{"name":"Ranger","overview":"Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.\r\n\r\n[i]You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class[\/i]","hit_dice":"1d10","hit_points_at_1st_level":"10+Constitution modifier","hit_points_at_higher_levels":"d10 (or 6) + Constitution modifier per ranger after 1st level","armor_proficiencies":"Light armor, medium armor, shields","weapon_proficiencies":"Simple weapons, martial weapons","tools":"","saving_throws":"Strength, Dexterity","skills":"Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.\\r\\nYou must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n(a) scale mail or (b) leather armor\r\n(a) two shortswords or (b) two simple melee weapons\r\n(a) a dungeoneer's pack or (b) an explorer's pack\r\nA longbow and a quiver of 20 arrows","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. Spell Slots\r\n\r\nThe Ranger table shows how many spell slots you have to cast your 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. Spells Known of 1st Level and Higher\r\n\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. Spellcasting Ability\r\n\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\n\r\nSpell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional)\r\n\r\nAt 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.","class_features":"[h2]Favored Enemy[\/h2]\r\n\r\nBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\r\n\r\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\r\n\r\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\r\n\r\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\r\n\r\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.\r\n\r\n[h2]Favored Foe (Optional)[\/h2]\r\n\r\nThis 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.\r\n\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\n\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 increase that damage by 1d4.\r\n\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\n\r\nThis feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.\r\n[h1]Natural Explorer[\/h1]\r\nYou area master of navigating the natural world, and you react with swift and decisive action when attacked.This grants you the following benefits:\r\nYou ignore difficult Terrain\r\nYou have adavantage on initiative rolls\r\nOn your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.\r\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\r\nDifficult terrain doesn\u2019t slow your group\u2019s travel\r\nYour group can\u2019t become lost except by magical means.\r\nEven when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger\r\nIf you are traveling alone, you can move stealthily at a normal pace\r\nWhen you forage, you find twice as much food as you normally would\r\nWhile tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\r\n\r\n[h2]Fighting Style[\/h2]\r\n\r\nAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\nArchery. You gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\nBlind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.\r\n\r\nDefense. While you are wearing armor, you gain a +1 bonus to AC.\r\n\r\nDruidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.\r\n\r\nDueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\nThrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.\r\n\r\nTwo-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\nClose Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.\r\n\r\nInterception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.\r\n\r\nMariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.\r\n\r\nTunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.\r\n\r\nUnarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.\r\n\r\n[h2]Primeval Awareness[\/h2]\r\n\r\nBeginning 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 (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn\u2019t reveal the creatures\u2019 location or number.\r\n\r\n\r\n[h2]Primal Awareness (Optional)[\/h2]\r\n\r\nThis 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.\r\n\r\nYou can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level | Spell 3rd | Speak with Animals 5th | Beast Sense 9th | Speak with Plants 13th | Locate Creature 17th | Commune with Nature\r\n\r\nYou can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\n\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Martial Versatility (Optional)\r\n\r\nWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.\r\n\r\n[h2]Fleet of Foot[\/h2]\r\n\r\nStarting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.\r\n\r\n[h2]Hide in Plain Sight[\/h2]\r\n\r\nStarting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\r\n\r\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.\r\n\r\n[h2]Nature's Veil (Optional)[\/h2]\r\n\r\nThis 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.\r\n\r\nYou draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.\r\n\r\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\n[h2]Vanish[\/h2]\r\n\r\nStarting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.\r\n\r\n[h2]Feral Senses[\/h2]\r\n\r\nAt 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\r\n\r\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.\r\n\r\n[h2]Foe Slayer[\/h2]\r\n\r\nAt 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.","subclass_options":"[h2]Ranger Conclaves[\/h2]\r\n[h1]Beastmaster[\/h1]\r\n\r\nMany rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.\r\n\r\n[h2]ANIMAL COMPANION[\/h2]\r\n\r\nAt 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.\r\nWith 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.\r\nAt the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion\u2019s Bond ability. You can have only one animal companion at a time.\r\nIf your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion\u2019s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.\r\nIf you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.\r\n\r\n[h2]COMPANION'S BOND[\/h2]\r\n\r\nYour animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one.\r\nThe companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.\r\nWhen using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.\r\nYour animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.\r\nYour animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.\r\nFor each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.\r\nWhenever you gain the Ability Score Improvement class feature, your companion\u2019s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can\u2019t increase an ability score above 20 using this feature unless its description specifies otherwise.\r\nYour companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, \u201cThe ranger who travels with me is a beloved companion for whom I would gladly give my life.\u201d\r\nYour animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.\r\n\r\n[h2]EXTRA ATTACK[\/h2]\r\n\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[h2]BEAST'S DEFENSE[\/h2]\r\n\r\nAt 7th level, while your companion can see you, it has advantage on all saving throws.\r\n\r\n[h2]STORM OF CLAWS AND FANGS[\/h2]\r\n\r\nAt 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.\r\n\r\n[h2]SUPERIOR BEAST[\/h2]\r\nAt 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack\u2019s damage against it.\r\n\r\n[h1]Fey Wanderer[\/h1]\r\nAs a Fey Wanderer, you strive to reignite the broken connection between the Feywild and the Material Plane. For centuries, the mysterious link that let animals and fey roam free between each domain has been severed, unbeknownst as to why. Your experience with the Material as well as your research or knowledge of the Feywild makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.\r\n\r\n[h2]FEYWILD'S GIFT[\/h2]\r\nFey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing yourself (along with the DM's approval), from the Feywild Gifts table, or determine it randomly.\r\n[table]\r\n[tr]\r\n[th]d6[\/th]\r\n[th]Feywild Gift[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Illusory butterflies flutter around you while you take a short or long rest.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]Fresh, seasonal flowers sprout from your hair each dawn.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]Your shadow dances while no one is looking directly at it[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Delicate horns or antlers sprout from your head.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]Your skin and hair change color to match the season at each dawn.[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]COMPANION'S BOND[\/h2]\r\nYou learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn\u2019t count against the number of ranger spells you know.\r\n[table]\r\n[tr]\r\n[th]Fey Wanderer Spells[\/th]\r\n[th][\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Ranger Level[\/td]\r\n[td]Spell[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Charm Person[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Misty Step[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Dispel Magic[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Banishment[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Mislead[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]CUNNING WILL[\/h2]\r\nAt 3rd level, your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.\r\nIn addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.\r\n\r\n[h2]DREADFUL STRIKES[\/h2]\r\nAt 3rd level, you augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you\u2019re currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.\r\nWhen you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.\r\n\r\n[h2]EXTRA ATTACK[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[h2]BLESSINGS OF THE COURT[\/h2]\r\nAt 7th level, you have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.\r\nIn addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.\r\n\r\n[h2]BEGUILING TWIST[\/h2]\r\nAt 11th level, you learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:\r\nThe creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.\r\nThe creature takes 3d10 psychic damage.\r\n\r\n[h2]MISTY PRESENCE[\/h2]\r\nAt 15th level, you can magically remove yourself from one creature\u2019s perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can\u2019t see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.\r\nOnce you\u2019ve used this bonus action, you can\u2019t use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.\r\n\r\n[h1]Gloom Stalker[\/h1]\r\nGloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.\r\n\r\n[h2]GLOOM STALKER MAGIC[\/h2]\r\nStarting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\r\n\r\n[table]\r\n[tr]\r\n[th]Gloom Stalker Spells[\/th]\r\n[th][\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Ranger Level[\/td]\r\n[td]Spells[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Disguise Self[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Rope Trick[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Fear[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Greater Invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Seeming[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]DREAD AMBUSHER[\/h2]\r\nAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.\r\nAt the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.\r\n\r\n[h2]UMBRAL SIGHT[\/h2]\r\nAt 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.\r\nYou are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.\r\n\r\n[h2]IRON MIND[\/h2]\r\nBy 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).\r\n\r\n[h2]STALKER'S FURY[\/h2]\r\nAt 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.\r\n\r\n[h2]SHADOWY DODGE[\/h2]\r\nStarting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.\r\n\r\n\r\n[h1]Horizon Walker[\/h1]\r\nHorizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse \u2013 especially benevolent dragons, fey, and elementals \u2013 that work to preserve life and the order of the planes.\r\n\r\n[h2]HORIZON WALKER MAGIC[\/h2]\r\nStarting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn\u2019t count against the number of ranger spells you know.\r\n[table]\r\n[tr]\r\n[th]Horizon Walker Spells[\/th]\r\n[th][\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Ranger Level[\/td]\r\n[td]Spells[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Protection From Evil and Good[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Misty Step[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Haste[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Banishment[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Teleportation Circle[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]DETECT PORTAL[\/h2]\r\nAt 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\nSee the \"Planar Travel\" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.\r\n\r\n[h2]PLANAR WARRIOR[\/h2]\r\nAt 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.\r\nAs a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.\r\n\r\n[h2]ETHEREAL STEP[\/h2]\r\nAt 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.\r\nOnce you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n[h2]DISTANT STRIKE[\/h2]\r\nAt 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.\r\nIf you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.\r\n\r\n[h2]SPECTRAL DEFENSE[\/h2]\r\nAt 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.\r\n\r\n\r\n[h1]Monster Slayer[\/h1]\r\nYou have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.\r\n\r\n[h2]MONSTER SLAYER MAGIC[\/h2]\r\nStarting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\r\n\r\n[table]\r\n[tr]\r\n[th]Monster Slayer Spells[\/th]\r\n[th][\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Ranger Level[\/td]\r\n[td]Spells[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Protection from Evil and Good[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Zone of Truth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Magic Circle[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Banishment[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Hold Monster[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]HUNTER'S SENSE[\/h2]\r\nAt 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.\r\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.\r\n\r\n[h2]SLAYER'S PREY[\/h2]\r\nStarting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.\r\nThis benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.\r\n\r\n[h2]SUPERNATURAL DEFENSE[\/h2]\r\nAt 7th level, you gain extra resilience against your prey\u2019s assaults on your mind and body. Whenever the target of your Slayer\u2019s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.\r\n\r\n[h2]MAGIC USER'S NEMESIS[\/h2]\r\nAt 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n\r\n[h2]SLAYER'S COUNTER[\/h2]\r\nAt 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer\u2019s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack\u2019s normal effects.\r\n\r\n\r\n[h1]Swarmkeeper[\/h1]\r\nFeeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits trapped in the Beastlands, which take the form of swarming beasts\u2014be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful\u2014if potentially disturbing\u2014company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.\r\n\r\n[h2]SWARMKEEPER'S MAGIC[\/h2]\r\nStarting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\r\nIn addition, you learn the mage hand cantrip if you don\u2019t already know it.\r\n\r\n[table]\r\n[tr]\r\n[th]Swarmkeeper Spells[\/th]\r\n[th][\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Ranger Level[\/td]\r\n[td]Spells[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Faerie Fire[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Web[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Gaseous Form[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Giant Insect[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Insect Plague[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]GATHERED SWARM[\/h2]\r\nAt 3rd level, you magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.\r\nAs a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.\r\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.\r\n\r\n[h2]SLAYER'S PREY[\/h2]\r\nAt 7th level, you can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:\r\nYour walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.\r\nYou gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.\r\nYou gain a flying speed of 10 feet and can hover.\r\n\r\n[h2]SUPERNATURAL DEFENSE[\/h2]\r\nAt 11th level, as an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. Once you use this feature, you can't use it again until you finish a short or long rest.\r\nAs an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. Once you use this feature, you can\u2019t do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.\r\n\r\n[h2]STORM OF MINIONS[\/h2]\r\nAt 15th level, your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere\u2019s area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn\u2019t blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.\r\nWhen you activate this feature, you can choose any number of creatures you can see to be unaffected by it. Once you use this feature, you can\u2019t do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.\r\n\r\n\r\n[h1]Primeval Guardian[\/h1]\r\nRangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.\r\nThese rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.\r\n\r\n[h2]GUARDIAN MAGIC[\/h2]\r\nStarting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn\u2019t count against the number of ranger spells you know.\r\n\r\n[table]\r\n[tr]\r\n[th]Primeval Guardian Spells[\/th]\r\n[th][\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Ranger Level[\/td]\r\n[td]Spells[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Entangle[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Enhance Ability[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Conjure Animals[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]Giant Insect[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]Insect Plague[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]GUARDIAN SOUL[\/h2]\r\nStarting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.\r\nYou undergo the following changes while in your guardian form:\r\nYour size becomes Large, unless you were larger.\r\nAny speed you have becomes 5 feet, unless the speed was lower.\r\nYour reach increases by 5 feet.\r\nYou gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.\r\n\r\n[h2]PIERCING THORNS[\/h2]\r\nAt 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.\r\n\r\n[h2]ANCIENT FORTITUDE[\/h2]\r\nAt 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum\r\n\r\n[h2]ROOTED DEFENSE[\/h2]\r\nAt 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.\r\n\r\n[h2]GUARDIAN AURA[\/h2]\r\nStarting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.","table_data":"Level | Proficiency | Bonus Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th\r\n1st | +2 | Favored Enemy, Natural Explorer, Deft Explorer (Optional), Favored Foe (Optional) | - | - | - | - | - | -\r\n2nd | +2 | Fighting Style, Spellcasting, \/\/Spellcasting Focus (Optional) | 2 | 2 | - | - | - | -\r\n3rd | +2 | Primeval Awareness, Ranger Conclave, Primal Awareness (Optional) | 3 | 3 | - | - | - | -\r\n4th | +2 | Ability Score Improvement, Martial Versatility (Optional) | 3 | 3 | - | - | - | -\r\n5th | +3 | Ranger Conclave feature | 4 | 4 | 2 | - | - | -\r\n6th | +3 | Favored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement (Optional) | 4 | 4 | 2 | - | - | -\r\n7th | +3 | Ranger Conclave feature | 5 | 4 | 3 | - | - | -\r\n8th | +3 | Ability Score Improvement, Land's Stride, Martial Versatility (Optional) | 5 | 4 | 3 | - | - | -\r\n9th | +4 | - | 6 | 4 | 3 | 2 | - | -\r\n10th | +4 | Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature (Optional), Nature's Veil (Optional) | 6 | 4 | 3 | 2 | - | -\r\n11th | +4 | Ranger Conclave feature | 7 | 4 | 3 | 3 | - | -\r\n12th | +4 | Ability Score Improvement, Martial Versatility (Optional) | 7 | 4 | 3 | 3 | - | -\r\n13th | +5 | - | 8 | 4 | 3 | 3 | 1 | -\r\n14th | +5 | Favored Enemy Improvement, Vanish | 8 | 4 | 3 | 3 | 1 | -\r\n15th | +5 | Ranger Conclave feature | 9 | 4 | 3 | 3 | 2 | -\r\n16th | +5 | Ability Score Improvement, Martial Versatility (Optional) | 9 | 4 | 3 | 3 | 2 | -\r\n17th | +6 | - | 10 | 4 | 3 | 3 | 3 | 1\r\n18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1\r\n19th | +6 | Ability Score Improvement, Martial Versatility (Optional) | 11 | 4 | 3 | 3 | 3 | 2\r\n20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2","source":"","jsondata":"{\"name\":\"Ranger\",\"overview\":\"Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.\\r\\nYou must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.\",\"hit_dice\":\"1d10\",\"hit_points_at_1st_level\":\"10 + your Constitution modifier\",\"hit_points_at_higher_levels\":\"1d10 (or 6) + your Constitution modifier per ranger level after 1st\",\"armor_proficiencies\":\"Light armor, medium armor, shields\",\"weapon_proficiencies\":\"Simple weapons, martial weapons\",\"tools\":\"None\",\"saving_throws\":\"Strength, Dexterity\",\"skills\":\"Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival\",\"starting_equipment\":\"You start with the following equipment, in addition to the equipment granted by your background:\\r\\n (a) scale mail or (b) leather armor\\r\\n(a) two shortswords or (b) two simple melee weapons\\r\\n(a) a dungeoneer's pack or (b) an explorer's pack\\r\\nA longbow and a quiver of 20 arrows\",\"spellcasting\":\"Spellcasting\\r\\nBy the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.\\r\\nSpell Slots\\r\\n\\r\\nThe Ranger table shows how many spell slots you have to cast your 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\\nSpells Known of 1st Level and Higher\\r\\n\\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\\nSpellcasting Ability\\r\\n\\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\\n\\r\\nSpell attack modifier = your proficiency bonus + your Wisdom modifier\\r\\nSpellcasting Focus (Optional)\\r\\n\\r\\nAt 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.\",\"class_features\":\"[b]Favored Enemy[\\\/b]\\r\\nBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\\r\\n\\r\\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\\r\\n\\r\\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\\r\\n\\r\\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\\r\\n\\r\\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.\\r\\n\\r\\n[b]Favored Foe (Optional)[\\\/b]\\r\\n\\r\\nThis 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.\\r\\n\\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\\n\\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 increase that damage by 1d4.\\r\\n\\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\\n\\r\\nThis feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.\\r\\n\\r\\n[b]Natural Explorer[\\\/b]\\r\\n\\r\\nAlso at 1st level, You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\\r\\n[br]\\r\\n[ul]\\r\\n[li]You ignore difficult Terrain[\\\/li]\\r\\n[li]You have advantage on initiative rolls[\\\/li]\\r\\nOn your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.[\\\/ul]\\r\\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\\r\\n[br]\\r\\n[ul]\\r\\n[li]Difficult terrain doesn't\\u2019t slow your group\\u2019s travel[\\\/li]\\r\\n[li]Your group can\\u2019t become lost except by magical means.[\\\/li]\\r\\n[li]Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\\r\\n\\r\\n[b]Deft Explorer (Optional)[\\\/b]\\r\\n\\r\\nThis 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.\\r\\n\\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 when you reach 6th level and 10th level in this class.\\r\\n\\r\\nCanny (1st Level)\\r\\n\\r\\nChoose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.\\r\\n\\r\\nYou can also speak, read, and write 2 additional languages of your choice.\\r\\nRoving (6th Level)\\r\\n\\r\\nYour walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.\\r\\nTireless (10th Level)\\r\\n\\r\\nAs an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\\r\\n\\r\\nIn addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.\\r\\n\\r\\n[b]Fighting Style[\\\/b]\\r\\n\\r\\nAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\\r\\n\\r\\n Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.\\r\\n\\r\\n Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.\\r\\n\\r\\n Defense. While you are wearing armor, you gain a +1 bonus to AC.\\r\\n\\r\\n Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.\\r\\n\\r\\n Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\\r\\n\\r\\n Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.\\r\\nIn addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.\\r\\n\\r\\n Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\\r\\n\\r\\n Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.\\r\\n\\r\\n Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.\\r\\n\\r\\n Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.\\r\\n\\r\\n Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.\\r\\n\\r\\n Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.\\r\\nWhen you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.\\r\\n\\r\\n[b]Primeval Awareness[\\\/b]\\r\\nBeginning 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 (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn\\u2019t reveal the creatures\\u2019 location or number.\\r\\n\\r\\n[b]Primal Awareness (Optional)[\\\/b]\\r\\n\\r\\nThis 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.\\r\\n\\r\\nYou can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.\\r\\nPrimal Awareness Spells\\r\\nRanger Level | Spell\\r\\n3rd | Speak with Animals\\r\\n5th | Beast Sense\\r\\n9th | Speak with Plants\\r\\n13th | Locate Creature\\r\\n17th | Commune with Nature\\r\\n\\r\\nYou can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.\\r\\n\\r\\n\\r\\n\\r\\n[b]Ability Score Improvement[\\\/b]\\r\\n\\r\\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\\r\\nMartial Versatility (Optional)\\r\\n\\r\\nWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.\\r\\n\\r\\n[b]Fleet of Foot[\\\/b]\\r\\n\\r\\nStarting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\\r\\n\\r\\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.\\r\\n\\r\\n[b]Hide in Plain Sight[\\\/b]\\r\\n\\r\\nStarting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\\r\\n\\r\\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.\\r\\n\\r\\n[b]Nature's Veil (Optional)[\\\/b]\\r\\n\\r\\nThis 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.\\r\\n\\r\\nYou draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.\\r\\n\\r\\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\\r\\n\\r\\n[b]Vanish[\\\/b]\\r\\n\\r\\nStarting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.\\r\\n\\r\\n[b]Feral Senses[\\\/b]\\r\\n\\r\\nAt 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\\r\\n\\r\\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.\\r\\n\\r\\n[b]Foe Slayer[\\\/b]\\r\\n\\r\\nAt 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.\",\"subclass_options\":\"[b]Ranger Conclave[\\\/b]\\r\\nAt 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.\\r\\nConclave | Source\\r\\nBeast Master | Player's Handbook\\r\\nFey Wanderer | Tasha's Cauldron of Everything\\r\\nGloom Stalker | Xanathar's Guide to Everything\\r\\nHorizon Walker | Xanathar's Guide to Everything\\r\\nHunter | Player's Handbook\\r\\nMonster Slayer | Xanathar's Guide to Everything\\r\\nSwarmkeeper | Tasha's Cauldron of Everything\\r\\nUnearthed Arcana\\r\\nDrakewarden (UA) | Unearthed Arcana 75 - Subclasses, Part 5\\r\\nArchived Unearthed Arcana\\r\\nRevised Ranger Unearthed | Arcana 18 - The Ranger, Revised\\r\\nBeast Master Revised | Unearthed Arcana 18 - The Ranger, Revised\\r\\nFey Wanderer | Unearthed Arcana 69 - Subclasses, Part 3\\r\\nPrimeval Guardian | Unearthed Arcana 28 - Ranger & Rogue\\r\\nSwarmkeeper | Unearthed Arcana 64 - Fighter, Ranger, Rogue\",\"table_data\":\"Level | Proficiency | Bonus Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th\\r\\n1st | +2 | Favored Enemy, Natural Explorer, Deft Explorer (Optional), Favored Foe (Optional) | - | - | - | - | - | -\\r\\n2nd | +2 | Fighting Style, Spellcasting, \\\/\\\/Spellcasting Focus (Optional) | 2 | 2 | - | - | - | -\\r\\n3rd | +2 | Primeval Awareness, Ranger Conclave, Primal Awareness (Optional) | 3 | 3 | - | - | - | -\\r\\n4th | +2 | Ability Score Improvement, Martial Versatility (Optional) | 3 | 3 | - | - | - | - \\r\\n5th | +3 | Ranger Conclave feature | 4 | 4 | 2 | - | - | -\\r\\n6th | +3 | Favored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement (Optional) | 4 | 4 | 2 | - | - | -\\r\\n7th | +3 | Ranger Conclave feature | 5 | 4 | 3 | - | - | -\\r\\n8th | +3 | Ability Score Improvement, Land's Stride, Martial Versatility (Optional) | 5 | 4 | 3 | - | - | -\\r\\n9th | +4 | | 6 | 4 | 3 | 2 | - | -\\r\\n10th | +4 | Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature (Optional), Nature's Veil (Optional) | 6 | 4 | 3 | 2 | - | -\\r\\n11th | +4 | Ranger Conclave feature | 7 | 4 | 3 | 3 | - | -\\r\\n12th | +4 | Ability Score Improvement, Martial Versatility (Optional) | 7 | 4 | 3 | 3 | - | -\\r\\n13th | +5 | 8 | 4 | 3 | 3 | 1 | -\\r\\n14th | +5 | Favored Enemy Improvement, Vanish | 8 | 4 | 3 | 3 | 1 | -\\r\\n15th | +5 | Ranger Conclave feature | 9 | 4 | 3 | 3 | 2 | -\\r\\n16th | +5 | Ability Score Improvement, Martial Versatility (Optional) | 9 | 4 | 3 | 3 | 2 | -\\r\\n17th | +6 | | 10 | 4 | 3 | 3 | 3 | 1\\r\\n18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1\\r\\n19th | +6 | Ability Score Improvement, Martial Versatility (Optional) | 11 | 4 | 3 | 3 | 3 | 2\\r\\n20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2\",\"jsondata\":\"\",\"tags\":\"\",\"templateId\":\"5460\",\"blockId\":\"592014\",\"world\":\"\",\"isShared\":\"on\"}","tags":"","templateId":"5460","blockId":"1154465","world":"","isShared":"on"}