(mallet, knife, hole punches, needles, thread, edger, beeswax, leather scraps, hardware) Arcana: insight into magical items made of leather, such as boots, gloves and some cloaks.
Investigation gain added insight into the construction of leather items, picking out details
Identify Hides and work styles: when looking at a hide or leather item, you can determine the source of the leather and any special techniques used to treat it. You can identify racial or geographic styles of items and workmanship.
Craft and Repair: as part of a short rest you can perform a simple repair on a leather item. As part of a long rest, you can make a simple harness for a draft animal or repair tack for a riding animal, providing you have enough tanned leather.
(easel, canvas, paints, brushes, charcoal, small tools used to build / repair frames and canvas stretchers)
Arcana, History, Religion: your expertise aids you in uncovering lore attached to a work of art, such as the origins of a strange mural found in a dungeon.
Investigation, Perception: when you inspect a painting, your knowledge of the craft can grant extra insight into its origins, etc.
Painting or Drawing: as part of a short or long rest, you can produce a simple work of art, a sketch, a rough map, or a quick copy of a piece of art you saw.
suggested DCs:
Simple work of art DC=5
Accurate portrait (salable quality) DC=10
Painting with hidden message DC=20
(inks, pens, seals, sealing wax, gold leaf, paper, parchment, small tools for sculpting hot wax to imitate seals) Arcana: used with Arcana skill to determine if an artefact is real or fake
Deception: well crafted forgeries can add credence to a lie. Can be letters of safe passage.
History: used with History skill to identify fake historical documents or create them.
Investigation: useful in determining how an object or document was made and if it is genuine.
Quick Fake Skill: as part of a short rest, you can produce a forged document no longer than 1 page long (4 pages for long rest) Your INT check using Forgery Kit determines the DC for someone else's INT (Investigation) check to spot the fake.
(cosmetics, hair dye, small props, clothing) Deception: improve ability to weave convincing lies.
Intimidation: look more fearsome to enemies
Performance: enhance audience's enjoyment of a performance, evoking desired emotions / reactions.
Persuasion: disguising self as an authority figure.
Create Disguise: as part of a long rest, you can create a disguise. It takes 1 minute to don the disguise . To detect the disguise, the target must succeed on INT (Investigation) check against your INT check (with Proficiency )
At other times, it takes 10 minutes to craft a disguise involving moderate change to your appearance, and 30 min for one that requires more extensive changes
(large glass jug, hops, syphon, airlock, tubing) Brewing requires weeks of fermentation but only a few hours of actual work.
Not only does beef serve as an alcoholic beverage, but the process of brewing purifies water.
History: insight on INT (History) checks involving events that involve alcohol as a significant element
Medicine: grants insight when treating alcohol poisoning or using alcohol to dull pain. Also helps detect poison in a drink.
Persuasion: can help you ply someone with drink, mellowing their mood or knocking them out
Potable Water: as part of a long rest, you can purify up to 6 gallons of water or 1 gallon as part of a short rest.
(Sextant, compass, calipers, ruler, tables, ink pen and paper) Proficiency with navigator's tools helps determine true course and position based on observing the stars. It also grants insight into maps and nautical charts.
Survival: helps avoid becoming lost and also grants insight into the most likely location of roads and settlements.
Sighting: by taking careful measurements, you can determine your location on a nautical chart and the time of day.
(musical instrument as chosen) Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed on that instrument.
History: aids you in recalling lore related to your instrument.
Performance: your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: as part of a long rest, you compose a new tune and lyrics for your instrument. You might use this to impress a noble or spread a scandalous rumour with a catchy tune.
(varies by game)
History: mastery of the game includes knowledge of its origins and of the styles of past masters as well as important events associated with it.
Insight: playing games with someone is a good way to gain understanding of them, granting you a better ability to discern their lies from their truths and to read their mood.
Sleight of Hand: useful skill for cheating at a game by swapping pieces, etc. Also useful for catching cheaters in the act.
At 15th level, you gain the ability to counterattack
when your prey tries to sabotage you.
If the target of your Slayer's Prey forces you to make
a saving throw, you can use your REACTION to
make one Weapon Attack against the quarry.
You make this Attack immediately before making the
saving throw. If your Attack hits, your save
automatically succeeds, in addition to the attack's
normal effects.
( DOES NOT COST A SPELL SLOT)
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your REACTION to try to magically foil it.
The creature must succeed on a WISDOM saving throw against your Spell Save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
At 7th level, you gain extra resilience against your
prey's assaults on your mind and body.
Whenever the target of your Slayer's Prey forces
you to make a saving throw and whenever you make
an ability check to escape that target's GRAPPLE,
add 1d6 to your roll.
( extra 1d6 damage short or long rest)
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it.
As a BONUS Action, you designate one creature you can see within 60 feet of you as the target of this feature.
The first time each turn that you hit that target with a weapon attack, it takes n extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
( DOES NOT CONSUME A SPELL SLOT) At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it.
As an ACTION, choose one creature you can see
within 60 feet of you.
You immediately learn whether the creature has any DAMAGE IMMUNITIES, RESISTANCES, or VULNERABILITIES and what they are.
If the creature is hidden from divination magic, you sense that it has NO damage immunities, resistances or vulnerabilities.
You can use this feature a number of times equal to your WIS modifier (min once). You regain all expended uses of it when you finish a long rest.
( see specific spells for details of use)
Starting at 3rd level, you learn additional spells at certain levels in this class. The spells count as Ranger Spells for you, but don't count against the number of Ranger Spells you know.
3rd Protection from Evil and Good
5th Zone of Truth
9th Magic Circle
13th Banishment
17th Hold Monster
At 20th level, you have become an unparalleled
hunter of your enemies.
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 favoured enemies.
You can choose to use this feature before or after
the roll but before any effects of the roll are applied.
At 18th level, 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.
You regain expended Spell Slots after a LONG rest.
Wisdom is your spellcasting ability as a Ranger.
Spell save DC = 8 + Prof bonus + WIS mod = 13
Spell Attack mod = +5
( +2 bonus to Attack rolls - Ranged Weapons)
At 2nd level, you adopt a particular style of fighting
as your specialty.
You can't take a Fighting Style again, even if you
later get to choose again.
Archery - you gain a +2 bonus to ATTACK rolls you
make with Ranged Weapons.
(Swamp / Marsh / Moor / Fen (++ at 6 &14)) When you make and INT or WIS check related to your favoured terrain, your proficiency bonus is DOUBLED if you are using a skill that you're proficient in. While traveling for an hour or more in your favoured terrain, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even while you are engaged in another activity while traveling, you remain ALERT to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, sizes, and how long ago they passed through an area.
( Level 1 = FEY (Language: SYLVAN)) Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
You have ADVANTAGE on WISdom (Survival) checks to track your favoured enemies, as well as 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 favoured enemies, if they speak one at all.
You choose one additional favoured enemy, as well as an associated language, at 6th and 14th level.
(once per short or long rest) You are accustomed to using other to avoid being attacked. You gain the following benefits:
Increase your Dexterity score by +1, to a maximum of 20.
When a creature you can see targets you with an attack and another creature is within 5 feet of you, you can use your REACTION to impose DISADVANTAGE on the attack roll.
Once you use this ability, you can't do so again until you finish a short or long rest.
(can use EACH TURN) You can take the DISENGAGE or HIDE action as a
BONUS ACTION on each of your turns.
(Extra damage = your level) When you damage a creature with an attack or a
spell and the creature's size is larger than yours, you
can cause the attack to do extra damage to the
creature.
The extra damage equals your level.
Once you use this trait , you can't use it again until
you finish a short or long rest.
You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim
light. You can't discern colour in darkness, only
shades of grey.
( HIDE ACTION)
Starting at 14th level, you can use the HIDE Action
as a BONUS Action on your turn.
Also, you can't be tracked by non-magical means,
unless you choose to leave a trail.
(6 miles in favoured terrain) Beginning at 3rd level, you can use your Action and expend one Ranger Spell slot to focus your awareness on the region around you.
For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favoured terrain):
aberrations, celestials, dragons, elementals, fey, fiends, and undead.
This feature doesn't reveal the creatures' location or number.
Starting at 8th level, moving through non-magical difficult terrain costs you no extra movement.
You can also pass through non-magical 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.
Beginning at 5th level, you can ATTACK TWICE,
instead of once, whenever you take the ATTACK
Action on your turn.
(Spell save DC = 13 Spell Attack +5) You regain expended Spell Slots after a LONG rest.
Wisdom is your spellcasting ability as a Ranger.
Spell save DC = 8 + Prof bonus + WIS mod = 13
Spell Attack mod = +5
(fresh natural materials) Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are.
You gain a +10 bonus to DEX (Stealth) checks as long as you remain there without moving or taking Actions.
Once you move or take an Action or a Reaction, you must camouflage yourself again to gain this benefit