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Troubadore; Versatile Ranger.json
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Troubadore; Versatile Ranger.json
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{
"_meta": {
"sources": [
{
"json": "TheVersatileRanger",
"abbreviation": "TVR",
"full": "Troubadore's Versatile Ranger",
"authors": [
"Troubadore"
],
"convertedBy": [
"Matsozetex#8230",
"Troubadore#6995"
],
"version": "3.6.4",
"url": "https://drive.google.com/file/d/1mhAT84sIr2gnWYykCIL09wUw2W6nw86X/view?usp=sharing",
"targetSchema": "1.0.0",
"color": "#03fc94"
}
],
"dateAdded": 1587779972,
"dateLastModified": 1587834735
},
"class": [
{
"name": "Versatile Ranger",
"source": "TheVersatileRanger",
"hd": {
"number": 1,
"faces": 10
},
"proficiency": [
"str",
"dex"
],
"classTableGroups": [
{
"title": "Spell Slots per Spell Level",
"colLabels": [
"{@filter 1st|spells|level=1|class=Ranger}",
"{@filter 2nd|spells|level=2|class=Ranger}",
"{@filter 3rd|spells|level=3|class=Ranger}",
"{@filter 4th|spells|level=4|class=Ranger}",
"{@filter 5th|spells|level=5|class=Ranger}"
],
"rows": [
[
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],
[
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],
[
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],
[
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]
]
}
],
"startingProficiencies": {
"armor": [
"light",
"medium",
"{@item shield|phb|shields}"
],
"weapons": [
"simple",
"martial"
],
"skills": [
{
"choose": {
"count": 3,
"from": [
"Animal Handling",
"Athletics",
"Insight",
"Investigation",
"Nature",
"Perception",
"Stealth",
"Survival"
]
}
}
]
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"(a) {@item scale mail|phb} or (b) {@item leather armor|phb}",
"(a) two {@item shortsword|phb|shortswords} or (b) two {@filter simple melee weapons|items|source=phb|category=basic|type=simple weapon;melee weapon=sand}",
"(a) a {@item dungeoneer's pack|phb} or (b) an {@item explorer's pack|phb}",
"(a) any {@filter ranged weapon|items|source=phb|category=basic|type=ranged weapon} and a container with 20 pieces of ammunition or (b) a {@item shield|phb}"
],
"goldAlternative": "{@dice 5d4×10|5d4 × 10|Starting Gold}",
"defaultData": [
{
"a": [
"scale mail|phb"
],
"b": [
"leather armor|phb"
]
},
{
"a": [
{
"item": "shortsword|phb",
"quantity": 2
}
],
"b": [
{
"equipmentType": "weaponSimpleMelee",
"quantity": 2
}
]
},
{
"a": [
"dungeoneer's pack|phb"
],
"b": [
"explorer's pack|phb"
]
},
{
"a": [
{
"equipmentType": "weaponRanged"
}
],
"b": [
"shield|phb"
]
}
]
},
"multiclassing": {
"requirements": {
"dex": 13,
"wis": 13
},
"proficienciesGained": {
"armor": [
"light",
"medium",
"{@item shield|phb|shields}"
],
"skills": [
{
"choose": {
"count": 1,
"from": [
"Animal Handling",
"Athletics",
"Insight",
"Investigation",
"Nature",
"Perception",
"Stealth",
"Survival"
]
}
}
]
}
},
"classFeatures": [
"Surviror|Versatile Ranger|TheVersatileRanger|1",
"Explorer|Versatile Ranger|TheVersatileRanger|1",
"Fighting Style|Versatile Ranger|TheVersatileRanger|2",
"Spellcasting|Versatile Ranger|TheVersatileRanger|2",
"Mark Prey|Versatile Ranger|TheVersatileRanger|2",
{
"classFeature": "Ranger Conclave|Versatile Ranger|TheVersatileRanger|3",
"gainSubclassFeature": true
},
"Vanish|Versatile Ranger|TheVersatileRanger|3",
"Ability Score Improvement|Versatile Ranger|TheVersatileRanger|4",
"Extra Attack|Versatile Ranger|TheVersatileRanger|5",
"Land's Stride|Versatile Ranger|TheVersatileRanger|6",
{
"classFeature": "Ranger Conclave Feature|Versatile Ranger|TheVersatileRanger|7",
"gainSubclassFeature": true
},
"Ability Score Improvement|Versatile Ranger|TheVersatileRanger|8",
"Survivor Improvement|Versatile Ranger|TheVersatileRanger|10",
{
"classFeature": "Ranger Conclave Feature|Versatile Ranger|TheVersatileRanger|11",
"gainSubclassFeature": true
},
"Ability Score Improvement|Versatile Ranger|TheVersatileRanger|12",
"Feral Senses|Versatile Ranger|TheVersatileRanger|14",
{
"classFeature": "Ranger Conclave Feature|Versatile Ranger|TheVersatileRanger|15",
"gainSubclassFeature": true
},
"Ability Score Improvement|Versatile Ranger|TheVersatileRanger|16",
"Blindsight|Versatile Ranger|TheVersatileRanger|18",
"Ability Score Improvement|Versatile Ranger|TheVersatileRanger|19",
"Foe Slayer|Versatile Ranger|TheVersatileRanger|20"
],
"subclassTitle": "Ranger Conclave",
"fluff": [
{
"entries": [
"Moving stealthily, a lone human stalks a deep forest, following the massive tracks of a creature he's hunting. He hears a low growl and in one swift motion, he's hidden behind a tree and has nocked his hunting bow.",
"A wolf fights alongside a drow elf against a massive, club-wielding giant. The pair act as one, using the other's attacks as openings for their own, and together they overwhelm their opponent in a flurry of blade and fangs.",
"A tiefling stands in a dark clearing over a werewolf's corpse and wipes blood off a silvered blade. A dozen howls echo through the forest as the tiefling sheathes her blade and enters the moonlit wood once again.",
"A ranger's work is never over. There is always another prey in need of hunting.",
{
"type": "entries",
"name": "Fearsome Predators",
"entries": [
"Deadly hunters, rangers have honed their abilities for tracking down and eliminating their prey. As with any able predator, rangers specialize in outwitting and outlasting their targets.",
"Rangers employ deadly martial prowess augmented with adaptive magical skill in order to succeed on their hunts.",
"Rangers specialize in mobility, stealth, and tracking their marks. Once a ranger sets their sights on an enemy, they use all their might and cunning to secure the kill."
]
},
{
"type": "entries",
"name": "Adaptive Survivalists",
"entries": [
"In order to hunt their quarry, rangers learn techniques to thrive in dangerous territories. They may spend weeks in the fringes of civilization, deep in the harsh wilderness, or even hidden in enemy territories. ",
"As such, rangers have the knack for adapting to threats when the situation calls for it. They have the skills to survive in most environments and have the ability to help others survive in the wilds as well."
]
}
],
"name": "Versatile Ranger",
"type": "section"
}
]
}
],
"spell": [
{
"name": "Primeval Awareness",
"level": 3,
"school": "D",
"source": "TheVersatileRanger",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1,
"upTo": true
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Ranger",
"source": "TheVersatileRanger",
"color": "03fc94"
}
]
},
"entries": [
"For the duration of the spell, you can sense whether the following types of creatures are present within 5 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature reveals a group of one or more creatures and their group's general direction in relation to you, but not their exact numbers or distance. If there are multiple groups of creatures within the spell's range, you learn this information for each group."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 4th level or higher, the duration is increased to 1 hour. When you cast this spell using a spell slot of 5th level or higher, you can sense creatures within 10 miles of you."
]
}
]
}
],
"classFeature": [
{
"name": "Surviror",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 1,
"entries": [
"You have learned skills to survive in harsh environments. You gain one feature of your choice from the list of Survivor features below. You gain an additional Survivor feature when you reach 10th level in this class.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Arctic Adaptation",
"entries": [
"You are naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against cold damage."
]
},
{
"type": "entries",
"name": "Arid Adaptation",
"entries": [
"You are naturally adapted to hot climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against fire damage."
]
},
{
"type": "entries",
"name": "Aquatic Adaptation",
"entries": [
"Swimming no longer costs you extra movement. You can also hold your breath for up to 15 minutes."
]
},
{
"type": "entries",
"name": "Cultural Adaptation",
"entries": [
"You learn to speak, read, and write three languages of your choice. You can select this feature multiple times, choosing a different set of languages."
]
},
{
"type": "entries",
"name": "Grassland Adaptation",
"entries": [
"You experience the exhaustion effects of the level below your current level of exhaustion, instead of the usual effects. You cannot die of exhaustion. "
]
},
{
"type": "entries",
"name": "Mountainous Adaptation",
"entries": [
"Climbing no longer costs you extra movement. When you fall, you can use your reaction to halve the falling damage you take."
]
},
{
"type": "entries",
"name": "Swampland Adaptation",
"entries": [
"You gain resistance against poison damage and you have advantage on saving throws to avoid being poisoned."
]
},
{
"type": "entries",
"name": "Underdark Adaptation",
"entries": [
"You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet instead."
]
},
{
"type": "entries",
"name": "Wayfarer's Adaptation",
"entries": [
"You gain proficiency with two tools of your choice between cartographer's tools, herbalism kit, poisoner's kit, and thieves' tools."
]
},
{
"type": "entries",
"name": "Woodland Adaptation",
"entries": [
"You gain a +3 bonus to Wisdom (Perception) checks."
]
}
]
}
]
},
{
"name": "Explorer",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 1,
"entries": [
"You have vast experience with traveling through and surviving in perilous terrain, making you an apt guide for others in the untamed wilds. You gain the following benefits:",
{
"type": "list",
"items": [
"You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks using it instead.",
"While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
"When you forage, you find twice as much food as you normally would.",
"When traveling for an hour or more, difficult terrain doesn't slow your group's travel.",
"When traveling for an hour or more, your group can travel stealthily at a normal pace.",
"Your group has advantage on Wisdom (Survival) checks to avoid becoming lost by non-magical means.",
"Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger."
]
}
]
},
{
"name": "Fighting Style",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 2,
"entries": [
"At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.",
{
"type": "options",
"entries": [
{
"type": "entries",
"name": "Archery",
"entries": [
"You gain a +2 bonus to attack rolls you make with ranged weapons."
]
},
{
"type": "entries",
"name": "Defense",
"entries": [
"While you are wearing armor, you gain a +1 bonus to AC."
]
},
{
"type": "entries",
"name": "Dueling",
"entries": [
"When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon."
]
},
{
"type": "entries",
"name": "Two-Weapon Fighting",
"entries": [
"When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack."
]
}
]
}
]
},
{
"name": "Spellcasting",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 2,
"entries": [
"By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the ranger spell list.",
{
"type": "entries",
"name": "Preparing and Casting Spells",
"entries": [
"The Ranger table shows how many spell slots you have to cast your {@filter ranger spells|spells|class=ranger}. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.",
"You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.",
"For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell {@spell cure wounds}, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.",
"You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list."
]
},
{
"type": "entries",
"name": "Spellcasting Ability",
"entries": [
"Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.",
{
"type": "abilityDc",
"name": "Spell",
"attributes": [
"wis"
]
},
{
"type": "abilityAttackMod",
"name": "Spell",
"attributes": [
"wis"
]
}
]
}
]
},
{
"name": "Mark Prey",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 2,
"entries": [
"Beginning at 2nd level, you know how to focus your magic onto a target to mark it as your quarry. You can cast the {@spell hunter's mark} spell innately a number of times equal to your Wisdom modifier (minimum of 1) without using a spell slot or having it prepared. If you prepare the {@spell hunter's mark} spell, you can cast it using either this feature or with a spell slot as normal. You regain all expended uses when you finish a long rest."
]
},
{
"name": "Ranger Conclave",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 3,
"entries": [
"At 3rd level, you choose to emulate the ideals and training of a ranger conclave from the list of available conclaves. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Those features include conclave spells.",
{
"name": "Conclave Spells",
"entries": [
"Each conclave has a list of associated spells. You gain access to these spells at the levels specified in the conclave description. Once you gain access to a conclave spell, you always have it prepared. Conclave spells don't count against the number of spells you can prepare each day.",
"If you gain a conclave spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you."
]
}
]
},
{
"name": "Vanish",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 3,
"entries": [
"Starting at 3rd level, you learn hunting techniques that let you be unseen by your prey. You can use the Hide action as a bonus action on your turn. If you don't spend movement, attack, or cast a spell during the turn you use the Hide action, you gain a bonus to the Dexterity (Stealth) check you make to hide equal to your Wisdom modifier. You lose this bonus if you move, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden."
]
},
{
"name": "Ability Score Improvement",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 4,
"entries": [
"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Extra Attack",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 5,
"entries": [
"Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."
]
},
{
"name": "Land's Stride",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 6,
"entries": [
"At 6th level, your movement can keep pace with any prey. You can use the Dash action as a bonus action on your turn, and moving through difficult terrain costs you no extra movement."
]
},
{
"name": "Ranger Conclave Feature",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 7,
"entries": [
"At 7th level, you gain a feature granted to you by your Ranger Conclave."
]
},
{
"name": "Ability Score Improvement",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 8,
"entries": [
"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Survivor Improvement",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 10,
"entries": [
"At 10th level, you choose an additional Survivor feature."
]
},
{
"name": "Ranger Conclave Feature",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 11,
"entries": [
"At 11th level, you gain a feature granted to you by your Ranger Conclave."
]
},
{
"name": "Ability Score Improvement",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 12,
"entries": [
"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Feral Senses",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 14,
"entries": [
"Beginning at 14th level, you gain heightened senses like a beast of the wilds. You have advantage on Wisdom (Perception) checks that rely on hearing or sight."
]
},
{
"name": "Ranger Conclave Feature",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 15,
"entries": [
"At 15th level, you gain a feature granted to you by your Ranger Conclave."
]
},
{
"name": "Ability Score Improvement",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 16,
"entries": [
"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Blindsight",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 18,
"entries": [
"At 18th level, your senses improve further, letting you use your hearing or smell to detect your surroundings. You have blindsight, meaning you can perceive your surroundings without relying on sight, out to a range of 60 feet as long as you aren't {@condition deafened} or unable to smell."
]
},
{
"name": "Ability Score Improvement",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 19,
"entries": [
"When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
},
{
"name": "Foe Slayer",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"level": 20,
"entries": [
"At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack and damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied."
]
}
],
"subclassFeature": [
{
"name": "Beast Master",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"subclassShortName": "Beast Master",
"subclassSource": "TheVersatileRanger",
"level": 3,
"entries": [
"Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Master Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.",
{
"type": "refSubclassFeature",
"subclassFeature": "Conclave Spells|Versatile Ranger|TheVersatileRanger|Beast Master|TheVersatileRanger|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Animal Companion|Versatile Ranger|TheVersatileRanger|Beast Master|TheVersatileRanger|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Companion's Bond|Versatile Ranger|TheVersatileRanger|Beast Master|TheVersatileRanger|3"
}
]
},
{
"type": "entries",
"name": "Conclave Spells",
"entries": [
"You gain conclave spells at the ranger levels listed.",
{
"type": "table",
"caption": "Beast Master Spells",
"colLabels": [
"Ranger Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"3rd",
"{@spell find familiar}"
],
[
"5th",
"{@spell enhance ability}"
],
[
"9th",
"{@spell catnap|xge}"
],
[
"13th",
"{@spell dominate beast}"
],
[
"17th",
"{@spell awaken}"
]
]
}
],
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"subclassShortName": "Beast Master",
"subclassSource": "TheVersatileRanger",
"level": 3,
"header": 1
},
{
"type": "entries",
"name": "Animal Companion",
"entries": [
"At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.",
"With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. Choose a beast that has a challenge rating of 1/2 or lower to be your animal companion. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.",
"If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.",
"If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion."
],
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"subclassShortName": "Beast Master",
"subclassSource": "TheVersatileRanger",
"level": 3,
"header": 1
},
{
"type": "entries",
"name": "Companion's Bond",
"entries": [
"Your animal companion gains a variety of benefits while it is linked to you.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Single Attack",
"entries": [
"The animal companion loses its Multiattack action, if it has one. Your companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."
]
},
{
"type": "entries",
"name": "Companion's Intuition",
"entries": [
"While you and your companion are within 5 miles of each other, your bond lets either of you know the other's direction and distance from them (in miles), and if the other's current hit points are at 0."
]
},
{
"type": "entries",
"name": "Actions in Combat",
"entries": [
"The companion obeys your commands as best it can. It shares your initiative, but you can choose if you or your companion takes their turn first each round. You determine your companion's actions, decisions, attitudes, and so on. Your companion can't use its action to make attacks until you command it to, but it can move and take other actions and opportunity attacks as normal. If you are incapacitated or absent, your companion acts on its own."
]
},
{
"type": "entries",
"name": "Attacks in Combat",
"entries": [
"You can use a bonus action on your turn to command your companion to attack a target that you can see. Your companion can use its action to attack that target until it or your companion dies, you call off your companion (no action required), or use a bonus action on your turn to command your companion to attack a different target."
]
},
{
"type": "entries",
"name": "Attack Modifier",
"entries": [
"The attack modifier of your campanion's weapon attacks is equal to the attack's normal modifier or your ranger spell attack modifier, whichever is higher."
]
},
{
"type": "entries",
"name": "Saving Throw DC",
"entries": [
"If an ability, attack, or feature of your companion involves forcing a target to make a saving throw, the saving throw DC is equal to the normal DC or your ranger spell save DC, whichever is higher."
]
},
{
"type": "entries",
"name": "Ability Bonuses",
"entries": [
"Your animal companion has abilities and game statistics determined in part by your Wisdom modifier. Your animal companion adds your Wisdom modifier (minimum of 0) to its AC, saving throws, and skills checks.",
"When you reach 11th level in this class, your companion also adds your Wisdom modifier to the damage rolls of its weapon attacks."
]
},
{
"type": "entries",
"name": "Maximum Hit Points & Hit Dice",
"entries": [
"Your animal companion's hit point maximum is equal to its normal maximum or 5 x your ranger level, whichever is higher. It also has a number of d8 hit dice equal to your ranger level, which it can spend during a short rest."
]
},
{
"type": "entries",
"name": "Shared Features",
"entries": [
"Your animal companion gains the benefits of your Feral Senses feature at 14th level, your Blindsight feature at 18th level."
]
},
{
"type": "entries",
"name": "Personality",
"entries": [
"Your companion shares your alignment, and you determine its personality traits and flaws.",
"Your companion shares your ideal, and its bond is always, 'The ranger who travels with me is a beloved companion for whom I would gladly give my life.'"
]
}
]
}
],
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"subclassShortName": "Beast Master",
"subclassSource": "TheVersatileRanger",
"level": 3,
"header": 1
},
{
"name": "Shared Resolve",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"subclassShortName": "Beast Master",
"subclassSource": "TheVersatileRanger",
"level": 7,
"header": 2,
"entries": [
"Starting at 7th level, the sight of a trusted ally bolsters the resolve of both you and your companion. Whenever you or your companion must make a saving throw and can see the other, you or your companion can use a reaction to gain advantage on the saving throw."
]
},
{
"name": "Peerless Teamwork",
"source": "TheVersatileRanger",
"className": "Versatile Ranger",
"classSource": "TheVersatileRanger",
"subclassShortName": "Beast Master",
"subclassSource": "TheVersatileRanger",
"level": 11,
"header": 2,
"entries": [