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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
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| [[Ranger#Mark|Mark]] || 3rd || | | [[Ranger#Draconic Mark|Draconic Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, your Drake Companion can deal the extra Damage too and you move when the Drake does it and the Drake moves when you do it | ||
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| Example || 3rd || Example | | Example || 3rd || Example | ||
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A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer. As you wander the world, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. | A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer. As you wander the world, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. | ||
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{| class="wikitable" | |||
|+ Fey Wanderer Features | |||
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! Feature !! Level !! Quick Explanation | |||
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| [[Ranger#Fey Mark|Fey Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you [[Conditions#Slowed|Slow]] the target when you deal this Damage to it | |||
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==== Fey Mark ==== | ==== Fey Mark ==== | ||
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Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. | Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. | ||
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{| class="wikitable" | |||
|+ Gloom Stalker Features | |||
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! Feature !! Level !! Quick Explanation | |||
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| [[Ranger#Gloomy Mark|Gloomy Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can lower the target's Initiative Score when you deal this Damage | |||
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==== Gloomy Mark ==== | ==== Gloomy Mark ==== | ||
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Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of triton to towering hydras and terrifying aberrations. | Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of triton to towering hydras and terrifying aberrations. | ||
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{| class="wikitable" | |||
|+ Hunter Features | |||
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! Feature !! Level !! Quick Explanation | |||
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| [[Ranger#Hunting Mark|Hunting Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can move when you deal this Damage | |||
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==== Hunting Mark ==== | ==== Hunting Mark ==== | ||
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Marshwardens take their cues from nature’s most challenging terrains and capable— amphibious—explorers. In doing so, these rangers become world-treading athletes with powerful magic toxins at their disposal. Marshwardens often seek to protect the world’s most endangered subjects and dive headfirst into new challenges, knowing full well that no matter what obstacle stands in their way, they almost certainly have the means to overcome it. | Marshwardens take their cues from nature’s most challenging terrains and capable— amphibious—explorers. In doing so, these rangers become world-treading athletes with powerful magic toxins at their disposal. Marshwardens often seek to protect the world’s most endangered subjects and dive headfirst into new challenges, knowing full well that no matter what obstacle stands in their way, they almost certainly have the means to overcome it. | ||
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{| class="wikitable" | |||
|+ Marsh Warden Features | |||
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! Feature !! Level !! Quick Explanation | |||
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| [[Ranger#Toxic Mark|Toxic Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can try [[Conditions#Poisoned|Poison]] the target when you deal this extra Damage | |||
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==== Toxic Mark ==== | ==== Toxic Mark ==== | ||
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You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out aberrations, vampires, evil fey, evil highlings, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. | You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out aberrations, vampires, evil fey, evil highlings, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. | ||
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{| class="wikitable" | |||
|+ Monster Slayer Features | |||
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! Feature !! Level !! Quick Explanation | |||
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| [[Ranger#Slaying Mark|Slaying Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you deal extra Damage and can make the Attacks magical | |||
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==== Slaying Mark ==== | ==== Slaying Mark ==== | ||
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==== Magic- | ==== Magic-User's Nemesis ==== | ||
''11th Level Conclave of the Monster Slayer Feature''<br> | ''11th Level Conclave of the Monster Slayer Feature''<br> | ||
You gain the ability to thwart someone else’s magic. When a creature that you can see within 60ft of you casts a Spell or teleport, you can use your Reaction to attempt to magically foil it. When you do so, the creature must succeed on a Wisdom Saving Throw against your Discipline Save DC. On a failed Save, the Spell or teleportation fails and is wasted.<br> | You gain the ability to thwart someone else’s magic. When a creature that you can see within 60ft of you casts a Spell or teleport, you can use your Reaction to attempt to magically foil it. When you do so, the creature must succeed on a Wisdom Saving Throw against your Discipline Save DC. On a failed Save, the Spell or teleportation fails and is wasted.<br> | ||
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==== | ==== Slayer's Counter ==== | ||
''15th Level Conclave of the Monster Slayer Feature''<br> | ''15th Level Conclave of the Monster Slayer Feature''<br> | ||
You gain the ability to counterattack when your prey tries to sabotage you. If a creature Marked by your Slaying Mark feature forces you to make a Saving Throw, you can use your Reaction to make a single Weapon Attack against the target if it is within your Weapon's Range. If you hit on this Attack, you automatically succeed the Saving Throw. | You gain the ability to counterattack when your prey tries to sabotage you. If a creature Marked by your Slaying Mark feature forces you to make a Saving Throw, you can use your Reaction to make a single Weapon Attack against the target if it is within your Weapon's Range. If you hit on this Attack, you automatically succeed the Saving Throw. | ||
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Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. | Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. | ||
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{| class="wikitable" | |||
|+ Swarmkeeper Features | |||
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! Feature !! Level !! Quick Explanation | |||
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| [[Ranger#Swarming Mark|Swarming Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you can make the target treat all other creatures as if they were behind 1/2 Cover when you deal this Damage | |||
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==== Swarming Mark ==== | ==== Swarming Mark ==== |