If you are traveling alone, you can move stealthily at a normal pace.Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.Your group can't become lost except by magical means.Difficult terrain doesn't slow your group's travel. While traveling for an hour or more in your favored terrain, you gain the following benefits: When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. Natural ExplorerYou are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. 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 have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. Natural Explorer improvement, Hide in Plain Sightįavored EnemyBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.Ĭhoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. (a) a dungeoneer's pack or (b) an explorer's packįavored Enemy and Natural Explorer improvements.(a) two shortswords or (b) two simple melee weapons.Starting EquipmentYou start with the following equipment, in addition to the equipment granted by your background: Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Starting ProficienciesYou are proficient with the following items, in addition to any proficiencies provided by your race or background.Īrmor: light armor, medium armor, shields Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st Hit Points at 1st Level: 10 + your Constitution modifier Hit Points Hit Dice: 1d10 per ranger level As a ranger, you gain the following class features.
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