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Ranger on a Warlock frame?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7916161" data-attributes="member: 6871653"><p>Lets try it</p><p>the RANGER (basic)</p><p><strong>HD</strong>: 2d6</p><p><strong>Prof</strong>: ligth, medium, shield armor, simple and martial weapon</p><p><strong>Save</strong>: Con, Str</p><p><strong>Skill</strong>: Survival and 3 from perception, investigation, athletic, acrobatics, nature, insight, medecine, animal handling.</p><p></p><table style='width: 100%'><tr><th>Level</th><th>feature</th><th>Spell known</th><th>Slot level</th><th>Spell slot</th><th>knacks</th></tr><tr><td>1</td><td>Spellcasting, Natural explorer, favored foe</td><td>2</td><td>1</td><td>1</td><td>-</td></tr><tr><td>2</td><td>Knacks, fighting style</td><td>3</td><td>1</td><td>2</td><td>2</td></tr><tr><td>3</td><td>Archetype</td><td>4</td><td>2</td><td>2</td><td>2</td></tr><tr><td>4</td><td>ASI</td><td>5</td><td>2</td><td>2</td><td>2</td></tr><tr><td>5</td><td>Extra Attack</td><td>6</td><td>3</td><td>2</td><td>3</td></tr><tr><td>6</td><td>Warden Aura, Favored foe (3), Natural explorer (3)</td><td>7</td><td>3</td><td>2</td><td>3</td></tr><tr><td>7</td><td>Archetype</td><td>8</td><td>4</td><td>2</td><td>4</td></tr><tr><td>8</td><td>ASI</td><td>9</td><td>4</td><td>2</td><td>4</td></tr><tr><td>9</td><td>-</td><td>10</td><td>5</td><td>2</td><td>5</td></tr><tr><td>10</td><td>Warden Aura Improvement, Natural explorer (4)</td><td>10</td><td>5</td><td>2</td><td>5</td></tr></table><p>Natural explorer and Favored Foe both start with 2 choices at 1st level.</p><p></p><p></p><p><strong>Warden aura:</strong> ally within 10' gain +Wis to their Initiative roll. At 10, they cant be surprised and have advantage on Wisdom (perception) rolls. At level 18, the aura increases to 30'.</p><p></p><p></p><p><strong>Knacks</strong>:</p><p><strong>Master Survivalist</strong>: Double prof with survival and nature. Can spot resting place secure from natural threats.</p><p><strong>Beast friend</strong>: can speak with beast.</p><p><strong>Foebane</strong>: +1d6 damage against favored foes once per turn.</p><p><strong>Great travele</strong>r: +5 speed, can speak with all humanoids after 1 day of observing them.</p><p><strong>Dungeon Master</strong>: Double prof in History, can evaluate the value of objects and ascertain the builder of dungeons and ruins.</p><p><strong>Greater foebane</strong> (level 9): +1d10 against favored foe once per turn.</p><p><strong>Land stride</strong> (level 9): Ignore difficult terrain. Advantage against spells that creat restraining or damaging terrain.</p><p><strong>Watchman</strong>: no need to sleep and cant be forced to sleep.</p><p><strong>Farsight</strong>(level 15): Can cast Clairvoyance at-will</p><p><strong>Eyes of the Owl</strong>: Gain darkvision 60' against all darkness.</p><p><strong>Hinder foe:</strong> Once per turn, on a hit, reduce the speed of a creature by 10 after a hit.</p><p><strong>Set the trap (level 11)</strong>: You can cast Glyph of Warding once per day without components.</p><p><strong>Fey Beast Tamer</strong>: Can cast Find Familiar at-will as an action. Creature is considered a fey.</p><p><strong>Moutaineer (level 7)</strong>: Gain a climb speed equal to walk speed. Reduce fall damage by half. Ignore the hazards of high altitude.</p><p><strong>Explorer of the Depths</strong> (level 7): Gain a swim speed equal to walk speed. Hold breath twice as long.</p><p><strong>Punishing Hunt</strong> (Hunter's mark, level 5). Once per turn, make a free attack against a creature under your mark after a hit on another target.</p><p><strong>Relentless Hunter</strong> (level 9): Can cast hunter mark without concentration and without slot a number of time equal to your Wis mod per day.</p><p><strong>Tireless</strong>: Lose one level of exhaustion per short rest.</p><p><strong>Poultice maker</strong>: You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).</p><p><strong>Seeker of the lost</strong> (level 9): Can cast Locate Beast and Plant at-will.</p><p><strong>Nature's Sight </strong>(level 15): Can cast Beast Senses at-will.</p><p><strong>Ear to the ground</strong> (level 7): Gain training in Investigation and advantage on check related to tracking. Gain tremor sense 30'.</p><p><strong>Trap master</strong> (level 5): Gain prof with Thieve's tools, can cast Snare at-will.</p><p><strong>Penetrating Attack</strong> (level 12): Attacks deal +Wis mod on a hit.</p><p><strong>Natural Antivenom</strong> (level 12): Immune to Poison and the poisoned condition.</p><p><strong>Camouflage</strong> (level 5): Can become Invisible as an action when in dim light or natural foliage until you move or attack or cause a target to make a saving throw.</p><p><strong>Climate Adaptation (Cold)</strong>: Gain resistance to cold damage, ignore the effect of extreme cold.</p><p><strong>Climate Adaptation (Heat)</strong>: Gain resistance to fire damage, ignore the effect of extreme heat.</p><p><strong>Cunning Fox's Escape</strong>: You can cast <em>Freedom of Movement</em> without a slot once per day.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7916161, member: 6871653"] Lets try it the RANGER (basic) [B]HD[/B]: 2d6 [B]Prof[/B]: ligth, medium, shield armor, simple and martial weapon [B]Save[/B]: Con, Str [B]Skill[/B]: Survival and 3 from perception, investigation, athletic, acrobatics, nature, insight, medecine, animal handling. [TABLE] [TR] [TH]Level[/TH] [TH]feature[/TH] [TH]Spell known[/TH] [TH]Slot level[/TH] [TH]Spell slot[/TH] [TH]knacks[/TH] [/TR] [TR] [TD]1[/TD] [TD]Spellcasting, Natural explorer, favored foe[/TD] [TD]2[/TD] [TD]1[/TD] [TD]1[/TD] [TD]-[/TD] [/TR] [TR] [TD]2[/TD] [TD]Knacks, fighting style[/TD] [TD]3[/TD] [TD]1[/TD] [TD]2[/TD] [TD]2[/TD] [/TR] [TR] [TD]3[/TD] [TD]Archetype[/TD] [TD]4[/TD] [TD]2[/TD] [TD]2[/TD] [TD]2[/TD] [/TR] [TR] [TD]4[/TD] [TD]ASI[/TD] [TD]5[/TD] [TD]2[/TD] [TD]2[/TD] [TD]2[/TD] [/TR] [TR] [TD]5[/TD] [TD]Extra Attack[/TD] [TD]6[/TD] [TD]3[/TD] [TD]2[/TD] [TD]3[/TD] [/TR] [TR] [TD]6[/TD] [TD]Warden Aura, Favored foe (3), Natural explorer (3)[/TD] [TD]7[/TD] [TD]3[/TD] [TD]2[/TD] [TD]3[/TD] [/TR] [TR] [TD]7[/TD] [TD]Archetype[/TD] [TD]8[/TD] [TD]4[/TD] [TD]2[/TD] [TD]4[/TD] [/TR] [TR] [TD]8[/TD] [TD]ASI[/TD] [TD]9[/TD] [TD]4[/TD] [TD]2[/TD] [TD]4[/TD] [/TR] [TR] [TD]9[/TD] [TD]-[/TD] [TD]10[/TD] [TD]5[/TD] [TD]2[/TD] [TD]5[/TD] [/TR] [TR] [TD]10[/TD] [TD]Warden Aura Improvement, Natural explorer (4)[/TD] [TD]10[/TD] [TD]5[/TD] [TD]2[/TD] [TD]5[/TD] [/TR] [/TABLE] Natural explorer and Favored Foe both start with 2 choices at 1st level. [B]Warden aura:[/B] ally within 10' gain +Wis to their Initiative roll. At 10, they cant be surprised and have advantage on Wisdom (perception) rolls. At level 18, the aura increases to 30'. [B]Knacks[/B]: [B]Master Survivalist[/B]: Double prof with survival and nature. Can spot resting place secure from natural threats. [B]Beast friend[/B]: can speak with beast. [B]Foebane[/B]: +1d6 damage against favored foes once per turn. [B]Great travele[/B]r: +5 speed, can speak with all humanoids after 1 day of observing them. [B]Dungeon Master[/B]: Double prof in History, can evaluate the value of objects and ascertain the builder of dungeons and ruins. [B]Greater foebane[/B] (level 9): +1d10 against favored foe once per turn. [B]Land stride[/B] (level 9): Ignore difficult terrain. Advantage against spells that creat restraining or damaging terrain. [B]Watchman[/B]: no need to sleep and cant be forced to sleep. [B]Farsight[/B](level 15): Can cast Clairvoyance at-will [B]Eyes of the Owl[/B]: Gain darkvision 60' against all darkness. [B]Hinder foe:[/B] Once per turn, on a hit, reduce the speed of a creature by 10 after a hit. [B]Set the trap (level 11)[/B]: You can cast Glyph of Warding once per day without components. [B]Fey Beast Tamer[/B]: Can cast Find Familiar at-will as an action. Creature is considered a fey. [B]Moutaineer (level 7)[/B]: Gain a climb speed equal to walk speed. Reduce fall damage by half. Ignore the hazards of high altitude. [B]Explorer of the Depths[/B] (level 7): Gain a swim speed equal to walk speed. Hold breath twice as long. [B]Punishing Hunt[/B] (Hunter's mark, level 5). Once per turn, make a free attack against a creature under your mark after a hit on another target. [B]Relentless Hunter[/B] (level 9): Can cast hunter mark without concentration and without slot a number of time equal to your Wis mod per day. [B]Tireless[/B]: Lose one level of exhaustion per short rest. [B]Poultice maker[/B]: You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up). [B]Seeker of the lost[/B] (level 9): Can cast Locate Beast and Plant at-will. [B]Nature's Sight [/B](level 15): Can cast Beast Senses at-will. [B]Ear to the ground[/B] (level 7): Gain training in Investigation and advantage on check related to tracking. Gain tremor sense 30'. [B]Trap master[/B] (level 5): Gain prof with Thieve's tools, can cast Snare at-will. [B]Penetrating Attack[/B] (level 12): Attacks deal +Wis mod on a hit. [B]Natural Antivenom[/B] (level 12): Immune to Poison and the poisoned condition. [B]Camouflage[/B] (level 5): Can become Invisible as an action when in dim light or natural foliage until you move or attack or cause a target to make a saving throw. [B]Climate Adaptation (Cold)[/B]: Gain resistance to cold damage, ignore the effect of extreme cold. [B]Climate Adaptation (Heat)[/B]: Gain resistance to fire damage, ignore the effect of extreme heat. [B]Cunning Fox's Escape[/B]: You can cast [I]Freedom of Movement[/I] without a slot once per day. [/QUOTE]
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