Subclass | Feature | Description |
---|---|---|
Beast Master | Summon a black Bear companion that can draw the enemy's attention and endure heavy attacks. | |
Beast Master | Summon a Boar companion that can sweep through the battlefield and knock enemies off their feet. | |
Beast Master | Summon a Dire Raven companion that can cover great distances and Blind enemies. | |
Beast Master | Summon a Wolf that can inflict devastating wounds and knock enemies Prone. | |
Beast Master | Summon a Wolf Spider companion that can poison enemies and shoot webs from afar. | |
Hunter | Target two creatures standing close to each other, attacking them in quick succession. | |
Hunter | Once per turn, your weapon attack deals an extra 1d8PhysicalDRS damage if the target is below its hit point maximum. | |
Hunter | If a Large or bigger creature attacks you, you can use your Reaction to retaliate with a melee attack.
Prerequisite: You must be able to see the creature, and it must be within 1.5m / 5ft of you. | |
Gloom Stalker | You specialise in taking out foes swiftly and ruthlessly.
You gain a +3 bonus to Initiative. On the first turn of combat, your Movement Speed increases by 3 m / 10 ft, and you can make an attack that deals an additional 1d8 damage | |
Gloom Stalker | Hide from enemies by succeeding at Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location. | |
Gloom Stalker | Wrap yourself in shadows to become if you are obscured.
Area must be Lightly or Heavily Obscured | |
Gloom Stalker | Can see in the dark up to 24m. |
User:Toancaro/Ranger: Difference between revisions
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==Domain cantrips & spells== | |||
Cantrips and spells that are only available for a speficic domain of Cleric class. | |||
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==Self notes== | ==Self notes== | ||
Good stuffs | Good stuffs |
Revision as of 20:31, 8 January 2024
Subclass features
Spells
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Animal Friendship | Enchantment | Bard Druid Ranger |
WIS | 18m | Convince a beast not to attack you. | |||||||
Cure Wounds | Evocation | Bard Cleric Druid Paladin Ranger |
1.5m | Heal a creature you can touch. | ||||||||
Enhance Leap | Transmutation | Druid Ranger Sorcerer Wizard |
1.5m | Triple a creature's Jumping distance. | ||||||||
Ensnaring Strike | Conjuration | Ranger | m | Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Piercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines. | ||||||||
Fog Cloud | Conjuration | Druid Ranger Sorcerer Wizard |
18m | 5m | Create a cloud of dense fog to and creatures within. | |||||||
Goodberry | Transmutation | Druid Ranger |
1.5m | Conjure four magical berries for yourself or a companion. Creatures who eat a berry regain 1d4hit points.
Each berry counts as one Camp Supplies. The berries appear in the targeted creature's inventory and disappear after a Long Rest. |
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Hail of Thorns | Conjuration | Ranger | 18m | 2m | Shoot a volley of thorns. The thorns deal weapon damage to the target and then explode. The explosion deals an additional 1d10Piercing damage to the target and surrounding creatures. On miss, the thorns still explode. On save, targets still take half damage from the explosion. | |||||||
Hunter's Mark | Divination | Ranger | 18m | Mark a creature as your quarry to deal an additional 1d6Weapon damage whenever you hit it with a weapon attack. | ||||||||
Longstrider | Transmutation | Bard Druid Ranger Wizard |
1.5m | Increase a creature's Movement Speed by 3 m / 10 ft. | ||||||||
Speak with Animals | Divination | Bard Druid Ranger |
0 | Gain the ability to comprehend and communicate with beasts. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Barkskin | Transmutation | Druid Ranger |
1.5m | Touch a willing creature to toughen its skin and increase its Armour Class up to 16. | ||||||||
Darkvision | Transmutation | Druid Ranger Sorcerer Wizard |
1.5m | Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. | ||||||||
Lesser Restoration | Abjuration | Bard Cleric Druid Paladin Ranger |
1.5m | Cure a creature from Diseased, Poisoned, , or Blinded. | ||||||||
Pass Without Trace | Abjuration | Druid Ranger |
0 | 9m | Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks. | |||||||
Protection from Poison | Abjuration | Cleric Druid Paladin Ranger |
1.5m | Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. | ||||||||
Silence | Illusion | Bard Cleric Ranger |
18m | Create a sound-proof sphere. All within are and Immune to Thunder damage. | ||||||||
Spike Growth | Transmutation | Druid Ranger |
18m | Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Piercing damage for every 1.5 m / 5 ft it moves. The spikes are Difficult Terrain, halving a creature's Movement Speed. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Conjure Barrage | Conjuration | Ranger | 0 | 9m | Channel your weapon's essence into a destructive, widespread volley. Deal Weapon Damage, plus an additional 2d8 damage of the same Type to enemies within a cone in front of you. This spell can be cast with either your melee weapon or ranged weapon. On a successful Dexterity Saving throw, targets still take half damage. | |||||||
Daylight | Evocation | Cleric Druid Paladin Ranger Sorcerer |
18m | Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. | ||||||||
Lightning Arrow | Transmutation | Ranger | 18m | 3m | After the arrow hits, smaller bolts snake out from the target towards nearby creatures. | |||||||
Plant Growth | Transmutation | Bard Druid Ranger |
18m | Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
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Protection from Energy | Abjuration | Cleric Druid Ranger Sorcerer Wizard |
1.5m | Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |
Domain cantrips & spells
Cantrips and spells that are only available for a speficic domain of Cleric class.
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Poison Spray | Nature | Conjuration | Druid Sorcerer Warlock Wizard |
CON | 3m | Project a puff of noxious gas, dealing 1d12Poison to a target. | |||||||
Shillelagh | Nature | Transmutation | Druid | 0m | Quarterstaff or Club Required. Your staff or club becomes magical: it deals 1d8 + Wisdom ModifierBludgeoning damage, and uses your Spellcasting Ability for Attack rolls. | ||||||||
Thorn Whip | Nature | Transmutation | Druid | 9m | Pulls the creature 3 m / 10 ft closer to you. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Animal Friendship | Nature | Enchantment | Bard Druid Ranger |
WIS | 18m | Convince a beast not to attack you. | |||||||
Burning Hands | Light | Evocation | Sorcerer Wizard |
DEX | 0m | 5m | Each flammable target is hit with 3d6Fire damage. | ||||||
Charm Person | Trickery | Enchantment | Bard Druid Sorcerer Warlock Wizard |
WIS | 18m | Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. | |||||||
Disguise Self | Trickery | Illusion | Bard Sorcerer Wizard |
0m | Magically change all aspects of your appearance. | ||||||||
Divine Favour | War | Evocation | Paladin | 0m | Your prayer empowers you with divine radiance. Your weapons deal an additional 1d4Radiant damage. | ||||||||
Faerie Fire | Light | Evocation | Bard Druid |
DEX | 18m | 6m | All targets within the light turn visible, and Attack rolls against them have Advantage. | ||||||
Fog Cloud | Tempest | Conjuration | Druid Ranger Sorcerer Wizard |
18m | 5m | Create a cloud of dense fog to and creatures within. | |||||||
Sleep | Knowledge | Enchantment | Bard Sorcerer Wizard |
18m | Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. | ||||||||
Speak with Animals | Nature | Divination | Bard Druid Ranger |
0m | Gain the ability to comprehend and communicate with beasts. | ||||||||
Thunderwave | Tempest | Evocation | Bard Druid Sorcerer Wizard |
CON | 1.5m | 5m | Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Thunder damage. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Barkskin | Nature | Transmutation | Druid Ranger |
1.5m | Touch a willing creature to toughen its skin and increase its Armour Class up to 16. | ||||||||
Flaming Sphere | Light | Conjuration | Druid Wizard |
18m | 2m | Summon a Flaming Sphere that deals 2d6Fire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere. | |||||||
Gust of Wind | Tempest | Evocation | Druid Sorcerer Wizard |
0m | 12m | Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown . | |||||||
Magic Weapon | War | Transmutation | Paladin Wizard |
1.5m | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls. | ||||||||
Mirror Image | Trickery | Illusion | Sorcerer Warlock Wizard |
0m | Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3. | ||||||||
Pass Without Trace | Trickery | Abjuration | Druid Ranger |
0m | 9m | Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks. | |||||||
Scorching Ray | Light | Evocation | Sorcerer Wizard |
18m | Hurl 3 rays of fire. Each ray deals 2d6Fire damage. | ||||||||
Shatter | Tempest | Evocation | Bard Sorcerer Warlock Wizard |
18m | 3m | Damages all nearby creatures and objects. | |||||||
Spike Growth | Nature | Transmutation | Druid Ranger |
18m | Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Piercing damage for every 1.5 m / 5 ft it moves. The spikes are Difficult Terrain, halving a creature's Movement Speed. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Call Lightning | Tempest | Conjuration | Druid | 18m | 2m | Call down lightning to hit all targets within range and its area of effect for 3d10Lightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot. | |||||||
Crusader's Mantle | War | Evocation | Paladin | 0m | 9m | Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4Radiant damage. | |||||||
Fear | Trickery | Illusion | Bard Sorcerer Warlock Wizard |
WIS | 0m | 9m | Targets drop everything and become : they have Disadvantage on Ability Checks and Attack Rolls. | ||||||
Fireball | Light | Evocation | Sorcerer Wizard |
18m | 4m | Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity for 8d6Fire damage. | |||||||
Plant Growth | Nature | Transmutation | Bard Druid Ranger |
18m | Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
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Sleet Storm | Nature | Conjuration | Druid Sorcerer Wizard |
18m | Call forth a storm that douses fire, creates an Ice surface, and forces spellcasters to succeed at a Concentration Saving throw in order to maintain Concentration. Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall on a failed Dexterity Saving throw. | ||||||||
Slow | Knowledge | Transmutation | Sorcerer Wizard |
WIS | 18m | Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Confusion | Knowledge | Enchantment | Bard Druid Sorcerer Wizard |
18m | 6m | Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. | |||||||
Dimension Door | Trickery | Conjuration | Bard Sorcerer Warlock Wizard |
2m | Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium. | ||||||||
Dominate Beast | Nature | Enchantment | Druid Sorcerer |
18m | Make a Beast fight alongside you. Every time the Beast takes damage, it makes a Wisdom Saving throw against your domination. | ||||||||
Grasping Vine | Nature | Conjuration | Druid | 9m | Summon a giant vine capable of dragging creatures toward itself. Duration: 10 turns | ||||||||
Ice Storm | Tempest | Evocation | Druid Sorcerer Wizard |
18m | 6m | Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range, dealing Bludgeoning and Cold damage. It also creates an Ice surface that lasts 2 turns. | |||||||
Otiluke's Resilient Sphere | Knowledge | Evocation | Wizard | DEX | 9m | Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and spell effects. | |||||||
Polymorph | Trickery | Transmutation | Bard Druid Sorcerer Wizard |
18m | Transform a creature into a harmless sheep. | ||||||||
Stoneskin | War | Abjuration | Druid Sorcerer Wizard |
1.5m | Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. | ||||||||
Wall of Fire | Light | Evocation | Druid Sorcerer Wizard |
18m | Create a blazing wall of fire, anyone who dares stand too close. Deals Fire to anything that moves into or starts it's turn in the area. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Destructive Wave | Light | Evocation | Paladin | CON | 9m | Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them . | |||||||
Dominate Person | Trickery | Enchantment | Bard Sorcerer Wizard |
18m | a nearby humanoid. Allies are unaffected. | ||||||||
Hold Monster | War | Enchantment | Bard Sorcerer Warlock Wizard |
18m | a creature. It can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits. | ||||||||
Seeming | Trickery | Illusion | Bard Sorcerer Wizard |
18m | Disguise up to 4 members of your adventuring party. | ||||||||
Wall of Stone | Nature | Evocation | Druid Sorcerer Wizard |
18m | Raise a wall of non-magical, solid stone. The wall can be created between any two points within range as long as there is a clear path between them. It is made up of Stone Pillars with 30 HP each, immune to Psychic and vulnerable to Force and Thunder damage. Pillars block movement and line of sight. |
No results
Self notes
Good stuffs