Useful Links
Ranger Links |
|
|
|
|
Barbarian Links |
|
|
|
|
Roll 20 |
|
FEATS
Sentinel |
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. |
Piercer |
Increase your Strength or Dexterity by 1, to a maximum of 20. Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes. |
Devil's Luck |
You have inexplicable luck that seems to kick in at just the right moment. You have 1 luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest. |
Alert |
Always on the lookout for danger, you gain the following benefits: You gain a +5 bonus to initiative. You can't be surprised while you are conscious. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. |
Weapon details
+3 magical weapon |
1d6 force dmg |
+5 AC base |
+10 AC on reaction, Bonus attack if attacker misses, can transform into 2 handed form and retain +5 ac for remainder of turn |
|
|
Ranger Features
Favored Enemy |
(beasts, monstrosities) You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. |
|
Deft Explorer |
Canny (1st Lvl) (perception) Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice. |
|
|
Roving (6th Lvl) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. |
|
|
Tireless (10th Lvl) 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. |
|
Land's Stride (Lvl 8) |
moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell. |
|
Nature's Veil (Lvl 10) |
You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. |
|
Vanish (Lvl 14) |
you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. |
|
Feral Senses (Lvl 18) |
you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. |
|
Foe Slayer (Lvl 20) |
Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. |
|
|
Barbarian Subclass: Beast
Barbarian Subclass: Beast
Barbarian Subclass: Beast
|
|
Barbarian features
Unarmored Defense |
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. |
Danger Sense |
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. 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. |
Reckless Attack |
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. |
Primal Knowledge (Optional) |
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level. |
Fast Movement |
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. |
Feral Instinct |
By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. |
Brutal Critical |
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level. |
Relentless Rage |
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. |
Persistent Rage |
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. |
Indomitable Might |
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. |
Primal Champion |
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. |
|