Page 135 - D&D - Player's Handbook
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TENETS OF THE  CROWN                                You have resistance to bludgeoning, piercing, and
             The tenets of the Oath of the Crown are often set by the   slashing damage from nonmagical weapons.
             sovereign to which their oath is sworn, but generally em-  •  Your allies have advantage on death saving throws
             phasize the following tenets.                       while within 30 feet of you.
               Law. The law is paramount. It is the mortar that   You have advantage on Wisdom saving throws, as do
             holds the stones of civilization together, and it must be   your allies within 30 feet of you.
             respected.                                        This effect ends early if you are incapacitated or die.
               Loyalty. Your word is your bond. Without loyalty,   Once you use this feature, you can't use it again until
             oaths and laws are meaningless.                   you finish a long rest.
               Courage. You must be willing to do what needs to
             be done for the sake of order, even in the face of over-  RANGERS
             whelming odds. If you don't act, then who will?
               Responsibility. You must deal with the consequences   MO  TOLIO HELD OUT HIS ARM, AND THE GREAT OWL
             of your actions, and you are responsible for fulfilling
                                                               promptly hopped onto it, carefully finding its footing on the
             your duties and obligations.
                                                               man's heavy leather sleeve.
             OATH SPELLS                                         "You have seen the draw?" Montolio asked.
             You gain oath spells at the paladin levels listed.
                                                                 The owl responded with a whoo, then went off into a
                                                               complicated series of chattering hoots and whoas. Montolio
             OATH  OF  THE  CROWN  SPELLS
                                                               took it all in, weighing every detail. With the help of his
                Paladin  Level   Spells
                   3rd      command, compelled duel            friends, particularly this rather talkative owl, the ranger
                   5th      warding bond, zone of truth        had monitored the drow for several days, curious as to why
                   9th      aura of vitality, spirit guardians   a dark elf had wandered into the valley. At first, Montolio
                   13th     banishment, guardian of faith
                                                               had assumed that the drow was somehow connected to
                   17th     circle of power, geas
                                                               Graul, the chief ore of the region, but as time went on, the
                                                               ranger began to suspect differently.
             CHANNEL DIVINITY
             When you take this oath at 3rd level, you gain the follow-                 - R.A. Salvatore, Sojourn
             ing Channel Divinity options.
               Champion Challenge. You issue a challenge that com-  Long have rangers walked the wilds of the Sword Coast
             pels other creatures to do battle with you. Each creature   and the Savage Frontier.  Like druids, their practices
             of your choice that you can see within 30 feet of you   date back to the earliest days of humanity. And long
             must make a Wisdom saving throw. On a failed save, a   before humans set foot in the North, elf rangers strode
             creature can't willingly move more than 30 feet away   through its forests and climbed its mountains. The tra-
             from you. This effect ends on the creature if you are in-  ditions and outlook of these people are now shared by
             capacitated or die or if the creature is moved more than   members of many races. In particular, lightfoot halflings
             30 feet away from you.                            frequently hear the call of the wild and become rangers,
               Turn the Tide. As a bonus action, you can bolster   often acting as guides and protectors of roving halfling
             injured creatures with your Channel Divinity. Each   bands, and shield dwarves forced to wander far from old
             creature of your choice that can hear you within 30 feet   clanholds sometimes follow the ranger's path.
             of you regains hit points equal to ld6 +your Charisma   Not every prospector wandering far hills or trapper
             modifier (minimum of 1) if it has no more than half of its   hunting through uninhabited lands becomes a ranger.
             hit points.                                       True rangers go out into nature and find it holy, and like
                                                               paladins, they are touched by something divine. Their
             DIVINE ALLEGIANCE
                                                               gods and creeds might differ, but rangers share similar
             Starting at 7th level, when a creature within 5 feet of
                                                               values about the sanctity of nature. While by no means
             you takes damage, you can use your reaction to mag-
                                                               always aligned with one another, rangers are bound into
             ically substitute your own health for that of the target
                                                               a loose community of sorts- one that often connects
             creature, causing that creature not to take the damage.
                                                               with circles of druids.
             Instead, you take the damage. This damage to you can't
                                                                 In the North and throughout much of the Heartlands,
             be reduced or prevented in any way.
                                                               rangers use special marks to indicate campsites, dan-
                                                               gerous areas, evil creatures, foul  magic, goblinoid activ-
             UNYIELDING SPIRIT
                                                               ity, hidden caches of supplies, safe passage, shelter, and
             Starting at 15th level, you have advantage on saving
                                                               graves or tombs. Many of these symbols were derived
             throws to avoid becoming paralyzed or stunned.
                                                               from elven lore or borrowed from groups like the Harp-
                                                               ers. While by no means a secret language, these trail
             EXALTED  CHAMPION
                                                               marks are often obtuse to non-rangers, and even druids
             At 20th level, your presence on the field of battle is an in-
                                                               might not understand them.
             spiration to those dedicated to your cause. You can use
                                                                 As a whole, rangers serve to help societies survive and
             your action to gain the following benefits for 1 hour:
                                                               thrive in the wilderness. Much of the Sword Coast and
                                                                                            CHAPTER 4  I CLASSES
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