SIGNING IN

Hit Points

Hit Dice 1d10 per niveau

Vaardigheden

STR , DEX

Ranger (Revised)

Niveau Proficiency Bonus Eigenschappen Spells Known
1 + 2 Natural Explorer Ranger Talent 0
2 + 2 Natural Explorer Ranger Talent 2
3 + 2 Natural Explorer Ranger Talent 3
4 + 2 Natural Explorer Ranger Talent 3
5 + 3 Natural Explorer Ranger Talent 4
6 + 3 Natural Explorer Ranger Talent 4
7 + 3 Natural Explorer Ranger Talent 5
8 + 3 Natural Explorer Ranger Talent 5
9 + 4 Natural Explorer Ranger Talent 6
10 + 4 Natural Explorer Ranger Talent 6
11 + 4 Natural Explorer Ranger Talent 7
12 + 4 Natural Explorer Ranger Talent 7
13 + 5 Natural Explorer Ranger Talent 8
14 + 5 Natural Explorer Ranger Talent 8
15 + 5 Natural Explorer Ranger Talent 9
16 + 5 Natural Explorer Ranger Talent 9
17 + 6 Natural Explorer Ranger Talent 10
18 + 6 Natural Explorer Ranger Talent 10
19 + 6 Natural Explorer Ranger Talent 11
20 + 6 Natural Explorer Ranger Talent 11

Spell Slots per Spell Level

Niveau Proficiency Bonus Eigenschappen 1st 2nd 3rd 4th 5th
1 + 2 Natural Explorer Ranger Talent 0 0 0 0 0
2 + 2 Natural Explorer Ranger Talent 2 0 0 0 0
3 + 2 Natural Explorer Ranger Talent 3 0 0 0 0
4 + 2 Natural Explorer Ranger Talent 3 0 0 0 0
5 + 3 Natural Explorer Ranger Talent 4 2 0 0 0
6 + 3 Natural Explorer Ranger Talent 4 2 0 0 0
7 + 3 Natural Explorer Ranger Talent 4 3 0 0 0
8 + 3 Natural Explorer Ranger Talent 4 3 0 0 0
9 + 4 Natural Explorer Ranger Talent 4 3 2 0 0
10 + 4 Natural Explorer Ranger Talent 4 3 2 0 0
11 + 4 Natural Explorer Ranger Talent 4 3 3 0 0
12 + 4 Natural Explorer Ranger Talent 4 3 3 0 0
13 + 5 Natural Explorer Ranger Talent 4 3 3 1 0
14 + 5 Natural Explorer Ranger Talent 4 3 3 1 0
15 + 5 Natural Explorer Ranger Talent 4 3 3 2 0
16 + 5 Natural Explorer Ranger Talent 4 3 3 2 0
17 + 6 Natural Explorer Ranger Talent 4 3 3 3 1
18 + 6 Natural Explorer Ranger Talent 4 3 3 3 1
19 + 6 Natural Explorer Ranger Talent 4 3 3 3 2
20 + 6 Natural Explorer Ranger Talent 4 3 3 3 2
Niveau Proficiency Bonus Eigenschappen Talents Known
1 + 2 Natural Explorer Ranger Talent 1
2 + 2 Natural Explorer Ranger Talent 1
3 + 2 Natural Explorer Ranger Talent 2
4 + 2 Natural Explorer Ranger Talent 2
5 + 3 Natural Explorer Ranger Talent 2
6 + 3 Natural Explorer Ranger Talent 3
7 + 3 Natural Explorer Ranger Talent 3
8 + 3 Natural Explorer Ranger Talent 4
9 + 4 Natural Explorer Ranger Talent 4
10 + 4 Natural Explorer Ranger Talent 5
11 + 4 Natural Explorer Ranger Talent 5
12 + 4 Natural Explorer Ranger Talent 5
13 + 5 Natural Explorer Ranger Talent 5
14 + 5 Natural Explorer Ranger Talent 6
15 + 5 Natural Explorer Ranger Talent 6
16 + 5 Natural Explorer Ranger Talent 6
17 + 6 Natural Explorer Ranger Talent 6
18 + 6 Natural Explorer Ranger Talent 7
19 + 6 Natural Explorer Ranger Talent 7
20 + 6 Natural Explorer Ranger Talent 8

Klasse-eigenschappen

Niveau 1

Natural Explorer
Ranger Talent

Niveau 11

Ranger Archetype feature

Niveau 12

Ability Score Improvement

Niveau 15

Ranger Archetype feature

Niveau 16

Ability Score Improvement

Niveau 19

Ability Score Improvement

Niveau 2

Fighting Style
Spellcasting

Niveau 20

Legendary Slayer

Niveau 3

Ranger Archetype

Niveau 4

Ability Score Improvement

Niveau 7

Ranger Archetype feature

Niveau 8

Ability Score Improvement

Voortgang Bekende Spreuken

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekende Spreuken 0 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Caster-voortgang

Caster-voortgang: 1/2

Vaardigheden

Armor

light

medium

shield

Weapons

simple

martial

Skills

Startuitrusting

Als alternatief kun je beginnen met: 5d4 × 10|5d4 × 10|Starting Gold

Klasse-eigenschappen

Natural Explorer (Level 1)

You are skilled in navigating the natural world which grants you the following benefits:

  • You ignore difficult terrain.

  • Swimming and climbing natural environments costs you no additional movement.

In addition, you are capable at traversing the wilderness and leading a group through it. You gain the following benefits after traveling for a minute or longer:

  • Difficult terrain does not impede your group's travel.

  • You have advantage on checks to navigate through wilderness.

  • You can move stealthily at a normal pace even while traveling as part of a group

  • Even when you are engaged in another activity while traveling (such as foraging, navigating or tracking), you remain alert to danger.

Every 10 minutes you spend tracking you can learn one of the following pieces of information from the tracks:

  • The number of creatures that left the tracks.

  • The sizes of the creatures that left the tracks.

  • How long ago the tracks were left.

  • The travel pace of the creatures.

Ranger Talent (Level 1)

In your travels you have augmented your abilities with unique talents to overcome challenges and adapt to your environment.

You gain a ranger talent of your choice. Your ranger talents are detailed on this page Optional Features. When you gain certain ranger levels, you learn additional talents, as shown in the Talents Known column of the Monk table.

Additionally when you gain a level in this class you can choose one of the talents you know and replace it with another talent you could learn at that level.

Fighting Style (Level 2)

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.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Spellcasting (Level 2)

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

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

Ranger Archetype (Level 3)

At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

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.

If your DM allows the use of feats, you may instead take a feat.

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.

If your DM allows the use of feats, you may instead take a feat.

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 16th 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.

If your DM allows the use of feats, you may instead take a feat.

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.

If your DM allows the use of feats, you may instead take a feat.

Legendary Slayer (Level 20)

At 20th level, you become an unparalleled hunter of your enemies. At the start of each of your turns in combat you may choose one of the following options.

Foebreaker

Choose a creature you can see. Until the end of your turn you cannot target other creatures with attacks of any kind. Each attack you make against the chosen creature until the end of your turn scores a critical hit if you hit with the attack.

Cull the Swarm

Whenever you reduce a creature to 0 hit points on your turn you can immediately make an additional weapon attack.

Multiklassen

Multiklasse-vereisten

{"dex":13,"wis":13}

Verworven Vaardigheden

Armor light , medium , shield
Skills Choose Kies 1 van Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
Weapons simple , martial

Subklasses

Shared Form
HTotE

Subklasse-eigenschappen

Shared Form

Shared Form (Level 3)

Shared form rangers are defined by their choice to allow their bodies to house a second lifeform for mutual benefit. This symbiotic entity is integrated into their body, granting them a host of powerful natural abilities in return for protection and sustenance.

Symbiote Quirk

The symbiotic entity your character bonds with can provide a number avenues to explore your character. The entity can tie into your character's background, culture and their relationship with other characters. The entity could be a character its own right, either through its relationship with your character or through their reputation.

Consider determining a quirk of your character's symbiote. Think about how this quirk might affect their actions.

Symbiote Quirk
d6Quirk

Your symbiotic entity has been borne by previous hosts. You occassionally glimpse their memories through the entity.

Your symbiotic entity is a symbol of pride among your people. You overcame a great trial to earn your prize.

You cultivated a personal relationship with your entity before becoming its host. It still speaks to you as a second voice in your head.

Your entity was summoned through mystic means from an unknown plane of reality.

Your entity has a voracious hunger. You have to eat a great deal to keep both you and it full and satisfied.

After you began hosting your entity your gained a sudden talent with an instrument or form of artistic expression. Your compositions tend to be melancholic and strange.

Shared Form Spells

3rd-level Shared Form feature

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Shared Form Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Shared Form Spells
Ranger LevelSpells

3rd

false life

5th

alter self

9th

stinking cloud

13th

greater invisibility

17th

contagion

Symbiosis

3rd-level Shared Form feature

At 3rd level the symbiotic entity begins to strengthen your body by cultivating powerful claws and talons at the end of your arms and legs.

You can use your claws to make unarmed strikes that deal 1d6 + Strength modifier or Dexterity modifier slashing damage.

As long as you aren't wearing boots you can use your talons to make unarmed strikes that deal 1d8 + Strength modifier or Dexterity modifier piercing damage.

Your talons can also grasp things to improve your footing and perform simple tasks. They can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Instinctive Body

3rd-level Shared Form feature

At 3rd level after making a weapon attack on your turn you can make an unarmed strike as a bonus action.

Survival of the Fittest (Level 7)

7th-level Shared Form feature

At 7th level your symbiotic entity enhances your body to make you a more capable survivor. Your hit point maximum increases by 7 and increases by 1 again whenever you gain a level in this class. At the start of each day your symbiote can grant you one of the following bonuses:

Hot-Blooded

You have resistance to cold damage and can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection.

Robust Humors

You have resistance to poison damage and advantage on saving throws to resist diseases and poisons.

Insulated Musculature.

You have resistance to fire damage and can tolerate temperatures as high as 110 degrees Fahrenheit without any additional protection.

As a reaction to taking damage you can launch quills at a creature within your reach. That creature must make a Dexterity saving throw against your spell save DC or take piercing damage equal to 1d6 + your Strength modifier or Dexterity modifier. You cannot use this reaction if you are wearing heavy armor.

Second Opinion

7th-level Shared Form feature

At 7th level as a reaction after rolling a Wisdom check you can roll again but you must use the second result. This decision is made after rolling the die but before learning the result of the check.

Empowered Claws

7th-level Shared Form feature

Additionally at 7th level your natural attacks count as magical for the purposes of overcoming damage resistance. Once on each of your turns when you miss with a melee attack, you can make an unarmed strike as part of the same action.

Eyes on the Back of your Head (Level 11)

11th-level Shared Form feature

At 11th level your symbiote can help you react quickly to avoid danger. When you fail a Dexterity or Wisdom saving throw against an effect you are aware of you can reroll the saving throw but you must use the second result. You cannot use this feature again without spending a spell slot of 1st level or higher or finishing a short or long rest. You cannot use this feature if you are blinded, deafened, or incapacitated.

Living Armor (Level 15)

15th-level Shared Form feature

At 15th level your symbiote completely integrates with your body. It cultivates hardy subdermal armor that can absorb harm. As a bonus action you can subsume yourself into your symbiotic armor and gain resistance to bludgeoning, slashing and piercing damage for 1 minute. As a reaction to taking damage while within your symbiote armor you can expend the armor to gain resistance to all damage until the start of your next turn. You cannot use this feature again unless you expend a spell slot of 1st level or higher or until you finish a short or long rest.