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Tasha's really improved and changed the feel of Rangers
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8459746" data-attributes="member: 6871653"><p>This is my take on it</p><table style='width: 100%'><tr><td>Level</td><td>feature</td></tr><tr><td>1</td><td>- Deft Explorer.<br /> Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.<br /> <br /> You can also speak, read, and write two additional languages of your choice.<br /> <br /> Hunter's Sense.<br /> you gain the ability to peer at a creature and discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. Furthermore, you have advantage on any Intelligence (Investigation), Wisdom (Perception) or Wisdom (Survival) check you make to find it for 1 hour.<br /> <br /> You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses of it when you finish a long rest.</td></tr><tr><td>2</td><td>- Favored Foe.<br /> Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.<br /> <br /> You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses of it when you finish a long rest. It ends early if you designate a different creature.<br /> <br /> - Fighting style</td></tr><tr><td>3</td><td>Archetype<br /> - Ranger's Haven<br /> During a short or long rest, you can create an hidden shelter to help guard your respite. At the start of the rest, you choose a point in space: an 30-foot-radius area centered on that point becomes your haven.<br /> <br /> While within the shelter, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the area (a campfire, torches, or the like) isn't visible outside it.<br /> <br /> The shelter vanishes at the end of the rest or when you leave the it for more than 10 minutes.</td></tr><tr><td>4</td><td>ASI</td></tr><tr><td>5</td><td>- Extra attack<br /> - Whispers on the Wind. You can see and hear up to 1 mile away with no difficulty as long as you spend 1 minute without moving. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.</td></tr><tr><td>6</td><td>- Rover<br /> Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.</td></tr><tr><td>7</td><td>Archetype</td></tr><tr><td>8</td><td>ASI<br /> - Land Stride</td></tr><tr><td>9</td><td>- Danger sense.<br /> You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.</td></tr><tr><td>10</td><td>- Ambush Master<br /> You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.<br /> <br /> - Tireless<br /> As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br /> <br /> In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.</td></tr></table><p></p><table style='width: 100%'><tr><td>11</td><td>Archetype feature</td></tr><tr><td>12</td><td>ASI</td></tr><tr><td>13</td><td>- Foe Bane.<br /> When you use your Favored foe feature on a creature, it can't benefit from any resistance and its immunities are treated as resistance when you deal damage to it.</td></tr><tr><td>14</td><td>Vanish</td></tr><tr><td>15</td><td>Archetype</td></tr><tr><td>16</td><td>ASI</td></tr><tr><td>17</td><td>- Unfettered<br /> Whenever a creature forces you to make a saving throw against an effect that would reduce your speed, restrain, stunned or paralyze you and whenever you make an ability check to escape a grapple, add 1d6 to your roll.</td></tr><tr><td>18</td><td>Feral Senses</td></tr><tr><td>19</td><td>ASI</td></tr><tr><td>20</td><td>- Hunt's End.<br /> As an action, you can make one attack with your weapon. Treat the target's AC as 10 against this attack, regardless of the target's actual AC. The attack is considered a critical hit on a roll of 19 or 20 and the target can't regain hit points until the start of you next turn.</td></tr></table></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8459746, member: 6871653"] This is my take on it [TABLE] [TR] [TD]Level[/TD] [TD]feature[/TD] [/TR] [TR] [TD]1[/TD] [TD]- Deft Explorer. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Hunter's Sense. you gain the ability to peer at a creature and discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. Furthermore, you have advantage on any Intelligence (Investigation), Wisdom (Perception) or Wisdom (Survival) check you make to find it for 1 hour. You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses of it when you finish a long rest.[/TD] [/TR] [TR] [TD]2[/TD] [TD]- Favored Foe. Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses of it when you finish a long rest. It ends early if you designate a different creature. - Fighting style[/TD] [/TR] [TR] [TD]3[/TD] [TD]Archetype - Ranger's Haven During a short or long rest, you can create an hidden shelter to help guard your respite. At the start of the rest, you choose a point in space: an 30-foot-radius area centered on that point becomes your haven. While within the shelter, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the area (a campfire, torches, or the like) isn't visible outside it. The shelter vanishes at the end of the rest or when you leave the it for more than 10 minutes.[/TD] [/TR] [TR] [TD]4[/TD] [TD]ASI[/TD] [/TR] [TR] [TD]5[/TD] [TD]- Extra attack - Whispers on the Wind. You can see and hear up to 1 mile away with no difficulty as long as you spend 1 minute without moving. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.[/TD] [/TR] [TR] [TD]6[/TD] [TD]- Rover Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.[/TD] [/TR] [TR] [TD]7[/TD] [TD]Archetype[/TD] [/TR] [TR] [TD]8[/TD] [TD]ASI - Land Stride[/TD] [/TR] [TR] [TD]9[/TD] [TD]- Danger sense. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.[/TD] [/TR] [TR] [TD]10[/TD] [TD]- Ambush Master You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn. - Tireless As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.[/TD] [/TR] [/TABLE] [TABLE] [TR] [TD]11[/TD] [TD]Archetype feature[/TD] [/TR] [TR] [TD]12[/TD] [TD]ASI[/TD] [/TR] [TR] [TD]13[/TD] [TD]- Foe Bane. When you use your Favored foe feature on a creature, it can't benefit from any resistance and its immunities are treated as resistance when you deal damage to it.[/TD] [/TR] [TR] [TD]14[/TD] [TD]Vanish[/TD] [/TR] [TR] [TD]15[/TD] [TD]Archetype[/TD] [/TR] [TR] [TD]16[/TD] [TD]ASI[/TD] [/TR] [TR] [TD]17[/TD] [TD]- Unfettered Whenever a creature forces you to make a saving throw against an effect that would reduce your speed, restrain, stunned or paralyze you and whenever you make an ability check to escape a grapple, add 1d6 to your roll.[/TD] [/TR] [TR] [TD]18[/TD] [TD]Feral Senses[/TD] [/TR] [TR] [TD]19[/TD] [TD]ASI[/TD] [/TR] [TR] [TD]20[/TD] [TD]- Hunt's End. As an action, you can make one attack with your weapon. Treat the target's AC as 10 against this attack, regardless of the target's actual AC. The attack is considered a critical hit on a roll of 19 or 20 and the target can't regain hit points until the start of you next turn.[/TD] [/TR] [/TABLE] [/QUOTE]
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