful Strike ====
''Strike Discipline''<br>
''Strike Discipline''<br>
When you hit a creature with a Weapon Attack, you can knock that creature Prone and push it 5ft away from you.
When you hit a creature with a Weapon Attack, you can knock that creature [[Conditions#Prone|Prone]] and push it 5ft away from you.
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==== Grappling Strike ====
==== Grappling Strike ====
''Strike Discipline''<br>
''Strike Discipline''<br>
When you hit a creature with a Melee Weapon Attack and you have a free hand, you can force the target to make an Strength (Athletics) or Dexterity (Acrobatics) Check (the target's choice) against your Discipline Save DC. On a failed Save, you Grapple the target.
When you hit a creature with a Melee Weapon Attack and you have a free hand, you can force the target to make an Strength (Athletics) or Dexterity (Acrobatics) Check (the target's choice) against your Discipline Save DC. On a failed Save, the target becomes [[Conditions#Grappled|Grappled]] by you.
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==== Terrifying Strike ====
==== Terrifying Strike ====
''Strike Discipline''<br>
''Strike Discipline''<br>
When hit on a Weapon Attack that had Advantage, you can force the target to make a Wisdom Saving Throw. On a failed Save the Attack deals an additional 1d8 Damage and the target is Frightened of you until the end of your next turn.
When hit on a Weapon Attack that had Advantage, you can force the target to make a Wisdom Saving Throw. On a failed Save the Attack deals an additional 1d8 Damage and the target is [[Conditions#Frightened|Frightened]] of you until the end of your next turn.
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''Trap Discipline''<br>
''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>
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 failed Save, the creature takes 2d8 Piercing Damage and becomes [[Conditions#Restrained|Restrained]] for 1 minute or until the trap is removed by another creature as an Action. the [[Conditions#Restrained|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.
On a successful Save, the creature takes no Damage and is not [[Conditions#Restrained|Restrained]], but the trap remains.
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