Wednesday, March 20, 2019

Ranger Traits

Ranger Statistics

Hit Dice: d10
Saving Throws: Strength, Dexterity
Skills: Two out of Athletics, History, Insight, Intimidation, Medicine, Persuasion, and Religion
Armor: Light Armor, Medium Armor, Shields
Weapons: All
Tools: None
ASIs: 5 (4th, 8th, 12th, 16th, 19th)
Important Ability Scores: Strength or Dexterity, Wisdom
Subclasses (Archetypes): 5
  • PHB Archetypes: Hunter, Beast Master
  • Xanathar Archetypes: Horizon Walker, Monster Slayer, Gloomstalker

General Traits

Trait Selection: Fighting Style - 1 Option, does not change with level

Communication

  • Favored Enemy (1st)

Concealment/Deception/Illusion

  • Hide in Plain Sight (10th)
  • Vanish (14th)

Divination/Senses/Information Gathering

  • Favored Enemy (1st) 
  • Feral Senses (18th)
  • Primeval Awareness (3rd)

Healing/Restorative

Movement/Travel

  • Land's Stride (8th)
  • Natural Explorer (1st)

Offensive

  • Extra Attack (5th) 
  • Feral Senses (18th)
  • Fighting Style: Archery (2nd)
  • Fighting Style: Dueling (2nd)
  • Fighting Style: Two-Weapon Fighting (2nd) 
  • Foe Slayer (20th)

Survivability

  • Fighting Style: Defense (2nd) 
  • Land's Stride (8th)

Utility

  •  Natural Explorer (1st)

Archetype Traits

Hunter

  • Trait Selection
    • Hunter's Prey: 1 option
    • Defensive Tactics: 1 option
    • Multiattack: 1 option
    • Superior Hunter's Defense: 1 option 
  • Damage 
    • Hunter's Prey: Colossus Slayer (3rd)
  • Offensive 
    • Hunter's Prey: Horde Breaker (3rd)
    • Multiattack: Volley (11th)
    • Multiattack: Whirlwind (11th)
  • Retributive
    • Hunter's Prey: Giant Killer (3rd)
    • Superior Hunter's Defense: Stand Against the Tide (15th)
  •  Survivability
    • Defensive Tactics: Escape the Horde (7th)
    • Defensive Tactics: Multiattack Defense (7th)
    • Defensive Tactics: Steel Will (7th) 
    • Superior Hunter's Defense: Evasion (15th)
    • Superior Hunter's Defense: Uncanny Dodge (15th)

Beast Master

  • Companion
    • Ranger's Companion (3rd)
  • Offensive
    • Bestial Fury (11th)
  • Utility
    • Exceptional Training (7th) 
    • Share Spells (15th)

Gloom Stalker

  • Ambush
    • Dread Ambusher (3rd) 
  • Concealment/Deception/Illusion
    • Gloom Stalker: Disguise Self (3rd - 1st Level Spell)
    • Gloom Stalker: Great Invisibility (13th - 4th Level Spell)
    • Gloom Stalker: Rope Trick (5th - 2nd Level Spell)
    • Gloom Stalker: Seeming (17th - 5th Level Spell)
    • Umbral Sight (3rd)
  • Divination/Senses/Information Gathering
    • Umbral Sight (3rd)
  • Gloom Stalker Magic (levels listed are spell level not class level)
    • Concentration
      • Fear (3rd)
      • Great Invisibility (4th)
    • Concealment/Deception/Illusion
      • Disguise Self (1st) 
      • Great Invisibility (4th)
      • Rope Trick (2nd)
      • Seeming (5th)
    • Mind Control
      • Fear (3rd)
    • Utility
      • Rope Trick (2nd)
  • Offensive
    • Stalker's Flurry (11th)
  • Survivability
    • Iron Mind (7th) 
    • Shadowy Dodge (15th)

Horizon Walker

  • Concealment/Deception/Illusions
    • Ethereal Step (7th)
  • Damage 
    • Planar Warrior (3rd)
  • Divination/Senses/Information Gathering
    • Detect Portal (3rd) 
  • Horizon Walker Magic (levels listed are spell level not class level)
    • Concentration
      • Banishment (4th)
      • Haste (3rd)
      • Protection from Evil and Good (1st) 
    • Expensive Material Components
      • Teleportation Circle* (5th) 
    • Increased Effectiveness with Higher Level Slots
      • Banishment (4th)
    • Control
      • Banishment (4th)
    • Defensive
      • Haste (3rd)
      • Protection from Evil and Good (1st)
    • Movement/Travel
      • Haste (3rd)
      • Misty Step (2nd)
      • Teleportation Circle (5th) 
    • Offensive
      • Haste (3rd)
  • Movement/Travel
    • Distant Strike (11th)
    • Ethereal Step (7th)
  • Offensive 
    • Distant Strike (11th)
    • Planar Warrior (3rd)
  • Survivability 
    • Spectral Defense (15th)

Monster Slayer

  • Damage
    • Slayer's Prey (3rd)
  • Divination/Senses/Information Gathering
    • Hunter's Sense (3rd)
  • Monster Slayer Magic (levels listed are spell level not class level)
    • Concentration
      • Protection from Evil and Good (1st) 
    • Expensive Material Components
      • Magic Circle* (3rd)
    • Increased Effectiveness with Higher Level Slots
      • Banishment (4th)
      • Hold Monster (5th)
    • Area Denial
      • Magic Circle (3rd)
    • Control 
      • Banishment (4th)
      • Hold Monster (5th)
    • Defensive
      • Magic Circle (3rd)
      • Protection from Evil and Good (1st)
    • Divination/Senses/Information Gathering
      • Zone of Truth (2nd)
    • Mind Control 
      • Zone of Truth (2nd)
    • Wards 
      • Magic Circle (3rd)
  • Retributive
    • Magic-User's Nemesis (11th)
    • Slayer's Counter (15th)
  • Survivability
    • Slayer's Counter (15th)
    • Supernatural Defense (7th)

Ranger General Spells

Half-Caster
Innate Caster
Known Spells at 2nd Level: 2
Known Spells at 20th: 11
Spells gained as Archetype features (Gloom Stalker, Horizon Walker, Monster Slayer) do not count against the number of spells known and those 3 Archetypes end with 16 spells known.

Spells from Xanathar's are in Bold

Concentration 

  • Absorb Elements (1st)
  • Barkskin (2nd)
  • Beast Bond (1st) 
  • Beast Sense (2nd)
  • Conjure Animals (3rd)
  • Conjure Woodland Beings (4th) 
  • Detect Magic (1st)
  • Detect Poison and Disease (1st)
  • Ensnaring Strike (1st) 
  • Fog Cloud (1st) 
  • Flame Arrows (3rd)
  • Grasping Vine (4th)
  • Guardian of Nature (4th)
  • Healing Spirit (2nd)
  • Hunter's Mark (1st)
  • Locate Creature (4th)
  • Locate Object (2nd)
  • Pass Without Trace (2nd) 
  • Protection from Energy (3rd)
  • Spike Growth (2nd)
  • Swift Quiver (5th) 
  • Tree Stride (5th)
  • Wind Wall (3rd)
  • Wrath of Nature (5th) 
  • Zephyr Strike (1st) 

Expensive Material Components 

  • Conjure Barrage* (3rd)
  • Conjure Volley (5th)
  • Cordon of Arrows* (2nd)
  • Stoneskin* (4th)

Increased Effectiveness with Higher Level Slots 

  • Conjure Animals (3rd)
  • Conjure Woodland Beings (4th)
  • Cordon of Arrows (2nd)
  • Cure Wounds (1st)
  • Ensnaring Strike (1st)
  • Flame Arrows (3rd)
  • Fog Cloud (1st)
  • Hail of Thorns (1st)
  • Healing Spirit (2nd) 
  • Hunter's Mark (1st) 
  • Lightning Arrow (3rd) 

Ritual 

  • Alarm (1st)
  • Beast Sense (2nd) 
  • Commune with Nature (5th)
  • Detect Magic (1st)
  • Detect Poison and Disease (1st) 
  • Locate Animals and Plants (2nd)
  • Silence (2nd) 
  • Water Breathing (3rd)
  • Water Walk (3rd) 

Area Denial 

  • Cordon of Arrows (2nd)
  • Plant Growth (3rd) 
  • Snare (1st)
  • Spike Growth (2nd)
  • Wind Wall (3rd) 
  • Wrath of Nature (5th)

Buff

  • Barkskin (2nd)
  • Jump (1st)
  • Longstrider (1st)
  • Swift Quiver (5th)

Communication

  • Animal Messenger (2nd)
  • Beast Bond (1st)
  • Speak with Animals (1st)
  • Speak with Plants (3rd) 

Concealment/Deception/Illusions

  • Fog Cloud (1st)
  • Nondetection (3rd)
  • Pass without Trace (2nd) 
  • Silence (2nd)

Control

  • Ensnaring Strike (1st)
  • Grasping Vine (4th)
  • Snare (1st)
  • Wrath of Nature (5th)

Damage 

  • Absorb Elements (1st)
  • Conjure Barrage (3rd) 
  • Conjure Volley (5th)
  • Cordon of Arrows (2nd)
  • Ensnaring Strike (1st)
  • Flame Arrows (3rd)
  • Hail of Thorns (1st)
  • Hunter's Mark (1st) 
  • Lightning Arrow (3rd)
  • Spike Growth (2nd)
  • Steel Wind Strike (5th)
  • Wrath of Nature (5th) 
  • Zephyr Strike (1st)

Defensive 

  • Absorb Elements (1st)
  • Barkskin (2nd)
  • Freedom of Movement (4th)
  • Protection from Energy (3rd) 
  • Protection from Poison (2nd)
  • Silence (2nd)

Divination/Senses/Information Gathering

  • Beast Bond (1st)
  • Beast Sense (2nd)
  • Commune with Nature (5th)
  • Darkvision (2nd)
  • Detect Magic (1st)
  • Detect Poison and Disease (1st)
  • Find Traps (2nd)
  • Hunter's Mark (1st)
  • Locate Animals and Plants (2nd)
  • Locate Creature (4th)
  • Locate Object (2nd)
  • Speak with Animals (1st) 
  • Speak with  Plants (3rd)

Healing/Restorative

  • Cure Wounds (1st)
  • Goodberry (1st)
  • Healing Spirit (2nd)
  • Lesser Restoration (2nd)

Movement/Travel

  • Freedom of Movement (4th)
  • Jump (1st)
  • Longstrider (1st)
  • Tree Stride (5th)
  • Water Breathing (3rd)
  • Water Walk (3rd)
  • Zephyr Strike (1st)

Mind Control

  • Animal Friendship (1st)

Offensive

  • Flame Arrows (3rd)
  • Swift Quiver (5th) 
  • Zephyr Strike (1st)

Summoning

  • Conjure Animals (3rd)
  • Conjure Woodland Beings (4th)

Transformative

  • Guardian of Nature (4th)

 Utility

  • Daylight (3rd)
  • Goodberry (1st)
  • Plant Growth (3rd)
  • Water Breathing (3rd)

Wards

  • Alarm (1st)
  • Cordon of Arrows (2nd)
  • Snare (1st)

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