Ranger modification

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#1

ScuroNotte

Sep 20, 2015 11:32:08

Level Features 
1 Expertise, Favored Enemy, Natural Explorer
2 Fighting Style, Spellcasting, Favored Enemy Mark
3 Ranger Archetype, Primeval Awareness 
4 Ability Score Improvement 
5 Extra Attack 
6 Favored Enemy, Natural Explorer 
7 Ranger Archetype feature 
8 Ability Score Improvement, Land’s Stride 
9 Feral Senses, Dual Wielder modification 
10 Favored Enemy, Natural Explorer, Hide in Plain Sight 
11 Ranger Archetype feature 
12 Ability Score Improvement 
13 Elusive 
14 Vanish 
15 Ranger Archetype feature 
16 Ability Score Improvement 
17 
18 Ambuscade 
19 Ability Score Improvement 
20 Foe Slayer

#2

ScuroNotte

Sep 20, 2015 11:33:55

Class Features
As a ranger, you gain the following class features.
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: Dexterity, Wisdom
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival



Expertise (New)
At first level, your proficiency for the Survival skill is doubled if it is a known skill.

Favored Enemy Mark
When Hunter's Mark is cast on a Favored Enemy, concentration is not lost unless unconscious.



Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain types of creature/humanoid. Choose one humanoid type and one of the following types: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You have advantage on Wisdom (Survival) checks to track them, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by them, if they speak one at all. You choose one additional humanoid and one additional non-humanoid types. as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of creatures/humanoids you have encountered on your adventures.


Natural Explorer (Change)
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose two types of favored terrains: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check (excluding Survival) related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. You choose one additional favored terrain types at 6th and 10th level.
While traveling for an hour or more in 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.


Primeval Awareness (Change)
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. You know the general direction and approximate number. You can use this feature a number of times equal to 1 + your Wisdom modifier, minimum 1. When you finish a short or long rest, you regain all expended uses.


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.


Fighting Style (Change)
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.

GREAT WEAPON FIGHTING (Added)
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. At 9th level, the off-hand attack is part of attack action, not bonus action.



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 non-magical difficult terrain costs you no extra movement. You can also pass through non-magical 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 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 you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.


Elusive (Added)
Beginning at 13th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.


Vanish (Change)
Starting at 14th level, you can use the Hide or Dash actions as a bonus action on your turn. Also, you can’t be tracked by non-magical means, unless you choose to leave a trail.


Feral Senses
At 9th 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.


Ambuscade
Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures 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.


Foe Slayer (Change)
Once on each of your turns, you can add your Wisdom modifier to your attack or damage roll to an attack you make against ANY FOE.

#3

ScuroNotte

Sep 20, 2015 11:34:48

Ranger Archetypes

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter’s Prey
At 3rd level, you gain one of the following features of your choice.

Colossus Slayer. Your tenacity can w ear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.


Defensive Tactics
At 7th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened or charmed.


Multiattack
At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet o f a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within your movement range, with a separate attack roll for each target. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.


Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.

Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

#4

ScuroNotte

Sep 20, 2015 11:36:05

 

Hunter Domain Spells
3rd Hunter’s Mark, Protection from Evil/Good
5th Find Traps, Hold Person
9th Tongues, Water Breathing
13th Freedom of Movement, Staggering Smite
17th Conjure Volley, Hold Monster

 

#5

ScuroNotte

Sep 20, 2015 11:36:25

leave for explanation

#6

ScuroNotte

Sep 20, 2015 11:36:39

leave for explanation