User:Proton/Ranger
As a ranger you gain the following class features.
- Hit Points
Class Features
Hit Dice: 2d6 per ranger level
Hit Points at 1st Level: 2d6 + Constitution modifier
Hit Points at Higher Levels: 2d6 (or 7) + Constitution modifier per ranger level after 1st
- Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History, Investigation, Medicine, and Nature
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather armor
- (a) two shortswords or (b) two martial melee weapons or (c) a martial weapon and a shield
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a longbow and a quiver of 20 arrows or (b) a martial weapon
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Ambuscade, Natural Explorer |
2nd | +2 | Fighting Style, Skirmisher's Stealth |
3rd | +2 | Primeval Awareness, Spirit Path |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Natural Explorer improvement |
7th | +3 | Spirit Path feature |
8th | +3 | Ability Score Improvement, Land's Stride |
9th | +4 | — |
10th | +4 | Hide in Plain Sight, Natural Explorer improvement |
11th | +4 | Spirit Path feature |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | Vanish |
15th | +5 | Spirit Path feature |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Feral Senses |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Ambuscade
Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creature can act. On this turn, you can use your action to take either the Attack or Hide action.
If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.
If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.
Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and survivging in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. 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.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while 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.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Skirmisher's Stealth
Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence.
At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.
Primeval Awareness
Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute or until your concentration ends (as if concentrating on a spell), you can sense whether the following types of creatures are present within 1 miles of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
You may extend the duration 1 minute at a time (no action required). You cannot use this feature for more than a total of 2 minutes per ranger level, refreshing when you finish a long rest.
Spirit Path
At 3rd level, you form a bond with a nature spirit—a companion forged by your link to the wild. This spirit companion protects you as you travel and watches your back in battle. You choose a ranger path that shapes your spirit companion and its magic: the Guardian, the Seeker, or the Stalker. Your choice grants you features at 3rd level and against at 7th, 11th, and 15th level.
Spirit Companion
All rangers gain a spirit companion and the ability invoke its magical power. You regain your ability to call on your spirit companion in this way when you finish a short or long rest.
Once per day as a bonus action, you can command your spirit companion to materialize as a living creature, determined by the ranger path you choose. Your spirit companion manifests as an animal for 1 minute or until your concentration is broken. You can also dismiss it as a bonus action.
The manifested creature gains a bonus to attack rolls and saving throws equal to your Wisdom modifier. It uses the hit points in the animal's stat block or half your hit point maximum, whichever is higher.
The manifested creature takes its turn on your initiative and acts immediately after you. You control its actions, even if you are unconscious or unable to act.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. 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 can 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. You gain a +10 bonus to Dexterity (Stealth) checks as long as your remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself against to gain this benefit.
Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn (even if you didn't start the turn hidden from the creatures in question). Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Ranger Paths
Your supernatural connection to nature and the wild takes you along one of three different ranger paths: the Guardian, the Seeker, or the Stalker.
Guardian
By following the path of the Guardian, you protect the natural world from creatures that would despoil it, even as you engage with the common folk who rely upon nature's bounty to survive. You patrol the pathways through the wilds, keeping them clear of bandits and rampaging monsters, even as you keep careful watch on how civilized realms interact with the wilderness. Those who takes more than their fair share—clear-cutting forests or hunting for sport rather than survival—risk your wrath.
When your spirit companion manifests, it takes the form of a brown bear.
Guardian's Shroud
Your companion spirit helps to protect you and the creatures closest to you. As a bonus action, you invoke your spirit companion and choose yourself or an ally you can see. The chosen creature gains temporary hit points equal to 2d6 + your Wisdom modifier.
Seeker
By taking up the Seeker path, you are drawn into the unknown wilds far from civilization in search of lost treasures, forgotten evil, and sites of primal magic. You understand that the trackless wilderness can harbor many secrets. Some of those secrets—such as a lonely oasis providing water to a desert realm—must be protected. Others—such as an ancient idol infused with the foul magic of the demon worshippers who crafted it—must be destroyed before their evil core awakens once more.
When your spirit companion manifests, it takes the form of a giant eagle.
Seeker's Eye
Your companion spirit lends its sharp combat senses to you and your companions. As a bonus action, you invoke your spirit companion and choose a creature you can see. Until the end of your next turn, all attacks made against the chosen creature have advantage.
Stalker
As a ranger of the Stalker path, you prowl the wilderness in search of aberrations, fiends, and other monsters that must be slain before they wreak havoc on the natural world. You are the power of nature's vengeance made manifest, and anything that poses a threat to nature is your target. When a powerful creature such as a dragon threatens a region, a ranger of the Stalker path leads the hunt that will take it down. Like others of your kind, you do not rest until your quarry is dead and the natural world is safe.
When your spirit companion manifests, it takes the form of a dire wolf.
Stalker's Fangs
Your companion spirit lends the strength of its deadly bite to you or one of your companions. As a bonus action, you invoke your spirit companion and choose yourself or a creature you can see. The next time the chosen creature hits with a weapon attack, the target of the attack takes extra slashing damage equal to 2d6 + your Wisdom modifier.