CLASS: RANGER
Level 1:
- Natural Focus (3)
- Spells (1 / Ranger)
- Spell Slots (Level 1 / 1)
- Hunters Mark
- Expend a charge of Natural Focus to deal an additional 1-6 damage to a target of your choice, so long as Concentration is maintained.
- Expend a charge of Natural Focus to deal an additional 1-6 damage to a target of your choice, so long as Concentration is maintained.
Level 2:
- Spells (1 / Ranger)
- Spell Slots (Level 1 / 1)
- Passives (2)
- Passives are detailed after class and subclass progressions.
- Passives are detailed after class and subclass progressions.
Level 3:
- Spells (1 / Ranger)
- Spell Slots (Level 1 / 1)
- Subclass Progression
- Subclasses are detailed after class progression.
- Subclasses are detailed after class progression.
Level 4:
- Spells (1 / Ranger)
- Spell Slots (Level 1 / 1)
- Feat (1)
Level 5:
- Spells (1 / Ranger)
- Spell Slots (Level 2 / 1)
- Extra Attack
- Make an additional attack for free.
- Make an additional attack for free.
Level 6:
- Spells (1 / Ranger)
- Spell Slots (Level 2 / 1)
- Passives (2)
- Passives are detailed after class and subclass progressions.
- Passives are detailed after class and subclass progressions.
Level 7:
- Spells (1 / Ranger)
- Spell Slots (Level 2 / 1)
- Subclass Progression
- Subclasses are detailed after class progression.
- Subclasses are detailed after class progression.
Level 8:
- Spells (1 / Ranger)
- Spell Slots (Level 2 / 1)
- Feat (1)
Level 9:
- Spells (1 / Ranger)
- Spell Slots (Level 3 / 1)
- Improved Extra Attack
- Make two additional attacks for free.
- Make two additional attacks for free.
Level 10:
- Spells (1 / Ranger)
- Spell Slots (Level 3 / 1)
- Passives (2)
- Passives are detailed after class and subclass progressions.
- Passives are detailed after class and subclass progressions.
Level 11:
- Spells (1 / Ranger)
- Spell Slots (Level 3 / 1)
- Subclass Progression
- Subclasses are detailed after class progression.
- Subclasses are detailed after class progression.
Level 12:
- Spells (1 / Ranger)
- Spell Slots (Level 3 / 1)
- Feat (1)
SUBCLASS: BEAST MASTER
Level 3:
- Beast Companion
- Gain a Beast Companion of your choice, which scales with you every level, and grows in strength as you do.
- Gain a Beast Companion of your choice, which scales with you every level, and grows in strength as you do.
Level 5:
- Beastmaster’s Companion: Additional Attack
- Each of your companions gains an additional attack.
- Each of your companions gains an additional attack.
Level 7:
- Beastial Fury
- Your Beast Companions gain the Extra Attack passive.
- Your Beast Companions gain the Extra Attack passive.
Level 9:
- Beastmaster’s Companion: Additional Attack
- Each of your companions gains an additional attack.
- Each of your companions gains an additional attack.
Level 11:
- Exceptional Training
- Each of your companions can Help, Dash, and Disengage as a Bonus Action.
- Each of your companions can Help, Dash, and Disengage as a Bonus Action.
SUBCLASS: GLOOM STALKER
Level 3:
- Dread Ambusher
- Gain a +8 bonus to Initiative.
- On your first turn of combat, you gain Dash.
- On your first turn of combat, you may make an attack for free which deals an additional +2d6 damage.
- Superior Darkvision
- See in natural darkness up to 24m/80ft.
- See in natural darkness up to 24m/80ft.
Level 7:
- Stalker’s Flurry
- Once per turn, when you fail an Attack Roll, you may make another for free.
- Once per turn, when you fail an Attack Roll, you may make another for free.
Level 11:
- Master Ambusher
- On your first turn of combat, all successful Attack Rolls are automatic Critical Hits.
- On your first turn of combat, all successful Attack Rolls are automatic Critical Hits.
SUBCLASS: HUNTER
Level 3:
- Horde Breaker
- Target two creatures standing close to each other. You may attack both for one Action.
- Target two creatures standing close to each other. You may attack both for one Action.
Level 7:
- Volley
- Make a Ranged Attack which targetes all enemies within an AoE.
- Make a Ranged Attack which targetes all enemies within an AoE.
- Whirlwind
- Make a Melee Attack which targets all enemies within an AoE.
- Make a Melee Attack which targets all enemies within an AoE.
Level 11:
- Colossus Slayer
- Gain a permanent +1d6 bonus to all damage rolls.
- Gain a permanent +1d6 bonus to all damage rolls.
FRONTIER ACCOLADES (PASSIVES):
- Ambush Breaker
- Gain a +4 bonus to your Initiative.
- You can no longer be Surprised.
- Archer
- Gain a +2 bonus to Attack Rolls with ranged weapons.
- Gain a +2 bonus to Attack Rolls with ranged weapons.
- Close Quarters Shooter
- While threatened by an enemy, you will not suffer Disadvantage when attacking them with a ranged weapon. If threatened by multiple enemies, standard rules will apply.
- While threatened by an enemy, you will not suffer Disadvantage when attacking them with a ranged weapon. If threatened by multiple enemies, standard rules will apply.
- Escapist
- You are no longer slowed by Difficult Terrain.
- You are no longer slowed by Difficult Terrain.
- Exceptional Trapper
- Learn Ensnaring Strike (Melee / Ranged). You may cast this as a Level One Spell without expending a Spell Slot.
- Learn Ensnaring Strike (Melee / Ranged). You may cast this as a Level One Spell without expending a Spell Slot.
- Hidden Inventory
- Upon killing a foe, immediately apply a basic Poison to your weapon.
- Upon killing a foe, immediately apply a basic Poison to your weapon.
- Marksman’s Edge
- You have a 25% chance to leave your target Bleeding upon dealing damage to them. This chance is doubled when attacking a target who is under the affects of your Hunter's Mark.
- You have a 25% chance to leave your target Bleeding upon dealing damage to them. This chance is doubled when attacking a target who is under the affects of your Hunter's Mark.
- Marksman’s Snare
- You have a 25% chance to leave your target Hamstrung upon dealing damage to them. This chance is doubled when attacking a target who is under the affects of your Hunter's Mark.
- You have a 25% chance to leave your target Hamstrung upon dealing damage to them. This chance is doubled when attacking a target who is under the affects of your Hunter's Mark.
- Marksman’s Eclipse
- You have a 10% chance to leave your target Blind upon dealing damage to them. This chance is doubled when attacking a target who is under the affects of your Hunter's Mark.
- You have a 10% chance to leave your target Blind upon dealing damage to them. This chance is doubled when attacking a target who is under the affects of your Hunter's Mark.
- Marksman’s Grasp
- You have a 10% chance to leave your target with a Weak Grip upon dealing damage to them. This chance is doubled when attacking a target who is under the affects of your Hunter's Mark.
- You have a 10% chance to leave your target with a Weak Grip upon dealing damage to them. This chance is doubled when attacking a target who is under the affects of your Hunter's Mark.
- Multi-Attack Defense
- When an enemy fails an Attack Roll against you, they have Disadvantage on any further Attack Rolls against you until the start of their next turn.
- When an enemy fails an Attack Roll against you, they have Disadvantage on any further Attack Rolls against you until the start of their next turn.
- Natural Huntsman
- Making an Attack Roll gives you a +2 bonus to all further Attack Rolls for the rest of your turn. This can stack.
- Making an Attack Roll gives you a +2 bonus to all further Attack Rolls for the rest of your turn. This can stack.
- Natural Opportunity
- Gain an additional Reaction.
- Gain an additional Reaction.
- Nocturnal Tracker
- Gain basic Darkvision.
- Gain basic Darkvision.
- Pathfinder
- Gain an additional 3m/10ft of Movement Speed.
- Gain an additional 3m/10ft of Movement Speed.
- Ranger’s Refusal
- Upon failing an Attack Roll, gain Advantage on all further Attack Rolls for the rest of your turn.
- Upon failing an Attack Roll, gain Advantage on all further Attack Rolls for the rest of your turn.
- Superior Technique
- Gain a +2 bonus to damage rolls with Light Weapons.
- Gain a +2 bonus to damage rolls with Light Weapons.
- Sure Shot
- The number needed to roll a Critical Hit is reduced by 1.
- The number needed to roll a Critical Hit is reduced by 1.
- Two-Weapon Fighting
- Making an Attack Roll with your Off-Hand weapon adds your Ability Modifier to the damage of the attack.
- Making an Attack Roll with your Off-Hand weapon adds your Ability Modifier to the damage of the attack.
- Wanton Evasion
- Upon killing an enemy, gain Enhanced Leap for the rest of your turn.
- Upon killing an enemy, gain Enhanced Leap for the rest of your turn.
0 comments