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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] I, you gain the following two Channel Divinity options. Nature's Wrath. Vou can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature with...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. Turn the Faithless. Vou can use your Channel Divinity to utler ancient words that are painful for fey and...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] hin 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can,...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] only the Dash action or try to escape fram an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effe...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] . Vou and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th leveI, the range of this aura increases to 30 feel. UNDYING SENTINEL Starting at 15th leveI, when you are reduced to O hit points and are...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] you can't be aged magically. ELDER CHAMPION At 20th levei, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair mig...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] urns, you rega in 10 hit points. Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. Enemy creatures within 10 feet of you have disadvan- tage on saving throws against yo...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] ish those who have commitled a grievous sino When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods. when a thieves' guild grows toa violent and powerful, when a dragon rampages through ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] ne wrong. To these paladins- sometimes called avengers or dark knights-their own purity is not as important as delivering justice. PART I I CL~SSES . 88 TENETS OF VENGEANCE The tenets of the Oath of Vengeanee vary by paladin, but ali t...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] vil, so the paladins are often neutral or lawful neutral in alignmen!. The core principIes of the tenets are brutally simple. Fight the Greater Evil. Faeed with a ehoice of fighting my sworn foes or eombating a Iesser evil, I ehoose th...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] rminating my foes. Restitution. ]f my foes wreak ruin on the world, it is beca use I failed to stop them. I must help those harmed by their misdeeds. OATH SPELLS VOUgaln oath spells at the paladin leveis listed. OATH OF VENGEANCE SPELL...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] , scrying PA RT 1 I CLASSES CHANNEL DIVINITY When you take this oath at 3rd leveI, you gain the following two Channel Divinity options. Abjure Enemy. As an aetion, you present your holy symbol and speak a prayer of denunciation, using ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] ed. Fiends and undead have disadvantage on this saving throw. On a failed save, lhe ereature is frightened for I minute or until It takes any damage. While frightened, the ereature's speed is O, and It ean't benefit from any bonus to i...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] age. VowofEnmity. As a bonus aetion, you ean utter a vow of enmity against a ereature you ean see within 10 feet of you, using your Channel Divinity. Vou gain advantage on attaek rolls against lhe ereature for 1 minute or until it drop...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] , you ean move up to half your speed immediately after the attaek and as part of the same reaetion. This movement doesn't provoke opportunityattaeks. Sou L OF VENGEANCE Starting at 15th leveI, the authority with which you speak your Vo...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] if it is within range. AVENGING ANGEL At 20th leveI, you ean assume the form of an angelie avenger. Using your aetion, you undergo a transformation. For I hour, you gain the following benefits: Wings sprout from your baek and grant you...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Paladin > Sacred Oaths] om saving throw or beeome fright- ened of you for I minute or unti! it takes any damage. Attaek rolls against the frightened ereature have advantage. Onee you use this feature, you ean't use it again unti! you finish a long resto . RAN...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger] ows are planning a raid on a nearby farm, Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loos...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger] een the dragon's thick scales. Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger] s fram the terrors of the wild, amid lhe dense-packed trees of trackJess forests and across wide and empty plains, rangers keep their unending watch. DEADLY HUNTERS Warriors of the wilderness, rangers specialize in hunting the monsters that threaten t...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger] d deadly dragons. They learn to track their quarry as a predator does, moving stealthily thraugh the wilds and hiding lhemselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger] emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting lhe borderlands. INDEPENDENT ADVENTURERS Though a ranger might make a living as a hunter, a guide, or a tracker, a rang...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger] of monsters and humanoid hordes lhat press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger] is fierce independence makes rangers well suited to adventuring, since they are accustomed to life far fram the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respon...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] or do you welcome lhe relief from solitude that they offer? CLASS FEATURES QUICK BUILD Vou can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers w...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] re, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background. Proficiency Spells -Spell Slots per Spell Level- Levei Bonus Features Known 1st 2nd ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] Feral Senses 10 4 3 3 3 1 19th Ability Score Improvement 11 4 3 3 3 2 20th Foe Slayer 11 4 3 3 3 2 mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fi...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] mselves or find fresh water in the wild, but they make up for it in other ways. CREATING A RANGER As a ranger, you gain the following class features. As you create your ranger character, consider the nature of the training that gave y...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] in the following class features. As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering lhe wilds together until you mastered ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. Vou might be self-taught, a recluse who learned combat skills, tracking, and even a ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds. What's the source of your particular hatred of a certain kind of enemy? Did a monster...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] tealth, and Survival EQUIPMENT Vou start with the following equipment, in addition to the equipment granted by your background: 90 PART 1 I CLASSES . (a) scalemail or (b) leather armor (a) two shortswords or (b) two sim pie melee weap...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] rrows FAVORED ENEMY Beginning at 1st levei, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestiais, constructs, dragons...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] es. Vou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoke...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] iated language, at 6th and 14th leveI. As you gain leveis, your choices should reflect the types of monsters you have encountered on your adventures. NATURAL EXPLORER Vou are particularly familiar with one type of natural environment ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] n 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 ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] veling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking o...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] aI 6th and 10th leveI. FIGHTING STYLE At 2nd levei, you adopt a particular style of fighting as your specialty. Choose one of the following options. Vou can't take a Fighting Style option more than once, even if you later get to choos...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] +I 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 ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] ssence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell Iist. SPELL SLOTS The Ranger table shows how many spell slots you have to cast your spells...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] ow the 1st-levei spell animal friendship and have a 1st-levei and a 2nd-leveI spell slot available, you can cast animal friendship using either slot. SPELLS KNOWN OF 1ST LEVE L AND HIGHER Vou know two 1st-levei spells ofyour choice fr...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] f a levei for which you have 9' . spell slots. For instance, when you reach 5th levei in this c1ass, you can learn one new spell of 1st or 2nd leveI. Additionally, when you gain a levei in this c1ass, you can choose one of the ranger ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] or your ranger spells, since your magic draws on your attunement to nature. Vou use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw De for a ran...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] RCHETYPE At 3rd leveI, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the c1ass description. Your choice grants you features at 3rd levei and again at 7th, 11th, and 15th leveI....
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] PRIMEVAL AWARENESS Beginning at 3rd levei, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per leveI of the spell slot you expend, you can sense whether the follo...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] ored terra in): aberrations, celestiais, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number. ABILITY SCORE IMPROVEMENT When you reach 4th levei, and again at 8th, 12th, 16th, an...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] 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. EXTRA ATTACK Beginning at 5th leveI, you can attack twice, instead of once, whenever ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] lso pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically c...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] ge for yourself. Vou must have access to fresh mud, dirt. plants. soot. and other naturally occurring materiaIs with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up ag...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] emain 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. VANISH Starting at 14th levei, you can use the Hide action as a bonus action on your...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] atures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against il. Vou are also aware of the location of any invisible creature within 30 feet of you, ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Class Features] each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. Vou can choose to use this feature before or after the roll, but before any effects ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] e Beast Master. HUNTER Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] . HUNTER'S PREY At 3rd levei, you gain one of the following features of your choice. C%ssus S/ayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra ld8 dam...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] ith an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another at...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] gain one of the foIlowing features of your choice. Escape the Horde. Opportunity attacks against you are made with disadvantage. Mu/tiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against ali su...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] u have advantage on saving throws against being frightened. MULTIATTACK At 11th levei, you gain one of the following features of your choice. Vo//ey. Vou can use your action to make a ranged attack against any number of creatures w...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] ck. Vou can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roIl for each target. SUPERIOR HUNTER'S DEFENSE At 15th levei, you gain one of the following features o...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] of your choice. Evasion. Vou can nimbly dodge out of the way of certa in area effects, such as a red dragon's fiery breath or a lightning bolt spel!. When you are subjected to an effect that allows you to make a Dexterity saving th...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] ou can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your react...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] e beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, wor...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] nd friend. RANGER'S COMPANION At 3rd levei, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a chaIlenge rating of 1...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] y saving throws and skills it is proficient in. Its hit poinl maximum equals its normal maximum or four times your ranger leveI, whichever is higher. The beast obeys your commands as best as it cano It takes its turn on your initia...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] where to move (no action required by you). Vou can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself w...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] r one by spending 8 hours magicaIly bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. EXCEPTIONAL TRAINING Beginning at 7th levei, on any of your turns when your beast...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Ranger > Ranger Archetypes] Help action on its turno BESTIAL FURY Starting at 11th leveI, your beast companion can make two attacks when you command it to use the Attack action. SHARE SPELLS Beginning at 15th levei, when you cast a spell targeting yourself, y...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue] ing creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open. A huma...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue] -passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound. Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard's be...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue] her companions are free to make their escape. Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution tojust about any problem, demonstrating a resourcefulness an...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue] ng the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue] rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplem...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue] ss, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in th...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] es operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as . THE ROGUE Proficiency Sneak levei Bonus Attack Features 1st +2 1d6 Expertise,SneakAtt...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] 0d6 Strokeof luck locksmilhs, invesligalors, or exlerminalors, which can be a dangerous job in a world where dire rals-and wererals-haunt lhe sewers. As adventurers, rogues fali on both sides of lhe law. Some are hardened criminais who...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] ruins and hidden crypts in search of treasure. CREATING A ROGUE As you create your rogue character, consider the character's relationship to the law. Do you have a criminal past-or present? Are you on the run from the law or from an an...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] ngry thieves' guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures. or some other desire or ideal? What was the trigger that led you away from your previ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] ng cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor ofyour !ife. Did wanderlust finally call you away from your home? Perhaps you suddenly found yours...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] bilities for earning a tiving anel employing your particular talents. QUICK BUILD You can make a rogue quickly by following these suggestions. First. Dexterity should be your highest ability score. Make Intelligence your next-highest i...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] mphasize deception and soeial interaction. Second, choose the charlatan background. CLASS FEATURES As a rogue, you have the following cIass features. HIT POINTS Hil Diee: 1dS per rogue levei Hil Poinls aI Is1 Levei: S + your Constituti...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] y, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Pcrformance, Persuasion. Sleight of Hanel, anel Stealth PART 1 CLASSES 95 .
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] , Athletics, Deception, Insight, Intimidation, Investigation, Perception, Pcrformance, Persuasion. Sleight of Hanel, anel Stealth PART 1 CLASSES 95 . EQUIPMENT You start with the following equipment, in addition to the equipment grante...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] es' tools EXPERTISE At 1st leveI, choose two ofyour skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tooIs. Your proficiency bonus is doubled for any ability check you make that uses either of ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] lls or with thieves' tools) to gain this benefit. SNEAK ATTACK Beginning at 1st levei, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra Id6 damage to one creature you hit with an attac...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] ttack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack rol!. The amount of the extra damage increases as you gain leveis in this class, as shown i...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. lt takes four times longer to convey sue h a message than it does to speak the same i...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] ory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. CUNNING ACTION Starting at 2nd levei, your quick thinking and agility allow you to mo...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] ype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, ali detailed at the end of the class description. Your archetype choice grants you features at 3rd levei and then again at 9th, 13th, a...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] 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. UNCANNY DODGE Starting at 5th levei, when an attacker that you can see hits you with a...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] ASION Beginning at 7th levei, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] hey approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. BLINDSENSE Starting at 14th levei, ifyou are able to hear, you are aware of the locat...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Class Features] i, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. 96 PART I I CLASSES . STROKE OF LUCK At 20th leveI, you have an uncanny knack for suc...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Roguish Archetypes] tack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. .Once you use this feature, you can't use it again until you finish a short or lo...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Roguish Archetypes] h to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Vour choice of archetype is a reflection of your focus- not necessarily an indica...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Roguish Archetypes] ly follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for de...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Roguish Archetypes] unning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. SECOND-STORY WORK When you choose this archetype at 3rd levei, you gain the abili...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Roguish Archetypes] er. SUPREME SNEAK Starting at 9th levei, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. USE MAGIC DEVICE By 13th leveI, you have learned enough about the workings of mag...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Roguish Archetypes] reach 17th levei, you have become adept at laying ambushes and quickly escaping danger. Vou can take two turns during the first round of any combat. Vou take your first turn at your normal initiative and your second turn at your in...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Roguish Archetypes] s archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Roguish Archetypes] deadliest when you get the drop on your enemies. Vou have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a criticai ...
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[Path: Part 1 - Creating a Character > Chapter 3 - Classes > Rogue > Roguish Archetypes] days and 25 gp to establish the history, profession, and affiliations for an identity. Vou can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and ...