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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 | 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 | 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 | 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 | 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, | 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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