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Ranger
Ranger Primary
Monster Hunter - Gain an extra damage dice for 1 attack against beasts
Explorer - Gain advantage on Perception and Survival checks
Animal awareness - You are able to read the body languages of animals that are not hostile
Ranged Weapon Mastery - You are proficient in ranged combat
Gain a +2 attack bonus on range attacks
Ranger Secondary
Target Slayer - If you hit the same target 3 times in a row, the third attack damage is doubled.
The count resets after the third attack or if you attack a different target
If you roll a 1 for attack rolls, it resets.
If you roll a 20 for attack rolls, it counts as 2.
Archetype - You are able to chose one archetype to define you as a Ranger.
Beast Master - You gain an animal companion. Only one. You can communicate with your companion normally.
Your companion will have it's own stats and initiative roll
Consult with the GM about your companion
You gain advantage on Animal Handling checks
Soul Bond - You are connected with your companion by soul
You have a special attack with each other with bonuses
If you or you companion dies, one can pass half it's hit points to the other
Your companion's attack will count for Target Slayer except for the third attack
If you are being attacked and if you're companion can make it, you can call it to half the damage equally
Hunter - You hone your skills focusing in combat
Close combat - You can choose to attack in melee range as a bonus action.
Uncanny Dodge - If you can see that you are being attacked, you can dodge to half the damage.
Volley - You are able to shoot multiple arrows at once
Number of arrow is equal to d4 + 1
Can be in different target a long as they're visible
Multiple arrows on 1 target will stack Target Slayer
Arcane Archer/Gunslinger - You study magic for your advantage
Curving shot - Gain advantage on ranged attack rolls
Learn Ranger Spells
Sharpshooter - You neva miss. Mostly.
Critical Shot - Critical rolls are 18 - 20
Steady Aim - Gain advantage on ranged attack rolls
Extra Attack - You gain an extra attack.
You can select a different target or hold it to use another time during the round.
If unused until next turn, you lose the extra attack.
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