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The Lackluster Ranger
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<blockquote data-quote="Horwath" data-source="post: 9517804" data-attributes="member: 6801299"><p>agree with the idea, but I would not add Wis for everything. Expertise describes thing better.</p><p></p><p>Arctic: cold resistance, advantage on Acrobatics checks and Dex saves for maintaining balance</p><p>Urban: 3 skills from History, Insight, Deception, Persuasion, Intimidation, Perform, + 2 languages</p><p>Aquatic: Swim speed and water breathing</p><p>Desert: Fire resistance, you need only half food and water to survive</p><p>Forest: Climb speed, ignore natural difficult terrain</p><p>Plains: +10 ft speed, Dash as a bonus action</p><p>Mountain: Climb speed, Cold resistance, altitude adaptation</p><p>Swamp; resistance to poison damage, advantage vs poison and disease.</p><p>Underdark: +60ft darkvision, climb speed</p><p></p><p>favored enemy:</p><p></p><p>Aberration: psychic resistance, telepathy 60ft</p><p>Beast: pick 2;</p><p>+1 AC, climb speed, swim speed, +10ft move, natural weapon 1d8, poison resistance,</p><p>Celestials: radiant resistance, light cantrip</p><p>constructs: ignore DR with piercing, slashing and bludgeoning attacks.</p><p>Dragons: resistance to one damage type of dragons breath weapon, advantage on Dex saves vs AoE attacks</p><p>Elementals: resistance to one damage type of elementals, deal +1d6 elemental damage prof bonus/day</p><p>Fey: advantage vs enchantment and illusion spells, Fey step 1/day</p><p>Fiends: fire and necrotic resistance</p><p>Giants: you count as one size larger for grapple and similar effects. Enlarge 1/day</p><p>Monstrosities: alter self prof bonus/day</p><p>Undead: necrotic resistance, immune to ability score and max HP reduction</p><p></p><p>still: </p><p>I would like to see all that as optional and that Ranger has a system like warlock with invocations.</p></blockquote><p></p>
[QUOTE="Horwath, post: 9517804, member: 6801299"] agree with the idea, but I would not add Wis for everything. Expertise describes thing better. Arctic: cold resistance, advantage on Acrobatics checks and Dex saves for maintaining balance Urban: 3 skills from History, Insight, Deception, Persuasion, Intimidation, Perform, + 2 languages Aquatic: Swim speed and water breathing Desert: Fire resistance, you need only half food and water to survive Forest: Climb speed, ignore natural difficult terrain Plains: +10 ft speed, Dash as a bonus action Mountain: Climb speed, Cold resistance, altitude adaptation Swamp; resistance to poison damage, advantage vs poison and disease. Underdark: +60ft darkvision, climb speed favored enemy: Aberration: psychic resistance, telepathy 60ft Beast: pick 2; +1 AC, climb speed, swim speed, +10ft move, natural weapon 1d8, poison resistance, Celestials: radiant resistance, light cantrip constructs: ignore DR with piercing, slashing and bludgeoning attacks. Dragons: resistance to one damage type of dragons breath weapon, advantage on Dex saves vs AoE attacks Elementals: resistance to one damage type of elementals, deal +1d6 elemental damage prof bonus/day Fey: advantage vs enchantment and illusion spells, Fey step 1/day Fiends: fire and necrotic resistance Giants: you count as one size larger for grapple and similar effects. Enlarge 1/day Monstrosities: alter self prof bonus/day Undead: necrotic resistance, immune to ability score and max HP reduction still: I would like to see all that as optional and that Ranger has a system like warlock with invocations. [/QUOTE]
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