{"name":"Excal-Heim Ranger variant","overview":"PHB, Pgs. 90-93","hitdice":"d10","hitpointsfirstlevel":"10 + Con modifier","hitpointsathigherlevels":"1d10 + Con modifier","armorproficiencies":"Light armor, Medium armor, Shields","weaponproficiences":"Simple, Martial","tools":"","savingthrows":"Str, Dex","skills":"Choose Three: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival.\r\nYou choose one additional proficiency at 6th and 10th level.","equipment":"[ul]\r\n[li]Scale mail or leather armor[\/li]\r\n[li]Two Shortswords or two simple melee weapons[\/li]\r\n[li]A Dungeoneer's pack or an Explorer's pack[\/li]\r\n[li]A Longbow and a quiver of 20 Arrows[\/li]\r\n[\/ul]\r\n","spellcasting":"Wisdom is your spellcasting ability.\r\nSpell save DC = 8 + your proficiency bonus + your Wisdom modifier\r\nSpell attack modifier = your proficiency bonus + your Wisdom modifier\r\n\r\nRangers can learn Druid cantrips and any spell listed as a ranger spell. Starting at second level, Rangers know as many Druid cantrips as their proficiency bonus.\r\n\r\nThe Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n[br]\r\n[spoiler]1st, Alarm, Animal Friendship, Cure Wounds, Detect Magic, Detect Poison and Disease, Ensnaring Strike, Fog Cloud, Goodberry, Hail of Thorns, Hunter\u2019s Mark, Jump, Longstrider, Speak with Animals.\r\n[br]\r\n2nd, Animal Messenger, Barkskin, Beast Sense, Cordon of Arrows, Darkvision, Find Traps, Lesser Restoration, Locate Animals or Plants, Locate Object, Pass without Trace, Protection from Poison, Silence, Spike Growth.\r\n[br]\r\n3rd, Conjure Animals, Conjure Barrage, Daylight, Lightning Arrow, Nondetection, Plant Growth, Protection from Energy, Speak with Plants, Water Breathing, Water Walk, Wind Wall.\r\n[br]\r\n4th, Conjure Woodland Beings, Freedom of Movement, Grasping Vine, Locate Creature, Stoneskin.\r\n[br]\r\n5th, Commune with Nature, Conjure Volley, Swift Quiver, Tree Stride.[]br | spell list [\/spoiler]\r\n","features":"[h2]Researched Enemy[\/h2]\r\nChoose 4 of the following: Aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or humanoid.\r\nYou receive a bestiary containing info on those 4 creature types. During a short rest, you may read a section of the bestiary, after doing so you receive the following in relation to creatures of that type.\r\n[ul]\r\n[li]advantage on attack rolls.[\/li]\r\n[li]advantage on Survival (Wis) checks.[\/li]\r\n[li]advantage on recalling information (Int).[\/li]\r\n[li]temporarily learn a language they speak.[\/li]\r\n[\/ul]\r\nYou may read one additional section per short rest at 6th and 14th level. you may purchase a new bestiary or add more sections to your bestiary at a library.\r\n[hr]\r\n[h2]Natural Explorer[\/h2]\r\nYou have proficiency with Int and Wis checks when outside urban and suburban areas.\r\nThe group receives the following when traveling for over an hour on horseback(mounted in general) or foot.\r\n[ul]\r\n[li]Difficult terrain does not slow travel[\/li]\r\n[li]You cannot get lost unless by magical means[\/li]\r\n[li]You remain alert while traveling[\/li]\r\n[li]If alone, you can remain stealthed at a normal pace[\/li]\r\n[li]You find twice as much food when foraging[\/li]\r\n[li]When tracking, you learn number, size, and time passed[\/li]\r\n[\/ul]\r\n[hr]\r\n[h2]Fighting Style[\/h2]\r\nAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n[b]Archery[\/b]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[b]Defense[\/b]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[b]Dueling[\/b]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[b]Two-Weapon Fighting[\/b]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n[hr]\r\n[h2]Spellcasting[\/h2]\r\nBy the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.\r\n[hr]\r\n[h2]Ranger Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.\r\n[hr]\r\n[h2]Primeval Awareness[\/h2]\r\nBeginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether any of the types of creatures in your bestiary are present within 3 miles of you. This feature reveals the creatures\u2019 location but doesn\u2019t reveal their size or numbers.\r\n[hr]\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n[hr]\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n[hr]\r\n[h2]Land's Stride[\/h2]\r\nStarting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.\r\n[hr]\r\n[h2]Hide in Plain Sight[\/h2]\r\nStarting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\r\n\r\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.\r\n[hr]\r\n[h2]Vanish[\/h2]\r\nStarting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can\u2019t be tracked by nonmagical means, unless you choose to leave a trail.\r\n[hr]\r\n[h2]Feral Senses[\/h2]\r\nAt 18th level, you gain preternatural senses that help you fight creatures you can\u2019t see. When you attack a creature you can\u2019t see, your inability to see it doesn\u2019t impose disadvantage on your attack rolls against it.\r\n\r\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn\u2019t hidden from you and you aren\u2019t blinded or deafened.\r\n[hr]\r\n[h2]Foe Slayer[\/h2]\r\nAt 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.","subclasses":"[h1]Ranger Archetypes[\/h1]\r\nThe ideal of the ranger has two classic expressions: the Hunter and the Beast Master.\r\n[hr][h1]Hunter[\/h1]\r\nEmulating 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 ores to towering giants and terrifying dragons.\r\n[h2]Hunter's Prey[\/h2]\r\nAt 3rd level, you gain one of the following features of your choice:\r\n[h3]Steady Aim[\/h3]\r\nyou can spend an attack action to give +5 to your next attack and deal double damage(will stack with a crit).\r\n[h3]Giant Killer[\/h3]\r\nyou gain advantage on attack and damage rolls made towards creatures at least 1 size larger than you.\r\n[h3]Horde Breaker[\/h3]\r\nOnce 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.\r\n[h2]Defensive Tactics[\/h2]\r\nAt 7th level, you gain one of the following features of your choice:\r\n[h3]Uncanny Dodge[\/h3]\r\nWhen an attacker that you can see hits you with a melee attack, you can use your reaction to halve the attack's damage against you.\r\n[h3]Escape the Horde[\/h3]\r\nOpportunity attacks against you are made with disadvantage and double disadvantage if there is another enemy within 5 feet of you.\r\n[h3]Steel Will[\/h3]\r\nYou have advantage on saving throws against being frightened and psychic damage.\r\n[h2]Multiattack[\/h2]\r\nAt 11th level, you gain one of the following features of your choice:\r\n[h3]Volley[\/h3]\r\nYou 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.\r\n[h3]Whirlwind Attack[\/h3]\r\nYou 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.\r\n[h2]Superior Hunter's Defense[\/h2]\r\nAt 15th level, you gain one of the following features of your choice:\r\n[h3]Evasion.[\/h3]\r\nWhen you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, 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.\r\n[h3]Whiff Punish[\/h3]\r\nWhen a hostile creature misses you with a melee attack, you can use your reaction to slam your shoulder\/shield\/bow\/whatever into that creature, stunning it until its next turn.","tabledata":"Level | Proficiency Bonus | Features | Spells Known | 1st Slots | 2nd Slots | 3rd Slots | 4th Slots | 5th Slots\r\n1st | +2 | Researched Enemy, Natural Explorer | \u2013 | \u2013 | \u2013 | \u2013 | \u2013 | \u2013\r\n2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | \u2013 | \u2013 | \u2013 | \u2013\r\n3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | \u2013 | \u2013 | \u2013 | \u2013\r\n4th | +2 | Ability Score Improvement | 3 | 3 | \u2013 | \u2013 | \u2013 | \u2013\r\n5th | +3 | Extra Attack | 4 | 4 | 2 | \u2013 | \u2013 | \u2013\r\n6th | +3 | Favored Enemy and Natural Explorer improvements | 4 | 4 | 2 | \u2013 | \u2013 | \u2013\r\n7th | +3 | Ranger Archetype feature | 5 | 4 | 3 | \u2013 | \u2013 | \u2013\r\n8th | +3 | Ability Score Improvement, Land\u2019s Stride | 5 | 4 | 3 | \u2013 | \u2013 | \u2013\r\n9th | +4 | \u2013 | 6 | 4 | 3 | 2 | \u2013 | \u2013\r\n10th | +4 | Natural Explorer improvement, Hide in Plain Sight | 6 | 4 | 3 | 2 | \u2013 | \u2013\r\n11th | +4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | \u2013 | \u2013\r\n12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | \u2013 | \u2013\r\n13th | +5 | \u2013 | 8 | 4 | 3 | 3 | 1 | \u2013\r\n14th | +5 | Favored Enemy improvement, Vanish | 8 | 4 | 3 | 3 | 1 | \u2013\r\n15th | +5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | \u2013\r\n16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | \u2013\r\n17th | +6 | \u2013 | 10 | 4 | 3 | 3 | 3 | 1\r\n18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1\r\n19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2\r\n20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2","tags":"","isShared":"on","templateId":"25","blockId":"504367","world":"e9b43e33-c3aa-41d2-93b5-8155ba14e28c","folder":"3885"}