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==== Draconic Gift ==== | ==== Draconic Gift ==== | ||
''3rd Level Conclave of the Drakewarden Feature''<br> | ''3rd Level Conclave of the Drakewarden Feature''<br> | ||
The bond you share with your Drake creates a connection to dragonkind, granting you understanding and empowering your presence. You learn the Thaumaturgy Cantrip, using Wisdom as your Spellcasting Ability for the Cantrip. Additionally, you learn Draikyaan. | The bond you share with your Drake creates a connection to dragonkind, granting you understanding and empowering your presence. You learn the [[Cantrips#Thaumaturgy|Thaumaturgy]] Cantrip, using Wisdom as your Spellcasting Ability for the Cantrip. Additionally, you learn [[Languages#Draikyaan|Draikyaan]]. | ||
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As an Action, you can magically summon the Drake that is bound to you. It appears in an unoccupied space of your choice within 30ft of you.<br> | As an Action, you can magically summon the Drake that is bound to you. It appears in an unoccupied space of your choice within 30ft of you.<br> | ||
The Drake is friendly to you and creatures of your choice, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your Proficiency Bonus (PB) in several places. Whenever you summon the Drake, choose a Damage Type listed in its Draconic Essence feature.<br> | The Drake is friendly to you and creatures of your choice, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your Proficiency Bonus (PB) in several places. Whenever you summon the Drake, choose a Damage Type listed in its Draconic Essence feature.<br> | ||
In combat, the Drake shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are Incapacitated, the Drake takes the Action that would best protect itself and you.<br> | In combat, the Drake shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are [[Conditions#Incapacitated|Incapacitated]], the Drake takes the Action that would best protect itself and you.<br> | ||
The Drake remains until it is reduced to 0 Hit Points, until you use this feature to summon the Drake again, or until you die. Anything the drake was wearing or carrying is left behind when the Drake vanishes.<br> | The Drake remains until it is reduced to 0 Hit Points, until you use this feature to summon the Drake again, or until you die. Anything the drake was wearing or carrying is left behind when the Drake vanishes.<br> | ||
Once you summon the Drake, you can’t do so again until you finish a Long Rest. | Once you summon the Drake, you can’t do so again until you finish a Long Rest. | ||
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''7th Level Conclave of the Drakewarden Feature''<br> | ''7th Level Conclave of the Drakewarden Feature''<br> | ||
The bond you share with your drake intensifies, protecting you and stoking the Drake’s fury. When you summon your Drake, it grows wings on its back and gains a Flying Speed equal to its Walking Speed. In addition, while your Drake is summoned, you and the drake gain the following benefits: | The bond you share with your drake intensifies, protecting you and stoking the Drake’s fury. When you summon your Drake, it grows wings on its back and gains a Flying Speed equal to its Walking Speed. In addition, while your Drake is summoned, you and the drake gain the following benefits: | ||
*The Drake grows to Medium Size. Reflecting your special bond, you can use the drake as a mount if your Size is Medium or smaller. While you are riding your Drake, you treat it as if it was summoned via the Find | *The Drake grows to Medium Size. Reflecting your special bond, you can use the drake as a mount if your Size is Medium or smaller. While you are riding your Drake, you treat it as if it was summoned via the [[Level 4#Find Greater Steed|Find Greater Steed]] Spell, except that it can’t use the Flying Speed of this feature. | ||
*The Drake’s Bite Attack deals an additional 1d6 Damage of the Type chosen with the Drake’s Draconic Essence feature. | *The Drake’s Bite Attack deals an additional 1d6 Damage of the Type chosen with the Drake’s Draconic Essence feature. | ||
*You gain Resistance to the Damage Type chosen for the drake’s Draconic Essence feature while the Drake is summoned. | *You gain Resistance to the Damage Type chosen for the drake’s Draconic Essence feature while the Drake is summoned. | ||
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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> | 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 [Conditions#Slowed|Slow]] the target until the start 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. | 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" | {| class="wikitable" | ||
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==== Beguiling Twist ==== | ==== Beguiling Twist ==== | ||
''7th Level Conclave of the Fey Wanderer Feature''<br> | ''7th Level Conclave of the Fey Wanderer Feature''<br> | ||
The magic of the Fey Forest guards your mind. You have Advantage on Saving Throws against being | The magic of the Fey Forest guards your mind. You have Advantage on Saving Throws against being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]].<br> | ||
In addition, whenever you or a creature you can see within 120ft of you succeeds on a Saving Throw against being Charmed or Frightened, you can use your Reaction to force another creature you can see within 120ft of you to make a Wisdom Saving Throw against your Discipline Save DC. On a failed Save, the target is Charmed by you or Frightened of you (your choice) for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save. | In addition, whenever you or a creature you can see within 120ft of you succeeds on a Saving Throw against being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]], you can use your Reaction to force another creature you can see within 120ft of you to make a Wisdom Saving Throw against your Discipline Save DC. On a failed Save, the target is [[Conditions#Charmed|Charmed]] by you or [[Conditions#Frightened|Frightened]] of you (your choice) for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save. | ||
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==== Misty Wanderer ==== | ==== Misty Wanderer ==== | ||
''15th Level Conclave of the Fey Wanderer Feature''<br> | ''15th Level Conclave of the Fey Wanderer Feature''<br> | ||
You can use the tricky movement of fey. You learn the Misty Step Spell and can cast it at will, without expending Spell Slots. When you cast the Misty Step Spell, you can choose one willing creature within 5ft of you. That creature also teleports with the Spell, to an unoccupied space within 5ft of your space after the Spell is cast. | You can use the tricky movement of fey. You learn the [[Level 2#Misty Step|Misty Step]] Spell and can cast it at will, without expending Spell Slots. When you cast the [[Level 2#Misty Step|Misty Step]] Spell, you can choose one willing creature within 5ft of you. That creature also teleports with the Spell, to an unoccupied space within 5ft of your space after the Spell is cast. | ||
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''3rd Level Conclave of the Gloom Stalker Feature''<br> | ''3rd Level Conclave of the Gloom Stalker Feature''<br> | ||
You gain Darkvision out to a Range of 60ft.<br> | You gain Darkvision out to a Range of 60ft.<br> | ||
You are also adept at evading creatures that rely on Darkvision. While in Darkness, you are Invisible to any creature that can only see you with Darkvision. | You are also adept at evading creatures that rely on Darkvision. While in Darkness, you are [Conditions#Invisible|Invisible]] to any creature that can only see you with Darkvision. | ||
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*Creatures have Disadvantage on Opportunity Attacks against you | *Creatures have Disadvantage on Opportunity Attacks against you | ||
*When a creature hits you with an Attack, you gain a +4 bonus to AC against all subsequent Attacks made by that creature for the rest of the turn. | *When a creature hits you with an Attack, you gain a +4 bonus to AC against all subsequent Attacks made by that creature for the rest of the turn. | ||
*You cannot be Frightened. | *You cannot be [[Conditions#Frightened|Frightened]]. | ||
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''11th Level Conclave of the Hunter Feature''<br> | ''11th Level Conclave of the Hunter Feature''<br> | ||
You gain the following features as your skill expands against hordes: | You gain the following features as your skill expands against hordes: | ||
*'''Volley.''' While you are wielding a Ranged Weapon, you can use your Action to choose and make a Ranged Weapon Attack against every creature of your choice within 10ft of that point that you can see and is within the Weapon's Normal Range. If you are using a Thrown Weapon you can draw a Weapon immediately after each of these Attacks. | *'''Volley.''' While you are wielding a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]], you can use your Action to choose and make a Ranged Weapon Attack against every creature of your choice within 10ft of that point that you can see and is within the Weapon's Normal Range. If you are using a Thrown Weapon you can draw a [[Armor and Weapons#Weapons|Weapon]] immediately after each of these Attacks. | ||
*'''Whirlwind.''' While you are wielding a Melee Weapon, you can use your Action to make a Melee Weapon Attack against every creature of your choice that you can see within the Weapon's Reach. | *'''Whirlwind.''' While you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]], you can use your Action to make a Melee Weapon Attack against every creature of your choice that you can see within the Weapon's Reach. | ||
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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 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> | 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> | 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 [Conditions#Poisoned|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. | 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" | {| class="wikitable" | ||
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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 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> | When a creature successfully [[Conditions#Grappled|Grapples]] or [[Conditions#Restrained|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 [[Conditions#Grappled|Grapple]] or [[Conditions#Restrained|Restrain]] you.<br> | ||
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> | 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. | 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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==== Unstoppable Marshal ==== | ==== Unstoppable Marshal ==== | ||
''15th Level Conclave of the Marsh Warden Feature''<br> | ''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. | You have Immunity to Poison Damage, and you are Immune to the [[Conditions#Poisoned|Poisoned]] Condition. Additionally, you are always under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell. | ||
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==== Supernatural Defense ==== | ==== Supernatural Defense ==== | ||
''7th Level Conclave of the Monster Slayer Feature''<br> | ''7th Level Conclave of the Monster Slayer Feature''<br> | ||
You gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slaying Mark feature forces you to make a Saving Throw and whenever you make an Ability Check to escape that target’s Grapple, you add 1d6 to the Saving Throw or Ability Check. | You gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slaying Mark feature forces you to make a Saving Throw and whenever you make an Ability Check to escape that target’s [[Conditions#Grappled|Grapple]], you add 1d6 to the Saving Throw or Ability Check. | ||
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==== Gathered Swarm ==== | ==== Gathered Swarm ==== | ||
''3rd Level Conclave of the Swarmkeeper Feature''<br> | ''3rd Level Conclave of the Swarmkeeper Feature''<br> | ||
A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance. You | A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance. You Learn the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, using Wisdom as its Spellcasting Ability. When you cast it, the hand takes the form of your swarming nature spirits.<br> | ||
Once per turn, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an Attack: | Once per turn, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an Attack: | ||
*The target takes 1d6 Magical Piercing Damage. | *The target takes 1d6 Magical Piercing Damage. | ||
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==== Writhing Tide ==== | ==== Writhing Tide ==== | ||
''7th Level Conclave of the Swarmkeeper Feature''<br> | ''7th Level Conclave of the Swarmkeeper Feature''<br> | ||
You can condense part of your swarm into a focused mass that lifts you up. As a Bonus Action, you gain a 10ft Flying Speed and can hover. This effect lasts for 1 minute or until you are Incapacitated.<br> | You can condense part of your swarm into a focused mass that lifts you up. As a Bonus Action, you gain a 10ft Flying Speed and can hover. This effect lasts for 1 minute or until you are [[Conditions#Incapacitated|Incapacitated]].<br> | ||
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
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Your Gathered Swarm grows mightier in the following ways: | Your Gathered Swarm grows mightier in the following ways: | ||
*The damage of your Gathered Swarm feature increases to 1d8. | *The damage of your Gathered Swarm feature increases to 1d8. | ||
*If a creature fails its Saving Throw against being moved by your Gathered Swarm feature, you can also knock the creature Prone. | *If a creature fails its Saving Throw against being moved by your Gathered Swarm feature, you can also knock the creature [Conditions#Prone|Prone]]. | ||
*When you are moved by your Gathered Swarm feature, it gives you 1/2 Cover until the start of your next turn. | *When you are moved by your Gathered Swarm feature, it gives you 1/2 Cover until the start of your next turn. | ||
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==== Swarming Consumption ==== | ==== Swarming Consumption ==== | ||
''11th Level Conclave of the Swarmkeeper Feature''<br> | ''11th Level Conclave of the Swarmkeeper Feature''<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 non-magically replicate the effects of the [[Level 3#Gaseous Form|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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