User:The-Marksman/Sandbox20
Contents
Favored Soul[edit]
Making a Favored Soul[edit]
Variant Favored Soul
Give up: Diety Weapon Focus, Diety Weapon Specialization, Energy Resistance, Wings, Damage Reduction
Gain: Turn Undead, Domain Casting, Lay on Hands, Divine Grace, Bonus Feat at 4th and 8th.
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||
1st | +0 | +2 | +2 | +2 | Turn Undead | 5+1 | 3+1 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
2nd | +1 | +3 | +3 | +3 | Lay on Hands | 6+1 | 4+1 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
3rd | +2 | +3 | +3 | +3 | Divine Grace | 6+1 | 5+1 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
4th | +3 | +4 | +4 | +4 | Bonus Feat | 6+1 | 6+1 | 3+1 | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
5th | +3 | +4 | +4 | +4 | 6+1 | 6+1 | 4+1 | — | — | — | — | — | — | — | |||||||||||||||||||||||||||
6th | +4 | +5 | +5 | +5 | 6+1 | 6+1 | 5+1 | 3+1 | — | — | — | — | — | — | |||||||||||||||||||||||||||
7th | +5 | +5 | +5 | +5 | 6+1 | 6+1 | 6+1 | 4+1 | — | — | — | — | — | — | |||||||||||||||||||||||||||
8th | +6/+1 | +6 | +6 | +6 | Bonus Feat | 6+1 | 6+1 | 6+1 | 5+1 | 3+1 | — | — | — | — | — | ||||||||||||||||||||||||||
9th | +6/+1 | +6 | +6 | +6 | 6+1 | 6+1 | 6+1 | 6+1 | 4+1 | — | — | — | — | — | |||||||||||||||||||||||||||
10th | +7/+2 | +7 | +7 | +7 | 6+1 | 6+1 | 6+1 | 6+1 | 5+1 | 3+1 | — | — | — | — | |||||||||||||||||||||||||||
11th | +8+3 | +7 | +7 | +7 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 4+1 | — | — | — | — | |||||||||||||||||||||||||||
12th | +9/+4 | +8 | +8 | +8 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 5+1 | 3+1 | — | — | — | |||||||||||||||||||||||||||
13th | +9/+4 | +8 | +8 | +8 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 4+1 | — | — | — | |||||||||||||||||||||||||||
14th | +10/+5 | +9 | +9 | +9 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 5+1 | 3+1 | — | — | |||||||||||||||||||||||||||
15th | +11/+6/+1 | +9 | +9 | +9 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 4+1 | — | — | |||||||||||||||||||||||||||
16th | +12/+7/+2 | +10 | +10 | +10 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 5+1 | 3+1 | — | |||||||||||||||||||||||||||
17th | +12/+7/+2 | +10 | +10 | +10 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 4+1 | — | |||||||||||||||||||||||||||
18th | +13/+8/+3 | +11 | +11 | +11 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 5+1 | 3+1 | |||||||||||||||||||||||||||
19th | +14/+9/+4 | +11 | +11 | +11 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 4+1 | |||||||||||||||||||||||||||
20th | +15/+10/+5 | +12 | +12 | +12 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | |||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level, ×4 at 1st level) |
1 Augment Healing - Complete Divine - +2 healing on healing spells
1 Domain Focus - Complete Divine - +1 CL for chosen domain.
1 Extra Turning - PHB - +4 Turn Undead / day
3 Hands of a Healer - Exhalted Deeds - +2 Cha for lay on hands
4 Touch of Healing - Complete Champion - Do some healing if you have healing spells left (+1 Comp bonus on CL for healing spells) (Req 2nd level spells)
6 Sacred Healing - Complete Divine - Spend turn to get fast healing 3 for 1 + Cha mod rounds (8 heal ranks)
8 Celestial Familiar - Exhalted Deeds - Different choices for familiar (Coure is CL 7th)
9 Exhalted Turning - Exhalted Deeds - +3d6 turning damage with turn undead.
12 Quicken Turning - Complete Divine - Turn undead as a free action
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Summon Familiar | 5 | 3 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | 6 | 4 | — | — | — | — | — | — | — | — | |||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | 6 | 5 | — | — | — | — | — | — | — | — | |||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | 6 | 6 | 3 | — | — | — | — | — | — | — | |||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | 6 | 6 | 4 | — | — | — | — | — | — | — | |||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | 6 | 6 | 5 | 3 | — | — | — | — | — | — | |||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | 6 | 6 | 6 | 4 | — | — | — | — | — | — | |||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | 6 | 6 | 6 | 5 | 3 | — | — | — | — | — | |||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | 6 | 6 | 6 | 6 | 4 | — | — | — | — | — | |||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | — | |||||||||||||||||||||||||||
11th | +5 | +3 | +3 | +7 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | — | |||||||||||||||||||||||||||
12th | +6/+1 | +4 | +4 | +8 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | |||||||||||||||||||||||||||
13th | +6/+1 | +4 | +4 | +8 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | |||||||||||||||||||||||||||
14th | +7/+2 | +4 | +4 | +9 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | |||||||||||||||||||||||||||
15th | +7/+2 | +5 | +5 | +9 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | |||||||||||||||||||||||||||
16th | +8/+3 | +5 | +5 | +10 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | |||||||||||||||||||||||||||
17th | +8/+3 | +5 | +5 | +10 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | |||||||||||||||||||||||||||
18th | +9/+4 | +6 | +6 | +11 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | |||||||||||||||||||||||||||
19th | +9/+4 | +6 | +6 | +11 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | |||||||||||||||||||||||||||
20th | +10/+5 | +6 | +6 | +12 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level, ×4 at 1st level) |
Making a Ranger[edit]
Give up:
Gain:
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 1st | 2nd | 3rd | 4th | |||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +0 | Fast Movement, Track, Wild Empathy | — | — | — | — | ||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +0 | Bonus Feat | — | — | — | — | ||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +1 | Endurance | — | — | — | — | ||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +1 | Animal Companion | 0 | — | — | — | ||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +1 | Mettle | 0 | — | — | — | ||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +2 | Bonus Feat | 1 | — | — | — | ||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +2 | Flawless Stride | 1 | — | — | — | ||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +2 | Swift Tracker | 1 | 0 | — | — | ||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +3 | Evasion | 1 | 0 | — | — | ||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +3 | 1 | 1 | — | — | |||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +7 | +3 | Bonus Feat | 1 | 1 | 0 | — | ||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +8 | +4 | 1 | 1 | 1 | — | |||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +8 | +4 | Camouflage | 1 | 1 | 1 | — | ||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +9 | +4 | 2 | 1 | 1 | 0 | |||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +9 | +5 | 2 | 1 | 1 | 1 | |||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +10 | +5 | 2 | 2 | 1 | 1 | |||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Hide in Plain Sight | 2 | 2 | 2 | 1 | ||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +11 | +6 | 3 | 2 | 2 | 1 | |||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +11 | +6 | 3 | 3 | 3 | 2 | |||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +12 | +6 | 3 | 3 | 3 | 3 | |||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
1 brd 1, 2 wiz 1 drd 1, 2 clr 2
2 Drd 1, 2 Clr 1, 2 Wiz 2 brd 1, 2
3 drd 2, 3, 4 clr 2, 3, 4 brd 2, 4 wiz 2
4 Drd 4, 5 Wiz 3, 5 brd 3, 4 clr 3, 4, 5
New Urban Ranger Spelllist[edit]
1st-Level Ranger Spells (19)[edit]
- Alarm: Wards an area for 2 hours/level.
- Calm Emotions: Calms creatures, negating emotion effects.
- Comprehend Languages: You understand all spoken and written languages.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
- Detect Evil: Reveals creatures, spells, or objects of selected alignment.
- Detect Good: Reveals creatures, spells, or objects of selected alignment.
- Detect Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Poison: Detects poison in one creature or object.
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Disguise Self: Changes your appearance.
- Endure Elements: Exist comfortably in hot or cold environments.
- Jump: Subject gets bonus on Jump checks.
- Longstrider: Increases your speed.
- Message: Whispered conversation at distance.
- Mount: Summons riding horse for 2 hours/level.
- Open/Close: Opens or closes small or light things.
- Pass without Trace: One subject/level leaves no tracks.
- Read Magic: Read scrolls and spellbooks.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Undetectable Alignment: Conceals alignment for 24 hours.
2nd-Level Ranger Spells (13)[edit]
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Cat's Grace: Subject gains +4 to Dex for 1 min./level.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Detect Thoughts: Allows “listening” to surface thoughts.
- Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
- Knock: Opens locked or magically sealed door.
- Locate Object: Senses direction toward object (specific or type).
- Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Silence: Negates sound in 20-ft. radius.
- Snare: Creates a magic booby trap.
- Wind Wall: Deflects arrows, smaller creatures, and gases
- Zone of Truth: Subjects within range cannot lie.
3rd-Level Ranger Spells (11)[edit]
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Darkvision: See 60 ft. in total darkness.
- Discern Lies: Reveals deliberate falsehoods.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Gentle Repose: Preserves one corpse.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Remove Disease: Cures all diseases affecting subject.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Speak with Dead: Corpse answers one question/two levels.
- Suggestion: Compels subject to follow stated course of action.
- Tongues: Speak any language.
4th-Level Ranger Spells (10)[edit]
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Dimensional Anchor: Bars extradimensional movement.
- Freedom of Movement: Subject moves normally despite impediments.
- Locate Creature: Indicates direction to familiar creature.
- Mage's Faithful Hound: Phantom dog can guard, attack.
- NondetectionM: Hides subject from Divination, scrying.
- Passwall: Creates passage through wood or stone wall.
- True Seeing M: Lets you see all things as they really are.
- Zone of Silence: Keeps eavesdroppers from overhearing conversations.
UA Urban Ranger Spelllist[edit]
1st-Level Ranger Spells (19)[edit]
- Alarm: Wards an area for 2 hours/level.
- Calm Animals: Calms (2d4 + level) HD of animals.
- Comprehend Languages: You understand all spoken and written languages.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
- Detect Evil: Reveals creatures, spells, or objects of selected alignment.
- Detect Good: Reveals creatures, spells, or objects of selected alignment.
- Detect Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Poison: Detects poison in one creature or object.
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entangle: Plants entangle everyone in 40-ft.-radius circle.
- Hide from Animals: Animals can’t perceive one subject/level.
- Jump: Subject gets bonus on Jump checks.
- Longstrider: Increases your speed.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Message: Whispered conversation at distance.
- Pass without Trace: One subject/level leaves no tracks.
- Read Magic: Read scrolls and spellbooks.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Summon Nature's Ally I: Calls animal to fight for you.
2nd-Level Ranger Spells (12)[edit]
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Cat's Grace: Subject gains +4 to Dex for 1 min./level.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Detect Thoughts: Allows “listening” to surface thoughts.
- Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
- Knock: Opens locked or magically sealed door.
- Locate Object: Senses direction toward object (specific or type).
- Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Spike Growth: Creatures in area take 1d4 damage, may be slowed.
- Summon Nature's Ally II: Calls animal to fight for you.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
3rd-Level Ranger Spells (11)[edit]
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Darkvision: See 60 ft. in total darkness.
- Discern Lies: Reveals deliberate falsehoods.
- Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Remove Disease: Cures all diseases affecting subject.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Speak with Dead: Corpse answers one question/two levels.
- Summon Nature's Ally III: Calls animal to fight for you.
- Tongues: Speak any language.
4th-Level Ranger Spells (9)[edit]
- Animal Growth: One animal/two levels doubles in size.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Dimensional Anchor: Bars extradimensional movement.
- Freedom of Movement: Subject moves normally despite impediments.
- Locate Creature: Indicates direction to familiar creature.
- Mage's Faithful Hound: Phantom dog can guard, attack.
- NondetectionM: Hides subject from Divination, scrying.
- Summon Nature's Ally IV: Calls animal to fight for you.
- True Seeing M: Lets you see all things as they really are.
Base Ranger Spelllist[edit]
1st-Level Ranger Spells (19)[edit]
- Alarm: Wards an area for 2 hours/level.
- Animal Messenger: Sends a Tiny animal to a specific place.
- Calm Animals: Calms (2d4 + level) HD of animals.
- Charm Animal: Makes one animal your friend.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Detect Animals or Plants: Detects kinds of animals or plants.
- Detect Poison: Detects poison in one creature or object.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entangle: Plants entangle everyone in 40-ft.-radius circle.
- Hide from Animals: Animals can’t perceive one subject/level.
- Jump: Subject gets bonus on Jump checks.
- Longstrider: Increases your speed.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Pass without Trace: One subject/level leaves no tracks.
- Read Magic: Read scrolls and spellbooks.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Speak with Animals: You can communicate with animals.
- Summon Nature's Ally I: Calls animal to fight for you.
2nd-Level Ranger Spells (12)[edit]
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Bear's Endurance: Subject gains +4 to Con for 1 min./level.
- Cat's Grace: Subject gains +4 to Dex for 1 min./level.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Hold Animal: Paralyzes one animal for 1 round/level.
- Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Snare: Creates a magic booby trap.
- Spike Growth: Creatures in area take 1d4 damage, may be slowed.
- Summon Nature's Ally II: Calls animal to fight for you.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
3rd-Level Ranger Spells (13)[edit]
- Command Plants: Sway the actions of one or more plant creatures.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Darkvision: See 60 ft. in total darkness.
- Diminish Plants: Reduces size or blights growth of normal plants.
- Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Plant Growth: Grows vegetation, improves crops.
- Reduce Animal: Shrinks one willing animal.
- Remove Disease: Cures all diseases affecting subject.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Summon Nature's Ally III: Calls animal to fight for you.
- Tree Shape: You look exactly like a tree for 1 hour/level.
- Water Walk: Subject treads on water as if solid.
4th-Level Ranger Spells (7)[edit]
- Animal Growth: One animal/two levels doubles in size.
- Commune with Nature: Learn about terrain for 1 mile/level.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Freedom of Movement: Subject moves normally despite impediments.
- NondetectionM: Hides subject from Divination, scrying.
- Summon Nature's Ally IV: Calls animal to fight for you.
- Tree Stride: Step from one tree to another far away.