Архив рубрики: Классы

Vampire Slayer – Ranger archetype

Vampire Slayer

Vampire slayers wander remote forests, haunted hills, and fog-bound moors, protecting the common folk of farming villages and cabins at the edge of civilized lands from the creatures of the night. Moving unseen through woodlands, your specialized training allows you to hunt vampires, ghouls, werewolves, and other monsters that prey on the innocent. Although you are most at home in the wilderness, as your skills improve, your attention might turn to older vampires that rule entire baronies, or that command dark keeps and sprawling manors closer to civilization.

Favored Enemy

If you choose this archetype at 3rd level, your favored enemy becomes undead if you did not select undead at 1st level. When you choose additional favored enemies at 6th and 14th level, you can choose freely from the standard list, and you can also select hags or lycanthropes as an alternative.

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice: either Colossus Slayer, Giant Killer, or Horde Breaker from the Hunter archetype in the standard rules, or Empowered Strike, which is described below.

Empowered Strike. Your expertise in fighting undead and lycanthropes allows you to harm them even when you’re not wielding a magic weapon. When you fight a creature that has resistance to bludgeoning, piercing, or slashing damage from nonmagical weapons, you can ignore this resistance once per turn when you score a hit with a nonmagical weapon. If you are wielding a magic weapon, the creature takes an extra 1d8 damage from one of your successful attacks on each of your turns.

Defensive Tactics

At 7th level, you gain one of the following features of your choice: either Escape the Horde, Multiattack Defense, or Steel Will from the Hunter archetype in the standard rules, or Ranger’s Resilience, which is described below.

Ranger’s Resilience. You have advantage on saving throws against paralysis and against effects that would reduce your hit point maximum.

Slayer’s Strike

At 11th level, you gain one of the following features of your choice: either Volley or Whirlwind Attack from the Hunter archetype in the standard rules, or Straight Through the Heart, which is described below.

Straight Through the Heart. When you use an attack action, you can choose to make a single melee attack against a favored enemy in an effort to strike a vulnerable spot. If the attack hits, it deals an extra 6d6 damage.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice: either Evasion, Stand Against the Tide, or Uncanny Dodge from the Hunter archetype in the standard rules, or Greater Resilience, which is described below.

Greater Resilience. You have advantage on saving throws against the spells and abilities of your favored enemies.

Section 15: Copyright Notice

Deep Magic for 5th Edition © 2020 Open Design LLC; Authors: Dan Dillon, Chris Harris, and Jeff Lee.

Vampire Slayer – Ranger archetype был опубликован — Киборги и Чародеи

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Gunslinger – ranger archetype

#ranger #archetype #ogc

Gunslinger

Gunslingers use their expertise to hunt and track for coin, using their marksmanship skills to bring down their prey. Some gunslingers work by a personal code that defines what they will or will not do for money, while others have no scruples in who or what they hunt.

Gunslinger Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gunslinger Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Gunslinger Spells

Ranger Level Spell
3rd Hunter’s mark
5th Hold person
9th Clairvoyance
13th Locate creature
17th Legend lore

Trick Shot

You can use your firearms to pull off special feats of marksmanship. Trick shots provide special effects or secondary functions to your firearm attacks. Unless otherwise stated, you can use a trick shot as part of the same action you use to attack with the firearm.

You can use only one trick shot each turn. If you are wielding a blunderbuss, you can use only the Deafening Blast and Haft Strike trick shots.

If a trick shot requires a saving throw against its effects, the DC equals 8 + your proficiency bonus + your Dexterity modifier. Some trick shots reference weapon options, which can be found in the Adventuring Rules chapter of this book.

Deafening Blast. As your bullet flies toward your target, you can cause one creature you can see within 5 feet of the path of the shot to make a Constitution saving throw. On a failure, the creature is deafened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Disarming Shot. You can use the Disarm weapon option when attacking with a firearm. If the target is beyond the normal range for the weapon, it has advantage on its saving throw. Use your trick shot DC for this saving throw instead of the weapon option DC.

Haft Strike. As a bonus action after you load your firearm, you can whip the weapon around and use the stock to make a melee attack at a target within 5 feet of you. This attack deals 1d6 bludgeoning damage if done with a one-handed firearm, or 1d8 bludgeoning damage with a two-handed firearm, plus your Strength modifier.

Improved Ricochet Shot. You can use the Ricochet Shot weapon option against a target that has total cover, provided you are aware of which space the target occupies.

Manipulate Object. You can fire a round from your gun to manipulate an object at a distance, up to the maximum range of your firearm. This allows you to take the Use an Object action from a distance, though your action is limited to things that can be done with the impact of the bullet, such as punching a button, moving a lever, severing a rope, or similar actions. You can also use this trick shot to move an object weighing no more than 10 pounds, pushing it up to 5 feet away from its original location. If an object is being worn or carried, the creature wearing or carrying it must succeed on a Dexterity saving throw to prevent the object from being moved.

Shifting Shot. You fire a shot into a space occupied by a Large or smaller creature, near its feet or body. The creature must succeed on a Dexterity saving throw or be compelled to move 5 feet in a direction of your choosing. The creature automatically succeeds on this saving throw if it would be compelled to move into damaging terrain, such as lava or a pit.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Die Hard. When you fail a death saving throw, you can choose to succeed instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Fortified Hearing. You are immune to the deafened condition.

Return Fire. When a hostile creature you can see makes a ranged attack against you before your turn (including during the first round of combat), you can make a ranged attack against that enemy as a reaction.

Sudden Withdrawal. When a creature you can see hits you with a melee attack, you can move up to half your speed as a reaction after the damage is dealt. This movement doesn’t provoke opportunity attacks.

Improved Trick Shot

At 11th level, your impressive marksmanship allows you to perform even greater trick shots with more powerful effects. These improved trick shots require more focus, and you must use an action to perform an improved trick shot.

Disruptive Shot. Make one ranged attack with your firearm. On a hit, if the target is concentrating on a spell, the DC of the Constitution saving throw to maintain concentration is equal to 10 or the full damage taken, whichever is higher.

Sharpshooter. Make one ranged attack with your firearm. Attacking at long range doesn’t impose disadvantage on this attack roll. On a hit, double your damage dice for the attack. If you are firing a blunderbuss, choose one target in range to take the extra damage, rolling normally for the rest.

Stunning Shot. Make one ranged attack with your firearm. On a hit, the target takes damage as normal and must succeed on a Constitution saving throw or be stunned until the end of its next turn.

Deadeye

Beginning at 15th level, your weapon attacks with firearms score a critical hit on a roll of 19 or 20.

Section 15: Copyright Notice

Tome of Heroes ©2022 Open Design LLC; Authors: Celeste Conowitch, Jeff Lee, Sarah Madsen, Ben McFarland, Kelly Pawlik, Brian Suskind

This is not the complete section 15 entry — see the full license for this page

Gunslinger – ranger archetype был опубликован — Киборги и Чародеи

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Gunslinger – ranger archetype

#ranger #archetype #ogc

Gunslinger

Gunslingers use their expertise to hunt and track for coin, using their marksmanship skills to bring down their prey. Some gunslingers work by a personal code that defines what they will or will not do for money, while others have no scruples in who or what they hunt.

Gunslinger Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gunslinger Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Gunslinger Spells

Ranger Level Spell
3rd Hunter’s mark
5th Hold person
9th Clairvoyance
13th Locate creature
17th Legend lore

Trick Shot

You can use your firearms to pull off special feats of marksmanship. Trick shots provide special effects or secondary functions to your firearm attacks. Unless otherwise stated, you can use a trick shot as part of the same action you use to attack with the firearm.

You can use only one trick shot each turn. If you are wielding a blunderbuss, you can use only the Deafening Blast and Haft Strike trick shots.

If a trick shot requires a saving throw against its effects, the DC equals 8 + your proficiency bonus + your Dexterity modifier. Some trick shots reference weapon options, which can be found in the Adventuring Rules chapter of this book.

Deafening Blast. As your bullet flies toward your target, you can cause one creature you can see within 5 feet of the path of the shot to make a Constitution saving throw. On a failure, the creature is deafened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Disarming Shot. You can use the Disarm weapon option when attacking with a firearm. If the target is beyond the normal range for the weapon, it has advantage on its saving throw. Use your trick shot DC for this saving throw instead of the weapon option DC.

Haft Strike. As a bonus action after you load your firearm, you can whip the weapon around and use the stock to make a melee attack at a target within 5 feet of you. This attack deals 1d6 bludgeoning damage if done with a one-handed firearm, or 1d8 bludgeoning damage with a two-handed firearm, plus your Strength modifier.

Improved Ricochet Shot. You can use the Ricochet Shot weapon option against a target that has total cover, provided you are aware of which space the target occupies.

Manipulate Object. You can fire a round from your gun to manipulate an object at a distance, up to the maximum range of your firearm. This allows you to take the Use an Object action from a distance, though your action is limited to things that can be done with the impact of the bullet, such as punching a button, moving a lever, severing a rope, or similar actions. You can also use this trick shot to move an object weighing no more than 10 pounds, pushing it up to 5 feet away from its original location. If an object is being worn or carried, the creature wearing or carrying it must succeed on a Dexterity saving throw to prevent the object from being moved.

Shifting Shot. You fire a shot into a space occupied by a Large or smaller creature, near its feet or body. The creature must succeed on a Dexterity saving throw or be compelled to move 5 feet in a direction of your choosing. The creature automatically succeeds on this saving throw if it would be compelled to move into damaging terrain, such as lava or a pit.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Die Hard. When you fail a death saving throw, you can choose to succeed instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Fortified Hearing. You are immune to the deafened condition.

Return Fire. When a hostile creature you can see makes a ranged attack against you before your turn (including during the first round of combat), you can make a ranged attack against that enemy as a reaction.

Sudden Withdrawal. When a creature you can see hits you with a melee attack, you can move up to half your speed as a reaction after the damage is dealt. This movement doesn’t provoke opportunity attacks.

Improved Trick Shot

At 11th level, your impressive marksmanship allows you to perform even greater trick shots with more powerful effects. These improved trick shots require more focus, and you must use an action to perform an improved trick shot.

Disruptive Shot. Make one ranged attack with your firearm. On a hit, if the target is concentrating on a spell, the DC of the Constitution saving throw to maintain concentration is equal to 10 or the full damage taken, whichever is higher.

Sharpshooter. Make one ranged attack with your firearm. Attacking at long range doesn’t impose disadvantage on this attack roll. On a hit, double your damage dice for the attack. If you are firing a blunderbuss, choose one target in range to take the extra damage, rolling normally for the rest.

Stunning Shot. Make one ranged attack with your firearm. On a hit, the target takes damage as normal and must succeed on a Constitution saving throw or be stunned until the end of its next turn.

Deadeye

Beginning at 15th level, your weapon attacks with firearms score a critical hit on a roll of 19 or 20.

Section 15: Copyright Notice

Tome of Heroes ©2022 Open Design LLC; Authors: Celeste Conowitch, Jeff Lee, Sarah Madsen, Ben McFarland, Kelly Pawlik, Brian Suskind

This is not the complete section 15 entry — see the full license for this page

Gunslinger – ranger archetype был опубликован — Киборги и Чародеи

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Path of the shaman

#barbarian #archetype #shaman #homebrew

Path of the shaman (Barbarian archetype)

In most tribal cultures, the separation between the spiritual and physical worlds necessitates the existence of shamans; intermediaries that bridge the two worlds and keep them in balance. Problems in one world can often be traced to sources in the other, and it is the responsibility of a shaman to restore order in both worlds by resolving such conflicts.

Many tribal shamans are severe, humourless sorts, acutely aware of the great responsibility which they bear. They have been trained to safeguard the tribe, both its morals and its actual safety, and rarely take this responsibility lightly. The role of the shamans demands that they must speak out boldly for what is right, and yet when dealing with important members of the tribe they must learn tact and control. Committed to serving ancient spirits and maintaining tribal traditions, they are usually extremely conservative, fiercely resisting any sort of religious or social change.

Most try to make themselves paragons of moral respectability, strictly adhering to the standards that the spirits demand the tribe follows. Few are so strong willed that they have no human failings, but their tribes usually expect them to live exemplary lives and may cease to respect them if they do not.

Shamans have the unique ability to enter into a Trance that puts them in direct communion with the spirit world. While most «civilized’ religions ascribe a certain unique quality to the souls of sapient creatures, many tribal societies rejects any such clear-cut distinction. A river has just as much of a soul as a human does, and animistic traditions may refer to animals and objects as «people» in the same sense that the word would be applied to humans, olve, or dwur. Everything on Oerth has a spirit of its own, with the same capacity for reason, emotion, and desire. There is nothing unique about the spirit belonging to a sapient creature—the fundamental nature of an entity’s spirit is not defined by the entity’s intelligence, mobility, or ability to communicate.

While in the spirit world, a shaman perceives all of the spirits around her— animistic spirits, and spirits of the dead, spirits of the place—that can commune with a shaman. However, not all spirits will necessarily deign to speak with her: while animistic spirits will almost never refuse to commune, spirits of the dead may have reasons to deny a shaman audience, and spirits of places might be too proud to commune with a wandering shaman.

For the most part, communion between spirits and shamans is intended simply to reinforce the relationship between a shaman and the spirits, as well as to inform the spirits of the presence of a shaman in their midst. While spirits are aware of events in their immediate surroundings, they rarely have any knowledge of events that are not directly related to them. While a spirit of a location will know much of what has occurred within its territory, it may be unwilling to divulge details out of proud stoicism or out of loyalty to its more permanent residents.

Unlike your more wild brethren, you don’t rage per se. Instead you enter a Trance that has all the same mechanical effects of your class’ rage feature but instead of entering a violent blood-lust, you remain serene and oddly detached from the world as you gaze into the spirit world seeking the guidance of the totem spirits there. When in a trance, you appear to almost be an automaton, your eyes may roll back in your head or you may appear as though you are a puppet on strings as your actions are directed by the totemic spirits that guide you.

Shamans are found across the length and breadth of Oerik wherever tribal societies dominate. The Flan shamans of the Rover of the Barrens are greatly feared by their Wegwiur (Wolf Nomad) rivals. The shaman of the devolved Suel Amedi people ingest a hallucinogenic concoction to aid them in communing with the spirit world while those of the Paynims often enter their trances through drumming and dance. The Shaman of the Korobokkuru people of western Oerik inhale vapours of a special incense to achieve their trance state.

MEDICINE MAN

When you select this Path at 3rd level you gain proficiency in the Herbalist Kit and the Healer’s Kit.

SPELLCASTING

When you reach 3rd level, you augment your martial prowess with the ability to cast druid spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list. Unlike the arcane formulas of wizards and sorcerers or the divine prayers of clerics, the verbal components of your spells take the form of shouts, chants and primal screams.

CANTRIPS

You learn three cantrips: druidcraft and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.

SPELL SLOTS

The Shaman Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

SPELLS KNOWN OF 1ST-LEVEL AND HIGHER

You know three 1st-level druid spells of your choice, two of which you must choose from the conjuration, divination, or evocation or spells on the druid spell list.

The Spells Known column of the Shaman Spellcasting table shows when you learn more druid spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.

SPELLCASTING ABILITY

Wisdom is your spellcasting ability for your shaman spells, since your magic draws on your attunement to nature and the spirit world. 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 shaman spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

SHAMANIC RITUALS

At 3rd level when you adopt this path, you gain the ability to cast the Detect Poison and Disease and Locate Animals or Plants spells, but only as rituals, as described in the Spellcasting section. Casting them in this way does not require a spell slot.

Roll Spellcasting Focus
1 Animal bones
2 Feather fan
3 Bone rattle
4 Bag of polished stones
5 Braids of hair
6 Living tree branch

SPELLCASTING FOCUS

You can use a shamanic focus (see below) as a spellcasting focus for your shamanic spells.

Shaman Spellcasting

 

Barbarian Level Cantrips Known Spells Known Spell Slots per Spell Level
1st 2nd 3rd 4th
3 3 3 2
4 3 3 3
5 3 4 3 2
6 3 4 4 2
7 3 5 4 3 2
8 3 5 4 3 2
9 3 6 4 3 3
10 4 6 4 3 3
11 4 7 4 3 3
12 4 7 4 3 3
13 4 8 4 3 3
14 4 8 4 3 3
15 4 9 4 3 3
16 4 9 4 3 3
17 4 10 4 3 3 1
18 4 10 4 3 3 1
19 4 11 4 3 3 2
20 4 11 4 3 3 2

 

TOTEMIC GUIDANCE

Starting at 6th level, your totem guides enable you to cast spells while in a Trance (i.e. rage) but you suffer disadvantage on rolls to maintain concentration if the spell requires it. Your Trance duration is the same as the normal rage class feature and you do not leave your Trance if you attack, take damage, or cast a spell of 1st level or higher during your turn. When you cast a spell that deals damage while in this Trance (i.e. you are raging) you can add your Rage Damage to that damage.

SPIRIT MEDICINE

At 10th level, as a bonus action you can choose to make a spell or cantrip more effective by ingesting or inhaling certain medicinal herbs, fungi or similar substances. You can activate the feature with the same bonus action used to activate your Trance and you receive advantage on your spell attack or cause the target to suffer disadvantage on their saving throws against your spell. Targets affected by an area effect spell all receive disadvantage to their saving throws.

This effect lasts for one minute after which you suffer one level of exhaustion and you regain the ability to use this feature again after a long rest.

VISION QUEST

Beginning at 14th level you have learned esoteric means of communing with your totemic spirits to gain insight into things that would normally be a unknown to you. You can cast the Commune or Scrying spell as a ritual. This spell does not count against your prepared spells, does not require a spell slot and does not require material components. You can do this once and regain the ability to do so on a long rest.

Path of the shaman был опубликован — Киборги и Чародеи

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E5E Надстройка над системой классов

В систему классов, архетипов и альтернативных классовых способностей можно также добавить дополнительные элементы, которые будут схожи для всех:

— исследовательские приемы (exploration knacks), к которым класс получает доступ на 1-2 уровне

— классовые знания (class lore), к которым класс получает доступ на 6-8 уровне

— особенность репутации (reputation benefit), к которым класс получает доступ на 9-12 уровнях.

Надо признать что эту систему придумали во время разработки А5Е – но не смогли красиво реализовать.

Я попробую. Хоть и буду для начала рассматривать 6 базовых классов:

  • Боец
  • Клерик
  • Волшебник
  • Бард
  • Рейнджер
  • Плут
  • Паладин

Исследовательские приемы

— Уникальный (хоть и пересекающийся) набор приемов для каждого из классов.

— Получение дополнительных при переходе на второй и третий этапы игры

Исследовательские приемы друида

Secrets of Nature

When you gain access to a new secret of nature, choose one of the following.

Aerial Surveyor

You are at home soaring at dizzying heights and peering towards the horizon. You can familiarize        \)

yourself with a 5-mile radius area around you by spending a minute studying your surroundings while flying or at great heights. Once you famil¬iarize yourself with an area in this way, you gain an expertise die on any Perception or Survival checks you make while outdoors in that area for the next 24 hours, and you cannot familiarize yourself with another area until you finish a long rest.

Aquatic Delver

You are at home in the depths, able to control your breathing and attune to the subtle movements of the water. You gain a swimming speed equal to your Speed and you add your Wisdom modifier to the number of minutes you can hold your breath before suffocating. In addition, while fully submerged in water you gain blindsight out to a range of 10 feet.

Cavern Skulker

You’ve grown accustomed to the echoing solitude of vast caverns. You always know the actual direction of any sound you hear regardless of any echoes. In addition, while you are in complete darkness and

not deafened you gain blindsight out to a range of 15 feet.

Desert Dweller

Few choose to willingly live where the sun relentlessly burns overhead but you find tranquility amongst the sands. You are naturally acclimatized to hot weather and extremely high temperatures. In addition, while in a desert or similar arid environment you can spend 1 hour scouring the area for food and digging for water to generate 1 Supply. Once you use this feature, you cannot do so again until you finish a long rest.

Eldritch Survivor

You’ve grown to know the lands twisted by the fey, distorted by magical pollution, or places otherwise warped in unnatural ways. You may make Survival checks in place of Arcana checks regarding magical environments, foodstuffs, and creatures, and gain an expertise die on any checks made this way.

Herbal Apothecary

Forests and jungles are filled with natural medi¬cines ripe for the picking. You gain an expertise die on checks made using an herbalism kit and checks made to locate herbal ingredients. In addition, whenever you obtain a medicinal or rare herb using an herbalism kit, you gain twice as many medicinals or rare herbs.

Marshland Guide

Bogs and swamps are unpleasant to most but are filled with natural beauty to you. Moving through swamps, bogs, or muddy difficult terrain costs you no extra movement and you cannot become naturally lost while traveling through marshlands. In addition, you ignore the effects of roughing it imposed by resting in wet or swampy environments.

Master Forager

No matter the brush you always know how to harvest nature’s bounty. You have advantage on checks made to locate or harvest edible flora in the wild and gain twice as many Supply as normal when doing so.

Mountain Climber

You gain a climbing speed equal to your Speed. You gain an expertise die on any Athletics checks made while climbing and you are also acclimated to high altitudes, including elevations above 20,000 feet. In addition, you ignore the effects of roughing it imposed by resting in rocky or uneven terrain.

Tundra Explorer

You embrace the cold of snowbound tundra. You are naturally acclimatized to cold weather and extremely low temperatures, you ignore the disadvantage to Perception checks imposed by blizzards, and you automatically succeed on concentration checks imposed by blizzards. In addition, you ignore the effects of roughing it imposed by resting without warmth in environments of extreme cold.

Исследовательские приемы бойца

Amphibious Combatant

You gain a swimming speed equal to your Speed, and may spend 1 exertion to reroll a failed Strength, Dexterity, or Constitution check related to aquatic activity (such as Athletics checks to swim, Acro¬batics checks to keep balance on a ship’s deck, or Constitution checks to hold your breath). You may choose whether to use the new roll or the original. In addition, you add your proficiency bonus to the number of minutes you can hold your breath before suffocating, and can spend 1 exertion to hold your breath for an additional minutes equal to your proficiency bonus.

Burst of Strength

You have moments of incredible strength. You may spend 1 exertion to add your proficiency bonus to a Strength check, even if you already add your profi¬ciency bonus to the check.

Campaigner

You have the ability to go for the long haul, carrying heavy equipment across long distances. You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag.

You may also add your proficiency bonus to the number of hours you can march before you risk fatigue from a forced march.

Clearsight Sentinel

You gain darkvision. 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. In addition, you do not suffer disadvantage on Wisdom (Perception) checks in lightly obscured areas (such as in light fog, moderate foliage, or heavy precipitation).

Extreme Leap

When you take the Dash action and make a long jump after moving no less than 20 feet, your jump distance is doubled for the turn. You may spend 1 exertion to triple your jump distance for the turn instead, and may move the full distance of your jump even if it exceeds your Speed.

Mountaineer

You gain a climbing speed equal to your Speed, and may spend 1 exertion to reroll a failed Athletics check to climb, choosing whether to use the new roll or the original. In addition, moving through nonmagical difficult terrain costs you no extra movement.

Nightwatch

You are used to sleeping light and making the most of your rest. When taking a long rest, add your proficiency bonus to the number of hours you can spend in light activity. In addition, one hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adven¬turing activities) without interrupting your rest.

Stable Footing

A steady stance and careful footwork is instinctive to you. You have advantage on any check or saving throw to avoid falling prone or handle difficult ground (such as against a grease spell or slippery ice). You are never prone after taking fall damage, and when calculating fall damage you treat the fall distance as if it were shorter by a number of feet equal to your proficiency bonus x 10.

Weather Beaten

Exposed to all kinds of weather over your life, you are inured to all but the most deadly effects. You gain advantage on saving throws against cold and hot weather, as well as any adverse effects from wind or precipitation.

 

Классовые знания

Обеспечивают дополнительный слой взаемодействия для класса.

Уникальны для каждого класса.

Druidic Lore

At 7th level, your knowledge of the natural world grows. Choose one of the following:

Druidic Secrets

You’re adepat covertly performing druidic magic without attracting attention. When you cast a druid spell you may choose to do so utilizing silent and subtle Druidic motions and signs in place of both the spell’s seen and vocal¬ized components, gestures that creatures which can speak Druidic are aware of. Once you cast a druid spell in this way, you cannot do so again until you finish a short or long rest.

Toxin Intuition

You are a veteran of nature’s chemical warfare.

You automatically know if any flora or fauna is poisonous or venomous. In addition, you gain advantage on checks made to determine if a foodstuff is poisonous and saving throws against poison.

Truthspeaker

You’ve learned to tap into the fundamental truth that connects all things, at least briefly.

You may cast the spell legend lore without expending a spell slot and without material components. Once you cast the spell in this way, you cannot do so again for the next 24 hours.

Waste Not

With 10 minutes work you can scavenge valu¬able cuts from the corpse of a beast, dragon, monstrosity, or plant that has a CR of 1 or higher and has died within the last hour. If sold to a collector, naturalist, or other druid, this notable component is worth an amount of gold equal to 5 x the creature’s CR

FIGHTER LORE

Arms Merchant

You have experience dealing in arms. You can reliably find places to trade in weapons and armor, even in smaller settlements. You may add your proficiency bonus to Intelligence checks to estimate the value of weapons and armor, and gain advantage on Charisma checks to barter in such goods.

Evaluate Technique

You can use a bonus action to make a Insight check to evaluate a creature’s combat abilities. On a success you learn of a signature combat ability they possess, such as any combat traditions they possess the most maneuvers from, a dragon’s breath weapon, or a ranger’s Fighting Style.

Weapon Lore

You may add your proficiency bonus to Intelligence checks made to recall lore or gather information about weapons, armor, and other martial equipment that don’t already use your proficiency bonus. In addition, you may investigate the magical properties of such an item as an action by handling it, such as swinging a sword or hefting a shield. You learn its properties, how to use them, whether it requires attunement, and how many charges it has, if any (but you do not learn about any curses it might have). You can gain similar information simply by seeing it, but must succeed on an Intelligence check to do so (uncommon—DC 10, rare— DC 13, very rare—DC 15, legendary—DC 18, artifact—DC 20).

Martial Lore

At 6th level, your knowledge of martial lore deepens. Choose one of the following options:

Military Traditions

You’ve familiarized yourself with wars long past and military protocols of the present. You gain an expertise die on Intelligence checks made to recall lore or gather information regarding warfare or military action. In addition, you gain an expertise die on Charisma checks made to influence soldiers, guards, or other organized martial forces.

Size Up

Your combat experience against a wide variety of foes has given you a good eye for evaluating threats. You can use a bonus action to determine the CR of a creature you can see within 200 feet, and that creature’s maneuver DC.

Weapon Lore

You gain an expertise die on Intelligence checks made to recall lore or gather information about weapons, armor, and other martial equipment. In addition, you can use an action to investigate the magical properties of such an item by handling it, such as swinging a sword or hefting a shield. You learn its properties, how to use them, whether it requires attunement, and how many charges it has. You also learn if the item has any sentience or bears a curse, though you only learn if it is sentient or cursed (not the nature of that sentience or curse).

Влияние репутации

FIGHTER REPUTATION BENEFITS

At 10th level, your reputation has begun to precede you. Choose one of the following options:

Inspiring

You’re a reputed leader, a person to be trusted whose words are to be heeded. You gain an expertise die on Persuasion checks. In addition, you may spend 1 exertion point as a bonus action to inspire a creature that can hear you. The creature makes an Insight check opposed by your Persuasion check, becoming inspired by you on a failure. Indifferent creatures you inspire in this way become friendly towards you and your allies, and friendly creatures you inspire in this way will consider you an ally and may provide you with local information that would otherwise remain secret. Creatures will remain inspired by you indefinitely unless you do something that would make them hostile or lose confidence in you, such as lying, stealing, or causing them or their allies harm, or being proven cowardly or untrustworthy in any way.

Intimidating

You’re reputed to be a terror to your foes and a fearsome ally. You gain an expertise die on Intim¬idation checks. In addition, you can use a bonus action and spend 1 exertion point to intimidate one creature you can see. The creature makes a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or becomes frightened of you for 1 minute. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on itself on a success.

Legendary

Your deeds have become epic stories, growing bigger and more outlandish with each retelling. You gain an expertise die on Deception checks. In addition, you can spend 1 exertion point to weave your real legendary deeds into a Persua¬sion check as boasting, or include fabricated legendary deeds into a Deception check. When you do so, you have advantage on the check.

ROGUE REPUTATION BENEFITS

Low Profile

Beginning at 10th level, you can avoid notice when you wish. Choose one of the following options.

Costumer You gain an expertise die on checks made with a disguise kit. When you use a disguise kit on yourself or another person, creatures have disadvantage on checks made to see through the disguise.

True Lie

You gain an expertise die on Persuasion checks. Your lies are so convincing that you half believe them yourself. You can use the Persuasion skill instead of the Deception skill when you are telling a lie.

Walk it Back

You gain an expertise die on Deception checks. As a reaction when an ally would fail a Deception check to tell a lie, you add a supporting detail. Make a Deception check and substitute your total for theirs.

E5E Надстройка над системой классов был опубликован — Киборги и Чародеи

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Исправление пакта клинка у колдуна

WotC особо не скрывали что hexblade появился потому что пакт клинка работал недостаточно хорошо. Правда, их текущее решение проблему пакта клинка не решило, но создало идеальную пищу для мультикласса гишей основанных на харизме.

Собственно, ниже мой небольшой «фикс» проблем пакта клинка, который делает архетип hexblade не нужным.

Исправление пакта клинка у колдуна

WotC особо не скрывали что hexblade появился потому что пакт клинка работал недостаточно хорошо. Правда, их текущее решение проблему пакта клинка не решило, но создало идеальную пищу для мультикласса гишей основанных на харизме.

Собственно, ниже мой небольшой “фикс” проблем пакта клинка, который делает архетип hexblade не нужным.

Исправление пакта клинка у колдуна изначально опубликованной на Киборги и Чародеи

Исправление пакта клинка у колдуна изначально опубликованной на Киборги и Чародеи

Исправление пакта клинка у колдуна изначально опубликованной на Киборги и Чародеи

Исправление пакта клинка у колдуна изначально опубликованной на Киборги и Чародеи

Исправление пакта клинка у колдуна изначально опубликованной на Киборги и Чародеи

Два архетипа воинов умеющих сотворять заклинания

H

Два архетипа воинов умеющих сотворять заклинания изначально опубликованной на Киборги и Чародеи

Два архетипа воинов умеющих сотворять заклинания

H

Лучник Заклинатель [Eldritch Archer]

Версия Рыцаря Заклинателя [Eldritch Knight] направленная на использование стрелкового оружия.

Лучник Заклинатель [Eldritch Archer] изначально опубликованной на Киборги и Чародеи

Лучник Заклинатель [Eldritch Archer]

Версия Рыцаря Заклинателя [Eldritch Knight] направленная на использование стрелкового оружия.

Расширяя возможности воинских классов в пятой редакции

Небольшой документ с вариантами правил, которые позволяют воинским классам и роге быть более интересными в игре, имея больше вариантов действий.

https://1drv.ms/w/s!Atcrhwwo1lBAyNlZx21hyf_8G16JYQ?e=AObOXs

Kensei, revised

Path of the Kensei


When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.
(Revised) Agile Parry. If you make an unarmed strike on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
(Revised) Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra Martial Arts dice damage of the weapon’s type. You retain this benefit until the end of the current turn.
Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.

One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

(added) Flurry of Steel. You can spend 1 ki point to make weapon attack with kensei weapon as a bonus action.

Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Из заметок на телефона: про барда

Не нравится мне, что в пятой редакции бард перестал петь и размышляя как бы я это поправил в дороге в метро родились следующие заметки

Дополнения к барду

Показатель чувства музыки у барда = количество инструментов на которых он умеет играть + количество песен или произведений соответствующих уровню барда

В зависимости от чувства музыки бард получает доступ к  различным напевам

Напев боевой: концентрация, действие, бонусное, бонус +1 на попадания, +2 на урон количеству союзников равное бонус владения +1, бонус +1 к спасброскам против страха.

2й ур: +2,+2,+2

3й ур: +2,+4,+2

4й ур: +3,+4,+3

Напев защитный: концентрация, действие, действие, +1 к УЗ, +1 к спасброскам

2й ур: +2,+1к3

3й ур:

Напев атакующий: концентрация, действие, бонусное, +1к4 на попадания, + 5 фт скорости

Напев освежающий: преимущество и бонус + 2 к спасброскам против очарования

Напев диссонанса: концентрация, действие,  действие, — 1к6 на спасброски и УЗ противникам в радиусе 60 фт, УС: 8+чувство музыки +бонус владения

Напев ярости: концентрация, два раунда, бонусное, преимущество на атаки ближнего боя, +5 к урону, атаки против союзников барда под эффектом напев ярости совершаются с преимуществом

Проходная песнь

Сладкий блюз сирены

А ВЫ ЧТО ДУМАЕТЕ ПРО ПОЮЩЕГО БАРДА?

Заметки о классах

Варвар и монах — боевые классы, который не получает боевой стиль.

Для воина можно сделать архетип по аналогии с «разведчиком» из Руководства Занатара для плута.

Бард доблести, певец клинка и хексблейд — хоть и получают экстра атаку, но не получают боевой стиль.

Бард мечей — наоборот получает боевой стиль.

Loremaster

Для своей кампании по Глубоководью для персонажа волшебника вместе с игроком переделали архетип Loremaster-а из Unearthed Arcana сделав его более сбалансированным за счет применения существующих механик.

Lore Master. Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. You become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice). Lore Master.

Spell Secrets. At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.
When you prepare a spell with a spell slot and the spell deals acid, cold, fire, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you prepare it.
When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest. Spell Secrets.

Metamagic. On 6th level you can use metamagic to further enhance your spells. You have a number of sorcery points equal to half of your level (rounded up). You can never have more sorcery points than that. You regain all spent sorcery points when you finish a Long Rest.
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. Metamagic.

Свойства архетипа для 10-ого и 14-ого уровней пока не прописывали в виду неактуальности для кампании.

Бард (архетип плута)

Архетип для плута — аналог барда не заклинателя.

Всегда есть те, кто понимают силу, которая таится в словах поэзии, песен, историях. Менестрели развлекают публику своей музыкой и песнями, ораторы произносят речи с мастерской риторикой, поэты используют кружево слов для описания идей и сцен.

Артист. Когда вы выбираете этот архетип, вы получаете владение навыком Выступление. Также вы получаете владение двумя инструментами на выбор: набор изменения внешности, набор для подделки документов, игровой набор или музыкальный инструмент (выбор двух игровых наборов или музыкального инструмента считается одним инструментом в данном случае). Если вы уже обладаете навыком Выступление, вместо этого вы удваиваете значение бонуса владения для проверок характеристик с использованием навыка Выступление.

Вдохновляющие слова. Начиная с 3его уровня, вы изучаете как вдохновлять остальных. Возможно рассказывая историю про героя в похожей ситуации, поете походную песню или произносите мотивирующую речь. Для вдохновения союзников вы должны использовать бонусное действие и выбрать дружественное существо в радиусе 60 фт от вас, которое может слышать (или для визуальных беззвучных компонентов — видеть) вас. Это существо получает кость вдохновеения, равный на 3ем уровне к6. Один раз в течении следующих десяти минут это существо может добавить бросок этой кости к своей проверке характеристики, броску атаки или спас-броску. Существо должно решить бросать кость вдохновения до того, как будет известен результат броска к20. Вы можете испольщзовать эту особенность количество раз равное модификатору вашей Харизмы. Вы восстанавливаете возможность использования этой особенности на коротком или длинном отдыхе. Ваша кость вдохновения увеличивается с ростом уровней плута — к8 на 9ом уровне, к10 на 13ом уровне и к12 на 17 уровне.

Песнь отдыха. Также начиная с третьего уровня, вы можете музыкой помочь во время отдыха. При восстановлении хитов во время короткого отдыха каждый член отряда который может вас слышать дополнительно восстанавливает 1к6 хитов. Это значение увеличивается до 1к8 на 9ом уровне, 1к10 на 13ом, и 1к12 на 17 уровне.

Мастер на все руки. После достижения 9ого уровня, вы добавляете половину бонуса владения (округляемого вниз) к любой проверке навыка, которым вы не владеете.

Противодействие очарованию. Действием вы можете начать выступление, которое будет длиться до конца вашего следующего хода. Во воремя этого действия, вы и любые дружественные существа, которые могут вас слышать на расстоянии 30 футов от вас, получаете преимущество на спасброски против очарования.

Златоуст. Действием вы можете разговаривая с существом очаровать его в случае если он провалит спас-бросок по Мудрости с УС равным 8+ ваш бонус владения + ваш модификатор Харизмы. В случае провала, цель очарована вами на 1 минуту или до тех пор пока не получит какой-либо урон. Существо должно иметь возможность понимать вас и в случае агрессивных действий со стороны вашей группы у него есть преимущество на спасбросок.

Храмовник (архетип воина)

Темплары или храмовники всегда были особыми церковными воителями. В отличие от паладина, которого ведут вперед его идеалы, их вела в бой их вера.

У храмовника следующие особенности.

На 3ем уровне он получает Сотворение Заклинаний и выбирает Домен, из которого он получает силы. Количество заклинаний и ячеек аналогично Мистическому Рыцарю, но доступный лист заклинаний определяется иначе — просто списком, поскольку по школам распределить его невозможно. Также Храмовник получает по два дополнительных заклинаний от своего домена.

На 7ом уровне Храмовник получает возможность пропускать через себя божественную мощь Channel Divinity аналогичная способности жреца 2ого уровня соответствуюшего домена и возможность Божественной Кары — способности аналогичной таковой у паладина.

На 10ом уровне Храмовник получает дополнительное свойство от своего домена (аналог жреческого 6ого уровня) и владение спасбросками по Мудрости.

На 15ом уровне Храмовник получает уникальную доменную особенность и возможность один раз за длинный отдых сотворить на свое (и только свое оружие) заклинание Святое оружие.

На 15ом уровне Храмовник получает ослабленный аналог Святого оружия: 1 раз за длинный отдых оружие храмовника наносит дополнительно 1к8 урона излучением в течении 10 минут. Использование этого свойства требует Концентрации.

Пример уникальной особенности. Непоколебимый Воитель. Божественная сила переполняет Храмовника Войны во время сражения. При концентрации на любом из заклинаний Храмовника, он получает бонус +3 к УЗ и спасброскам.

Еще один вариант рейнджера — вариант от Паланта. Старый вкус рейнджера

Собственно достаточно рано стало очевидно, что дизайн рейнджера в пятой редакции оставляет желать лучшего.

В целом, создание этого, очередного варианта рейнджера базируется на следующих предпосылках:

  1. Стандартный рейнджер – говно.
  2. Ревайзед – не лучше.
  3. Чем искать в хоумбрю – лучше сделаю сам под свою задумку.

Основные положения разработки:

1. У рейнджера всегда были слабые заклинательные способности – по количеству и уровню заклинаний он уступал паладину.

2. У рейнджера очень много атмосферных и важных заклинаний вроде Дружбы с Животными, которые нужны для его роли практически всегда, но выбор всегда стоит между боевыми заклинаниями и ролевыми.

Поэтому в этом варианте я использовал следующие подходы:

Прогрессия слотов – взята с 1/3 кастеров – Заклинательного Рыцаря и Чародействующего Ловкача.

Заговоры для избежания дисбаланса у такого рейнджера будут заданы жестко: Light, Guidance

При этом рейнджер получит большое количество предопределенных заклинаний которые он всегда знает. И дополнительно сможет выбрать еще.

Важный момент – заклинание Hunter’s mark перестает быть основной особенностью рейнджера – он все еще может взять это заклинание, но базово он использует Hunter’s Quarry (Добыча охотника)– естественное напряжение своих усилий для точных выстрелов.

Hunter’s Quarry – Wisdom modifier +1 times per short rest. You add 1d6 damage vs one target. No concentration. Activation: bonus action

Добыча охотника. Рейнджер использует весь свой опыт для нанесения дополнительных повреждений выбранной цели. Рейнджер за бонусное действие выбирает цель и получает дополнительно 1к6 урона оружием к урону, наносимому в случае попадания. Одновременно Рейнджер может фокусироваться только на одной цели. Это свойство класса не требует концентрации. Рейнджер может использовать Добычу охотника количество раз равное модификатору Мудрости +1 (минимум 2), после чего ему необходим короткий отдых чтобы восстановить это свойство.

Также рейнджер получает несколько ритуальных заклинаний, которые подходят ему тематически, например, тот же Alarm

Второй аспект рейнджера: это его большая направленность на использование навыков.

Если сравнивать к примеру рейнджера из 3.5 редакции с бардом из 3.5 редакции – то у них было одинаковое количество очков навыков, но в пятой редакции рейнджер проигрывает барду за счет меньшего количества вторичных навыков.

Поэтому я решил исправить это следующим образом.

Навыки на первом уровне: 3

Навыки владения инструментами: набор травника или набор отравителя.

Дальнейший анализ ближайшего аналога рейнджера — паладина показывает следующее. У паладина существует несколько ресурсов:

  1. Lay on hands (два способа использования)
  2. Channel divinity (как правило два разных способа использования)
  3. Spell slots
  4. Aura (в зависимости от клятвы аура может получить дополнительные свойства)

У старого — первоначального рейнджера все было направлено исключительно на использование ячеек заклинаний.

Немного эту несправедливость я уже исправил введя Добычу охотника.

На втором уровне рейнджер не получает как ранее заклинания, поэтому получит использование припарок или изготовление ядов (в зависимости от выбранного на первом уровне вторичного навыка).

Потратив 1 час рейнджер может получить или целебные припарки, которые можно использовать на привале для более полного восстановления хитов, эликсиры для снятия эффектов состояния, тонизирующие настойки для более продолжительной активности или базовые натуральные яды, которые добавляют +1к6 урона ядом с УС равным 8+модификатор владения рейнджера + модификатор Мудрости или Интеллекта (большее значение) рейнджера, или дающие дополнительные ослабляющие эффекты противнику — например, снижение скорости, помеха на атаки, помеха на спасброски по Мудрости, помеха на проверки Силы или Ловкости.

Чтобы не было эффекта сбора тысяч припарок – я решил, что припарки и яды теряют свою силу через сутки из-за несовершенной методики приготовления в походных условиях и отсутствия дорогостоящих реагентов, которые бы замедлили распад полезных свойств.

Также у рейнджера исторически есть еще два базовых для класса свойства – избранная местность и избранный враг.

Природный исследователь. Расширенный выбор  местностей (включая пещеры, Андердарк, город, джунгли, тундра), в которой рейнджер самостоятельно передвигается быстрее и имеет эффективный экспертайз на проверки Nature, Survival, Perception, Investigation связанные с природными особенностями (в т.ч. против Stealth противника). Также бонус к фуражирингу и чтению следов в избранной местности.

Избранный враг. Я всячески поддерживаю идею о том, что избранный враг не должен давать плюсов к урону, поэтому это выбор языка (список врагов опять таки расширен чтобы не ограничиваться только базовыми типами чудовищ в пятой редакции), автоматического определения врагов по следам, и возможности определения Уровня Опасности и количество кубов хитов противника за счет быстрой проверки Анализа. Также предполагается что рейнджер хорошо знает обычаи или повадки избранного врага.

Архетипы.

Сталкер (на основе Глум Сталкера), Убийца Чудовищ, Охотник.

Бистмастер идет в один из базовых выборов у самого класса – рейнджер выбирает то ли он сам по себе эффективнее или имеет возможность завести природного союзника, который умеет действовать с рейнджером согласованно без его приказаний после тренировки – skill tricks, tasks, tactics которым необходимо обучить животное. При этом более слабые по ЦРу животные с ростом уровней рейнджера будут получать бонусы от более высокого уровня профишенси рейнджера, чтобы скомпенсировать разницу. Пока не прописано, надо еще подумать где в уровнях это влепить.

Эмпатия с животными – Рейнджер имеет преимущество на проверки Animal Handling с животными в своей избранной местности, а начиная уровня с 8ого – в любой. Это свойство может быть заменено на устойчивость к очарованию и иллюзиям[1].

Также большой игромеханической проблемой рейнджера было сильное отставание от воина и паладина на третьем тире по урону – поэтому достаточно простым решением будет дать ему вторую экстра атаку.

В конце второго-начале третьего тира рейнджер получит преимущество на спасброски против естественных ядов и болезней. –Природная сопротивляемость ядам и болезням

Помимо тренированного спутника рейнджер на третьем тире (скорее всего через закл третьего круга) получает возможность призвать последователей – то ли одно большое существо то ли несколько поменьше. В отличие от компаньона и скакунов паладинов – последователи призываются только один раз и в случае их гибели рейнджер не сможет получить новых. При этом действует ограничение на ядовитых существ, которых добрый рейнджер не может призвать (в отличие от злого рейнджера).

Свойство 20 уровня – Добыча охотника также позволяет добавлять модификатор мудрости к попаданию и если в начале боя у рейнджера не было возможности использовать Добычу охотника – то он получает одно использование. – Ultimate Hunter’s Quarry

Yet Another Ranger variant. Palant edition.

Hit Points

Hit Dice: 1d8

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Ranger level after 1st

Armor proficiency: light armor, medium armor, heavy armor, shields

Weapon proficiency: simple weapons, martial weapons

Tools: Herbalism kit or Poisoner’s kit

Saving Throws: Strength, Dexterity

Skills: Choose three from Animal Handling, Athletics, Investigation, Nature, Perception, Stealth, and Survival.

Starting Equipment

You start with the following items, plus anything provided by your background.

(a) scale mail or (b) leather armor

(a) two shortswords or (b) two simple melee weapons

(a) a dungeoneer’s pack or (b) an explorer’s pack

A longbow and a quiver of 20 arrows

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Level Proficiency Bonus Features Cantrip Known Spells Known 1st 2nd 3rd 4th
1st +2 Extra Durability, Favored Enemy, Natural Explorer        
2nd +2 Fighting Styles, Poultices. Hunter’s Quarry        
3rd +2 Ranger archetype,  Primeval Awareness, Animal Empathy 2 3 2      
4th +2 Ability Score Improvement 2 4 3      
5th +3 Extra Attack 2 4 3      
6th +3 Favored Enemy and Natural Explorer improvements, Ranger Feature 6th 2 4 3      
7th +3 Ranger Archetype feature 7th 2 5 4 2    
8th +3 Ability Score Improvement, Fleet of Foot 2 6 4 2    
9th +4 Natural Antivenom 2 6 4 2    
10th +4 Natural Explorer Improvement, Hide in Plain Sight 3 7 4 3    
11th +4 Extra Attack (2), Ranger Archetype Feature 11th 3 8 4 3    
12th +4 Ability Score Improvement 3 8 4 3    
13th +5   3 9 4 3 2  
14th +5 Improved Animal Empathy or Vanish 3 10 4 3 2  
15th +5 Ranger Archetype Feature 3 10 4 3 2  
16th +5 Ability Score Improvement 3 11 4 3 3  
17th +6 17th level feature 3 11 4 3 3  
18th +6 18th level feature 3 11 4 3 3  
19th +6 Ability Score Improvement 3 12 4 3 3 1
20th +6 Ultimate Hunter’s Quarry 3 13 4 3 3 1

Extra Durability[1]

On 1st level you gain additional 8 hitpoints. Also you have a bonus equal to your proficiency bonus in Favored terrain or half of your proficiency bonus in other cases to all your Constitution saving throws against exhaustion, environmental effects, natural poisons and diseases..

Невероятая стойкость.

На первом уровне вы получаете дополнительно 8 хитов + модификатор Телосложения. Также вы получаете дополнительный бонус в размере модификатора владения на спасброски по Телосложению против усталости, эффектов окружаюзщей среды, естественных ядов и болезней в Избранной местности.

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[2]. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) or Intelligence (Investigation) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

In combat you can spent your action to investigate exemplar of your favored enemy and make Intelligence (Investigation) check vs DC equal to 8+CR. If you succeed on Investigation check DM must tell you CR and number of hit dices of target

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.

Natural Explorer.

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, jungles, grassland, mountain, swamp, sea, urban 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 you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

Difficult terrain doesn’t slow your group’s travel, if your group is lightly encumbered and number of memberts of your group is no more six.

You have advantage on checks to determine your location and direction.

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.[3]

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.

Hunter’s Quarry

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. When  you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

You can use this ability a number of times equal to 1 + your Wisdom modifier. When you finish a short or a long rest, you regain all expended uses.[4]

Fighting Style

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Whirling Blades

When you engage in two-weapon fighting while wearing light or no armor, you do not expend your bonus action and add your ability modifier to the second attack. You can still gain the benefits of two-weapon fighting once during your turn.

Дополнительно про оружейные стили можно посмотреть в другом нашем материале

Poultices[5]

At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.

If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).

Ranger Archetype

Also at 3rd level, you choose to emulate the ideals and training of a ranger archetype, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Archetype Spells and Spell-less variant

Each archetype has a list of associated spells. You gain access to these spells at the levels specified in the archetype description. Once you gain access to an archetype spell, you always have it prepared. Archetype spells don’t count against the number of spells you can prepare each day.

If you gain an archetype spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Some archetypes has variant feature and hasn’t Spellcasting.

Spellcasting

By the time you reach 3nd level, you have learned to use the magical essence of nature to cast spells.

Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

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.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting[6]

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared. 

Primeval Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

You can use this ability a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Animal Empathy

Beginning at 3rd level, You have advantage on Animal Handling checks on beasts in your favored terrain.

Ability Score Improvement

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 feat.

Extra Attack

Ranger Feature 6th

At 6th level, you gain one of the following features of your choice.

Animal Companion.

Enchantment Resistance.

XXXX

Fleet of Foot

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Also your walking speed increase by 10 ft.

Natural Antivenom

Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can create antitoxin salve to cure one poison effect on the creature you are applying it to.

Natural Explorer improvement

You gain an additional favored terrain.

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.


[1] Повышенная живучесь рейнджера. На первом уровне рейнджер дополнительно получает 8 хитпоинтов.При этом на все проверки спасбросков по Телосложению против  природных эффектов или естественных событий (против марш броска или холода) рейнджер добавляет свой профишенси бонус если в избранной местности или половину его (округляемую вниз) для незнакомой местности.

[2] Как правильно заменить этот список я не знаю.

[3] Не нравится

[4] Появление первого дополнительного ресурса.

[5] ИЛИ ЯДЫ  Надо добавить яды

[6] Это то, чего дико не хватало рейнджеру с ватер бризинг и алярмом.



[1] Не реализовано.

Еще одна переделка рейнджера

Ranger. Palant variant

Предпосылки:

  1. Стандартный рейнджер – говно.
  2. Ревайзед – не лучше.
  3. Чем искать в хоумбрю – лучше сделаю сам под свою задумку.
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