5e:Nightstalker/Ranger: Difference between revisions
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<div class="grid-container-std"> | <div class="grid-container-std"> | ||
<div class="bctop">{{backto|{{SRD5|Ranger}}}}</div> | <div class="bctop">{{backto|{{SRD5|Ranger}}}}</div> | ||
<div class="notice"> | <div class="notice"></div> | ||
<div class="badge">{{Author | <div class="badge">{{Author | ||
|author_name=Rlyehable | |author_name=Rlyehable | ||
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|name=Nightstalker | |name=Nightstalker | ||
|class=Ranger | |class=Ranger | ||
| | |spells3=Comprehend Languages, Protection from Evil and Good | ||
| | |spells5=Gentle Repose, Lesser Restoration | ||
| | |spells9=Counterspell, Remove Curse | ||
| | |spells13=Banishment, Polymorph | ||
| | |spells17=Greater Restoration, Reincarnate | ||
}} | }} | ||
|trait4name= | |trait4name=Additional Fighting Style | ||
|trait4lvl=7th | |trait4lvl=7th | ||
|trait4desc=You | |trait4desc=You gain an additional {{5ed|Fighting Style}}. | ||
|trait5name= | |trait5name=Truesight | ||
|trait5lvl= | |trait5lvl=7th | ||
|trait5desc=You gain {{ | |trait5desc=You gain {{5espell|Truesight}} for one hour. You may do this a number of times equal to your {{srd5lc|Proficiency Bonus}}. You regain all uses of this trait when you complete a {{srd5lc|Long Rest}}. | ||
|trait6name=Turn Creatures of Enmity | At 15th level, you gain permiment truesight. | ||
| | |||
| | |trait6name=Iron Resolve | ||
|trait6lvl=11th | |||
|trait6desc=You gain {{srd5lc|Proficiency}} is Wisdom {{srd5lc|Saving Throw}}. If you already have proficiency in this, you gain proficiency in your choice of either {{SRD5|Intelligence}} or {{SRD5|Charisma}} saving throws. | |||
|trait7name=Turn Creatures of Enmity | |||
|trait7lvl=11th | |||
|trait7desc=You gain the ability to turn creatures of enmity. As an {{srd5lc|Action}}, you present your {{srd5lc|Holy Symbol}} or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw ({{SRD5|DC}} = 8 + your {{srd5lc|Proficiency Bonus}} + your {{SRD5|Charisma}} modifier). If the creature fails its saving throw, it is ''turned''. This lasts for 1 {{srd5lc|Minute}}, or until it takes any damage. | |||
A turned creature must spend its {{srd5lc|Turn}}s trying to {{srd5lc|Move}} as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take {{srd5lc|Reaction}}s. For its action, it can use only the {{srd5lc|Dash}} action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the {{srd5lc|Dodge}} action. | A turned creature must spend its {{srd5lc|Turn}}s trying to {{srd5lc|Move}} as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take {{srd5lc|Reaction}}s. For its action, it can use only the {{srd5lc|Dash}} action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the {{srd5lc|Dodge}} action. | ||
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Once a nightstalker uses this feature, he/she may not use it again until he/she finishes a {{5e Rest}}. | Once a nightstalker uses this feature, he/she may not use it again until he/she finishes a {{5e Rest}}. | ||
| | |trait8name=Evasion | ||
| | |trait8lvl=15th | ||
| | |trait8desc=You can nimbly dodge out of the way of certain area effects, such as a Red Dragon’s fiery breath or an {{5espell|Ice Storm}} {{srd5lc|Spell}}. When you are subjected to an effect that allows you to make a Dexterity {{srd5lc|Saving Throw}} to take only half damage, you instead take no damage if you succeed on the saving throw, and only {{srd5lc|Half}}{{5ertrd}} damage if you fail. | ||
|desc=Nightstalker {{srd5lc|Ranger}}s are trained to seek out and exterminate these creatures of enmity. | |desc=Nightstalker {{srd5lc|Ranger}}s are trained to seek out and exterminate these creatures of enmity. | ||
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|class=Ranger <!-- name of the class --> | |class=Ranger <!-- name of the class --> | ||
|level3={{iplink|Enmity}}, {{iplink|Esoteric Knowledge}}, {{iplink|Nightstalker Magic}} | |level3={{iplink|Enmity}}, {{iplink|Esoteric Knowledge}}, {{iplink|Nightstalker Magic}} | ||
|level7={{iplink| | |level7={{iplink|Additional Fighting Style}}, {{iplink|Truesight}} | ||
|level11={{iplink|Iron Resolve}}, {{iplink|Turn Creatures of Enmity}} | |level11={{iplink|Iron Resolve}}, {{iplink|Turn Creatures of Enmity}} | ||
|level15={{iplink| | |level15={{iplink|Evasion}} | ||
}} | }} | ||
Latest revision as of 06:32, 11 February 2021
Nightstalker is a ranger archetype of the Ranger class.
Nightstalker
Nightstalker rangers are trained to seek out and exterminate these creatures of enmity. Nightstalker Features
Ranger Level | Features |
---|---|
3rd | Enmity, Esoteric Knowledge, Nightstalker Magic |
7th | Additional Fighting Style, Truesight |
11th | Iron Resolve, Turn Creatures of Enmity |
15th | Evasion |
Enmity
3rd level Nightstalker feature.
You have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.
Your favored enemies (except humanoids) also count as creatures of enmity and creatures of enmity count as favored enemies.
You also learn to speak, read, and write one of the following languages:
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang, or
- redirect: Template:5xlang.
You may gain enmity with an additional type every 5th level hereafter (8th, 13th, and 18th). You do not gain additional languages at these levels.
Esoteric Knowledge
3rd level Nightstalker feature.
Your esoteric knowledge grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity.
Nightstalker Magic
3rd level Nightstalker feature.
You learn an additional spells when you reach certain levels in this class, as shown in the Nightstalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Nightstalker Spells
Ranger Level | Spells |
---|---|
3rd | comprehend languages, protection from evil and good |
5th | gentle repose, lesser restoration |
9th | counterspell, remove curse |
13th | banishment, polymorph |
17th | greater restoration, reincarnate |
Additional Fighting Style
7th level Nightstalker feature.
You gain an additional Fighting Style.
Truesight
7th level Nightstalker feature.
You gain truesight for one hour. You may do this a number of times equal to your proficiency bonus. You regain all uses of this trait when you complete a long rest.
At 15th level, you gain permiment truesight.
Iron Resolve
11th level Nightstalker feature.
You gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in your choice of either Intelligence or Charisma saving throws.
Turn Creatures of Enmity
11th level Nightstalker feature.
You gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.
Once a nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.
Evasion
15th level Nightstalker feature.
You can nimbly dodge out of the way of 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 [1] damage if you fail.
Sources and Notes
- Rule Tip: Round Down. Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. - Player's Handbook (5e) p.7, UA 2020 Subclasses Part 3. ↑
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