From the moment you were born? Your first memory is of struggling to survive in a melee, fighting everyone and everything but yourself, screaming in pain and hurt, and then fighting on again... You have survived such an unimaginable environment!
生まれ落ちたその時からか? 初めての記憶が、乱闘の中で必死に生き延びるために、自分以外の者たちすべてと闘い、その中で傷付き苦痛の叫びを上げなから、また戦い続ける・・・
そのような想像を絶する環境の中から生き延びて来たのが、君だ!
Hit Dice: 1d12 per ranger level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per ranger level after 1st
Armor: -
Weapons: UnArmed,Dagger,GreatClub,Spear,Sling,Short Bow,Long Bow
Tools: -
Saving Throws: Dextrity,Constitution
Skills: Choose two (2) from Acrobatics,Athletics, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
(a) a dagger & Long Bow & Arrows(20) & Explorer's pack
(b) a dagger & Spear & Short Bow & Arrows(20) & Explorer's pack
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Pro
Bonus
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6
Canny Defence
1
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6
6
7
Escape
Doge
1
1
2
2
2
3
3
3
3
3
4
4
4
4
4
5
5
5
5
6
First Attack
1
1
1
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
5
6
Ninble
Hands
1
1
1
1
1
2
2
2
2
2
3
3
3
3
3
4
4
4
4
5
Move Bonus
5ft.
5 ft.
5 ft.
5 ft.
10 ft.
10 ft.
10 ft.
10 ft.
10 ft.
15 ft.
15 ft.
15 ft.
15 ft.
15 ft.
20 ft.
20 ft.
20 ft.
20 ft.
20 ft.
25 ft.
Class Features
*New
Ferocity* 5Brawler Skills*
Unarmed Strike*,Initiative up*
3Archetypes*
Ability Score Improvement
Extra Attack(1)
Archetype Future*,Initiative up(+2)*
Unarmed Strike feature*
Ability Score Improvement
Archetype Future*
Evasion
Extra Attack(2),Initiative up(+3)*
Ability Score Improvement,Archetype Future*
Unarmed Strike feature*
Blindsense
Archetype Future*
Ability Score Improvement
Initiative up(+4)*
Unarmed Strike feature*
Elusive
Extra Attack(3),Ability Score Improvement
1st
Ferocity*
You are reduced to 0HP,as your free action,you remain at 1 HP.Once you use this feature, you must finish a short or long rest before you can use it again.
You only gain this future at 1st level.
5Brawler Skills*
Canny Defence
As your reaction,+1 AC Bonus for starting of your next turn.
When you finish long rest, the number of uses restore to its maximum value.
Escape Doge
As your reaction,you can move 5ft. as long as No armored and No shield.This move not provoking Opportunity Attacks.
When you finish long rest, the number of uses restore to its maximum value.
First Attack
When enemy adjust you,as your reaction,you can attack the enemy as Opportunity Attacks.
When you finish long rest, the number of uses restore to its maximum value.
Ninble Hands
As bonus action,you can try to steal a item form adjusting enemy.The item you are trying to steal must be less than the equivalent of a belt pouch.
You make Sleight of Hand check contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, you steal a item from target.
When you finish long rest, the number of uses restore to its maximum value.
Move Bonus
You gain speed bonus on level-up table,
2nd
Unarmed Strike*
2nd You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
You can roll a 1d4 in place of the normal damage of your unarmed strike.
7th You can roll a 1d6 in place of the normal damage of your unarmed strike.
13th You can roll a 1d8 in place of the normal damage of your unarmed strike.
18th You can roll a 1d10 in place of the normal damage of your unarmed strike.
Initiative up*
2nd +1 initiative roll bonus.
6th +2 initiative roll bonus.
11th +3 initiative roll bonus.
17th +4 initiative roll bonus.
3rd
3Archetypes*
You can choose up to one Archetype from the list below.
Athletics and Acrobatics Master
3rd You become proficient in Athletics skill if you not.If you already proficiented Athletics skill,Your proficiency bonus is doubled for Athletics skill check.
You become proficient in Acrobatics skill if you not.If you already proficiented Acrobatics skill,Your proficiency bonus is doubled for Acrobatics skill check.
6th The Speed cost for you to stand up is 10 ft..
9th When you make a long jump, you not need at least 10 feet on foot immediately before the jump.
When you make a high jump, you not need at least 10 feet on foot immediately before the jump
12th When you are prone,you can move in your half nornal speed.
15th You can take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Canny Defender
3rd As your reaction,you not take sneak attack damage(only) to your HP.
6th When you are prone,an attack roll against the you has not advantage if the attacker is within 5 feet of you.
9th As your reaction,you can exchage an advantage attack roll of the attacker to normal attack roll.If you do so,you become prone.
19th,you have Elusive,as your reaction,an advantage attack roll against one ally within 5 ft.of you.to normal attack roll.If you do so,you become prone.
12th As your reaction,you take advantage Strength or Dexterity or Constitution saving throw bonus for starting of your next turn in next round.
15th As your reaction,you take advantage Intelgence or Wisdom or Charisma saving throw bonus for starting of your next turn in next round..
Smart Attacker
3rd When you are prone,you hane not disadvantage on your attack rolls.
6th +1 attack roll bonus.when you use finess and light weapon or unarmed.
9th +1 damage roll bonus. when you use finess and light weapon or unarmed.
12th As your reaction,+1 attack roll Bonus for starting of your next turn in next round.
15th As your reaction,+1 damage roll Bonus for starting of your next turn in next round...