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Ranger/Subklassen

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Übersicht Feats Subklassen Fighting Styles

Vanilla

Player's Handbook 2024

A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.

Level 3: Primal Companion

You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.

The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.

The Beast in Combat

In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast's Strike action. If you have the Incapacitated condition, the beast acts on its own and isn't limited to the Dodge action.

Restoring or Replacing the Beast

If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.

Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.

Level 7: Exceptional Training

When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.

In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.

Level 11: Bestial Fury

When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.

In addition, the first time each turn it hits a creature under the effect of your Hunter's Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.

Level 15: Share Spells

When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.

Player's Handbook 2024

A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. You possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.

1d6 Gift
1 Illusory butterflies flutter around you while you take a Short or Long Rest.
2 Flowers bloom from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color each dawn.

Level 3: Fey Wanderer Spells

You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Fey Wanderer Spells table. These spells count as ranger spells for you, but they don't count against the number of ranger spells you prepare.

Spell Level Spells
1st Charm Person
2nd Misty Step
3rd Summon Fey
4th Dimension Door
5th Mislead

Level 3: Otherworldly Glamour

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

You also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion.

Level 3: Dreadful Strikes

You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger level 11.

Level 7: Beguiling Twist

The magic of the Feywild guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Level 11: Fey Reinforcements

You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Level 15: Misty Wanderer

You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Player's Handbook 2024

Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.

Level 3: Gloom Stalker Spells

You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Gloom Stalker Spells table. These spells count as ranger spells for you, but they don't count against the number of ranger spells you prepare.

Spell Level Spells
1st Disguise Self
2nd Rope Trick
3rd Fear
4th Greater Invisibility
5th Seeming

Level 3: Umbral Sight

You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.

You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.

Level 3: Dread Ambusher

You have mastered the art of creating fearsome ambushes, granting you the following benefits.

  • Ambusher's Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.
  • Dreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
  • Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.

Level 7: Iron Mind

You have honed your ability to resist mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Level 11: Stalker's Flurry

The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.

  • Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon's range.
  • Mass Fear. The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.

Level 15: Shadowy Dodge

When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.

Player's Handbook 2024

You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.

Level 3: Hunter's Prey

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

  • Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.
  • Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.

Level 3: Hunter's Lore

You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Level 7: Defensive Tactics

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

  • Escape the Horde. Opportunity Attacks have Disadvantage against you.
  • Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Level 11: Superior Hunter's Prey

Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.

Level 15: Superior Hunter's Defense

When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.

Forgotten Realms: Heroes of Faerun

Winter Walkers hone their craft in the bleak and frozen wilds of places like Asmiya. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Anaya, including the latent magic of fallen ancient cities, endemic monsters like yetis and crag cats, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Anaya's citizens say that Winter Walkers' frequent exposure to malignant entities gives them their fearsome powers. Many Asmiya acolytes, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.

Level 3: Winter Walker Spells

You always have certain spells prepared after you reach particular level of spellcasting in this class, as shown in the Winter Walker Spells table. These spells count as ranger spells for you, but they don't count against the number of ranger spells you prepare.

Spell Level Spells
1st Ice Knife
2nd Hold Person
3rd Remove Curse
4th Ice Storm
5th Cone of Cold

Level 3: Frigid Explorer

You gain the following benefits.

  • Biting Cold: Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.
  • Frost Resistance: You have Resistance to Cold damage.
  • Polar Strikes: When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.

Level 3: Hunter's Rime

Ice rimes you and your prey, protecting you and slowing them. When you cast Hunter's Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level.

Additionally, while a creature is marked by your Hunter's Mark, it can't take the Disengage action.

Level 7: Fortifying Soul

Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a Magic action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains Hit Points equal to 1d10 plus your Ranger level and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour.

Once you use this feature, you can't use it again until you finish a Long Rest.

Level 11: Chilling Retribution

When a creature hits you with an attack roll, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Stunned condition until the end of your next turn. While the target is Stunned, its Speed is reduced to 0 feet.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 15: Frozen Haunt

When you cast Hunter's Mark, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).

  • Frozen Soul: You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage.
  • Partially Incorporeal: You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.
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