Your group can’t become lost except by magical means.Difficult terrain doesn’t slow your group’s travel.While traveling for an hour or more in your favored terrain, you gain the following benefits: When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. Natural ExplorerĪlso at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. (a) a dungeoneer's pack or (b) an explorer's packīeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.Ĭhoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.(a) two shortswords or (b) two simple melee weapons.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Equipment Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st ProficienciesĪrmor: Light armor, medium armor, shields Hit Points at 1st Level: 10 + your Constitution modifier Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature (Optional), Nature's Veil (Optional)Īs a ranger, you gain the following class features. Primeval Awareness, Ranger Conclave, Primal Awareness (Optional)Ībility Score Improvement, Martial Versatility (Optional)įavored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement (Optional)Ībility Score Improvement, Land's Stride, Martial Versatility (Optional) The Rangerįavored Enemy, Natural Explorer, Deft Explorer (Optional), Favored Foe (Optional)įighting Style, Spellcasting, Spellcasting Focus (Optional) You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
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