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Combat Ranger

Favored Enemy
The Combat Ranger
Beginning at 1st level, you have significant experience
Proficiency studying, tracking, hunting, and even talking to a certain type
Level Bonus Features of enemy commonly encountered in the wilds.
1st +2 Favored Enemy, Natural Explorer
Choose a type of favored enemy: beasts, fey, humanoids,
2nd +2 Fighting Style, Combat Superiority monstrosities, or undead. You gain a +2 bonus to damage
3rd +2 Poultices, Ranger Conclave rolls with weapon attacks against creatures of the chosen
type. Additionally, you have advantage on Wisdom (Survival)
4th +2 Ability Score Improvement checks to track your favored enemies, as well as on
5th +3 Extra Attack, Ranger Conclave Feature Intelligence checks to recall information about them.
6th +3 Greater Favored Enemy When you gain this feature, you also learn one language of
7th +3 Ranger Conclave Feat. your choice, typically one spoken by your favored enemy or
creatures associated with it. However, you are free to pick any
8th +3 Ability Score Improvement, Landstride language you wish to learn.
9th +4 Natural Antivenom, Foe Superiority
10th +4 Hide in Plain Sight Natural Explorer
11th +4 Ranger Conclave Feature You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in such
12th +4 Ability Score Improvement, Improved
Combat Superiority
regions. Choose one type of favored terrain: arctic, coast,
desert, forest, grassland, mountain, swamp, or the
13th +5 ─ Underdark. When you make an Intelligence or Wisdom check
14th +5 Vanish related to your favored terrain, your proficiency bonus is
doubled if you are using a skill that you’re proficient in.
15th +5 Ranger Conclave Feature
16th +5 Ability Score Improvement While traveling for an hour or more in your favored terrain,
you gain the following benefits:
17th +6 Relentless
18th +6 Feral Senses
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
19th +6 Ability Score Improvement Even when you are engaged in another activity while
20th +6 Foe Slayer traveling (such as foraging, navigating, or tracking), you
remain alert to danger.
If you are traveling alone, you can move stealthily at a
normal pace.
When you forage, you find twice as much food as you
normally would.
Features While tracking other creatures, you also learn their exact
As a ranger, you gain the following class features. number, their sizes, and how long ago they passed
through the area.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, 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
Fighting Style Sharpened Attack. When you damage a creature with a
weapon attack, you can expend one superiority die to add
At 2nd level, you adopt a particular style of fighting as your it to the damage roll. You can use this ability after rolling
specialty. Choose one of the following options. You can't take damage. If the attack causes the target to make a
a Fighting Style option more than once, even if you later get Constitution saving throw to maintain concentration, it
to choose again. has disadvantage on that save.
Archery You gain a +2 bonus to attack rolls you make with Sharpened Senses. When you make a Wisdom
ranged weapons. (Perception) check to detect a hidden creature or object,
or a Wisdom (Insight) check to determine if someone is
Close Quarters Shooter When making a ranged attack lying to you, you can expend one superiority die to add it
while you are within 5 feet of a hostile creature, you do not to the roll. You can use this feature after seeing the total
have disadvantage on the attack roll. Your ranged attacks but before learning if you succeeded or failed.
ignore half cover and three-quarters cover against targets
within 30 feet of you. You have a +1 bonus to attack rolls Superior Willpower. When you make an Intelligence, a
on ranged attacks. Wisdom, or a Charisma saving throw, you can expend one
Defense While you are wearing armor, you gain a +1 superiority die to add it to the roll. You can use this feature
bonus to AC. only before you learn if the save succeeded or failed.
Dueling When you are wielding a melee weapon in one Poultices
hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon. At 3rd level, you can create special herbal poultices that have
healing power comparable to some potions.
Mariner As long as you not wearing heavy armor or using
a shield, you have a swimming speed and a climbing speed You can spend 1 hour gathering herbs and preparing herbal
equal to your normal speed, and you gain a +1 bonus to poultices using treated bandages to create a number of such
armor class. poultices equal to your Wisdom modifier (minimum 1). You
can carry a number of poultices at one time equal to your
Tunnel Fighter As a bonus action, you can enter a Wisdom modifier (minimum 1). The poultices you create
defensive stance that lasts until the start of your next turn. cannot be applied by anyone but you. After 24 hours, any
While in your defensive stance, you can make opportunity poultices that you have not used lose their potency.
attacks without using your reaction, and you can use your
reaction to make a melee attack against a creature that If you spend 1 minute applying one of your poultices to a
moves more than 5 feet while within your reach. wounded humanoid creature, thereby expending its use, that
creature regains 1d6 hit points for every two ranger levels
Two-Weapon Fighting When you engage in two-weapon you have (rounded up).
fighting, you can add your ability modifier to the damage
of the second attack. Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of
Combat Superiority a ranger conclave.
Starting at 3rd level, you gain a set of abilities that are fueled Your choice grants you features at 3rd level and again at 7th,
by special dice called superiority dice. 11th, and 15th level.
Superiority Dice. You have four superiority dice, which are
d8s. A superiority die is expended when you use it. You Greater Favored Enemy
regain all of your expended superiority dice when you finish a At 6th level, you are ready to hunt even deadlier game.
short or long rest. Choose a type of greater favored enemy: aberrations,
You gain another superiority die at 7th level and one more at celestials, constructs, dragons, elementals, fiends, or giants.
15th level. You gain all the benefits against this chosen enemy that you
normally gain against your favored enemy, including an
Using Superiority Dice. You can expend superiority dice to additional language. Your bonus to damage rolls against all
gain a number of different benefits: your favored enemies increases to +4.
Precision Attack. When you make a weapon attack Additionally, you have advantage on saving throws against the
against a creature, you can expend one superiority die to spells and abilities used by a greater favored enemy.
add it to the attack roll. You can use this ability before or
after making the attack roll, but before any of the effects of
the attack are applied.
Land's Stride Feral Senses
Starting at 8th level, moving through nonmagical difficult At 18th level, you gain preternatural senses that help you fight
terrain costs you no extra movement. You can also pass creatures you can't see. When you attack a creature you can't
through nonmagical plants without being slowed by them see, your inability to see it doesn't impose disadvantage on
and without taking damage from them if they have thorns, your attack rolls against it.
spines, or a similar hazard. In addition, you have advantage
on saving throws against plants that are magically created or You are also aware of the location of any invisible creature
manipulated to impede movement, such those created by the within 30 feet of you, provided that the creature isn't hidden
entangle spell. from you and you aren't blinded or deafened.
Natural Antivenom Foe Slayer
Starting at 9th level, you have advantage on saving throws At 20th level, you become an unparalleled hunter of your
against poison and have resistance to poison damage. enemies. Once on each of your turns, you can add your
Wisdom modifier to the attack roll or the damage roll of an
Additionally, you can use one of your poultices to cure one attack you make against one of your favored enemies. You
poison effect on the creature you are applying it to, in can choose to use this feature before or after the roll, but
addition to restoring hit points. before any effects of the roll are applied.
Foe Superiority Beast Master Conclave
At 9th level, whenever you expend superiority dice to add to a Many rangers are more at home in the wilds than in
damage roll, you can expend up to two dice instead of just civilization, to the point where animals consider them kin.
one, adding both to the roll. Both dice are expended as Rangers of the Beast Conclave develop a close bond with a
normal. If the target of your attack is one of your favored beast, then further strengthen that bond through the use of
enemies, you deal maximum damage with both dice, instead magic.
of rolling them.
Hide in Plain Sight Animal Companion
Starting at 10th level, you can spend 1 minute creating At 3rd level, you learn to use your magic to create a powerful
camouflage for yourself. You must have access to fresh mud, bond with a creature of the natural world.
irt, plants, soot, and other naturally occurring materials with With 8 hours of work and the expenditure of 50 gp worth of
which to create your camouflage. rare herbs and fine food, you call forth an animal from the
Once you are camouflaged in this way, you can try to hide by wilderness to serve as your faithful companion. You normally
pressing yourself up against a solid surface, such as a tree or select you companion from among the following animals: an
wall, that is at least as tall and wide as you are. You gain a ape, a black bear, a boar, a giant badger, a giant weasel, a
+10 bonus to Dexterity (Stealth) checks as long as you mule, a panther, or a wolf. However, your DM might pick one
remain there without moving or taking actions. of these animals for you, based on the surrounding terrain
and on what types of creatures would logically be present in
the area.
Once you move or take an action or a reaction, you must
camouflage yourself again to gain this benefit. At the end of the 8 hours, your animal companion appears
and gains all the benefits of your Companion’s Bond ability.
Improved Combat Superiority You can have only one animal companion at a time.
At 12th level, your superiority dice turn into d10s. At 18th If your animal companion is ever slain, the magical bond you
level, they turn into d12s share allows you to return it to life. With 8 hours of work and
the expenditure of 25 gp worth of rare herbs and fine food,
Vanish you call forth your companion’s spirit and use your magic to
Starting at 14th level, you can use the Hide action as a bonus create a new body for it. You can return an animal companion
action on your turn. Also, you can't be tracked by nonmagical to life in this manner even if you do not possess any part of its
means, unless you choose to leave a trail. body.
Relentless If you use this ability to return a former animal companion to
life while you have a current animal companion, your current
Starting at 17th level, when you roll initiative and have no companion leaves you and is replaced by the restored
superiority dice remaining, you regain one superiority die. companion.
d6 Flaw
Companion's Bond
1 If there’s food left unattended, I’ll eat it.
Your animal companion gains a variety of benefits while it is
linked to you. 2 I growl at strangers, and all people except my ranger
are strangers to me.
The animal companion loses its Multiattack action, if it has 3 Any time is a good time for a belly rub.
one.
4 I’m deathly afraid of water.
The companion obeys your commands as best it can. It rolls 5 My idea of hello is a flurry of licks to the face.
for initiative like any other creature, but you determine its
actions, decisions, attitudes, and so on. If you are 6 I jump on creatures to tell them how much I love
incapacitated or absent, your companion acts on its own. them.

When using your Natural Explorer feature, you and your Coordinated Attack
animal companion can both move stealthily at a normal pace.
Beginning at 5th level, you and your animal companion form
Your animal companion has abilities and game statistics a more potent fighting team. When you use the Attack action
determined in part by your level. Your companion uses your on your turn, if your companion can see you, it can use its
proficiency bonus rather than its own. In addition to the areas reaction to make a melee attack.
where it normally uses its proficiency bonus, an animal
companion also adds its proficiency bonus to its AC and to its Beast's Defense
damage rolls.
At 7th level, while your companion can see you, it has
Your animal companion gains proficiency in two skills of your advantage on all saving throws.
choice. It also becomes proficient with all saving throws.
For each level you gain after 3rd, your animal companion Storm of Claws and Fangs
gains an additional hit die and increases its hit points At 11th level, your companion can use its action to make a
accordingly. melee attack against each creature of its choice within 5 feet
of it, with a separate attack roll for each target.
Whenever you gain the Ability Score Improvement class
feature, your companion’s abilities also improve. Your Superior Beast's Defense
companion can increase one ability score of your choice by 2,
or it can increase two ability scores of your choice by 1. As At 15th level, whenever an attacker that your companion can
normal, your companion can’t increase an ability score above see hits it with an attack, it can use its reaction to halve the
20 using this feature unless its description specifies attack’s damage against it.
otherwise.
Your companion shares your alignment, and has a personality
trait and a flaw that you can roll for or select from the tables Name:
below. Your companion shares your ideal, and its bond is Type:
always, “The ranger who travels with me is a beloved
companion for whom I would gladly give my life.” Armor Class
Hit Points
Your animal companion gains the benefits of your Favored Speed
Enemy feature, and of your Greater Favored Enemy feature
when you gain that feature at 6th level. It uses the favored
enemies you selected for those features. STR DEX CON INT WIS CHA

Traits and Flaws


d6 Trait Condition Immunities
Senses
1 I’m dauntless in the face of adversity. Languages
2 Threaten my friends, threaten me. Challenge
3 I stay on alert so others can rest. Features
4 People see an animal and underestimate me. I use that
to my advantage. Actions
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.

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