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Beast Conclave Revised Ranger Features

  • Spell slots: 4-2
    • 5 spells known
    • Spell save DC 14 (8 + WIS + PB)
  • Two-Weapon Fighting Style
    • Add ability modifier to damage of the second attack while two-weapon fighting

Spells (as of level 6, 4/5 known)

1st Level

  • Cure Wounds
  • Zephyr Strike
  • Hunter's Mark
  • Enhanced Hunter's Mark

2nd Level

  • Spike Growth
  • Pass Without Trace

Catmint

  • Acts on your turn in combat
    • You can use your free action speech to give commands
  • Uses your proficiency bonus
  • Adds PB to AC and damage
  • Gains proficiency in two skills of your choice (TODO: fill in)
  • Proficient in all saves
  • Has a number of Hit Dice equal to your ranger level
  • Gets ASIs when you do (no feats)
  • Benefits from Greater Favored Enemy

Primeval Awareness

  • Action: Communicate simple ideas to a beast through sounds and gestures, and read its basic mood and intent
    • Cannot be used against creature you have attacked in the last 10 minutes
    • Emotional state
    • Whether it's affected by magic
    • Short-term needs
    • Actions you can take to persuade it to not attack, if possible
  • After 1 minute of concentration: sense favored enemies
    • You know which favored enemies are present within 5 miles of you
    • You know how many there are, their general direction, and distance from you (in miles)
    • You learn this information for each group of favored enemies in range, if there are multiple groups

Greater Favored Enemy

  • +4 to damage rolls with weapon attacks against humanoids and fiends
  • Advantage on WIS (Survival) checks to track favored enemies
  • Advantage on INT checks to recall information about favored enemies

Natural Explorer

  • Ignore difficult terrain
  • Advantage on initiative
  • On your first turn in combat, you have advantage on attack rolls against creatures that haven't acted yet.

Feats

Observant

  • Can read lips if you can see a creature's mouth and it is speaking a language you understand
  • +5 to passive WIS (Perception) and passive INT (Investigation)

Magic Items

Huntress' Bangle

Description

This magic item once belonged to a legendary ranger-turned-assassin from a faraway land. It strengthens the bond between a ranger and their companion, allowing them to take down targets in perfect synchrony.

Usage

This item has 5 charges, and recovers 1d4 charges after a long rest.

While equipped, you know the spells Hunter's Mark and Enhanced Hunter's Mark. These do not count against your number of spells known.

  • Casting Enhanced Hunter's Mark consumes a number of charges from this item equal to the level at which it was cast, in addition to a spell slot. So casting EHM at 2nd level consumes a 2nd-level spell slot and 2 charges.
  • When your companion hits an enemy you can see, you can use your reaction to cast Enhanced Hunter's Mark on that enemy.
  • If the marked target drops to 0 HP before the spell ends, you can use your reaction or your companion's movement to mark a new creature. (If you use your companion's movement, your companion's movement is 0 on its next turn.)

Enhanced Hunter's Mark

This has the same casting time, range, and duration as Hunter's Mark, but has the following additional benefits:

  • Enhanced Hunter's Mark does not require concentration
  • The additional damage scales with spell level - 1d6 at 1st level, 2d4 at 2nd level, and an additional 1d4 for each spell level above 2nd.
  • When your companion hits an enemy you can see, you can use your reaction to cast Enhanced Hunter's Mark on that enemy.
  • If the marked target drops to 0 HP before the spell ends, you can use your reaction or your companion's movement to mark a new creature. (If you use your companion's movement, your companion's movement is 0 on its next turn.)