Waffle_Iron
2016-05-17, 05:08 PM
HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10 + CON modifier
Hit Points at Higher Levels: 6 + CON modifier
PROFICIENCIES
Armor: light, medium, and shield
Weapons: simple and martial weapons
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose three from: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
EQUIPMENT
per PHB page 90-91
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th
1st
+2
Favored Terrain, Favored Enemy, Earthly Soul
2nd
+2
Fighting Style
3rd
+2
Wild Heart
3
4th
+2
Ability Score Improvement
3
5th
+3
Extra Attack
4
2
6th
+3
Wild Heart Feature
4
2
7th
+3
Earthly Soul Feature
4
3
8th
+3
Ability Score Improvement
4
3
9th
+4
Wild Heart Feature
4
3
2
10th
+4
Deeper Connection
4
3
2
11th
+4
Earthly Soul Feature
4
3
3
12th
+4
Ability Score Improvement
4
3
3
13th
+5
Wild Heart Feature
4
3
3
1
14th
+5
Beast Friend
4
3
3
1
15th
+5
Earthly Soul Feature
4
3
3
2
16th
+5
Ability Score Improvement
4
3
3
2
17th
+6
Wild Heart Feature
4
3
3
3
1
18th
+6
Earthly Soul Feature
4
3
3
3
1
19th
+6
Ability Score Improvement
4
3
3
3
2
20th
+6
Capstone Feature
4
3
3
3
2
Favored Terrain:
As per PHB page 91
Favored Enemy:
As per PHB page 91, plus:
you have advantage on Intelligence (Nature) and (Investigation) checks regarding these enemies.
You are never surprised by enemies of this type.
Earthly Soul:
Rangers are connected to the land in a very pragmatic way, and having spent so much time away from the comforts of civilized lands, you have learned to move in ways that other natural predators do.
Choose an Earthly Soul: The Hunter, The Tempest, or The Ghost
The Hunter:
Hunters Eye: You add a favored enemy every even numbered level, rather than just at level 6 & 14
Steel Will: At level 7, per PHB page 93
Patient Arrow: at level 11, when hidden from your target, you may make a single ranged attack as an action this round. If it hits, it is a critical hit.
Feral Senses: at 15th level, as PHB page 92
Sixth Sense: at 18th level, you may dodge as a bonus action
The Tempest:
Blowing Wind: at 1st level, When you are wielding a two weapon fighting weapon in each hand, you gain +10 running speed
Sound of Thunder: at 7th level, if you do not move this turn, you may occupy a space as though you are a creature one size larger
Driving Hail: at 11th level, your off hand weapons benefit from your extra attack feature when using two weapon fighting
Pouring Rain: at 15th level, as an action you may harry your foe. As an action, an opponent within your melee reach must make a CON saving throw, or suffer one level of exhaustion.
Crash of Lightning: at 18th level, you may dash and make a single off hand weapon attack as a bonus action
The Ghost:
Wanderer: at 1st level, On a short rest, you may change one of your favored terrain types to the local type.
Camouflage: at 7th level, requires 10 minutes, natural material, and favored terrain for the local type. Camouflage allows you hide even if you only have partial concealment, this ability lasts until your next short rest, or until you move out of the terrain type your camouflage is prepared for.
Vanish: at level 11, as per PHB page 92
Cripple: at level 15, as an action you may attempt to cripple your foe. As an action an opponent in range of your weapon attack must make a CON saving throw or lose 10 feet of movement speed until completing a short rest
Parting Shot: at level 18, you may make one weapon attack and then hide, as a bonus action.
Fighting Style:
per PHB page 91
Wild Heart:
Rangers are connected to the land in a more primal way than city folk, and you understand nature's ways deeply.
Choose a Wild Heart: The Scout, The Greenseer, or The Beastmaster
The Scout:
Fleet: at level 3, you may dash as a bonus action
Resolve: at level 6, on a short rest, you may recover one level of exhaustion
Expertise: at level 9, you gain expertise in one skill from the ranger list you are already proficient in.
Evasion: at level 13, as per PHB page 93
Area Reading: at level 17, per PHB page 60
The Greenseer:
Spellcasting: at level 3, you have learned to use the magical essence of nature to cast spells.
Spell Slots: per the ranger table, you regain expended slots on a long rest
Spells Prepared: WIS modifier + 1/2 ranger levels, from ranger spell list PHB page 209
Spellcasting Ability: Wisdom
Save DC: 8 + proficiency + WIS modifier
Spell Attack: proficiency + WIS modifier
Cantrip: at level 6, you gain one cantrip, selected from the druid spell list, PHB page 208
The Beastmaster:
(coming soon)
Deeper Connection:
At level 10, you gain the ability to cast the following spells, but only as rituals:
Detect Poison and Disease, Locate Animal or Plant, Water Walk
Beast Friend:
At level 14, you gain the ability to cast the Find Familiar spell, but only as a ritual. When you do, the familiar's type will be Beast, rather than the type specified in the spell.
Capstone:
(coming soon)
Hit Dice: d10
Hit Points at 1st Level: 10 + CON modifier
Hit Points at Higher Levels: 6 + CON modifier
PROFICIENCIES
Armor: light, medium, and shield
Weapons: simple and martial weapons
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose three from: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
EQUIPMENT
per PHB page 90-91
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th
1st
+2
Favored Terrain, Favored Enemy, Earthly Soul
2nd
+2
Fighting Style
3rd
+2
Wild Heart
3
4th
+2
Ability Score Improvement
3
5th
+3
Extra Attack
4
2
6th
+3
Wild Heart Feature
4
2
7th
+3
Earthly Soul Feature
4
3
8th
+3
Ability Score Improvement
4
3
9th
+4
Wild Heart Feature
4
3
2
10th
+4
Deeper Connection
4
3
2
11th
+4
Earthly Soul Feature
4
3
3
12th
+4
Ability Score Improvement
4
3
3
13th
+5
Wild Heart Feature
4
3
3
1
14th
+5
Beast Friend
4
3
3
1
15th
+5
Earthly Soul Feature
4
3
3
2
16th
+5
Ability Score Improvement
4
3
3
2
17th
+6
Wild Heart Feature
4
3
3
3
1
18th
+6
Earthly Soul Feature
4
3
3
3
1
19th
+6
Ability Score Improvement
4
3
3
3
2
20th
+6
Capstone Feature
4
3
3
3
2
Favored Terrain:
As per PHB page 91
Favored Enemy:
As per PHB page 91, plus:
you have advantage on Intelligence (Nature) and (Investigation) checks regarding these enemies.
You are never surprised by enemies of this type.
Earthly Soul:
Rangers are connected to the land in a very pragmatic way, and having spent so much time away from the comforts of civilized lands, you have learned to move in ways that other natural predators do.
Choose an Earthly Soul: The Hunter, The Tempest, or The Ghost
The Hunter:
Hunters Eye: You add a favored enemy every even numbered level, rather than just at level 6 & 14
Steel Will: At level 7, per PHB page 93
Patient Arrow: at level 11, when hidden from your target, you may make a single ranged attack as an action this round. If it hits, it is a critical hit.
Feral Senses: at 15th level, as PHB page 92
Sixth Sense: at 18th level, you may dodge as a bonus action
The Tempest:
Blowing Wind: at 1st level, When you are wielding a two weapon fighting weapon in each hand, you gain +10 running speed
Sound of Thunder: at 7th level, if you do not move this turn, you may occupy a space as though you are a creature one size larger
Driving Hail: at 11th level, your off hand weapons benefit from your extra attack feature when using two weapon fighting
Pouring Rain: at 15th level, as an action you may harry your foe. As an action, an opponent within your melee reach must make a CON saving throw, or suffer one level of exhaustion.
Crash of Lightning: at 18th level, you may dash and make a single off hand weapon attack as a bonus action
The Ghost:
Wanderer: at 1st level, On a short rest, you may change one of your favored terrain types to the local type.
Camouflage: at 7th level, requires 10 minutes, natural material, and favored terrain for the local type. Camouflage allows you hide even if you only have partial concealment, this ability lasts until your next short rest, or until you move out of the terrain type your camouflage is prepared for.
Vanish: at level 11, as per PHB page 92
Cripple: at level 15, as an action you may attempt to cripple your foe. As an action an opponent in range of your weapon attack must make a CON saving throw or lose 10 feet of movement speed until completing a short rest
Parting Shot: at level 18, you may make one weapon attack and then hide, as a bonus action.
Fighting Style:
per PHB page 91
Wild Heart:
Rangers are connected to the land in a more primal way than city folk, and you understand nature's ways deeply.
Choose a Wild Heart: The Scout, The Greenseer, or The Beastmaster
The Scout:
Fleet: at level 3, you may dash as a bonus action
Resolve: at level 6, on a short rest, you may recover one level of exhaustion
Expertise: at level 9, you gain expertise in one skill from the ranger list you are already proficient in.
Evasion: at level 13, as per PHB page 93
Area Reading: at level 17, per PHB page 60
The Greenseer:
Spellcasting: at level 3, you have learned to use the magical essence of nature to cast spells.
Spell Slots: per the ranger table, you regain expended slots on a long rest
Spells Prepared: WIS modifier + 1/2 ranger levels, from ranger spell list PHB page 209
Spellcasting Ability: Wisdom
Save DC: 8 + proficiency + WIS modifier
Spell Attack: proficiency + WIS modifier
Cantrip: at level 6, you gain one cantrip, selected from the druid spell list, PHB page 208
The Beastmaster:
(coming soon)
Deeper Connection:
At level 10, you gain the ability to cast the following spells, but only as rituals:
Detect Poison and Disease, Locate Animal or Plant, Water Walk
Beast Friend:
At level 14, you gain the ability to cast the Find Familiar spell, but only as a ritual. When you do, the familiar's type will be Beast, rather than the type specified in the spell.
Capstone:
(coming soon)