Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Class Feature - Hit points

As a Ranger, you gain the following class features:

Hit Points: commonly abbreviated HP, are a number measuring the amount of damage a creature, character, or object can take before being killed, disabled or destroyed. They can be considered an abstract representation of life-force, health, endurance, luck and the sort of favoritism that follows main protagonists and antagonists in fictional stories. Receiving damage - another number representing an instance of injury or other harmful occurrence, usually a hostile attack of some sort - reduces their hit point total by an amount equal to the damage value.

Hit points at 1st level: 10 + Constitution modifier
Hit Dice: 1d10 per Ranger level

Ranger Class Feature (Hit points)

Class Feature - Proficiencies

Proficiency is one of the most important mechanical parts of a character. It is a central part of any character or creature's statistics, and it's a defining part of what they are good at. Proficiencies come from several different sources, and apply to a variety of subjects, but they are measured by the same bonus. You either have the proficiency or you don't. You will gain proficiencies from your character's race, their class, their background, and occasionally from some other sources.

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Animal Handling, Nature, Athletics

Ranger Class Feature (Proficiencies)

Class Feature - Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on 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 favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Undead - Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.
Sylvan

Ranger Class Feature (Favored Enemy)

Class Feature - Natural Explorer [1/2]

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. 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 youre proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
*Difficult terrain doesnt slow your groups travel. *Your group cant become lost except by magical means. *Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), 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, their sizes, and how long ago they passed through the area. *You choose additional favored terrain types at 6th and 10th level.
Grassland - You are particularly familiar with one type of natural environment and are

Ranger Class Feature (Natural Explorer)

Class Feature - Natural Explorer [2/2]

adept at traveling and surviving in such regions.

Ranger Class Feature (Natural Explorer)

Racial Traits

Darkvision: You can see in darkness (shades of gray) up to 60 ft. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saves against being charmed, and magic can't put you to sleep.
Trance: Elves meditate deeply for 4 hours instead of sleeping, remaining semiconscious. This trance allows for mental exercises that resemble dreaming. After this rest, elves gain the same benefit as 8 hours of human sleep.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot: Your base walking speed increases to 35 feet.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Ranger Raical Traits (Wood-elf)

Unarmed Strike

  • casting time1 action
  • range5feet

  • componentsUnarmed Strike
  • durationBludgeoning

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

Ranger Attack (Bludgeoning)

Two-Weapon Fighting

Two-Weapon Fighting When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Ranger Bonus Attack

Opportunity Attack

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach

Ranger Reaction

1 1
1 1
1 1
1 1
1 1
1 1
0 0
0 0
0 0