Cristiano Marcelino
First Post
Improvements in red:
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking and hunting a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, monstrosities, oozes or plants. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
Whenever performing an attack with weapon against chosen creature you can add Wisdom modifier to the attack roll or damage roll.
Your proficiency is doubled to track them and automatically remember any common information regarding your favorite enemies. You choose an additional enemy in the level 6 and 14.
Hunter's Mark (Not spell)
By level 3, you can choose a single target and mark it as a bonus action. Every time you attack a marked target deals 1d6 extra damage. You can not score another target until the previous target dies. You get advantage in checks to track this target.
If the enemy manages to escape the mark harsh until you make a long rest.
At level 18 the damage increases to 2d6.
Primeval Awareness
By level 4 the Ranger can, with a successful Perception check (DC set by Dungeon Master), sense the presence of aberrations, demons, celestial, dragons, feys and elementals at a distance of up to half mile. The information does not provide direction or amount.
Hide in Plain Sight
Starting at level 10, you can use 1 minute to create a camouflage for you. For the process you need of fresh mud, dust, plants, soot and other materials naturally occurring in the region. Once camouflaged you have advantage in all stealth checks in this terrain. Additionally, when not being watched, you can try to hide by pressing yourself up against a solid surface, such as a tree or rock, that is at least as tall and wide as you are.
Prey Slayer
At level 20, the Ranger can use one of its weapon attacks to make a lethal blow against any creature, less constructs or undeads.
This attack deals 5d10 extra damage of the same type of used weapon.
Additionally the hit target must succeed on Constitution check DC 18 or have its speed becomes 0 until end of turn. This lasts 1 minute and a success save ends this effect.
You can not be used again until you finish a short or long rest.
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking and hunting a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, monstrosities, oozes or plants. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
Whenever performing an attack with weapon against chosen creature you can add Wisdom modifier to the attack roll or damage roll.
Your proficiency is doubled to track them and automatically remember any common information regarding your favorite enemies. You choose an additional enemy in the level 6 and 14.
Hunter's Mark (Not spell)
By level 3, you can choose a single target and mark it as a bonus action. Every time you attack a marked target deals 1d6 extra damage. You can not score another target until the previous target dies. You get advantage in checks to track this target.
If the enemy manages to escape the mark harsh until you make a long rest.
At level 18 the damage increases to 2d6.
Primeval Awareness
By level 4 the Ranger can, with a successful Perception check (DC set by Dungeon Master), sense the presence of aberrations, demons, celestial, dragons, feys and elementals at a distance of up to half mile. The information does not provide direction or amount.
Hide in Plain Sight
Starting at level 10, you can use 1 minute to create a camouflage for you. For the process you need of fresh mud, dust, plants, soot and other materials naturally occurring in the region. Once camouflaged you have advantage in all stealth checks in this terrain. Additionally, when not being watched, you can try to hide by pressing yourself up against a solid surface, such as a tree or rock, that is at least as tall and wide as you are.
Prey Slayer
At level 20, the Ranger can use one of its weapon attacks to make a lethal blow against any creature, less constructs or undeads.
This attack deals 5d10 extra damage of the same type of used weapon.
Additionally the hit target must succeed on Constitution check DC 18 or have its speed becomes 0 until end of turn. This lasts 1 minute and a success save ends this effect.
You can not be used again until you finish a short or long rest.
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