Page 166 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 166

RANGER                                               Pin Down

                                                                At 3rd level, you learn how to keep your prey exactly where
           Rangers travel the farthest reaches of the world to protect   you want them. Once on each of your turns when you make a
           the rest of society from encroaching danger. As unique as the   weapon attack, you can attempt to pin down that target. You
           challenges they overcome, these wanderers are well-adapted   make this choice before rolling the attack. If it hits, the target
           to survive and thrive in almost any situation.       takes an extra 1d8 damage of the weapon’s type and its speed
             Rangers follow archetypes based on surviving the multi-  is reduced by 10 feet until the start of your next turn.
           verse’s strangest and most varied dangers. Few have the same   When you reach 11th level in this class, the extra damage
           background and expertise, and as a result, there are always   increases to 2d8, and if the attack hits, the target also can’t
           new and exciting ways that these daring explorers choose to   take reactions until the start of your next turn.
           vanquish the forces of evil.
                                                                Sure-Footed
           WINTER TRAPPER
                                                                By 7th level, you know how best to keep your footing. While
                                                                you’re not incapacitated, you can’t be knocked prone.
           Winter Trappers are masters of control and keep both their   In addition, your archetype’s wintry history grants you ad-
           adversaries and quarries helpless and at bay. Originating   ditional benefits. You ignore difficult terrain created by ice or
           from the Everglacier, these trained hunters are experts at   snow, and you have advantage on Dexterity (Stealth) checks
           staying upright when others would surely fall, and have   while in icy or snowy terrain.
           learned how to use magic and acrobatics to keep both them-
           selves and their allies out of harm’s reach.
                                                                Helpless Prey

           Winter Trapper Magic                                 Also at 7th level, attacking a prone creature doesn’t impose
                                                                disadvantage on your ranged attack rolls.
           Starting at 3rd level, you learn an additional spell when you
           reach certain levels in this class, as shown in the Winter
           Trapper Spells table. The spell counts as a ranger spell for   Magic Snare
           you, but it doesn’t count against the number of ranger spells   At 11th level, you’ve learned how to quickly set undetectable
           you know.                                            magical traps. You can imperceptibly create one of these
                                                                magical snares in the ground at your feet as a bonus action
           Winter traPPer SPellS                                on your turn. The first Large or smaller creature other than
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                                                                you that steps in that space within 1 minute must make
            Ranger Level  Spells                                a Dexterity saving throw against your spell save DC. On a
                3rd     expeditious retreat                     failed save, a creature takes 2d8 piercing damage and has its
                5th     mirror image                            speed reduced to 0 until the end of its current turn, as the
                                                                ground opens up and clamps down on it. On a successful
                9th     sleet storm
                                                                save, a creature takes half as much piercing damage, and its
               13th     hallucinatory terrain                   speed is unaffected.
               17th     mislead                                  When you create a snare, you can designate any creatures
                                                                you choose, and the trap ignores them. A creature that can
                                                                see invisible creatures and objects (such as one benefiting
                                                                from see invisibility or truesight) can see these traps. You can
                                                                use this feature a number of times equal to your Wisdom
                                                                modifier (minimum of once). You regain all expended uses
                                                                when you finish a long rest.
                                          Winter Trapper        Tripped Defenses
                                             Ranger
                                                                At 15th level, you have learned to use a creature’s mistakes
                                                                against them. When a Large or smaller creature within 5 feet
                                                                of you that you can see misses you with an attack, you can
                                                                use your reaction to knock that creature prone. When you do,
                                                                you can make either one weapon attack against that creature
                                                                or move up to half your speed immediately after its attack.





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