Ranger: Difference between revisions

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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| [[Ranger#Radiant Mark|Radiant 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#Radiant Mark|Radiant Mark]] || 3rd || You can mark a creature to deal more Damage to it, and be better at tracking it, also, you make them easier to hit
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| [[Ranger#Hunter's Sense|Hunter's Sense]] || 3rd || You can learn some information about creatures
| [[Ranger#Nocturnal Overwatch|Nocturnal Overwatch]] || 3rd || You no longer need sleep, cannot be Surprised, and can make Opportunity Attacks when enemies attack your friends
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| [[Ranger#Supernatural Defense|Supernatural Defense]] || 7th || You're better at resisting the target of your Slaying Mark
| [[Ranger#Reactive Ward|Reactive Ward]] || 7th || You gain an additional Reaction solely for Opportunity Attacks, and the Range for Nocturnal Overwatch increases
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| [[Ranger#Magic-User's Nemesis|Magic-User's Nemesis]] || 11th || You can try cancel Spells or teleportation
| [[Ranger#Falling Star|Falling Star]] || 11th || You can move before Melee Attacks, or ignore Cover with Ranged Attacks once per Turn
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| [[Ranger#Slayer's Counter|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
| [[Ranger#Bathed in the Heavens|Bathed in the Heavens]] || 15th || You can cast Halo of Glory at will as a Free Action
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==== Radiant Mark ====
==== Radiant Mark ====
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| [[Ranger#Mark Improvement (2d12)|Mark Improvement (2d12)]] || 18th || Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn
| [[Ranger#Mark Improvement (2d12)|Mark Improvement (2d12)]] || 18th || Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn
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==== Nocturnal Overwatch ====
==== Nocturnal Overwatch ====
''3rd Level Conclave of the Sentinel Feature''<br>
''3rd Level Conclave of the Sentinel Feature''<br>
Your celestial vigilance grants you preternatural watchfulness. You no longer need to sleep, and instead you can spend 8 hours in light activity, such as keeping watch, to gain the benefits of a Long Rest.<br>
Your celestial vigilance grants you preternatural watchfulness. You no longer need to sleep, and instead you can spend 8 hours in light activity, such as keeping watch, to gain the benefits of a Long Rest.<br>
You gain Darkvision out to 60ft, if you already had Darkvision, it increases by 30ft.<br>
You also become immune to the Surprised Condition.<br>
You also become immune to the Surprised Condition.<br>
Additionally, when an Creature you can see targets an Friendly Creature within 30ft of you with an Attack Roll you can use your Reaction to make a single Weapon Attack targeting the Attacker. This attack occurs before the enemy's action resolves.
Additionally, when an Creature you can see targets an Friendly Creature within 30ft of you with an Attack Roll you can use your Reaction to make an Opportunity Attack targeting the Attacker. This attack occurs before the enemy's action resolves.<br>
This Range increases to 60ft when you reach 7th Level in this Class.
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==== Reactive Ward ====
''7th Level Conclave of the Sentinel Feature''<br>
Your vigilance allows you to react to those that would harm your allies. You gain one Vigilant Reaction separate from your normal Reaction. This Vigilant Reaction can only be used to make Opportunity Attacks.
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==== Falling Star ====
''11th Level Conclave of the Sentinel Feature''<br>
Your mastery over celestial forces allows you to cause yourself and your attacks to become like the heavenly bodies themselves.<br>
When you make a Melee Weapon Attack, you may move up to 20ft towards the target of the Attack without provoking Opportunity Attacks.<br>
When you make a Ranged Weapon Attack, you ignore Cover as long as you are aware of the Target's presence, and had sight of them at the end of your last Turn.<br>
You can use this Feature once per Turn.
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==== Bathed in the Heavens ====
''15th Level Conclave of the Sentinel Feature''<br>
You become bathed in the light of the heavens, marking you as protector, and warding you from danger. You learn the Halo of Glory Spell and can cast it at will, without expending Spell Slots, as a Free Action, without Components. You can also end the Spell at will.
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== Conclave of the Swarmkeeper ==
== Conclave of the Swarmkeeper ==
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| [[Ranger#Swarming Dispersal|Swarming Dispersal]] || 15th || You can give yourself Resistance to Damage and teleport when someone Attacks you.
| [[Ranger#Swarming Dispersal|Swarming Dispersal]] || 15th || You can give yourself Resistance to Damage and teleport when someone Attacks you.
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==== Swarming Mark ====
==== Swarming Mark ====
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| [[Ranger#Mark Improvement (2d12)|Mark Improvement (2d12)]] || 18th || Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn
| [[Ranger#Mark Improvement (2d12)|Mark Improvement (2d12)]] || 18th || Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn
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==== Gathered Swarm ====
==== Gathered Swarm ====
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*The target makes a Strength Saving Throw against your Discipline Save DC. On a failed Save a creature is pushed 15ft horizontally in a direction of your choice.
*The target makes a Strength Saving Throw against your Discipline Save DC. On a failed Save a creature is pushed 15ft horizontally in a direction of your choice.
*You are pushed 5ft in a direction of your choice.
*You are pushed 5ft in a direction of your choice.
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==== Writhing Tide ====
==== Writhing Tide ====