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Tuesday, 25 April 2017

Variant (UA) Ranger - No Spells

Based on http://dnd.wizards.com/articles/unearthed-arcana/modifying-classes

Wilderlands Rangers do not normally cast spells. Well known Rangers include many of the Amazons of Highhaven and the Rangers of the Wode.

REPLACEMENT FOR SPELLCASTING:

COMBAT SUPERIORITY
At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 9th level and one more at 17th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

POULTICES
At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.

If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).

NATURAL ANTIVENOM
Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.

CALL NATURAL ALLIES
Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:

One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.

After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.

RELENTLESS
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

As a replacement for Share Spells:

BEASTLY COORDINATION
Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.

DEFAULT RULES:

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


Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

ArmorLight ArmorMedium Armor, shields
Weapons: simple Weapons, martial Weapons
Tools: none
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival


Starting Equipment

You start with the following items, plus anything provided by your background.

• (a) Scale Mail or (b) Leather Armor
• (a) two shortswords or (b) two simple Melee Weapons
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack
• A Longbow and a Quiver of 20 Arrows

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: AberrationsBeastsCelestials, constructs, dragons, elementals, fey, FiendsGiantsMonstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, 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 your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated Language, at 6th and 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your adventures.


Natural Explorer

You are particularly familiar with one type of natural Environment and are adept at traveling and surviving 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.


Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

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 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.

Vanish

Starting at 14th level, you can use the Hide action as a Bonus Action on Your Turn. 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.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. You can add your Wisdom modifier to the Attack roll and the damage roll of an Attack you make against one of your favored enemies. 

Ranger Archetypes

A classic expression of the ranger ideal is the Hunter.

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 wear 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 HordeOpportunity 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.

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 of 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 5 feet of you, with a separate Attack roll for each target.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion: When you are subjected to an effect, such as a red dragon’s fiery breath or a Lightning Bolt spell, 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.

Attributes


Hit Diced10
Saving ThrowsStrength, Dexterity



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