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Ranger |
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Ranger: Base Class |
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Ranger Features |
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Base Traits |
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Hit Points Hit
Dice: 1d10 per ranger level Hit
Points at 1st Level: 20 + your Constitution modifier Hit
Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per ranger level after 1st Proficiencies and Training Armour:
Light armour, medium armour, shields Weapons:
Simple weapons, martial weapons Tools:
None Saving
throws: Strength, Dexterity Skills:
Choose three from Animal Handling, Athletics, Insight, Investigation, Nature,
Perception, Stealth, and Survival Equipment You
start with the following equipment, in addition to the equipment granted by
your background: •
scale mail or leather armour •
one martial weapon or two simple
weapons •
a dungeoneer’s pack or an explorer’s
pack •
two daggers, a longbow, and a quiver
of 20 arrows |
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Features |
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Favoured Enemy As
a ranger, you are an expert hunter of creatures. Choose a type of creature as
your favoured enemy: aberrations, beasts, celestials, constructs, dragons,
elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or
undead. You
also know the hunter’s mark spell and always have it prepared. When
you cast hunter’s mark, you can also treat the target of the spell as
a favoured enemy for the duration. You
gain certain benefits against creatures of the type you selected as your
favoured enemies: •
You have advantage on Intelligence
checks to recall information about your favoured enemies. •
Select a specialised fighting
technique from the list below. Whenever you finish a short or long rest
you can change this choice to another option from the list of specialised
fighting techniques. At 6th level and again at 14th level, you can choose an
additional fighting technique when you finish a short or long rest (for a
total of three specialised fighting techniques at 14th level). Specialised
Fighting Techniques Whenever
you change your favoured enemy, you can select from the following list of
specialised fighting techniques. When you reach certain levels in this class,
the list expands to include more options: •
Brush Engagement. You
do not provoke opportunity attacks from your favoured enemies. •
Expert Resolve. Whenever
you make a saving throw against one of your favoured enemies, you can add
your Wisdom modifier to your roll. •
Favoured Foe. You
can add your Wisdom modifier to the damage roll of attacks you make against a
favoured enemy. •
Know thy Enemy. You
can use a bonus action to choose one favoured enemy you can see within 60
feet of you. You immediately learn whether the creature has any damage
immunities, resistances, or vulnerabilities and what they are. If the
creature is not in its natural form (e.g. if it is under the effect of an
illusion spell or if it has changed its shape), you sense that it has no
damage immunities, resistances, or vulnerabilities. Instead, you sense that
something is off about the creature (though this ability does not give your
any hint what). When you use this bonus, you deal an additional 1d6 damage
against the target favoured enemy on your next attack before the end of your
turn. •
Horde Breaker (requires
level 6). Once on each of your turns when you
make a weapon attack against one of your favoured enemies, you can make
another attack with the same weapon against another favoured enemy that is
within 5 feet of the original target and within range of your weapon. •
Hunter’s Senses (requires
level 6). Your attack rolls do not have disadvantage
against your favoured enemies. Also, your favoured enemies cannot gain
advantage on their attack rolls against. •
Reactive Slayer (requires
level 6). When a favoured enemy within 5 feet
of you hits or misses you with an attack, you can use your reaction to attack
that creature immediately after the attack if you can see the creature that
attacked you. •
Rend Foe (requires level
6). Your tenacity can wear down the most potent foes.
When you hit a favoured enemy with a weapon attack on your turn, your next
weapon attack on the same turn against that enemy deals an additional 1d6
damage on a hit. You can deal this extra damage only once per turn. •
Defensive Slayer (requires
level 6). When one of your favoured enemies
hits you with an attack, you can use your reaction to halve the attack’s
damage against you. •
Fixated Hunter (requires
level 13). Once on your turn, when you miss one of
your favoured enemies with an attack, you can immediately give yourself a
bonus to that attack equal to you Wisdom modifier, potentially turning the
miss into a hit. •
Ruthless Hunter (requires
level 13). You can make attacks with
advantage against your favoured enemies if it is bloodied. Hunter Archetype As
a ranger, you also choose one hunter archetype. Your choice grants you
features at 1st level and again at 10th level. Natural Explorer Beginning
at 2nd level, you are particularly adept at traveling and surviving in
natural environments. You gain the following benefits: •
Difficult terrain doesn’t slow your
group’s travel. •
Foraging, navigating, and tracking
does not give you disadvantage on Wisdom (perception) checks. •
When you forage, you find twice as
much food as you normally would. In
addition, whenever you finish a short or long rest, you gain one of the
following abilities until you use this feature again after another short or
long rest. You gain access to more options as you gain levels in this class
(level requirements stated in the parenthesis): •
Canny Explorer. You
gain expertise in one skill you are proficient in from the list of skills
available to the ranger. •
Hide in Plain Sight. You
can spend 1 minute creating camouflage for yourself in natural environments.
You must have access to fresh mud, dirt, plants, soot, and other naturally
occurring materials with which to create your camouflage. Once you are
camouflaged in this way, you gain a +10 bonus to Dexterity (Stealth) checks
for up to 1 hour or until you enter a different type of environment (such as
leaving the forest or entering a cave). This also allows you to try to hide
by pressing yourself up against a solid surface (such as a tree or wall, that
is at least as tall and wide as you are), though any creature that observes
you hide in this way remains aware of your location regardless of your
Dexterity (Stealth) check. If you hide against a surface, you remain hidden
for as long as you remain there without moving or taking actions. Once you
move or take an action or a reaction, you are revealed. •
Outlander. You
have advantage on Strength (athletics), Dexterity (acrobatics), and Wisdom
checks in natural environments. •
Resistance. You
have resistance to one of the following damage types (your choice each time
you select this option): Cold, Fire, Poison. •
Roving. Your
walking speed increases by 10, and you gain a climbing speed and a swimming
speed equal to your walking speed. •
Survivalist. You
gain proficiency in Constitution saving throws. •
Tireless. Whenever
you finish a short rest, your exhaustion level, if any, is
decreased by 1. •
Strider (requires level
7). Moving through nonmagical difficult terrain costs
you no extra movement. In addition, you have advantage on saving throws
against effects that magically impede movement, such as the entangle spell. •
Tremorsense
(requires level 7). As an action, you gain tremorsense with a range of 120 feet until the beginning
of your next turn. You must be on a surface or touching a surface to use this
tremorsense. •
Vanish (requires level 7). You
can use the hide action as a bonus action on your turn. Also, you can't be
tracked by nonmagical means, unless you choose to leave a trail. •
Enduring (requires level
14). When you finish a short
rest, you can choose to regain two expended hit die (including when you
select this ability). Spellcasting By
the time you reach 2nd level, you have learned to use the magical essence of
nature to cast spells. Ranger
Spells You
can learn spells from the primal spell list. You can learn spells from all
primal spell schools except evocation spells. Armoured
Casting You
ignore spell failure from armour when you cast ranger spells wearing light or
medium armour. Spellcasting
Focus You
can use a druidic focus as a spellcasting focus for your ranger spells. Spells
Known of 1st Level and Higher The
spells known column of the ranger table shows when you learn more ranger
spells of your choice. Each of these spells must be of a level for which you
have spell slots. For instance, when you reach 5th level in this class, you
can learn one new spell of 1st or 2nd level. Additionally,
when you finish a long rest, you can choose one of the ranger
spells you know and replace it with another ranger spell, which also must be
of a level for which you have spell slots. Spell
Slots The
ranger table shows how many spell slots you have to cast your ranger spells
of 1st level and higher. To cast one of these spells, you must expend a slot
of the spell’s level or higher. You regain all expended spell slots when you
finish a long rest. Spellcasting
Ability Wisdom
is your spellcasting ability for your ranger spells, since your magic draws
on your attunement to nature. You use your Wisdom
whenever a spell refers to your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving throw DC for a ranger spell you
cast and when making an attack roll with one. Spell
save DC = 8 + your proficiency bonus + your Wisdom modifier Spell
attack modifier = your proficiency bonus + your Wisdom modifier Ranger Conclave At
3rd level, you join a ranger conclave. This choice grants you
abilities at 3rd, 9th, and 17th level. Conclave
spells Your
Ranger Conclave grants you access to certain spells when you reach certain
levels in this class. Once you gain a conclave spell, you always have it
prepared, and it doesn't count against the number of spells you can prepare
each day. If you have a conclave spell that doesn't appear on the primal
spell list, the spell is nonetheless a ranger spell for you. Feat At
4th level, you gain a feat from the list of feats. You must meet the
prerequisites for the feat. You
gain an additional feat at 8th, 12th, 16th, and 19th level. Extra Attack Beginning
at 5th level, you can attack twice, instead of once, whenever you take
the attack action on your turn. Hunter’s Quarry Beginning
at 11th level, you become a trained hunter of foes, granting you the
following benefits: •
When you select your favoured enemy
after a short or long rest, you select two creature types from the list
instead of one. •
When you cast hunter’s mark with
a spell slot, you can select an additional number of creatures to mark up to
your Wisdom modifier. When you cast the spell like this, you can only use a
bonus action to mark a new quarry once all targets have been reduced to 0 hit
points. When you do so, you mark just one creature as normal. Primeval Awareness Beginning
at 15th level, you can use an action on your turn to discipline your
awareness on the region around you. Until you lose your concentration (as if
you were concentrating on a spell), you can sense whether any of your
favoured enemies are present within 1 mile of you. While the effect reveals
which type of favoured enemies are present, this effect doesn’t reveal the
creatures’ location or number and grants you advantage on Wisdom (survival)
to track those creatures while you are concentrating on the effect. Adaptive Hunter Beginning
at 18th level, you can spend 1 minute to change any of the choices granted by
your favoured enemy or natural explorer features. You can use this feature
once between short or long rests. Primal Predator At
20th level, you gain the following benefits: •
You can select three types of
creatures instead of two when you change your favoured enemy creature types
after a short or long rest. •
You can cast hunter’s mark without
expending a spell slot a number of times equal to your Wisdom modifier
between long rests (instead of only once). •
When you hit a creature, you have marked
with a hunter’s mark spell, you can choose to deal maximum damage to that
creature instead of rolling damage. Immediately after this attack, the hunter’s
mark spell ends. You can only gain this benefit once per turn. |
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