{"name":"Technician","overview":"Not on the front lines, but key to success in all are technicians. They know all of war, and can hold themselves up in a fight. Techicians demonstrate prowess that can have earth-shattering consequences. So it seems, that you shall too.","hit_dice":"1d10","hit_points_at_1st_level":"10 + your constitution modifier","hit_points_at_higher_levels":"1d10 + your resolve modifier (temporary hp.)","armor_proficiencies":"Average garb, Army uniform","weapon_proficiencies":"Simple and Complex firearms","tools":"Army Knife, Land Vehicles","saving_throws":"Dexterity, Wisdom","skills":"Choose 1 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.","starting_equipment":"Helsing\r\nValve\r\n12 crossbow bolts\r\n5 sniper ammo\r\nNatural Gases Mask\r\nIdentifying Badge\r\nArmy Knife\r\nRadio","spellcasting":"By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.[br]\r\nSpell Slots\r\n[\u2013]\r\nThe Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.\r\n\r\nSpells Known of 1st Level and Higher\r\n[\u2013]\r\nYou know two 1st-level spells of your choice from the ranger spell list.\r\n\r\nThe Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.\r\n\r\nSpellcasting Ability\r\n[\u2013]\r\nWisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Wisdom modifier\r\nSpell attack modifier = your proficiency bonus + your Wisdom modifier","class_features":"[h1]Favoured Foe[\/h1]\r\nWhen you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).\r\nThe first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.\r\nYou can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\nThis feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level.[br]\r\n\r\n[h1]Deft Explorer[\/h1]\r\nYou are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level in this class[br]\r\n\r\n[h2]Canny[\/h2]\r\nChoose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice.[br]\r\n[h1]Weapon Speciality[\/h1]\r\n[h2]Sniping[\/h2]\r\nyou do not have disadvantage on your attack roll for a shot made from a weapon's second range.[br]\r\n[h2]Shrapnel[\/h2]\r\nOn a weapon that deals multiple dice of damage (e.g. 3d6 or 2d10) you may reroll any dice that rolls a 1 once.[br]\r\n[h2]Assault[\/h2]\r\nWhilst wielding a firearm, you gain a +1 bonus to AC[br]\r\n[h2]Dual Wielding[\/h2]\r\nWhilst having one firearm in each hand, you can add the relevant ablitity score modifier to the second weapon.[br]\r\n[h1]Deadly Assassin[\/h1]\r\nBeggining at 3rd level, any shots made from a firearm by you are completely silent, even without a silencer.\r\n[h1]Ability score improvement[\/h1]\r\nAt 4th and 6th level, you can increase one ability score by 2, or two ability scores by 1[br]\r\n[h1]Redemption Shot[\/h1]\r\nBeginning at 5th level, whenever you take the attack action, you attack twice instead of once.[br]\r\n[h1]Deft Explorer Improvement[\/h1]\r\nYou gain an additional benefit when you reach 6th level in this class.\r\n[h2]Roving[\/h2]\r\nYour walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.","subclass_options":"Listed Below are some reccommended ranger 'spells' that you might want to learn:\r\nAbsorb Elements,\r\nEntangle,\r\nHunter's Mark,\r\nAid,\r\nDarkvision,\r\nEnhance Ability,\r\nPass without Trace,\r\nSilence,\r\nSpike Growth,\r\nI trust you lot to be able to flavour the spells to be mechanical and realistic","table_data":"Level | Spells known | 1st | 2nd | Features\r\n1 | - | - | - | Favoured Foe, Deft Explorer\r\n2 | 2 | 2 | - | Weapon Speciality, Spellcasting\r\n3 | 3 | 3 | - | Deadly Assassin\r\n4 | 3 | 3 | - | Ability Score Improvement\r\n5 | 4 | 4 | 2 | Redemption Shot\r\n6 | 4 | 4 | 2 | Ability Score Improvement, Deft Explorer Improvement","source":"","jsondata":"","tags":"","templateId":"5460","blockId":"1047777","world":"933402dc-4d99-4357-aacd-b8634b0c8021","folder":"","isShared":"on"}