Thursday, March 5, 2015

Synergy Within The Party

In an effort to work as effectively as possible within the party, I have decided to create a list of Endelthil's abilities that either directly or indirectly affect other members of the group. It is my hope that (as time allows) we could all post such lists on the blog so that we can become aware of how to best create favorable conditions for each other, whether in combat or otherwise. Nulara's Stunning Strike, for example, creates the stunned condition, giving all party members advantage on their attacks against that target. I have highlighted the core elements of Endelthil's synergistic abilities to allow for easier reference. Direct synergies are in green (affect another party member directly), while indirect synergies are in blue (Create a condition on Endelthil or an enemy that benefits the party in some way). Happy reading!

N a t u r a l  E x p l o r e r (Forest)

You are particularly familiar with one type of natural

environment and are adept at traveling and surviving in

such regions. Choose one type of favored terrain: arctic,

coast, desert, forest, grassland, mountain, swamp,

or the Underdark. When you make an Intelligence or

Wisdom check
related to your favored terrain, your

proficiency bonus is doubled if you are using a skill that

you’re proficient in.

W hile traveling for an hour or more in your favored

terrain, you gain the following benefits:

Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical


• Even when you are engaged in another activity while

traveling (such as foraging, navigating, or tracking),

you remain alert to danger.

• If you are traveling alone, you can move stealthily at

a normal pace.

• When you forage, you find twice as much food as you

normally would.

• While tracking other creatures, you also learn their

exact number, their sizes, and how long ago they

passed through the area.

P r i m e v a l  A w a r e n e s s

Beginning at 3rd level, you can use your action and

expend one ranger spell slot to focus your awareness on

the region around you. For 1 minute per level of the spell

slot you expend, you can sense whether the following

types of creatures are present within 1 mile of you

within up to 6 miles if you are in your favored terrain):

aberrations, celestials, dragons, elementals, fey, fiends,

and undead. This feature doesn’t reveal the creatures’

location or number.

C u r e  W o u n d s

1st-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

A creature you touch regains a number of hit points

equal to 1d8 + your spellcasting ability modifier. This

spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a

spell slot of 2nd level or higher, the healing increases by

1d8 for each slot level above 1st.

L e s s e r  R e s t o r a t i o n

2 nd-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

You touch a creature and can end either one disease or

one condition afflicting it.
The condition can be blinded,

deafened, paralyzed, or poisoned.

E n s n a r i n g  S t r i k e

1st-level conjuration

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack

before this spell ends, a writhing mass of thorny vines

appears at the point of impact, and the target must

succeed on a Strength saving throw or be restrained [creates

 advantage on attacks against creature, disadvantage on attacks 

made by creature, and disadvantage on Dexterity saving  throws made by creature]

by the magical vines until the spell ends. A Large or larger

creature has advantage on this saving throw. If the

target succeeds on the save, the vines shrivel away.

W hile restrained by this spell, the target takes 1d6

piercing damage at the start of each of its turns. A creature

restrained by the vines or one that can touch the creature

can use its action to make a Strength check against your

spell save DC. On a success, the target is freed.

At Higher Levels. If you cast this spell using a spell

slot of 2nd level or higher, the damage increases by 1d6

for each slot level above 1st.

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