Ranger: Difference between revisions

1,527 bytes added ,  18:33, 3 January 2023
Line 649: Line 649:
| [[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
| [[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
|-
|-
| Dread Ambusher || 3rd || Example
| Dread Ambusher || 3rd || You add your Wisdom Modifier to your Initiative Rolls, and you're faster and deal more Damage at the start of combat
|-
|-
| Umbral Sight || 3rd || Example
| Umbral Sight || 3rd || You get Darkvision and are harder to see for creatures that only have Darkvision
|-
|-
| Iron Mind || 7th || Example
| Iron Mind || 7th || You get Proficiency in Wisdom Saving Throws
|-
|-
| Stalker's Fury || 11th || Example
| Stalker's Fury || 11th || When an Attack misses you, you can make an Attack for free
|-
|-
| Shadowy Dodge || 15th || Example
| Shadowy Dodge || 15th || You can give Attacks targeting you Disadvantage
|}
|}
<br>
<br>
Line 720: Line 720:
| [[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
| [[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
|-
|-
| Hunter's Pray || 3rd || Example
| Hunter's Pray || 3rd || You get some miscellaneous offensive abilities
|-
|-
| Defensive Tactics || 7th || Example
| Defensive Tactics || 7th || You get some miscellaneous defensive abilities
|-
|-
| Multiattack || 11th || Example
| Multiattack || 11th || You get two ways to make a massive amount of Attacks in one turn
|-
|-
| Hunter's Defense || 15th || Example
| Hunter's Defense || 15th || You get some miscellaneous defensive abilities
|}
|}
<br>
<br>
Line 794: Line 794:
| [[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
| [[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
|-
|-
| Amphibious Alacrity || 3rd || Example
| Amphibious Alacrity || 3rd || You get a Climbing and Swimming Speed equal to your Walking Speed, also you can hold your breathe for longer
|-
|-
| Toxic Strikes || 3rd || Example
| Toxic Strikes || 3rd || You're much better with [[Armor and Weapons#Simple Ranged Weapons|Blowguns]] and [[Armor and Weapons#Martial Ranged Weapons|War Blowguns]], and your Attacks deal extra Acid or Poison Damage
|-
|-
| Poisonous Defense || 7th || Example
| Poisonous Defense || 7th || You can deal Damage to creatures that [[Conditions#Grappled|Grapple]], [[Conditions#Restrained|Restrain]], or Attack you
|-
|-
| Crippling Toxins || 11th || Example
| Crippling Toxins || 11th || You can reduce some creature's Speed when you Damage them
|-
|-
| Unstoppable Marshal || 15th || Example
| Unstoppable Marshal || 15th || You get Immunity to Poison Damage, and the [[Conditions#Poisoned|Poisoned]] Condition, and you are always under the effects of the [[Level 4#Freedom of Movement|Freedom of Movement]] Spell.
|}
|}
<br>
<br>
Line 836: Line 836:
==== Toxic Strikes ====
==== Toxic Strikes ====
''3rd Level Conclave of the Marsh Warden Feature''<br>
''3rd Level Conclave of the Marsh Warden Feature''<br>
You ignore the Loading Property of Blowguns and War Blowguns, and Attacking with a Blowgun or War Blowgun at Long Range doesn’t impose Disadvantage on the Attack.<br>
You ignore the Loading Property of [[Armor and Weapons#Simple Ranged Weapons|Blowguns]] and [[Armor and Weapons#Martial Ranged Weapons|War Blowguns]], and Attacking with a [[Armor and Weapons#Simple Ranged Weapons|Blowgun]] or [[Armor and Weapons#Martial Ranged Weapons|War Blowgun]], at Long Range doesn't impose Disadvantage on the Attack.<br>
In addition, your strikes are magically toxic. Once per turn when you hit a creature with a Weapon Attack, you can deal an additional 1d6 Acid or Poison Damage (your choice) to the target.<br>
In addition, your strikes are magically toxic. Once per turn when you hit a creature with a Weapon Attack, you can deal an additional 1d6 Acid or Poison Damage (your choice) to the target.<br>
This extra Damage increases to 1d8 when you reach 11th Level in this class. When you deal this extra Damage with a Blowgun, War Blowgun, or Dart, you use the maximum result for the die instead of rolling.
This extra Damage increases to 1d8 when you reach 11th Level in this class. When you deal this extra Damage with a Blowgun, War Blowgun, or Dart, you use the maximum result for the die instead of rolling.
Line 850: Line 850:
==== Crippling Toxins ====
==== Crippling Toxins ====
''11th Level Conclave of the Marsh Warden Feature''<br>
''11th Level Conclave of the Marsh Warden Feature''<br>
Whenever you deal Damage with your Toxic Mark, Toxic Strike, or Poisonous Defense Features, the target’s Speed is reduced by 10ft until the start of your next turn.
Whenever you deal Damage with your Toxic Mark, Toxic Strike, or Poisonous Defense Features, the target's Speed is reduced by 10ft until the start of your next turn.
<br><br>
<br><br>


Line 869: Line 869:
| [[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
| [[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
|-
|-
| Hunter's Sense || 3rd || Example
| Hunter's Sense || 3rd || You can learn some information about creatures
|-
|-
| Supernatural Defense || 7th || Example
| Supernatural Defense || 7th || You're better at resisting the target of your Slaying Mark
|-
|-
| Magic-User's Nemesis || 11th || Example
| Magic-User's Nemesis || 11th || You can try cancel Spells or teleportation
|-
|-
| Slayer's Counter || 15th || Example
| Slayer's Counter || 15th || If the target of your Slaying Mark forces you to make aSaving Throw, you can Attack it for free, if you hit you succeed the Save
|}
|}
<br>
<br>
Line 908: Line 908:
==== 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 [[Conditions#Grappled|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.
<br><br>
<br><br>


==== Magic-User's Nemesis ====
==== 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 teleports, 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 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.
<br><br>
<br><br>