Dnd Class Hotfix Image

Every Character gets this Feat at lvl1. They gain the Following Benefits depending on their Class.

-Paladin and Clerics: Can choose to use their Wisdom or Charisma Modifiers instead of their Intellect modifier for Religion.

-Monks: The fists of the Monk are considered Magical at lvl4, they also counts as +1 weapons at lvl7, +2 at lvl13, and +3 at lvl 19. Their attacks are still considered unarmed.

-Rogues: Rogues gain the extra Attack feature at lvl 13.

-Ranger: Signature Ability. Rangers learn the Trapper ability at lvl 2. And the anticipated Attack at lvl6. 

Trapper: Once per short Rest your Ranger can set up a Trap and they choose one of the following three: Slingtrap, Spiketrap or Warning Trap. For any of these Traps, the first unaware Creature stepping inside must succeed a Dexterity saving throw difficulty 8 + your Rangers Wisd + Prof.Bonus or it activates the Trap. Once Activated, the Trap cannot get activated again. You can use this ability twice at lvl9, and three times at lvl15. Setting up a Trap takes 2 Standard Action or 10 seconds.

Slingtrap: Mark an Area of up to 20 Feat in any direction.  Any Creature activating the Effect becomes Immobilized. This is permanent for small or smaller  nonhumanoid Creatures, others can repeat the Saving throw every Turn. However its Difficulty is increased by 1 every Time they try.

Spiketrap. Mark an Area of up to 20 Feat in any direction.  Any Creature activating it is dealt 1d8 x Proficiency Bonus piercing dmg and is immobilized until end of Turn.                   (Example: 2d8 at lvl1, 6d8 at lvl20)

Warning Trap. Mark an Line of up to 100 Feat length. As soon as a Creature is activating the Trap, loud Noises are made by the Trap, which can be heard within a Radius of your choice between 100 feet to one mile. You need to make the decision of the Radius when setting up the Trap. Unlike the other Traps, this one remains active unless the Creatures size triggering it, is Large or higher.

Anticipated Attack. Once per Short Rest you can add your Wisdom Modifier to your attack roll. You get another free Use of this Ability at lvl 13. You can also use this ability by using a 2nd level Spellslot or higher. For each Spellslot level higher than 2 you increases your attack by an additional 2 points.

Dnd Class Hotfix Image

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