Trefferpunkte
Übungen
Adaptive Ranger
| Stufe | Übungsbonus | Eigenschaften | Marks |
|---|---|---|---|
| 1 | + 2 | Deft Explorer Mark of the Hunt | 3 |
| 2 | + 2 | Deft Explorer Mark of the Hunt | 3 |
| 3 | + 2 | Deft Explorer Mark of the Hunt | 3 |
| 4 | + 2 | Deft Explorer Mark of the Hunt | 3 |
| 5 | + 3 | Deft Explorer Mark of the Hunt | 4 |
| 6 | + 3 | Deft Explorer Mark of the Hunt | 4 |
| 7 | + 3 | Deft Explorer Mark of the Hunt | 4 |
| 8 | + 3 | Deft Explorer Mark of the Hunt | 4 |
| 9 | + 4 | Deft Explorer Mark of the Hunt | 4 |
| 10 | + 4 | Deft Explorer Mark of the Hunt | 4 |
| 11 | + 4 | Deft Explorer Mark of the Hunt | 5 |
| 12 | + 4 | Deft Explorer Mark of the Hunt | 5 |
| 13 | + 5 | Deft Explorer Mark of the Hunt | 5 |
| 14 | + 5 | Deft Explorer Mark of the Hunt | 5 |
| 15 | + 5 | Deft Explorer Mark of the Hunt | 5 |
| 16 | + 5 | Deft Explorer Mark of the Hunt | 5 |
| 17 | + 6 | Deft Explorer Mark of the Hunt | 6 |
| 18 | + 6 | Deft Explorer Mark of the Hunt | 6 |
| 19 | + 6 | Deft Explorer Mark of the Hunt | 6 |
| 20 | + 6 | Deft Explorer Mark of the Hunt | 6 |
Spell Slots per Spell Level
| Stufe | Übungsbonus | Eigenschaften | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Deft Explorer Mark of the Hunt | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Deft Explorer Mark of the Hunt | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Deft Explorer Mark of the Hunt | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Deft Explorer Mark of the Hunt | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Deft Explorer Mark of the Hunt | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Deft Explorer Mark of the Hunt | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Deft Explorer Mark of the Hunt | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Deft Explorer Mark of the Hunt | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Deft Explorer Mark of the Hunt | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Deft Explorer Mark of the Hunt | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Deft Explorer Mark of the Hunt | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Deft Explorer Mark of the Hunt | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Deft Explorer Mark of the Hunt | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Deft Explorer Mark of the Hunt | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Deft Explorer Mark of the Hunt | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Deft Explorer Mark of the Hunt | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Deft Explorer Mark of the Hunt | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Deft Explorer Mark of the Hunt | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Deft Explorer Mark of the Hunt | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Deft Explorer Mark of the Hunt | 4 | 3 | 3 | 3 | 2 |
Klassenzauber
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 14
Stufe 15
Stufe 16
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Zauberwirker-Fortschritt
Übungen
light
medium
shield
simple
martial
Startausrüstung
Klasseneigenschaften
Deft Explorer (Level 1)
Your experience traveling through varying environments has taught you techniques for surviving through even the harshest conditions.
Choose either the Nature or Survival skill. You become proficient with the chosen skill, and your proficiency bonus is doubled when you make ability checks using that skill.
For each minute you spend studying a creature's tracks, you can learn one particular statistic of the creature - chosen from its type, size, speeds, or if it is proficient with the Acrobatics, Athletics, or Stealth skills.
Also, you and creatures you travel with gain the following benefits:
Difficult terrain doesn't slow your travel.
You don't need to reduce your pace to travel stealthily.
You can reroll any hit dice you roll once if the result of the die is lower than your proficiency bonus,and use the higher result.
When you finish a short rest, you can reduce your exhaustion level by 1. You can't do so again until you finish a long rest.
Mark of the Hunt (Level 1)
You have developed advanced techniques to track and hunt creatures, making you a relentless adversary.
Once on each of your turns, you can mark a creature that you can see within 90 feet of you for hunting (no action required). Your weapon attacks deal an extra 1d4 damage of the weapon's type to a creature you've marked for hunting. This damage increases to 1d6 at 5th level,and to 1d8 at 11th level.
You have advantage on Intelligence and Wisdom checks related to tracking a creature you've marked for hunting, and while you are within 30 feet of it, you know the creature's location as long as the creature isn't hidden from you and you aren't blinded or deafened. You can have only one creature marked at a time; if you mark another creature, your mark is removed from the previously marked target.
You can mark a creature in this way a number of times equal to the Marks column of the ranger table, and you regain expended uses when you finish a short or long rest.
Fighting Style (Level 2)
At 2nd level, you adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.
Spellcasting (Level 2)
At 2nd level, you have learned to draw upon the magic inherent in nature,allowing you to cast spells.
Preparing and Casting Spells
The Adaptive Ranger table shows how many spell slots you have to cast your ranger spells. To cast one of yourranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
Casting a spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new ranger spell requires time spent in commune with the land: at least 1 minute per spell level for each spell you prepare.
Primal Awareness
Your spellcasting threads your senses through the nature around you: you can cast each of the spells shown in the Primal Awareness Spells table once without expending a spell slot when you reach certain levels in this class. Once you've cast one of these spells, you must finish a long rest before you can cast that spell again.
| Ranger Level | Spell |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell
Spell
Ritual Casting
You can cast any ranger spell you have prepared as a ritual if that spell has the ritual tag.
Ranger Archetype (Level 3)
At 3rd level, choose an archetype to strive towards. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement (Level 4)
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 (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Hide in Plain Sight (Level 6)
Starting at 6th level, you gain a +5 bonus to Dexterity (Stealth) checks while you press yourself against a solid surface made of natural materials, such as a tree or stone wall that is large enough to provide you cover, or such as when you are prone against grassy groundcover, as the materials magically rearrange and mold to provide you appropriate camouflage.
You lose this benefit until the start of your next turn if you move more than 5 feet on your turn while you are within 60 feet of a creature that can see you.
Land's Stride (Level 6)
Also at 6th level, land around you recognizes you as its protector and provides you safe passage. Non-magical difficult terrain costs you no extra movement, and plants can't slow you down and can't damage you via thorns, spines, or other similar hazards that they have.
Ranger Archetype Feature (Level 7)
At 7th level, you gain a feature granted to you by your Ranger Archetype.
Ability Score Improvement (Level 8)
When you reach 8th 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.
Evasion (Level 10)
Beginning at 10th level, you can nimbly dodge away from certain area effects, such as a red dragon's fiery breath or an Ice Storm 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.
Ranger Archetype Feature (Level 11)
At 11th level, you gain a feature granted to you by your Ranger Archetype.
Ability Score Improvement (Level 12)
When you reach 12th 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.
Vanish (Level 14)
Ranger Archetype Feature (Level 15)
At 15th level, you gain a feature granted to you by your Ranger Archetype.
Ability Score Improvement (Level 16)
When you reach 12th 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.
Feral Senses (Level 18)
At 18th level, you never have disadvantage on attack rolls against creatures you've marked for hunting.
You are also aware of the location of each creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Ability Score Improvement (Level 19)
When you reach 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.
Foe Slayer (Level 20)
At 20th level, once per turn, you can add your Wisdom modifier to the attack and damage rolls of one weapon attack you make. You can do so after the attack roll, but before determining the attack's outcome.
Also, when you hit a creature that you've marked for hunting with an attack, you can choose to score a critical hit and add an extra 6d6 damage to the critical hit. You can't do so again until you finish a short or long rest.
Unterklassen
Unterklassen-Eigenschaften
Beast Master
Beast Master (Level 3)
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
Beast Master Magic
Starting at 3rd level, you always have additional spells prepared when you reach certain levels in this class, shown in the Beast Master Spells table. These spells counts as ranger spells for you, and they don't count against the ranger spells you can prepare.
| Ranger Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Animal Companion
Also at 3rd level, you can call forth an animal from the wild to serve as your faithful companion,bonding its soul with your own.
You can spend 8 hours of uninterrupted concentration while remaining within a natural habitat to find an animal companion, which follows you faithfully thereafter. You find your first animal companion as part of gaining this feature.
Your companion can be chosen from any Small or larger single beast of challenge rating 1/4 or lower. However, your DM might only allow certain animals, based on the surrounding terrain and on what types of creatures would logically be present in the area. You can have only one animal companion at a time.
Your animal companion obeys your commands as best it can. It moves and acts during your turn, but you determine its actions, decisions, attitudes, and so on. You and your companion can move and act in any order you choose. If you are incapacitated or absent, your companion acts on its own.
Your companion is trained specifically to fight in unison with you. The following rules apply while it is bonded to you by this feature:
It can't take the attack actions in its stat block, but it can make unarmed strikes,which use a d4 for damage.
It is proficient in two saving throws and two skills of your choice, in addition to its normal saving throw and skill proficiencies.
It understands one language of your choice that you speak.
It gains a bonus to its attack rolls, to its armor class, and to saving throws and skills which it is proficient in. This bonus equals your proficiency bonus minus 2 (minimum of +0).
When you gain this feature, and again for each of your ranger levels above 3rd, your companion gains a hit die and its maximum hit points increase by an amount equal to its Constitution modifier (minimum of 1) plus four. Also, whenever you gain the Ability Score Improvement feature from this class, your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1, to a maximum of 20.
If your animal companion is ever slain, the magical bond you share allows you to return it to life when you finish a long rest. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former companion to life while you already have a companion, your current companion leaves you and is replaced by the restored companion.
On Creature Proficiency
It can be difficult to discern a creature's proper bonuses, so these tips will help you understand how proficiency and ability scores apply to a creature's statistics. A creature's CR number determines its proficiency bonus as if it were the same level in any class, and its proficiency bonus can't be less than +2 regardless of its CR.
This calculation is incorporated into a creature's stat block for you. For example, a wolf's bite has bonus to hit of +4, a result of adding its proficiency bonus of +2 and its Dexterity modifier of +2. The wolf's bite saving throw DC is set to 11 (8 + its proficiency bonus + its Strength modifier). When you reach 5th level, your companion's proficiency bonus will increase to +3. This increases its bonus to hit to +5 and the saving throw DC of its bite to 12.
Master's Command
Also at 3rd level, you train your companion to follow certain commands in unison with you,improving your bond overtime.
You have a pool of Command Dice equal to half your ranger level + your Wisdom modifier. A command die is a d6, and it is used to issue commands to trained beasts, such as your animal companion. You can issue one command at a time to a trained beast within 120 feet of you that can hear you; the beast must be able to hear you to follow the command, and the command is wasted if the beast doesn't fulfill it before the start of your next turn. Your command die increases in size at certain levels in this class: a d8 at 7th level and a d10 at 11th level.
Your animal companion knows two beast commands of your choice, detailed below. It learns another command when you reach 11th level in this class. You can also teach any friendly beast other than your companion one beast command by spending at least 1 hour per day for 7 days training the creature. Only your companion can ever learn more than one beast command using this feature.
You regain expended command dice when you finish a long rest.
—Beast Commands—
Attack
You can use your bonus action and expend a command die to issue this command. Your companion can use its action to take one of its natural attack actions, except for Multiattack. If the attack hits, roll the die and add the result to the damage roll of the attack.
Down
You can use your bonus action and expend a command die to issue this command. Your companion uses its reaction to fall prone and attempt to Hide, rolling the die and adding the result to its Dexterity (Stealth) check. The first attack it makes while hidden in this way also adds the result of the command die to its attack roll.
Find
You can use your bonus action and expend a command die to issue this command. Your companion uses its reaction to attempt to Search for hidden creatures or objects, rolling the die and adding the result to its Wisdom (Perception) check for the action.
Grab
When your companion makes an opportunity attack, you can use your reaction and expend a command die to issue this command. If the attack hits, your companion can attempt to grapple the target as part of the attack, rolling the die and adding the result to the skill check it makes for the attempt.
Rush
You can use your bonus action and expend a command die to issue this command. Your companion uses its reaction to take the Help action, aiding the next attack against a creature within its reach that it can see. If this attack hits, roll the command die and add the result as extra damage for the attack.
Nature's Fury (Level 7)
Starting at 7th level, your companion's attacks count as magical for the purposes of overcoming resistance to non-magical damage.
Beast Whisperer (Level 11)
At 11th level, you gain proficiency with the Animal Handling skill if you don't already have it,and your proficiency bonus is doubled for ability checks you make using the skill.
Share Spells (Level 15)
Beginning at 15th level,when you cast a spell that includes you as a target, you can also affect your animal companion with the spell if the animal is within 30 feet of you.
Dragonguard
Dragonguard (Level 3)
Dragonguards are rangers in stalwart service to dragons. They offer servitude to these proud creatures in the form of defending their territory. In exchange, dragons can offer use of their supernatural abilities to a dragonguard. However, these rangers are wise to remember that dragons are far too intelligent and prideful to be tamed, and that the ire of a dragon is long-lasting.
Dragonguard Magic
Starting at 3rd level, you always have additional spells prepared when you reach certain levels in this class, shown in the Dragonguard Spells table. These spells counts as ranger spells for you, and they don't count against the ranger spells you can prepare.
| Ranger Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Dragon Servant
When you choose this archetype at 3rd level, you are bound to serve a dragon and protect its territory. You can speak, read, and write Draconic. Also, choose one dragon color from the list below, which determines the form your dragonguard features will take and grants you resistance to the color's damage type.
| Dragon Color | Damage Type |
|---|---|
Black | acid |
Blue | lightning |
Brass | fire |
Bronze | lightning |
Copper | acid |
Gold | fire |
Green | poison |
Red | fire |
Silver | cold |
White | cold |
Aspect of the Dragon
Also at 3rd level, through a combination of dragon and ranger magic, you can draw the aspect of a dragon into yourself, assuming its form.
You can use your bonus action to transform into a Dragon Aspect. You remain in this form for a number of hours equal to your ranger level, or until you use your bonus action to end the transformation early. Your equipment merges with your form while transformed. You can revert to your normal form early as a bonus action. While transformed, the following rules apply:
Your game statistics are replaced with the dragon's, but you retain your ranger features, your proficiency bonus, your Intelligence, Wisdom and Charisma scores, your alignment, and any languages you know.
Your Dragon Aspect gains one hit die and its hit points increase by 8 (1d8 + 3) for each of your ranger levels above 3rd. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, instead of being knocked unconscious immediately, any excess damage carries over to your normal form. For example, if you take 10 damage in dragon form while you have only 1 hit point left, you revert and take 9 damage.
Your dragon form is immune to the damage type associated with the color you chose for your Dragon Servant feature, and its bite attack deals 1d4 extra damage of the same type.
You can't cast spells other than those you know from your Dragonguard Magic feature, and you don't need to provide material components for spells you cast in this way. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell such as moonbeam.
Once you use this feature, you can't use it again until you finish a short or long rest.
Spectral Rider (Level 7)
At 7th level, a spectral, flowing visage of your normal form rides your dragon form, synchronizing your abilities with the dragon's.
Your dragon form gains your normal form's senses, and it becomes proficient in any skills that you are proficient with. Additionally, you can add your proficiency bonus to the damage dealt by your Dragon's Breath spell in both your normal form and dragon form.
Frightful Aspect (Level 11)
At 11th level, the dragon aspect within you creates a presence that you can invoke to strike fear into your foes.
You can use your action to choose any number of creatures within 60 feet of you. A chosen creature that can see or hear you must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you have used this feature, you can't use it again until you finish a long rest.
Freedom's Wing (Level 15)
At 15th level, you can use your dragon aspect to sprout wings, allowing you to escape danger even while you are not transformed.
As a reaction after you are hit with a melee attack, the attacker must succeed on a Strength saving throw against your spell save DC or be knocked prone. You can then fly up to 30 feet without provoking opportunity attacks and float there (if you choose) until the end of your next turn, when you float gently to the ground unless something else is keeping you aloft.
Hunter
Hunter (Level 3)
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 Magic
Starting at 3rd level, you always have additional spells prepared when you reach certain levels in this class, shown in the Hunter Spells table. These spells counts as ranger spells for you, and they don't count against the ranger spells you can prepare.
| Ranger Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Hunter's Prey
At 3rd level, you gain one of the following features of your choice.
Stalker's Adaptation
Also at 3rd level, whenever you finish a short or long rest, you can replace your chosen Hunter's Prey feature with another feature of your choice from the same list. When you later gain a feature from Defensive Tactics, Multiattack, and Superior Hunter's Defense, you can also replace your choice for those features with different choices from the respective features' lists.
Defensive Tactics (Level 7)
At 7th level, you gain one of the following features of your choice.
Multiattack (Level 11)
At 11th level, you gain one of the following features of your choice.
Superior Hunter's Defense (Level 15)
At 15th level, you gain one of the following features of your choice.
Primeval Watch
Primeval Watch (Level 3)
Rangers of the primeval watch archetype skulk the borders of ancient forests, woodlands and natural preserves, as they consider it their duty to preserve these bastions of primal life. Their creed affords the primeval watch protection in kind, enhancing their bodies with the nature magic they command.
Primeval Watch Magic
Starting at 3rd level, you always have additional spells prepared when you reach certain levels in this class, shown in the Primeval Watch Spells table. These spells counts as ranger spells for you, and they don't count against the ranger spells you can prepare.
| Ranger Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Guardian Soul
Starting at 3rd level, you gain the ability to magically don a tree-like shell, covered with leaves and bark.
As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or you are incapacitated. You undergo the following changes while in this form:
You gain temporary hit points equal to your Wisdom modifier when you use this feature, as well as at the start of each of your turns, which last until your guardian form ends.
Your reach increases by 5 feet.
When you cast a ranger spell that deals damage, you can add your Wisdom modifier to each of the spell's damage rolls.
Guardian Soul Note
Guardian Soul doesn't apply to the Mark of the Hunt feature, but it does apply to the hunter's mark spell. The feature works here due to that change, but to make it work with any other style of ranger, exclude hunter's mark from gaining the benefits of Guardian Soul.
Piercing Thorns
Also at 3rd level, you can briefly sprout sharp defensive thorns.
Whenever you are hit with a melee attack, you can use your reaction to deal 1d8 piercing damage to your attacker. This damage increases to 2d8 when you reach 11th level in this class.
Ancient Fortitude (Level 7)
At 7th level, you endure like an ancient tree. While in guardian form, your AC increases by 2, and can add your Wisdom modifier to your Strength, Dexterity, and Constitution saving throws.
Rooted Defense (Level 11)
At 11th level, you can project vine and bark which layers the ground around you, slowing your foes and protecting your allies.
While you are in your guardian form, the ground within 20 feet of you becomes difficult terrain. You can choose any number of creatures when you activate your guardian form, who ignore this difficult terrain and have half cover within the area instead.
Ironwood Bark (Level 15)
At 15th level, your bark has become exceptionally hardy and resilient. You can add half of your ranger level to the temporary hit points you gain from your guardian form.