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Spirit Ranger (5e Subclass)

468 bytes removed, 14:45, 5 August 2017
Magical Skills
=== Magical Skills ===
At 5th level, you gain a new Magical Skill. You may choose one of the following skill pairings, Health Skills or Hunter Skills. Once you choose a pairing, you may not change it. Within the pairing, choose one skill. You may swap between these companion skills each time you achieve a higher level. (This extends to all pairs available at each level increase). Each skill operates as the Ranger spell of the same name, as if cast using a 2nd level spell slot, unless otherwise specified at higher levels.
Health Skills: Cure Wounds or Protection From Poison
Hunter Skills: Hunter's Mark or Darkvision
At 6th level, you gain another Magical Skill from the Attack Skills. You may swap between these companion skills each time you achieve a higher level. These skills operate as the Ranger spell of the same name, as if cast using a 1st level spell slot, unless otherwise specified at higher levels.
Attack Skills: Hail of Thorns or Ensnaring Strike
At 7th level, you gain another Magical Skill from the Nature Skills. You may swap between these companion skills each time you achieve a higher level. These skills operate as the Ranger spell of the same name, as if cast using a 3rd level spell slot, unless otherwise specified at higher levels.
Nature Skills: Fog Cloud or Speak With Plants
At 8th level, Health Skills may be used twice between long rests. The duration for Hunter's Mark increases to 4 hours. Darkvision may be extended to a second creature.
At 9th level, you gain another Magical Skill. You may choose one of the following skill pairings, Energy Skills or Light Skills. Once you choose a pairing, you may not change it. Within the pairing, choose one skill. You may swap between these companion skills each time you achieve a higher level. Each skill operates as the Ranger spell of the same name, as if cast using a 3rd level spell slot, unless otherwise specified at higher levels.
Energy Skills: Lesser Restoration or Protection From Energy
Light Skills: Daylight or Lightning Arrow
At 10th level, you gain another Magical Skill. You may choose one of the following skill pairings, Water Skills or Air Skills. Once you choose a pairing, you may not change it. Within the pairing, choose one skill. You may swap between these companion skills each time you achieve a higher level. Each skill operates as the Ranger spell of the same name, as if cast using a 3rd level spell slot, unless otherwise specified at higher levels.
Water Skills: Water Breathing or Water Walk
At 15th level, Energy and Light Skills may be used twice between long rests.
At 17th level, you gain another Magical Skill. You may choose one of the following skill pairings, Environment Skills or Ammunition Skills. Once you choose a pairing, you may not change it. Within the pairing, choose one skill. You may swap between these companion skills each time you achieve a higher level. Each skill operates as the Ranger spell of the same name, as if cast using a 5th level spell slot.
Environment Skills: Tree Stride or Commune With Nature
Ammunition Skills: Conjure Volley or Swift Quiver
 
=== Attuned to Each Other ===
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