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What is appropriate Ranger Magic
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<blockquote data-quote="Tonguez" data-source="post: 9486811" data-attributes="member: 1125"><p>A Ranger using <u>Enhanced</u> <u>Skills</u> instead of Magic</p><p></p><p><strong>Level 1: Hunter's Instincts </strong>You are trained in observing, tracking, and anticipating the movement of your prey. As a bonus action, you can mark a creature you can see within 90 feet as your <strong>quarry</strong>. You gain advantage on Wisdom (Perception/Survival) and Intelligence (Investigation) checks made to track and locate your quarry. You also have advantage on weapon attack rolls to hit your quarry.</p><p></p><p><strong>Level 3:Hunter's Tactics </strong>When you hit your <strong>quarry </strong>with a weapon attack, you can add 1d6 damage or impose a condition.</p><p></p><p><strong>Level 2: Enhanced Skills - Beastmeld</strong> If you observe a beast for at least 1 minute and make a Nature check (DC 12), on a success, you can adapt one of its natural traits (e.g. keen senses, agility, toughness, pack tactics etc) for a number of minutes equal to your Wisdom modifier. You can not adapt a creatures supernatural or spellcasting traits.</p><p></p><p><strong>Level 2: Fighting Style -</strong> Archery, Defense, Dueling, TWF</p><p></p><p><strong>Level 3: Ranger Archetype – Hunter, Tracker, Warden</strong></p><p><strong></strong></p><p><strong>Level 5: Enhanced Skills - Special Arrows</strong></p><ul> <li data-xf-list-type="ul"><strong>Poison Arrows (Herbalism Kit): </strong>Extracting naturally occurring poison from plants or animal sources You can craft a number of poison-tipped arrows equal to your Wisdom modifier. Make a Wisdom (Herbalism Kit) check (DC 15) to determine the poison's potency<ul> <li data-xf-list-type="ul"><strong>Success:</strong> The poison deals an additional 2d6 damage.</li> <li data-xf-list-type="ul"><strong>Exceptional Success (by 5 or more):</strong> The poison deals an additional 1d6 poison damage for every 5 points above DC15 and forces the target to make a constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be poisoned.</li> </ul></li> <li data-xf-list-type="ul"><strong>Explosive Arrows (Tinker’s Tools):</strong>Using mineral salts and oils, You can create a number of explosive arrows equal to your Wisdom modifier. Make a check with your Tinker’s Tools (DC 18):<ul> <li data-xf-list-type="ul"><strong>Success:</strong> Deals 2d6 fire damage in a 10-foot radius on impact.</li> <li data-xf-list-type="ul"><strong>Exceptional Success (by 5 or more):</strong> The explosive arrow deals an additional 1d6 fire damage for every 5 points above DC15 in a 20-foot radius.</li> </ul></li> </ul><p><strong>Level 6: Natural Adaptation </strong>You gain advantage on saving throws against extreme weather and environmental conditions (such as high altitudes or extreme cold).</p><p></p><p><strong>Level 6 Enhanced Skills - Beast Friend</strong> You can use an action to make a Wisdom (Animal Handling) check to befriend a wild beast contested by the beast's Wisdom saving throw. If the process is successfully repeated for 1d6 days after the first day the Beast becomes permanently friendly.</p><ul style="margin-left: 20px"> <li data-xf-list-type="ul"><strong>Success:</strong> success the beast becomes friendly toward you for 1 hour or until you or your allies take hostile action against it.</li> <li data-xf-list-type="ul"><strong>Exceptional Success (by 5 or more):</strong> the beast follows simple commands including follow, guard and attack.</li> </ul><p></p><p><strong>Level 8: Enhanced Skills - Sense Fear</strong> You can make a Wisdom (Insight) check (DC 15) to sense if a creature is frightened, nervous, or hiding its intentions. You also gain advantage on attacks against frightened targets.</p><p></p><p><strong>Level 11: Enhanced Skills - Bloodhounds</strong> As an action, make an Animal Handling check (DC 15) to observe the beast around you. These beasts can communicate information about the location and movements of your marked <strong>quarry</strong>.</p><p></p><p><strong>Level 11: Enhanced Skill - Strength of the Beast</strong> Make a successful Athletics check (DC 16) to gain a +2 bonus on Strength, Constitution or Dexterity checks for 1 minute, mimicking the raw power of nature's predators.</p><p></p><p><strong>Level 13: Enhanced Skills - Heatsight</strong> Utilising special salves or lenses You can make a Wisdom (Perception) check (DC 15) to see heat signatures through darkness or obscured conditions within a range of 30 feet.</p><p></p><p><strong>Level 20: Apex Predator </strong>Your deal an additional 4d6 damage against your quarry, and when using Beastmeld, can adopt three traits simultaneously instead of one.</p><p></p><p><strong>Stalker Archetype Features (Enhanced)</strong></p><p><strong></strong></p><p><strong>Hunter Features</strong></p><ul> <li data-xf-list-type="ul"><strong>Level 3: Enhanced Beastmeld</strong>: Gain temporary hit points equal to your Wisdom modifier when using Beastmeld.</li> <li data-xf-list-type="ul"><strong>Level 7: Hunters Strike </strong>Once per turn, if you hit your marked quarry, it takes additional damage equal to your Wisdom modifier.</li> <li data-xf-list-type="ul"><strong>Level 15: Barrage:</strong> You can make multiple attacks against your quarry until an attack misses. The Barrage works for both melee and ranged weapons. (Blade Cascade)</li> </ul><p><strong>Tracker Features</strong></p><ul> <li data-xf-list-type="ul"><strong>Level 3: Silent Pursuit</strong>: Gain advantage on Stealth checks when tracking your quarry in dim light or darkness.</li> <li data-xf-list-type="ul"><strong>Level 7: Deadly Ambush:</strong> When you surprise a creature, your first attack against it deals an additional 2d6 damage.</li> <li data-xf-list-type="ul"><strong>Level 15: Camouflage:</strong> You can use the Hide action as a bonus action, even when only lightly obscured.</li> </ul><p><strong>Warden Features</strong></p><ul> <li data-xf-list-type="ul"><strong>Level 3: Nature's Aegis:</strong> Gain resistance to poison and advantage on saves against disease.</li> <li data-xf-list-type="ul"><strong>Level 7: Wildcall:</strong> You can communicate simple ideas to non-hostile beasts that can understand your commands.</li> <li data-xf-list-type="ul"><strong>Level 15: Primal Resilience:</strong> When you take damage, you can use your reaction to gain temporary hit points equal to half your Ranger level.</li> </ul></blockquote><p></p>
[QUOTE="Tonguez, post: 9486811, member: 1125"] A Ranger using [U]Enhanced[/U] [U]Skills[/U] instead of Magic [B]Level 1: Hunter's Instincts [/B]You are trained in observing, tracking, and anticipating the movement of your prey. As a bonus action, you can mark a creature you can see within 90 feet as your [B]quarry[/B]. You gain advantage on Wisdom (Perception/Survival) and Intelligence (Investigation) checks made to track and locate your quarry. You also have advantage on weapon attack rolls to hit your quarry. [B]Level 3:Hunter's Tactics [/B]When you hit your [B]quarry [/B]with a weapon attack, you can add 1d6 damage or impose a condition. [B]Level 2: Enhanced Skills - Beastmeld[/B] If you observe a beast for at least 1 minute and make a Nature check (DC 12), on a success, you can adapt one of its natural traits (e.g. keen senses, agility, toughness, pack tactics etc) for a number of minutes equal to your Wisdom modifier. You can not adapt a creatures supernatural or spellcasting traits. [B]Level 2: Fighting Style -[/B] Archery, Defense, Dueling, TWF [B]Level 3: Ranger Archetype – Hunter, Tracker, Warden Level 5: Enhanced Skills - Special Arrows[/B] [LIST] [*][B]Poison Arrows (Herbalism Kit): [/B]Extracting naturally occurring poison from plants or animal sources You can craft a number of poison-tipped arrows equal to your Wisdom modifier. Make a Wisdom (Herbalism Kit) check (DC 15) to determine the poison's potency [LIST] [*][B]Success:[/B] The poison deals an additional 2d6 damage. [*][B]Exceptional Success (by 5 or more):[/B] The poison deals an additional 1d6 poison damage for every 5 points above DC15 and forces the target to make a constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be poisoned. [/LIST] [*][B]Explosive Arrows (Tinker’s Tools):[/B]Using mineral salts and oils, You can create a number of explosive arrows equal to your Wisdom modifier. Make a check with your Tinker’s Tools (DC 18): [LIST] [*][B]Success:[/B] Deals 2d6 fire damage in a 10-foot radius on impact. [*][B]Exceptional Success (by 5 or more):[/B] The explosive arrow deals an additional 1d6 fire damage for every 5 points above DC15 in a 20-foot radius. [/LIST] [/LIST] [B]Level 6: Natural Adaptation [/B]You gain advantage on saving throws against extreme weather and environmental conditions (such as high altitudes or extreme cold). [B]Level 6 Enhanced Skills - Beast Friend[/B] You can use an action to make a Wisdom (Animal Handling) check to befriend a wild beast contested by the beast's Wisdom saving throw. If the process is successfully repeated for 1d6 days after the first day the Beast becomes permanently friendly. [INDENT][LIST] [*][B]Success:[/B] success the beast becomes friendly toward you for 1 hour or until you or your allies take hostile action against it. [*][B]Exceptional Success (by 5 or more):[/B] the beast follows simple commands including follow, guard and attack. [/LIST][/INDENT] [B]Level 8: Enhanced Skills - Sense Fear[/B] You can make a Wisdom (Insight) check (DC 15) to sense if a creature is frightened, nervous, or hiding its intentions. You also gain advantage on attacks against frightened targets. [B]Level 11: Enhanced Skills - Bloodhounds[/B] As an action, make an Animal Handling check (DC 15) to observe the beast around you. These beasts can communicate information about the location and movements of your marked [B]quarry[/B]. [B]Level 11: Enhanced Skill - Strength of the Beast[/B] Make a successful Athletics check (DC 16) to gain a +2 bonus on Strength, Constitution or Dexterity checks for 1 minute, mimicking the raw power of nature's predators. [B]Level 13: Enhanced Skills - Heatsight[/B] Utilising special salves or lenses You can make a Wisdom (Perception) check (DC 15) to see heat signatures through darkness or obscured conditions within a range of 30 feet. [B]Level 20: Apex Predator [/B]Your deal an additional 4d6 damage against your quarry, and when using Beastmeld, can adopt three traits simultaneously instead of one. [B]Stalker Archetype Features (Enhanced) Hunter Features[/B] [LIST] [*][B]Level 3: Enhanced Beastmeld[/B]: Gain temporary hit points equal to your Wisdom modifier when using Beastmeld. [*][B]Level 7: Hunters Strike [/B]Once per turn, if you hit your marked quarry, it takes additional damage equal to your Wisdom modifier. [*][B]Level 15: Barrage:[/B] You can make multiple attacks against your quarry until an attack misses. The Barrage works for both melee and ranged weapons. (Blade Cascade) [/LIST] [B]Tracker Features[/B] [LIST] [*][B]Level 3: Silent Pursuit[/B]: Gain advantage on Stealth checks when tracking your quarry in dim light or darkness. [*][B]Level 7: Deadly Ambush:[/B] When you surprise a creature, your first attack against it deals an additional 2d6 damage. [*][B]Level 15: Camouflage:[/B] You can use the Hide action as a bonus action, even when only lightly obscured. [/LIST] [B]Warden Features[/B] [LIST] [*][B]Level 3: Nature's Aegis:[/B] Gain resistance to poison and advantage on saves against disease. [*][B]Level 7: Wildcall:[/B] You can communicate simple ideas to non-hostile beasts that can understand your commands. [*][B]Level 15: Primal Resilience:[/B] When you take damage, you can use your reaction to gain temporary hit points equal to half your Ranger level. [/LIST] [/QUOTE]
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