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Re-Revised Ranger
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<blockquote data-quote="ro" data-source="post: 7243563" data-attributes="member: 6890747"><p>So I gave a bunch of suggestions for the Naturalist. Here's my attempt to merge them into the work you already did. I added a lot, in the attempt to counter balance the lack of spellcasting. It is probably overpowered, but what do you think?</p><p></p><p><strong><span style="font-family: 'Calibri'"><span style="color: #000000"><span style="font-size: 15px">Naturalist</span></span></span></strong></p><p><strong><span style="font-family: 'Calibri'"><span style="color: #000000"></span></span></strong></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><strong>Herbalist</strong></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">At 2nd level, you gain proficiency with the herbalism kit, and you are able tocreate Healing Poultices. You spend 1 minute bandaging a creature’s wounds. That creature regains a number of hit points equal to your Ranger level + your Wisdom modifier. A creature can only benefit from a poultice once per shortrest. This has no effect on undead or constructs.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">If you are in your favored terrain, you add your proficiency bonus to theamount of hit points restored.</span></span></span></p><p><strong><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></strong></p><p><strong><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">Poison Knowledge</span></span></span></strong></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">Also at 2nd level, your knowledge of poisons grants you resistance to poisondamage and advantage on saving throws against the poisoned condition.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><strong><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">Subject Matter Expert</span></span></span></strong></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">At 3rd level, you gain proficiency in one of Medicine, Nature, Survival, the Healer’s Kit, or the Herbalism Kit. You gain an additional proficiency in oneof these at 5th, 11th, and 15th level. When you gain thisbenefit and you already have proficiency in all of them, you may choose one togain expertise: you add double your proficiency bonus to the checks you makewith that skill or tool.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><strong>Extra Attack</strong></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">Beginning at 5th level, you can attack twice, instead of once, whenever youtake the Attack action on your turn.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><strong>Improved Herbalist</strong></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">Also at 5th level, your knowledge of herbs and medicines has improved. You cannow create natural cures. You spend 1 minute preparing the appropriate reagentsand treating a creature. That creature is cured of any poison afflicting it orone the following conditions: blinded, deafened, paralyzed, or poisoned. Acreature can only benefit from Improved Herbalism once every 24 hours. This hasno effect on undead or constructs.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><strong>Poison Knowledge</strong></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">At 7th level, you knowledge of poisons grants you immunity to poison damage andthe poisoned condition.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span><strong></strong></p><p><strong><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">Trap Master</span></span></span></strong></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">Also at 7th level, you learn to set traps for your enemies. You can spend atleast 10 minutes to set one of the following traps. If a trap calls for a DCcheck or save, the trap DC equals 8 + your proficiency bonus + your wisdommodifier. </span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">If you set the trap in your favored terrain, creatures have disadvantage on thesaving throw. Once a trap has been sprung, it is rendered useless. A creaturemay disarm one of your traps with a successful Dexterity (Sleight of Hand)check against a DC of 15 + your Wisdom modifier.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><em>Alarm</em></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><em></em>Choose a door, a window, or an area within range that is no larger than a25-foot cube. For the next 24 hours, as long as you or an ally is within sightor sound of the trap, it alerts you when a small or larger creature touches orenters the alarmed area. You choose the nature of the alert, either audible orvisual.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><em>Snare</em></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><em></em>Choose a door, a window, or an area within range that is no larger than a5-foot cube. For the next 24 hours, when a Small or Medium creature enters thearea, they must make a dexterity or strength (your choice based on the natureof the trap) saving throw or be restrained. A Large creature has advantage onthe saving throw. A creature restrained by the trap can use its action torepeat the saving throw against your trap DC. On a success, it frees itself.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><em>Hazard</em></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><em></em>Choose a door, a window, or an area within range that is no larger than a5-foot cube. For the next 24 hours, when a small or larger creature touches orenters the trapped area, they must make a dexterity or strength (your choicebased on the nature of the trap) saving throw. The creature takes damage of atype appropriate to the trap equal to your Hunter’s Mark damage + your wisdommodifier on a failed save, or half as much on a successful one.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span><strong></strong></p><p><strong><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">Combat Medic</span></span></span></strong></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">At 9th level, you have become exceptionally mobile in combat. O</span></span></span><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">n a turnwhen you do not attack and your action or bonus action is to restore HP or curea condition on a creature, your speed is doubled and opportunity attacks againstyou have disadvantage as you run to the creature's aid.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><strong>Improved Poison Knowledge</strong></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">At 11th level, your knowledge of poisons has further improved. You may spend abonus action to coat a weapon or piece of ammunition in poison. The poisonstays on the weapon for 1 minute before dissipating. A creature hit by anattack with that weapon or ammunition must make a Constitution saving or bepoisoned for 1 minute. The DC equals 8 + your proficiency bonus + your wisdommodifier.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">Additionally, you gain proficiency in the poisoner’s kit. If you already haveproficiency, you double your proficiency bonus.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><strong>Quick Cover</strong></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">At 13th level, you gain the uncanny ability to use the items around you tocreate cover for injured creatures, even in an apparently empty room. As anaction you mysteriously build cover to give a +2 AC bonus to yourself and acreature next to you whom you are trying to help. If you do this a second time,the AC bonus increases to +5. The cover you create protects the space(s)occupied by you and the creature and lasts for 1 minute before its structuralintegrity fails. A creature that can attack may use its action to attack anddestroy the cover you create.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><strong>Otherwordly Medicine</strong></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><strong></strong>Your skill as a healer is beyond the understanding of anyone in the world. Yougain the non-magical ability to perform the actions described in severalspells. Only other Naturalists of similar level know the secret to yourincredible skill.</span></span></span><strong></strong></p><p><strong><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></strong></p><p><strong><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></strong><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">Starting at 9th level, your skill in naturalistic medicine mimics those ofa cleric. You gain abilities that match Cleric spells according to the tablebelow. However, you cannot choose an ability that ordinarily deals damage.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">Furthermore, if you choose a ranged ability, its range is instead Touch. Whenyou use such a ranged ability, take note of the creatures it could haveaffected at range: you have 1 minute to touch each creature you would like toaffect. You may touch a creature as an action or a bonus action, and the effecttakes effect the moment you touch that creature.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">At each level in the table below, you gain a Life Slot and learn one MedicalAbility of the same level. These function like a Cleric’s spells and spell slots,except that your Medical Abilities are always prepared, you use an herbalismkit or healer’s kit instead of a spellcasting focus, and verbal componentssound like ordinary words in your language of choice, with mysterious wordslike “scalpel”, “MRI”, and “bacteria” thrown in. You may learn a lower levelCleric spell as your Medical Ability, though your Life Slot stays at the levelspecified:</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">----9th, 13th, 17th Level: 5th level Cleric spell</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">----11th, 14th Level: 6th level Cleric spell</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">----12th, 15th Level: 7th level Cleric spell</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">----16th Level: 8th level Cleric spell</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000">----18th, 19th Level: 9th level Cleric spell</span></span></span></p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><strong>Divine Intervention</strong></span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: #000000"><strong></strong>At 20th level, you gain the Cleric class capstone, <em>Divine Intervention</em>, rather than the Ranger <em>Foe Slayer</em> capstone.</span></span></span></p></blockquote><p></p>
[QUOTE="ro, post: 7243563, member: 6890747"] So I gave a bunch of suggestions for the Naturalist. Here's my attempt to merge them into the work you already did. I added a lot, in the attempt to counter balance the lack of spellcasting. It is probably overpowered, but what do you think? [B][FONT=Calibri][COLOR=#000000][SIZE=4]Naturalist[/SIZE] [/COLOR][/FONT][/B] [FONT=Calibri][SIZE=3][COLOR=#000000][B]Herbalist[/B] At 2nd level, you gain proficiency with the herbalism kit, and you are able tocreate Healing Poultices. You spend 1 minute bandaging a creature’s wounds. That creature regains a number of hit points equal to your Ranger level + your Wisdom modifier. A creature can only benefit from a poultice once per shortrest. This has no effect on undead or constructs. If you are in your favored terrain, you add your proficiency bonus to theamount of hit points restored.[/COLOR][/SIZE][/FONT] [B][FONT=Calibri][SIZE=3][COLOR=#000000] Poison Knowledge[/COLOR][/SIZE][/FONT][/B] [FONT=Calibri][SIZE=3][COLOR=#000000]Also at 2nd level, your knowledge of poisons grants you resistance to poisondamage and advantage on saving throws against the poisoned condition. [/COLOR][/SIZE][/FONT] [B][FONT=Calibri][SIZE=3][COLOR=#000000]Subject Matter Expert[/COLOR][/SIZE][/FONT][/B] [FONT=Calibri][SIZE=3][COLOR=#000000]At 3rd level, you gain proficiency in one of Medicine, Nature, Survival, the Healer’s Kit, or the Herbalism Kit. You gain an additional proficiency in oneof these at 5th, 11th, and 15th level. When you gain thisbenefit and you already have proficiency in all of them, you may choose one togain expertise: you add double your proficiency bonus to the checks you makewith that skill or tool. [B]Extra Attack[/B] Beginning at 5th level, you can attack twice, instead of once, whenever youtake the Attack action on your turn. [B]Improved Herbalist[/B] Also at 5th level, your knowledge of herbs and medicines has improved. You cannow create natural cures. You spend 1 minute preparing the appropriate reagentsand treating a creature. That creature is cured of any poison afflicting it orone the following conditions: blinded, deafened, paralyzed, or poisoned. Acreature can only benefit from Improved Herbalism once every 24 hours. This hasno effect on undead or constructs. [B]Poison Knowledge[/B] At 7th level, you knowledge of poisons grants you immunity to poison damage andthe poisoned condition. [/COLOR][/SIZE][/FONT][B] [FONT=Calibri][SIZE=3][COLOR=#000000]Trap Master[/COLOR][/SIZE][/FONT][/B] [FONT=Calibri][SIZE=3][COLOR=#000000]Also at 7th level, you learn to set traps for your enemies. You can spend atleast 10 minutes to set one of the following traps. If a trap calls for a DCcheck or save, the trap DC equals 8 + your proficiency bonus + your wisdommodifier. If you set the trap in your favored terrain, creatures have disadvantage on thesaving throw. Once a trap has been sprung, it is rendered useless. A creaturemay disarm one of your traps with a successful Dexterity (Sleight of Hand)check against a DC of 15 + your Wisdom modifier. [/COLOR][/SIZE][/FONT][FONT=Calibri][SIZE=3][COLOR=#000000][I]Alarm [/I]Choose a door, a window, or an area within range that is no larger than a25-foot cube. For the next 24 hours, as long as you or an ally is within sightor sound of the trap, it alerts you when a small or larger creature touches orenters the alarmed area. You choose the nature of the alert, either audible orvisual. [/COLOR][/SIZE][/FONT][FONT=Calibri][SIZE=3][COLOR=#000000][I]Snare [/I]Choose a door, a window, or an area within range that is no larger than a5-foot cube. For the next 24 hours, when a Small or Medium creature enters thearea, they must make a dexterity or strength (your choice based on the natureof the trap) saving throw or be restrained. A Large creature has advantage onthe saving throw. A creature restrained by the trap can use its action torepeat the saving throw against your trap DC. On a success, it frees itself. [/COLOR][/SIZE][/FONT][FONT=Calibri][SIZE=3][COLOR=#000000][I]Hazard [/I]Choose a door, a window, or an area within range that is no larger than a5-foot cube. For the next 24 hours, when a small or larger creature touches orenters the trapped area, they must make a dexterity or strength (your choicebased on the nature of the trap) saving throw. The creature takes damage of atype appropriate to the trap equal to your Hunter’s Mark damage + your wisdommodifier on a failed save, or half as much on a successful one. [/COLOR][/SIZE][/FONT][B] [FONT=Calibri][SIZE=3][COLOR=#000000]Combat Medic[/COLOR][/SIZE][/FONT][/B] [FONT=Calibri][SIZE=3][COLOR=#000000]At 9th level, you have become exceptionally mobile in combat. O[/COLOR][/SIZE][/FONT][FONT=Calibri][SIZE=3][COLOR=#000000]n a turnwhen you do not attack and your action or bonus action is to restore HP or curea condition on a creature, your speed is doubled and opportunity attacks againstyou have disadvantage as you run to the creature's aid. [/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=#000000][B]Improved Poison Knowledge[/B] At 11th level, your knowledge of poisons has further improved. You may spend abonus action to coat a weapon or piece of ammunition in poison. The poisonstays on the weapon for 1 minute before dissipating. A creature hit by anattack with that weapon or ammunition must make a Constitution saving or bepoisoned for 1 minute. The DC equals 8 + your proficiency bonus + your wisdommodifier. Additionally, you gain proficiency in the poisoner’s kit. If you already haveproficiency, you double your proficiency bonus. [/COLOR][/SIZE][/FONT][FONT=Calibri][SIZE=3][COLOR=#000000][B]Quick Cover[/B] At 13th level, you gain the uncanny ability to use the items around you tocreate cover for injured creatures, even in an apparently empty room. As anaction you mysteriously build cover to give a +2 AC bonus to yourself and acreature next to you whom you are trying to help. If you do this a second time,the AC bonus increases to +5. The cover you create protects the space(s)occupied by you and the creature and lasts for 1 minute before its structuralintegrity fails. A creature that can attack may use its action to attack anddestroy the cover you create. [/COLOR][/SIZE][/FONT][FONT=Calibri][SIZE=3][COLOR=#000000][B]Otherwordly Medicine [/B]Your skill as a healer is beyond the understanding of anyone in the world. Yougain the non-magical ability to perform the actions described in severalspells. Only other Naturalists of similar level know the secret to yourincredible skill.[/COLOR][/SIZE][/FONT][B] [FONT=Calibri][SIZE=3][COLOR=#000000] [/COLOR][/SIZE][/FONT][/B][FONT=Calibri][SIZE=3][COLOR=#000000]Starting at 9th level, your skill in naturalistic medicine mimics those ofa cleric. You gain abilities that match Cleric spells according to the tablebelow. However, you cannot choose an ability that ordinarily deals damage. Furthermore, if you choose a ranged ability, its range is instead Touch. Whenyou use such a ranged ability, take note of the creatures it could haveaffected at range: you have 1 minute to touch each creature you would like toaffect. You may touch a creature as an action or a bonus action, and the effecttakes effect the moment you touch that creature. At each level in the table below, you gain a Life Slot and learn one MedicalAbility of the same level. These function like a Cleric’s spells and spell slots,except that your Medical Abilities are always prepared, you use an herbalismkit or healer’s kit instead of a spellcasting focus, and verbal componentssound like ordinary words in your language of choice, with mysterious wordslike “scalpel”, “MRI”, and “bacteria” thrown in. You may learn a lower levelCleric spell as your Medical Ability, though your Life Slot stays at the levelspecified: ----9th, 13th, 17th Level: 5th level Cleric spell ----11th, 14th Level: 6th level Cleric spell ----12th, 15th Level: 7th level Cleric spell ----16th Level: 8th level Cleric spell ----18th, 19th Level: 9th level Cleric spell[/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=#000000][B]Divine Intervention [/B]At 20th level, you gain the Cleric class capstone, [I]Divine Intervention[/I], rather than the Ranger [I]Foe Slayer[/I] capstone.[/COLOR][/SIZE][/FONT] [/QUOTE]
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