User:Toancaro/Ranger: Difference between revisions

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==Spells==
==Unique spells==
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|-|Level 1 spells=
{{User:Toancaro/Template:ClassUniqueSpellTable|Ranger|where=spell_level="1"}}
|-|Level 3 spells=
{{User:Toancaro/Template:ClassUniqueSpellTable|Ranger|where=spell_level="3"}}
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==Common spells==
{{#vardefine: rangerQuery | (classes HOLDS "Ranger" AND (is_npc = false OR is_npc IS NULL))}}<tabber>
{{#vardefine: rangerQuery | (classes HOLDS "Ranger" AND (is_npc = false OR is_npc IS NULL))}}<tabber>
|-|Level 1 spells=
|-|Level 1 spells=

Latest revision as of 08:34, 13 January 2024

Subclass features[edit | edit source]

Subclass Feature Description
Beast Master Beast Master Bear Companion Bear Companion Summon a black Bear companion that can draw the enemy's attention and endure heavy attacks.
Beast Master Beast Master Boar Companion Boar Companion Summon a Boar companion that can sweep through the battlefield and knock enemies off their feet.
Beast Master Beast Master Dire Raven Companion Dire Raven Companion Summon a Dire Raven companion that can cover great distances and Blind enemies.
Beast Master Beast Master Wolf Companion Wolf Companion Summon a Wolf that can inflict devastating wounds and knock enemies Prone.
Beast Master Beast Master Wolf Spider Companion Wolf Spider Companion Summon a Wolf Spider companion that can poison enemies and shoot webs from afar.
Hunter Hunter Horde Breaker Horde Breaker Target two creatures standing close to each other, attacking them in quick succession.
Hunter Hunter Colossus Slayer Colossus Slayer Once per turn, your weapon attack deals an extra 1d8Damage TypesPhysicalDRS damage if the target is below its hit point maximum.
Hunter Hunter Giant Killer Giant Killer 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 Gloom Stalker Dread Ambusher Dread Ambusher 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 D8 Physical.png1d8 damage

Gloom Stalker Gloom Stalker Dread Ambusher: Hide Dread Ambusher: Hide 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 Gloom Stalker Umbral Shroud Umbral Shroud Wrap yourself in shadows to become Invisible Invisible if you are obscured.

Area must be Lightly or Heavily Obscured
Invisibility ends early if you attack, cast another spell, take an action, or take damage

Gloom Stalker Gloom Stalker Superior Darkvision Superior Darkvision Can see in the dark up to 24m.

Subclass Feature Description
Beast Master Beast Master Exceptional Training Exceptional Training Your summoned companions can now Dash, Disengage, and Help as a Bonus action.
Hunter Hunter Escape the Horde Escape the Horde Opportunity Attacks against you have Disadvantage Icon.png Disadvantage.
Hunter Hunter Steel Will Steel Will Advantage Icon.png Advantage on Saving throws against being Frightened Frightened.
Hunter Hunter Multiattack Defense Multiattack Defense When a enemy attacks you, they suffer -4 penalty to additional Attack Rolls against you until start of their next turn.
Gloom Stalker Gloom Stalker Iron Mind Iron Mind You gain Proficiency in Wisdom and Intelligence Saving throws.

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Unique spells[edit | edit source]

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Hail of Thorns Hail of Thorns Conjuration Conjuration Ranger Ranger Bonus Action Attack roll 18m 2m Damage Types Shoot a volley of thorns. The thorns deal weapon damage to the target and then explode. The explosion deals an additional 1d10Damage TypesPiercing 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 Hunter's Mark Divination Divination Ranger Ranger Bonus Action Concentration 18m Mark a creature as your quarry to deal an additional 1d6Damage TypesWeapon damage whenever you hit it with a weapon attack.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Conjure Barrage Conjure Barrage Conjuration Conjuration Ranger Ranger Action 0 9m Damage Types Channel your weapon's essence into a destructive, widespread volley. Deal Weapon Damage, plus an additional D8 Physical.png 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.
Lightning Arrow Lightning Arrow Transmutation Transmutation Ranger Ranger Action Attack roll 18m 3m Damage Types After the arrow hits, smaller bolts snake out from the target towards nearby creatures.

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Common spells[edit | edit source]

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animal Friendship Animal Friendship Enchantment Enchantment Bard Bard
Druid Druid
Ranger Ranger
Action WIS 18m Convince a beast not to attack you.
Cure Wounds Cure Wounds Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Heal a creature you can touch.
Enhance Leap Enhance Leap Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Ritual 1.5m Triple a creature's Jumping distance.
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscure Heavily Obscure and Blind Blind creatures within.
Goodberry Goodberry Transmutation Transmutation Druid Druid
Ranger Ranger
Action 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.
Hail of Thorns Hail of Thorns Conjuration Conjuration Ranger Ranger Bonus Action Attack roll 18m 2m Damage Types Shoot a volley of thorns. The thorns deal weapon damage to the target and then explode. The explosion deals an additional 1d10Damage TypesPiercing 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 Hunter's Mark Divination Divination Ranger Ranger Bonus Action Concentration 18m Mark a creature as your quarry to deal an additional 1d6Damage TypesWeapon damage whenever you hit it with a weapon attack.
Longstrider Longstrider Transmutation Transmutation Bard Bard
Druid Druid
Ranger Ranger
Wizard Wizard
Action Ritual 1.5m Increase a creature's Movement Speed by 3 m / 10 ft.
Speak with Animals Speak with Animals Divination Divination Bard Bard
Druid Druid
Ranger Ranger
Action Ritual 0 Gain the ability to comprehend and communicate with beasts.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Barkskin Barkskin Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 1.5m Touch a willing creature to toughen its skin and increase its Armour Class Armour Class up to 16.
Darkvision (spell) Darkvision Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft.
Lesser Restoration Lesser Restoration Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Cure a creature from Condition Type Icon.pngDiseased, Condition Type Icon.pngPoisoned, Paralysis Paralysis, or Condition Type Icon.pngBlinded.
Pass Without Trace Pass Without Trace Abjuration Abjuration Druid Druid
Ranger Ranger
Action Concentration 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 Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
Silence Silence Illusion Illusion Bard Bard
Cleric Cleric
Ranger Ranger
Action Concentration Ritual 18m Create a sound-proof sphere. All within are Silenced Silenced and Immune to Damage TypesThunder damage.
Spike Growth Spike Growth Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 18m Damage Types Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Damage TypesPiercing 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 Saving Throw Icon.png Range Icon.png D Description
Conjure Barrage Conjure Barrage Conjuration Conjuration Ranger Ranger Action 0 9m Damage Types Channel your weapon's essence into a destructive, widespread volley. Deal Weapon Damage, plus an additional D8 Physical.png 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 Daylight Evocation Evocation Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Sorcerer Sorcerer
Action 18m Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Lightning Arrow Lightning Arrow Transmutation Transmutation Ranger Ranger Action Attack roll 18m 3m Damage Types After the arrow hits, smaller bolts snake out from the target towards nearby creatures.
Plant Growth Plant Growth Transmutation Transmutation Bard Bard
Druid Druid
Ranger Ranger
Action 18m Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
  • There is no Saving throw against this effect.
  • Any Damage TypesFire damage will burn away the surface, effectively ending the spell.
Protection from Energy Protection from Energy Abjuration Abjuration Cleric Cleric
Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Touch a creature to grant it Resistance to Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning, or Damage TypesThunder damage.

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Subclass spells[edit | edit source]

Spells that are only available for a speficic subclass of Ranger class.

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Self notes[edit | edit source]

Good stuffs

  1. Hunter's Mark Hunter's Mark
  2. Longstrider Longstrider
  3. Horde Breaker Horde Breaker

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