fix: Remove spell-less ranger from PHB
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@ -736,375 +736,4 @@
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</feature>
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</autolevel>
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</class>
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<class>
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<name>Ranger (Spell-less) (UA)</name>
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<autolevel level="3">
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<feature optional="YES">
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<name>Ranger Archetype: Hunter</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Hunter: Horde Breaker</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Hunter: Hunter's Prey</name>
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<text>At 3rd level, you gain one of the following features of your choice.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Hunter: Colossus Slayer</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Hunter: Giant Killer</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Ranger Archetype: Hunter</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Hunter: Horde Breaker</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Hunter: Hunter's Prey</name>
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<text>At 3rd level, you gain one of the following features of your choice.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Hunter: Colossus Slayer</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Hunter: Giant Killer</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Ranger Archetype: Beast Master</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Beast Master: Ranger Companion Options</name>
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<text>3rd-level Beast Master feature (enhances Ranger's Companion)</text>
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<text>While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures.</text>
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<text>A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.</text>
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<text>The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.</text>
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<text>When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Beast Master: Ranger's Companion</name>
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<text>You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.</text>
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<text>The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.</text>
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<text>If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.</text>
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<text>While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.</text>
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<text>If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Ranger Archetype: Beast Master</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Beast Master: Ranger Companion Options</name>
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<text>3rd-level Beast Master feature (enhances Ranger's Companion)</text>
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<text>While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures.</text>
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<text>A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.</text>
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<text>The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.</text>
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<text>When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Beast Master: Ranger's Companion</name>
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<text>You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.</text>
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<text>The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.</text>
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<text>If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.</text>
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<text>While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.</text>
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<text>If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="7">
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<feature optional="YES">
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<name>Hunter: Defensive Tactics</name>
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<text>At 7th level, you gain one of the following features of your choice.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="7">
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<feature optional="YES">
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<name>Hunter: Escape the Horde</name>
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<text>Opportunity attacks against you are made with disadvantage.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="7">
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<feature optional="YES">
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<name>Hunter: Multiattack Defense</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="7">
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<feature optional="YES">
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<name>Hunter: Steel Will</name>
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<text>You have advantage on saving throws against being frightened.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="7">
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<feature optional="YES">
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<name>Hunter: Defensive Tactics</name>
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<text>At 7th level, you gain one of the following features of your choice.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="7">
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<feature optional="YES">
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<name>Hunter: Escape the Horde</name>
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<text>Opportunity attacks against you are made with disadvantage.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="7">
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<feature optional="YES">
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<name>Hunter: Multiattack Defense</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="7">
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<feature optional="YES">
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<name>Hunter: Steel Will</name>
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<text>You have advantage on saving throws against being frightened.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="7">
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<feature optional="YES">
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<name>Beast Master: Exceptional Training</name>
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<text>Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="7">
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<feature optional="YES">
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<name>Beast Master: Exceptional Training</name>
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<text>Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="11">
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<feature optional="YES">
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<name>Hunter: Multiattack</name>
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<text>At 11th level, you gain one of the following features of your choice.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="11">
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<feature optional="YES">
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<name>Hunter: Volley</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="11">
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<feature optional="YES">
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<name>Hunter: Whirlwind Attack</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="11">
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<feature optional="YES">
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<name>Hunter: Multiattack</name>
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<text>At 11th level, you gain one of the following features of your choice.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="11">
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<feature optional="YES">
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<name>Hunter: Volley</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="11">
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<feature optional="YES">
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<name>Hunter: Whirlwind Attack</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="11">
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<feature optional="YES">
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<name>Beast Master: Bestial Fury</name>
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<text>Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="11">
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<feature optional="YES">
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<name>Beast Master: Bestial Fury</name>
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<text>Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="15">
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<feature optional="YES">
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<name>Hunter: Evasion</name>
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<text>You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt 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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="15">
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<feature optional="YES">
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<name>Hunter: Stand Against the Tide</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="15">
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<feature optional="YES">
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<name>Hunter: Superior Hunter's Defense</name>
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<text>At 15th level, you gain one of the following features of your choice.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="15">
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<feature optional="YES">
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<name>Hunter: Uncanny Dodge</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="15">
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<feature optional="YES">
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<name>Hunter: Evasion</name>
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<text>You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt 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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
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</autolevel>
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<autolevel level="15">
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<feature optional="YES">
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<name>Hunter: Stand Against the Tide</name>
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<text>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.</text>
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<text></text>
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<text>Source: Player's Handbook p. 93</text>
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</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Superior Hunter's Defense</name>
|
||||
<text>At 15th level, you gain one of the following features of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Hunter: Uncanny Dodge</name>
|
||||
<text>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.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Beast Master: Share Spells</name>
|
||||
<text>Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Beast Master: Beastly Coordination</name>
|
||||
<text>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.</text>
|
||||
<text></text>
|
||||
<text>Source: Player's Handbook p. 93</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
|
|
|
|||
Loading…
Reference in New Issue