diff --git a/docs/_Classes/ranger copy.md b/docs/_Classes/ranger copy.md new file mode 100644 index 0000000..5999453 --- /dev/null +++ b/docs/_Classes/ranger copy.md @@ -0,0 +1,1937 @@ +--- +title: Ranger - New +layout: default +profile: + traits: ["survival-expert", "nature-guardian", "stealth-master", "nature-magic"] + archetypes: + beast-conclave: + traits: ["animal-companion", "nature-guardian", "loyal-guardian", "wild-spirit"] + burghal-explorer: + traits: ["urban-background", "explorer", "athletic-prowess", "stealth-master"] + diabolist: + traits: ["undead-hunter", "ghost-tracker", "death-magic", "spirit-medium"] + fey-hunter: + traits: ["fey-hunter", "enchantment-resistance", "nature-guardian", "tactical-value"] + freerunner: + traits: ["mobile-combatant", "athletic-prowess", "agile-fighter", "physical"] + gloom-stalker: + traits: ["darkvision-master", "stealth-master", "ambush-predator", "shadow-affinity"] + herbalist-conclave: + traits: ["potion-brewer", "healing-magic", "nature-guardian", "supportive-role"] + horizon-walker: + traits: ["planar-guardian", "dimensional-magic", "tactical-value", "otherworldly-knowledge"] + hunter-conclave: + traits: ["monster-hunter", "tactical-value", "survival-expert", "weapon-specialist"] + monster-slayer: + traits: ["monster-hunter", "relentless-hunter", "tactical-value", "demon-hunter"] + nightstalker: + traits: ["shadow-magic", "stealth-master", "shadow-affinity", "summon-familiar"] + stalker: + traits: ["urban-background", "stealth-master", "social-manipulator", "truth-seeker"] + banshee-conclave: + restriction: + folk: ["bound spirit"] + traits: ["undead-hunter", "death-magic", "vengeful-soul", "spirit-medium"] + trickster-conclave: + restriction: + folk: ["gnome", "halfling", "kobold"] + traits: ["trickster-magic", "illusion-specialist", "cunning-value", "small-advantage"] + moonstalker-conclave: + restriction: + folk: ["shifter"] + traits: ["shapeshifter", "wild-spirit", "lunar-affinity", "hunting-expert"] +--- + +
+ +##### [Ranger Conclaves](#internal-conclaves) +Beast Conclave
+Burghal Explorer
+Diabolist
+Fey Hunter
+Freerunner
+Gloom Stalker
+Herbalist Conclave
+Horizon Walker
+Hunter Conclave
+Monster Slayer
+Nightstalker
+Stalker + +##### Restricted Conclaves +**Awakened (bound spirit)**
+Banshee Conclave + +**Gnome/Halfling/Kobold**
+Trickster Conclave + +**Shifter**
+Moonstalker Conclave + +##### Hunter's Edge +
+ +# Ranger +For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game — even fugitives among their own people. + + +#### Character Creation +Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place. + +A relationship with civilization informs every ranger’s personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization’s frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it. + +Why did you choose the path of a ranger. In the following table are some suggestions, but keep in mind your background and all the other details you have established so far. + +#### Ranger Background +| d6 | I became a ranger because … | +|:--:|:-------| +| 1 | I found purpose while I honed my hunting skills by bringing down dangerous animals at the edge of civilization. | +| 2 | I always had a way with animals, able to calm them with a soothing word and a touch. | +| 3 | I suffer from terrible wanderlust, so being a ranger gave me a reason not to remain in one place for too long. | +| 4 | I have seen what happens when the monsters come out from the dark. I took it upon myself to become the first line of defense against the evils that lie beyond civilization’s borders. | +| 5 | I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands. | +| 6 | I served in an army, learning the precepts of my profession while blazing trails and scouting enemy encampments. | + + +## Ranger Class Features + +
+ +##### The Ranger +| -Level- | -PB- | -Features- | -Hunter's Edge- | +|:-------:|:----:|:-----------|:---------------:| +| 1st | +2 | Hunter's Edge, Natural Explorer,
Ranger Conclave | 2 | +| 2nd | +2 | Favored Enemy, Fighting Style | 2 | +| 3rd | +2 | Ranger Conclave feature | 3 | +| 4th | +2 | Primeval Awareness | 3 | +| 5th | +3 | Ranger Conclave feature | 4 | +| 6th | +3 | Favored Enemy Improvement | 4 | +| 7th | +3 | Ranger Conclave feature | 5 | +| 8th | +3 | Relentless | 5 | +| 9th | +4 | ─ | 6 | +| 10th | +4 | Hide in Plain Sight | 6 | +| 11th | +4 | Ranger Conclave feature | 7 | +| 12th | +4 | Favored Enemy Improvement | 7 | +| 13th | +5 | ─ | 8 | +| 14th | +5 | Low Profile | 8 | +| 15th | +5 | Ranger Conclave feature | 9 | +| 16th | +5 | ─ | 9 | +| 17th | +6 | ─ | 10 | +| 18th | +6 | Evolutionary Balance | 10 | +| 19th | +6 | ─ | 11 | +| 20th | +6 | Apex Predator | 11 | + +
+ +As a ranger, you gain the following class features. + +#### Hit Points +**Hit Dice:** 1d10 + +#### Saving Throws +You are proficient with ***Dexterity*** and ***Strength*** saving throws. + +#### Skills +**Class Skills:** Animal handling, Herbalism, Nature, Perception, Physique, Stealth, Survival and Swimming + +**Skill Points:** You gain 3 skill points at 1st level. + +#### Skills - Combat +**Weapon Groups:** You have rank 2 with all weapon groups. + +**Combat Skills:** You gain the *Light armor* and *Medium armor* skills. + +**After 1st level:** You gain 1 skill point to spend on combat skills every level. + +#### Equipment +You start with the following equipment, in addition to the equipment granted by your background: +* *(a)* scale mail or *(b)* leather armor +* *(a)* two shortswords or *(b)* two simple melee weapons +* *(a)* a dungeoneer’s pack or *(b)* an explorer’s pack +* A longbow and a quiver of 20 arrows + +### Hunter's Edge +The wild teaches harsh lessons to those who endure it. These lessons become a Hunter's Edge: a perfected instinct, a predatory trick, or a hard-won skill that sets you apart from lesser rangers. Each Edge embodies a different path to mastery, shaped by experience, cunning, and the call of the wild. + +At 1st level, you gain two Hunter's Edges of your choice. You gain an additional Hunter's Edge at every odd ranger level thereafter. When you gain a Hunter's Edge, you may select any Edge for which you meet the prerequisites. + +Some Ranger Conclaves grant additional Hunter's Edges; these do not count against the number of Edges you gain from this feature. A complete list of Hunter's Edges and their prerequisites can be found at the end of the Ranger class description. + +### Natural Explorer +You are particularly familiar with the natural world, adept at traveling and surviving out in the wilds. At 1st level, choose three of the following traits. You may choose two additional traits at 6th and 10th level. + +
+ +- #### Expert Tracker + While tracking other creatures, you also learn their exact number, their sizes and roughly how long ago it was that they passed through the area. + +- #### Forest Friend + You gain the trust of a tiny animal friend. You both share a basic understanding, though the animal is still subject to its natural instincts. Your animal must be a tiny CR 0 beast, and (when relevant) it shares your pool of actions. + + If your animal friend is reduced to 0 hit points, you can spend one hit die or suffer a level of exhaustion to reduce it to 1 hit point instead. If your animal friend leaves or dies, you can spend time during a long rest to try bonding with another creature from the surrounding environment. + + Unless abused, this friend will have some degree of DM protection. + + **Many Friends**: You may take this trait multiple times, gaining an additional animal friend each time. + +- #### In the Corner of My Eye + Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. + +- #### Light in the Dark + You know how to make your lighting supplies last a little longer in the dark. You have skill wwith crafting simple candles or torches, and these crafted lights burn for twice as long as normal. + +- #### Light Sleeper + While asleep, you are still half-aware of what's happening around you. You may still roll Perception checks while sleeping, but with disadvantage. + +- #### Make a Meal out of Everything + You may roll with advantage when attempting to cook a simple meal with basic or improvised ingredients. + +- #### Natural Sense of Direction + When travelling outside, you may make navigation checks as if you had a map and compass. + +- #### Shortcut to Mushrooms + When you forage, you find twice as much food or water as you normally would. + +- #### There is Always Another Path + Difficult terrain doesn’t slow your group's travel during long journeys. + +- #### Walk Softly and Carry a Big Bow + If you are traveling alone, you can move stealthily at a normal pace. + +
+ +### Ranger Conclave +At 1st level, you choose to emulate the ideals and training of a ranger conclave, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd level, 5th, 7th, 11th, and 15th level. + +### Favored Enemy +Beginning at 2nd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. + +Choose 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. + +You have advantage on checks to track your favored enemies, as well as on Intelligence checks to recall information about them. + +When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. + +You 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. + +
+
Rest Additions
+
+The following additions are made to the general rest rules. +
+ +| Long rest | +|:-| +| After a long rest: | +| * Regain one use of ***Primeval Awareness***. +| Add the following class specific benefits to choose from: | +| * Regain all uses of ***Favored Foe***. +| * Regain all uses of ***Primeval Awareness***. +| * Regain all uses of ***Fade Away***. + +
+
+
+ +### Fighting Style +At 2nd level, you adopt a style of fighting as your specialty. Choose one of the options from the fighter list of fighting styles. You can’t take a fighting style option more than once, even if you later get to choose again. + +Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style. + +### Primeval Awareness +From 4th level, your mastery of ranger lore allows you to establish a link to beasts and to the land around you. + +You have an ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs, and actions you can take (if any) to persuade it to not attack. + +You cannot use this ability against a creature that you have attacked. + +#### Favored Enemy +If you have the Favored Enemy feature, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 minute in concentration, you sense whether any such enemies are present within 5 miles of you. This feature reveals which type of enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. + +You may use this feature a number of times equal to your proficiency bonus and can regain all expended uses when you finish a long rest. + +### Relentless +At 8th level you can choose one of the following options: + +
+ +- #### Relentless Pursuit + You can use the Dash action as a ***bonus action*** on your turn. Also, you have advantage on Constitution checks and saving throws to avoid exhaustion during chases and forced marches. + +- #### Relentless Wanderer + You have advantage on any saving throw made to avoid non magical traps or natural hazards, as well as resistance to any damage from non magical traps or natural hazards. You don’t gain this benefit if you are incapacitated, grappled, or restrained. + +
+ +### Hide in Plain Sight +Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. If you remain motionless while hiding, creatures that attempt to detect you take a −10 penalty to their Perception checks. In addition, on your first round during combat you have advantage on attack and damage rolls against creatures that have not yet acted. + +### Low Profile +Starting at 14th level, you are no more remarkable in your element than a small animal or an insect, able to slip by almost anyone unnoticed. Choose one of the following features: + +
+ +- #### Fade Away + You can use a ***bonus action*** to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. + + You 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 + +- #### Vanish + You can use the Hide action as a ***bonus action*** on each of your turns in combat. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. + +
+ +### Evolutionary Balance +At 18th level, you gain a special ability to detect your prey. Choose one of the following options. + +
+ +- #### Eagle's Eyes + You can see objects and creatures up to 1 mile away as though they were directly in front of you. When you are at least 120 feet above the ground, this range increases to 10 miles. + + You become proficient with Perception if you weren't already, and you add double your proficiency bonus, instead of your normal bonus, when you make Perception checks. + +- #### Feral Senses + You gain supernatural senses that help you fight creatures you can't see. You have blindsight with a range of 10 ft. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. + +- #### Hound's Snout + You can detect the scent of all creatures that passed through an area unless the area has been subject to light winds for 1 hour, moderate winds for 1 minute, or strong winds for 1 round. By following the scent trail, you can detect the exact path your quarry took. + + In addition, you can expend a spell slot to improve your sense of smell even further and work out events that transpired in a specific location within 60 feet of you. You can identify specific people (as long as you are familiar with their scent), their movements, and how they interacted with the environment, up to the DM's discretion. + +
+ +### Apex Predator +At 20th level, you become an unparalleled hunter. Choose an option. + +
+ +- #### Foe Slayer + 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. You can choose to use this feature after the roll, but before any effects of the roll are applied. + +- #### Roots of the Arcane + Once per turn, when you spend a 1st level spell slot on your turn, you regain a 1st level spell slot. + +- #### Swift Hunter + On your first turn during combat, any of your attacks that hits a creature who has not yet acted is a critical hit. + +- #### Whirlwind + Once per turn, you can trade one of your attacks to do a whirlwind. When doing a whirlwind, you make one melee weapon attack against each creature within 5 feet of you. + +
+ + +

Ranger Conclaves

+ +Across the wilds, rangers come together to form conclaves - loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it. + +
+ +- **Beast Conclave** - The Beast Master has committed himself to working in partnership with an animal as his companion and friend. + +- **Burghal Explorer** - Burghal Explorers are at home in tight places, like dangerous ruins, dark slums and ruined cities. + +- **Diabolist** - Diabolist rangers roam the land, searching for tales of shades that hunt for the living, banshees that haunt the woods, or even helping ghosts that are not aware that they have passed in the first place. + +- **Fey Hunter** - A fey hunter specializes in eliminating menaces from the Fey Realms and resisting the many charms and deceptions of the fey. + +- **Freerunner** - A freerunner is supremely nimble and capable of crossing terrain as quickly as possible through a skilled combination of dashing, leaping, and nimbly climbing. + +- **Gloomstalker** - Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. + +- **Herbalist Conclave** - Herbalists have learned to extract the magical properties of plants and nature in order to create potent mixtures that can aid allies and hinder foes. + +- **Horizon Walker** - Rangers of the Horizon Conclave guard the world against threats that originate from other planes. + +- **Hunter Conclave** - A Hunter has accepted his place as a bulwark between civilization and the terrors of the wilderness. + +- **Monster Slayer** - You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. + +- **Nightstalker** - The Nightstalker emulates a unique form of shadow magic, used to create shadowy familiars to accompany him in battle. + +- **Stalker** - Stalkers serve as investigators, spies, informants, interrogators, and vigilantes. Unlike other rangers, they are just as at home in a crowded metropolis as in a wilderness setting. + +
+ + +
+

Beast Conclave

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 1st | Beast Friend | +| 3rd | Animal Companion | +| 5th | Coordinated Attack | +| 7th | Beast’s Defense | +| 11th | Storm of Claws and Fangs | +| 15th | Superior Beast’s Defense | + +
+ +Many 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. + +### Beast Friend +Beasts instinctively recognize your respect for the natural world. You gain 1 skill point to spend on the Handle Animal skill. In addition, Beasts begin interactions with you one attitude step friendlier than normal, at the GM's discretion. + +### Animal Companion +At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. + +With 8 hours of preparation, you call forth an animal from the surrounding wilderness to serve as your faithful companion. You normally select you 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. + +At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. + +If 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 return your animal companion to life, with 1 hp. + +If you use this ability to call upon a new companion, your current companion leaves you. + +
+ +##### Expanding Companion Options +Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion. As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions. +
+ +#### Companion’s Bond +Your animal companion gains a variety of benefits while it is linked to you. + * The companion loses its Multiattack action, if it has one. + * It obeys your commands as best it can. The companion 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. + * Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, it also adds its proficiency bonus to AC and damage rolls. + * Your animal companion gains becomes proficient with all saving throws. + * For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. + * Your 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, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” + * If you have the Favored Archetype or Favored Enemy feature, your animal companion gains those benefits, as well as the improved features when you gain that feature at 6th level. It uses the favored enemies you selected for those features. + * When your beast companion falls to 0 hit points, it gains the Dying condition as if it were a player character. Roll death saving throws for the companion when appropriate. + + +| d6 | Trait | +|:--:|:------| +| 1 | I’m dauntless in the face of adversity. | +| 2 | Threaten my friends, threaten me. | +| 3 | I stay on alert so others can rest. | +| 4 | People see an animal and underestimate me. I use that to my advantage. | +| 5 | I have a knack for showing up in the nick of time. | +| 6 | I put my friends’ needs before my own in all things. | + + +| d6 | Flaw | +|:--:|:------| +| 1 | If there’s food left unattended, I’ll eat it. | +| 2 | I growl at strangers, and all people except my ranger are strangers to me. | +| 3 | Any time is a good time for a belly rub. | +| 4 | I’m deathly afraid of water. | +| 5 | My idea of hello is a flurry of licks to the face. | +| 6 | I jump on creatures to tell them how much I love them. | + +### Coordinated Attack +You and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its ***reaction*** to make a melee attack. + +### Beast’s Defense +While your companion can see you, it has advantage on all saving throws. + +### Storm of Claws and Fangs +Your companion can use its ***action*** to make a melee attack against each creature of its choice within 5 ft of it with a separate attack roll for each target. + +### Superior Beast’s Defense +Whenever an attacker that your companion can see hits it with an attack, it can use its ***reaction*** to halve the attack’s damage against it + + +
+

Burghal Explorer

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 3rd | Burghal Explorer Magic,
Grazing Strike | +| 5th | Extra Attack | +| 7th | Above and Below | +| 11th | Streetwise | +| 15th | Close Quarters | + +
+ +Burghal Explorers are at home in tight places, making their living as urban bounty hunters or guiding magical search crews through dangerous ruins. Dark slums and ruined cities, choked with thirsty weeds and decorated with crumbling remnants of once-thriving communities, become gathering points for desperate innocents—and for sneak-thieves and bandits who prey on the helpless. + +Burghal Explorers toe the line between the natural forest and cityscapes, moonlighting as vigilantes, or fending off unnatural horrors that reach covetously toward the darkest, deepest, plots of land. + +> *"Ranging doesn’t just happen in the wilderness. It happens in ancient ruins, dank caves, and crowded cities. The towers are my mountains, the allies are my forest, and the criminal scum is my quarry."* +> +> -- Landon Fleetcloak, Burghal explorer + +### Burghal Explorer Magic +You learn an additional spell when you reach certain levels in this class, as shown in the Burghal Explorer Spells table. The spell counts as a ranger spell for you, but it does not count against the number of ranger spells you know. + +#### Burghal Explorer Spells +| Ranger Level | Spells | +|:----:|:-------------| +| 3rd | *find familiar* | +| 5th | *misty step* | +| 9th | *tongues* | +| 13th | *Mordenkainen’s faithful hound* | +| 17th | *animate objects* | + +### Grazing Strike +You gain the ability to hinder your foes with your strikes. Once per turn when you damage a creature with a weapon attack, you can graze your target’s arm, leg, chest, or head. When you do, the creature takes an additional 1d4 damage and you impose one of the follow effects on that target: +* **Head**. It has disadvantage the next saving throw it makes before the end of its next turn. +* **Arm**. It has disadvantage on the next Strength or Dexterity check it makes before the end of its next turn. +* **Leg**. Its movement speed is reduced by 10 feet until the end of its next turn. +* **Chest**. It must succeed a Strength saving throw. If it fails, you can push it up to 5 feet away from you. + +### Extra Attack +You can attack twice instead of once whenever you take the Attack action on your turn. + +### Above and Below +You can identify the fastest routes across cityscapes or crumbling ruins, whether the path leads through the sewers below or the roofs above. Climbing and swimming no longer costs you extra movement and you can hold your breath for twice as long as normal. + +In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. + +### Streetwise +You disappear into crowds without hesitation. While you are hidden, moving through a crowd that isn’t hostile to you, you can don a disguise if you have prepared it in advance and you have at least one hand free. + +### Close Quarters +You always gain the benefits of half cover whenever two or more creatures are within 5 ft of you. As a ***bonus action*** while holding a shield, you can grant this to benefit to one of the creatures adjacent to you until the start of your next turn or it moves 10 ft away from you. + + +
+

Diabolist

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 3rd | Diabolist Magic,
Phantom Sense,
Mind Impression (1d6) | +| 5th | Extra Attack | +| 7th | Spiritual Sheath | +| 11th | Planar Blockade, Mind Impression (2d6) | +| 15th | Material Slip | + +
+
Rest Additions
+
+The following additions are made to the general rest rules. +
+ +| Long rest | +|:-| +| Add the following class specific benefits to choose from: | +| * Regain use of ***Material Slip***. + +
+
+
+ +
+ +Diabolist rangers roam the land, searching for tales of shades that hunt for the living, banshees that haunt the woods, or even helping ghosts that are not aware that they have passed in the first place. They believe that the ethereal creatures that we may become should be helped to pass on to a proper plane of existence, or at the very least stopped from harming others. + +### Diabolist Magic +You learn an additional spell when you reach certain levels in this class, as shown in the Diabolist Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. + + +#### Diabolist Spells +| Ranger Level | Spells | +|:----:|:-------------| +| 3rd | *detect evil and good* | +| 5th | *gentle repose* | +| 9th | *magic circle* | +| 13th | *death ward* | +| 17th | *dispel evil and good* | + +### Phantom Sense +You gain the ability to magically sense the presence of ethereal undead creatures. As an ***action***, you detect the location of the closest ethereal undead creature within 100 ft of you. You learn the CR of the creature, but not the exact type of the creature. + +### Mind Impression +You can enhance your knowledge of the afterlife to whittle away the psyche of others. As a ***bonus action***, you designate one creature you can see within 30 ft of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes psychic damage, and the creature takes an extra 1d6 psychic damage from the attack. + +When you reach 11th level in this class, the extra damage increases to 2d6. + +### Extra Attack +You can attack twice, instead of once whenever you take the Attack action on your turn. + +### Spiritual Sheath +You are well versed in the effects that the supernatural creatures can cause. You have advantage on any saving throw from undead creatures' special abilities, for example a ghost’s Possession or a specter’s Life Drain feature. + +### Planar Blockade +You can sense when a creature attempts to move out of this plane or travel and attempt to block it. Whenever a creature within 60 feet of you attempts to teleport or use a feature to travel to another plane, similar to the *plane shift* spell, you can use your ***reaction*** to cause the target creature to make a Wisdom saving throw. On a failure, the creature’s attempt fails. + +### Material Slip +You can alter your form to match the creatures you fight. As a ***bonus action***, you can magically transform yourself into a semi-ethereal form, one between the material plane and a spirit. While you are like this, you have resistance to all damage from creatures that are not ethereal, except for force damage. You do not have resistance from any creature that is ethereal. + +While in this form, you can move in any direction, including up and down, or through objects as difficult terrain. If you end your turn in an object, you take 10 force damage. You remain in this form for 1 minute. This feature ends early if you use a ***bonus action*** to do so, you fall unconscious, you die, or if you enter an area of antimagic. + +Once you use this feature, you cannot do so again until you finish a long rest. + + +
+

Fey Hunter

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 3rd | Fey Hunter Magic,
Sealed Mind | +| 5th | Extra Attack | +| 7th | Rally Against Fey | +| 11th | Lift the Veil | +| 15th | Master Fey Hunter | + +
+ +A fey hunter specializes in eliminating menaces from the Fey Realms and resisting the many charms and deceptions of the fey. Though fey hunters need not slay every fey they meet, alliances between the fair folk and their hunters are fleeting and uneasy. + +### Fey Hunter Magic +You learn an additional spell when you reach certain levels in this class, as shown in the Fey Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. + +#### Fey Hunter Spells +| Ranger Level | Spells | +|:----:|:-------------| +| 3rd | *secure home* | +| 5th | *earthbind* | +| 9th | *steel butterflies* | +| 13th | *by the light of the watchful moon* | +| 17th | *hallow* | + +### Sealed Mind +You become vigilant against the wiles of the fey. You become proficient with Wisdom saving throws and you have advantage on saves against being charmed. + +### Extra Attack +You can attack twice, instead of once whenever you take the Attack action on your turn. + +### Rally Against Fey +When an ally within 30 ft of you fails a saving throw against an enchantment spell, you can use your ***reaction*** to allow that ally to reroll the saving throw and take the higher result. You cannot use this feature on yourself. + +### Lift the Veil +Your strikes cut away at the magic surrounding your prey. When you take the Attack action and damage your target, you can use your ***bonus action*** to immediately end any one spell of 3rd level or lower affecting the target. You must know what effect you want to end, e.g. you could choose to end whatever is making your foe invisible, not necessarily knowing the exact spell causing the effect. + +Additionally, as an ***action***, you may expend a spell slot of 2nd level or higher to gain truesight to a range of 60 ft. The duration requires concentration and lasts until the end of your next round (2nd level slot), 1 minute (3rd level slot), 10 minutes (4th level slot), or 1 hour (5th level slot). + +### Master Fey Hunter +Your attacks and spells against fey creatures ignore any resistances they possess. Additionally, you can now end spells of 5th level or lower when using your Lift the Veil feature. + + +
+

Freerunner

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 3rd | Freerunner Magic,
Freerunning,
Momentum | +| 5th | Extra Attack | +| 7th | Evasive Fighter | +| 11th | Hit Hard, Hit Fast | +| 15th | Nimble Dodge | + +
+ +Agile, evasive, and unmoored from the constraints that slow down other rangers, the archetypal freerunner is supremely nimble and capable of crossing terrain as quickly as possible. They accomplish this through a skilled combination of dashing, leaping, and nimbly climbing, that guides them down clever paths through their environments. Moreover, an adept freerunner can convert the momentum from their gymnastics into deadly force, crushing their enemies with exceptional impact from unexpected directions. + +A freerunner is most at home in a city or in the treetops of a great forest, for their unique movement requires a place that is steeped with complex geometry which reaches high into the sky. Of course, even on flat terrain, a freerunner's agility is not to be underestimated, for they can dive through a giants legs or scurry up its back with ease. + +### Freerunner Magic +You learn an additional spell when you reach certain levels in this class, as shown in the Fey Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. + +#### Freerunner Spells +| Ranger Level | Spells | +|:----:|:-------------| +| 3rd | *haste* | +| 5th | *spider climb* | +| 9th | *fast step* | +| 13th | *dimension door* | +| 17th | *passwall* | + + +### Freerunning +You have trained extensively to move freely over and through any terrain using only the abilities of the body. Gain the *Acrobatics - Parkour* skill and its prerequisite. If you have that skill already you may spend the skill point on any class skill. + +Additionally, you have mastered a number of techniques: +- **Slide**. As a ***bonus action***, you can move up to 10 ft without spending movement through another creature’s space or squeeze up to 10 ft through a smaller space. +- **Tumble**. As a ***bonus action***, you can nimbly jump, dive or roll up to 10 ft in a straight line without spending movement. During this movement, any attacks of opportunity made against you have disadvantage. +- **Wall Run**. As a ***bonus action***, you can choose to run along a vertical surface as part of your movement. Until the end of your turn, you gain a climb speed equal to your walking speed. If you jump while running along a wall, you can complete the distance of your jump, even if doing so would exceed your movement speed. + +### Momentum +If you move through a hostile creature’s space, leave a creature’s reach or move at least 15 ft vertically, you deal an additional 1d6 damage on the next weapon attack you make on your turn. + +### Extra Attack +You can attack twice, instead of once whenever you take the Attack action on your turn. + +### Evasive Fighter +When you use a freerunning technique, you gain a +2 bonus to your AC until the beginning of your next turn. + +### Hit Hard, Hit Fast +The additional damage from your Momentum feature increases to 2d6. + +### Nimble Dodge +When a spell or other effect would have you make a saving throw due to being in an area of effect, you can use your ***reaction*** to move up to half your movement speed, potentially moving you outside the effect’s area. + + +
+

Gloomstalker

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 3rd | Gloomstalker Magic,
Dread Ambusher,
Low-light Vision | +| 5th | Extra Attack | +| 7th | Iron Mind | +| 11th | Stalker’s Flurry | +| 15th | Shadowy Dodge | + +
+ +Gloomstalkers 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 Gloomstalker 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. + +### Gloomstalker Magic +You learn an additional spell when you reach certain levels in this class, as shown in the Gloomstalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. + +#### Gloomstalker Spells +| Ranger Level | Spells | +|:----:|:-------------| +| 3rd | *disguise* | +| 5th | *rope trick* | +| 9th | *fear* | +| 13th | *greater invisibility* | +| 17th | *mislead* | + +### Dread Ambusher +You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + +At the start of your first turn of each combat, your speed increases by 10 ft, 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. + +### Low-light Vision +You can see in dim light within 120 ft as if it were bright light. + +### Extra Attack +You can attack twice, instead of once whenever you take the Attack action on your turn. + +### Iron Mind +You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency with Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + +### Stalker’s Flurry +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. + +### Shadowy Dodge +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. + + +
+

Herbalist Conclave

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 3rd | Herbalist Magic,
Alchemist,
Volatile Mixtures | +| 5th | Extra Attack | +| 7th | Natural Resistance | +| 11th | Quick Mixing | +| 15th | Master Alchemist | + +
+ +Herbalist rangers have learned to extract the magical properties of plants and nature in order to create potent mixtures that can aid allies and hinder foes. + +### Herbalist Magic +You learn an additional spell when you reach certain levels in this class, as shown in the Herbalist Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. + +#### Herbalist Spells +| Ranger Level | Spells | +|:----:|:-------------| +| 3rd | *purify food and drink* | +| 5th | *aid* | +| 9th | *create food and water* | +| 13th | *blight* | +| 17th | *greater restoration* | + +### Alchemist +Gain 1 skill point to spend on the *Alchemy* skill. + +### Volatile Mixtures +As long as you have an herbalism kit, during a long rest you can prepare five mixtures, chosen from the list below, in any combination. For example, you can prepare three healing draughts and two quick coatings at the end of a long rest. + +It is assumed that your mixtures are created from ingredients foraged or gathered while traveling. Your mixtures lose their potency after 24 hours. Some mixtures require a target to make a saving throw to resist the mixture's effects. The saving throw DC is your ranger spell save DC. + +
+ +- **Healing Draught**. This draught takes an ***action*** to drink or administer to another creature. Creatures that drink this draught regains 1d6 hit points. This draught has no effect on undead or constructs. The healing increases by 1d6 when you reach 11th level (2d6). + +- **Restorative Draught**. This draught takes an ***action*** to drink or administer to another creature. Creatures that drink this draught is cured of either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. This draught has no effect on undead or constructs. + +- **Quick Coating**. As a ***bonus action*** on your turn, you can coat one melee weapon or up to five pieces of ammunition with a reactive alchemical mixture. Once applied, the coating loses its potency at the start of your next turn. A coated weapon or piece of ammunition deals an additional 1d6 damage. The damage type is acid, cold, fire, or poison (your choice). The additional damage increases by 1d6 when you reach 11th level (2d6). + +- **Poison Bomb**. As an ***action***, you can throw this flask to a point up to 20 ft from you, shattering it on impact, releasing a small cloud of poison that disperses quickly. Each creature in a 5-foot-radius sphere centered on the point of impact must make a Constitution saving throw or take 1d4 poison damage and become poisoned for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. Holding one's breath is ineffective against the poison, as it affects the nasal membranes, tear ducts, and other parts of the body. The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). + +- **Smoke Bomb**. As an ***action***, you can throw this flask to a point up to 20 ft from you, shattering it on impact. It creates a 10 ft radius sphere of smoke centered on the point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for one minute or until winds (at least 5 miles per hour) disperses it. + +- **Sludge Bomb**. As an action, you can throw this flask to a point up to 20 feet from you, shattering it on impact. The ground in a 5 ft radius centered on that point becomes difficult terrain for one minute. + +
+ +### Extra Attack +You can attack twice, instead of once whenever you take the Attack action on your turn. + +### Natural Resistance +Due to repeated exposure to alchemical mixtures and poisons, your body’s natural resistances have increased. You gain proficiency with Constitution saving throws. + +### Quick Mixing +During a long rest you can prepare an additional number of mixtures equal to your Wisdom modifier (total of 5 + your Wisdom modifier). + +### Master Alchemist +You have mastered your mixtures’ recipes, and have learned to combine your ingredients to deadly effectiveness. Your mixtures gain additional effects: + +
+ +- **Healing Draught**. You add your Wisdom modifier to the amount of hit points the draught restores. + +- **Restorative Draught**. In addition to curing one disease or condition, the mixture also reduces the target's exhaustion level by one. + +- **Quick Coating**. When you roll damage for the quick coating, you can treat any 1 on a damage die as a 2. + +- **Poison Bomb**. A creature who succeeds on the saving throw takes half the damage instead of no damage. + +- **Smoke Bomb**. The smoke's radius increases to 15 ft and it lasts for up to 10 minutes. Winds can no longer disperse the smoke. + +- **Sludge Bomb**. When a Large or smaller creature enters the sludge’s area for the first time on a turn or starts its turn there, that creature must make a Strength saving throw. On a failed save, the creature is grappled by the sludge until the start of its next turn. + +
+ + +
+

Horizon Walker

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 3rd | Horizon Walker Magic,
Detect Portal,
Planar Warrior (1d8) | +| 5th | Extra Attack | +| 7th | Ethereal Step | +| 11th | Distant Strike,
Planar Warrior (2d8) | +| 15th | Spectral Defense | + +
+
Rest Additions
+
+The following additions are made to the general rest rules. +
+ +| Long rest | +|:-| +| Add the following class specific benefits to choose from: | +| * Regain all uses of ***Ethereal Step***. + +
+
+
+ +
+ +Horizon 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 — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes. + +### Horizon Walker Magic +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, and it doesn’t count against the number of ranger spells you know. + +#### Horizon Walker Spells +| Ranger Level | Spells | +|:----:|:-------------| +| 3rd | *protection from evil and good* | +| 5th | *misty step* | +| 9th | *dimensional leash* | +| 13th | *banishment* | +| 17th | *teleportation circle* | + +### Detect Portal +You gain the ability to magically sense the presence of a planar portal. As an 10 minutes ritual, you detect the distance and direction to the closest planar portal within 1 mile of you. + +See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals. + +### Planar Warrior +You learn to draw on the energy of the multiverse to augment your attacks. + +As a ***bonus action***, choose one creature you can see within 30 ft 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. + +### Extra Attack +You can attack twice, instead of once, whenever you take the Attack action on your turn. + +### Ethereal Step +You learn to step through the Ethereal Plane. As a ***bonus action***, 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. + +You 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. + +### Distant Strike +You gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 ft before each attack to an unoccupied space you can see. + +If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + +### Spectral Defense +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 that attack’s damage on this turn. + + +
+

Hunter Conclave

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 3rd | Hunter's Prey | +| 5th | Extra Attack | +| 7th | Ethereal Step | +| 11th | Distant Strike,
Planar Warrior (2d8) | +| 15th | Spectral Defense | + +
+ +The Hunter serves as a protector of both the wilderness and civilization. They attempt to keep the peace, ensuring hostilities don't arise between the two different settlements. A Hunter is equipped to handle threats from both sides, from poachers and polluters to rampaging ogres and hordes of orcs to towering giants and terrifying dragons. + +### Hunter's Prey +You gain one of the following features of your choice. + +
+ +- **Giant Killer**. When an adjacent Large or larger creature hits or misses you with an attack, you can use your ***reaction*** to attack that creature immediately after its attack, provided that you can see the creature. + +- **Horde Breaker**. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is adjacent to the original target and within range of your weapon. + +
+ +### Extra Attack +You can attack twice, instead of once, whenever you take the Attack action on your turn. + +### Defensive Tactics +Your training has made you resilient in the face of overwhelming odds. You gain one of the following features of your choice. + +
+ +- **Escape the Horde**. Opportunity attacks against you are made with disadvantage. + +- **Multiattack Defense**. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. + +- **Steel Will**. You have advantage on saving throws against being frightened. + +
+ +### Multiattack +Gain one of the following features of your choice. + +
+ +- **Volley**. You can use your ***action*** to make a ranged attack against any number of creatures within 10 ft of a point you can see within your weapon's range. You must have ammunition for each target, and you make a separate attack roll for each target. + +- **Whirlwind Attack**. You can use your ***action*** to make a melee attack against any number of creatures adjacent to you, with a separate attack roll for each target. + +
+ +### Superior Hunter's Defense +Your experience has proven invaluable in keeping you safe from harm. Gain one of the following features of your choice. + +
+ +- **Evasion**. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + +- **Stand Against the Tide**. When a hostile creature misses you with a melee attack, you can use your ***reaction*** to force that creature to repeat the same attack against another creature (other than itself) of your choice. + +- **Uncanny Dodge**. When an attacker that you can see hits you with an attack, you can use your ***reaction*** to halve the attack's damage against you. + +- **Wisdom of Experience**. You gain a bonus to all your saving throws and contested ability checks equal to your Wisdom modifier. + +
+ + +
+

Monster Slayer

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 3rd | Monster Slayer Magic,
Hunter’s Sense,
Slayer’s Prey | +| 5th | Extra Attack | +| 7th | Supernatural Defense | +| 11th | Magic-User’s Nemesis | +| 15th | Slayer’s Counter | + +
+
Rest Additions
+
+The following additions are made to the general rest rules. +
+ +| Short rest | +|:-| +| After a short rest: | +| * Regain use of ***Magic-User’s Nemesis***. + +
+
+
+ +
+ +You 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. + +### Monster Slayer Magic +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, and it doesn’t count against the number of ranger spells you know. + +#### Monster Slayer Spells +| Ranger Level | Spells | +|:----:|:-------------| +| 3rd | *protection from evil and good* | +| 5th | *zone of truth* | +| 9th | *magic circle* | +| 13th | *banishment* | +| 17th | *hold monster* | + +### Hunter’s Sense +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 ft. 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. + +### Slayer’s Prey +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 ft 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. + +This benefit lasts until you finish a short rest. It ends early if you designate a different creature. + +### Extra Attack +You can attack twice, instead of once, whenever you take the Attack action on your turn. + +### Supernatural Defense +You gain extra resilience against your prey’s assaults on your mind and body. + +Whenever the target of your Slayer’s 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. + +### Magic-User’s Nemesis +Gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 ft 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. + +Once you use this feature, you can’t use it again until you finish a short rest. + +### Slayer’s Counter +Gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s 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 your attack hits, your save automatically succeeds, in addition to the attack’s normal effects. + + +
+

Nightstalker

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 3rd | Nightstalker Magic, Shadow Familiar | +| 5th | Extra Attack | +| 7th | Shadowy Transposition | +| 11th | Dark Sentinel | +| 15th | Midnight Bulwark | + +
+ +The Nightstalker conclave emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt and on the battlefield. + +### Nightstalker Magic +Learn an additional spell when you reach certain levels in this class, as shown in the Nightstalker Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. + +#### Nightstalker Spells +| Ranger Level | Spells | +|:----:|:-------------| +| 3rd | *cloak of shadow* | +| 5th | *umbral form* | +| 9th | *doomhound* | +| 13th | *rend shadows* | +| 17th | *Lorlovim's creeping shadow* | + +### Shadow Familiar +Gain the ability to summon a creature of shadow to serve you. As a ***bonus action*** on your turn, you can conjure or dismiss your shadow familiar, which takes the form of a spectral creature that cannot be targeted or damaged. You choose the form you can create when you select this subclass. + +When you conjure your shadow familiar, it appears in an unoccupied space within 30 ft. As long as it is conjured, you can forgo one or more of your attacks when you use the Attack action to have your shadow familiar make attacks of its own. The attacks use your spell attack modifier for their attacks, and the familiar makes one melee attack for each attack you forgo. While within 120 ft of your familiar, you can command it to move (no action required). The speeds and attacks of the three forms are listed below. + + **Bear**. This form has a speed of 30 ft. On a hit, its attack deals 1d10 + your Wisdom modifier slashing damage, and trigger any spells or features that would trigger from your own attacks (such as Hunter’s Mark). + + **Raven**. This form has a flying speed of 90 ft and a walking speed of 10 ft. On a hit, its attack deals 1d4 + your Wisdom modifier slashing damage, and causes the next attack made against the target before the end of your next turn to be made at advantage. + + **Wolf**. This form has a speed of 40 ft. On a hit, its attack deals 1d6 + your Wisdom modifier piercing damage, and causes its target to have disadvantage on the next attack roll it makes before the end of its next turn. + +### Extra Attack +You can attack twice, instead of once, whenever you take the Attack action on your turn. + +### Shadowy Transposition +Whenever you cast a ranger spell of 1st level or higher, you can choose to swap locations with your familiar immediately before or after casting the spell. + +### Dark Sentinel +Whenever a creature leaves the reach of your shadow familiar, you can use your ***reaction*** to have it make an attack of opportunity against that creature. + +### Midnight Bulwark +Whenever a creature adjacent to your shadow familiar makes an attack against you, you can use your ***reaction*** to have the familiar make an attack against that creature. + +Additionally, whenever you command your familiar to make an attack using your reaction and the attack hits, the target’s speed is reduced to half until the end of the target’s current turn. + + +
+

Stalker

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 3rd | Investigator’s Intellect,
Penetrating Insight | +| 5th | Extra Attack | +| 7th | Iron Mind | +| 11th | Informant Network,
Twenty Moves Ahead | +| 15th | Reliable Insight | + +
+ +At first glance, you seem hopelessly out of place in an adventuring party, looking instead like a drab town dweller who has wandered into danger by mistake. You maintain a soft-spoken, rather nondescript demeanor, but this is only a facade, concealing keen senses, a shrewd mind, and remarkable insight. Only your closest friends realize the extent of your expertise in intelligence gathering. And that's just the way you like it. Stalkers serve as investigators, spies, informants, interrogators, and vigilantes. + +Unlike other rangers, you are just as at home in a crowded metropolis as you are in a wilderness setting. Like all rangers, you are a master of the hunt, but when your prey can be as intelligent, sophisticated, or devious as yourself, hunting them is a far more complex task. You are experienced in solving intricate mysteries and bringing justice to the masterminds behind ambitious crimes. As comfortable stalking your quarry in a bustling city as a savage wilderness, you are no mere urban ranger, but a master of observation, deduction, and interrogation. + +### Investigator’s Intellect +When you choose this archetype at 3rd level, you gain a superior mastery of skills related to obtaining information, allowing you to find clues others might miss. This gives you a number of benefits: +* Gain a skill point each to spend the *Burglary* and *Investigation* skills. +* After you have attempted an check with one of those skill, you can choose to spend a spell slot to reroll, gaining a bonus on the second roll equal to 1d4 + the level of the spell slot spent. + +### Penetrating Insight +You can focus your deductive powers on a single target, analyzing its weaknesses and gaining insights on how to defeat it. As a ***bonus action***, you can force a creature you can see that isn’t incapacitated to make a Charisma saving throw against your ranger spell DC. The target has disadvantage on this saving throw if it is your favored enemy. If the creature succeeds, they are immune to this effect for 1 hour. + +If the target fails, once during each of your turns, you can roll 1d6 and add the result to one of the following rolls of your choice: + * A damage roll against the target. + * A Charisma check to influence the target. + * An Intelligence or Wisdom check to discern information about the target. + +These benefits last until you target a different creature with this feature or until you finish a long rest. + +### Extra Attack +You can attack twice, instead of once, whenever you take the Attack action on your turn. + +### Iron Mind +You have trained your mind to an extraordinary level of insight, memory, and attention to detail and gain the following benefits: +* You add your Intelligence modifier to your Perception checks. +* You can accurately recall anything you have seen or heard within the past 72 hours. + +### Informant Network +You have carefully built up a network of informants who you can contact from almost anywhere (via a messenger bird, magic, or other). These informants are mix of guards, beggars, vagabonds, merchants, and allied government officials who have enough personal loyalty to you to perform routine favors, but not to risk their safety. As long as you are within 100 miles of a settlement that includes at least 100 intelligent creatures with whom you share a language, you can use the following abilities: + +* You can cast the *commune* and *legend lore* spells as rituals with a 1 hour casting time. These are not magical effects, being information from your network rather than divinations, and can be used even if magic is unavailable. Any references deities in those spells instead reference your network. You can gain any information that is known by more than 1 person within 200 miles, within the limitations of the spells. The casting time is the time it takes to contact your network and get back your answer. + +* You choose a location that you have seen before, or a public location which has been described to you in some detail, and ask members of your network to watch it for one hour. At the end of that hour, you are informed of everything that could've been seen in that location within the last hour, as if you had been watching it yourself with a *scrying* spell. + +* You use your existing network’s contacts to get knowledge about an unfamiliar city or town you are nearby. When you within 5 miles of a settlement with a population of at least 100 intelligent creatures, you can spend 1 hour following up on leads from your contacts to gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the settlement: + + - major criminal organizations and cult activities + - significant underground tunnels or architecture + - popular religious groups and places of worship + - powerful figures in government and commerce + - individuals who inspire great awe or fear (such as archmages or legendary warriors) + - basic demographics of the population (percentage of humans and other races, etc.) + - rumors of monsters dwelling in the settlement or nearby (including below it) + - any large wilderness areas inside or close to the settlement + - other settlements or cultures nearby + +For example, if you entered a new city and used this ability, you could determine its most powerful thieves’ guild, the locations of temples that can provide magical healing, and which graveyards are said to be haunted by undead. + +### Twenty Moves Ahead +You can see through your opponent's deceptions and anticipate their actions. When a creature that is the target of your Penetrating Insight feature misses you with an attack roll, that creature provokes an opportunity attack from you. In addition, all checks to deceive you are made with disadvantage. + +### Reliable Insight +While a creature that you have successfully used your Penetrating Insight feature on within the last hour is also the target of a spell on which you are maintaining concentration, you have advantage on attack rolls and Insight checks against that creature. + + +
+

Restricted to Awakened (bound spirit) characters

+

Banshee Conclave

+
+ +#### Conclave Features +| Ranger Level | Feature | +|:--:|:--| +| 3rd | Dreadful Visage, Phaseblade +| 5th | Terrorizer +| 7th | Creature of Fear +| 11th | Haunting Keen +| 15th | Lament + +
+ +Gifted with power from the dark corners of the feywild, this conclave embodies the horror that haunts the hills. Banshees imitate spirits and spectres to stalk, terrify, and slaughter their enemies. They are the very image of fear, whose knives gleam grisly silver and whose terrible howls chill the soul. + +##### Restriction +The Banshee conclave can only be taken by an awakened **bound spirit**. + +### Bonus Spells +You learn an additional spell when you reach certain levels in this class, as shown in the Banshee Magic table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + +#### Banshee Magic +| Ranger Level | Spells | +| :----------: | :----- | +| 3rd | *catapult* +| 5th | *shadow blade* +| 9th | *fear* +| 13th | *crystal wail* +| 17th | *telekinesis* + +### Dreadful Visage +You specialize in hunting the cowardly. You can use a ***bonus action*** to transform your face into a terrible countenance for a split second. Choose one creature within 30 ft that can see you. The sight of you forces that creature to make a Wisdom saving throw against your spell save DC. If it fails, it is frightened of you for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + +If a creature's saving throw is successful or the effect ends for it, the creature is immune to the your Dreadful Visage for the next 24 hours. A creature has disadvantage on saving throws against this feature if one or more creatures within 30 of it are also frightened of you. + +### Phaseblade +Your ghostly nature transforms your weapons. Once per turn when you make a weapon attack, you can phase your weapon or ammunition through the target. This attack deals your choice of cold, necrotic, or psychic damage, and deals an extra 1d8 damage of the chosen type. If the target is frightened, the attack roll ignores AC bonuses granted by shields, parrying reactions, and all but total cover. + +### Terrorizer +You have advantage on attack rolls against creatures that are frightened of you. + +### Creature of Fear +You have become so used to using fear as a weapon that the same tactic doesn't work against you. You are immune to the frightened condition, and gain proficiency with Charisma saving throws. + +### Haunting Keen +You can use Dreadful Visage when you roll initiative. Whenever you use Dreadful Visage in this way, you can replace the facial transformation with a horrific wail that affects all hostile creatures within 60 feet of you, instead of one creature. + +### Lament +You can use your ***reaction*** to let out a mournful wail that wards off death when one friendly creature that you can see within 60 ft drops to 0 hit points. Until that creature is stabilized, it has advantage on death saving throws and attack rolls made against it have disadvantage. You can use this ***reaction*** immediately before being knocked to 0 hit points to gain its benefits yourself. + +You can use this feature a number of times equal to your Wisdom modifier, and must complete a long rest before you do so again. + + +
+

Restricted to Gnome & Halfling & Kobold characters

+

Trickster Conclave

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 3rd | Bonus skills,
Combat Trickster,
Opportune Strike | +| 5th | Rabbit from a Hat | +| 7th | Out of Sight, Out of Reach,
Combat Trickster (additional tricks, d8 damage) | +| 11th | Exploitative Nature | +| 15th | Elusive Foe,
Combat Trickster (additional tricks) | + +
+ +Halfling, Kobold and Gnome rangers are regularly underestimated, but those in the Trickster conclave use that lack of esteem as both a defense and an offense, when need be. Using their cleverness and various talents, they create their own advantages in order to level the playing field. + +##### Restriction +The Trickster conclave can only be taken by a Gnome, Halfling or Kobold character. + +### Bonus Skills +Gain 2 skill pooints to spend on *Craft* and *Engineering* skills. + +### Combat Trickster +Starting when you join this conclave, you learn how to use your ingenuity, deft hands, and the knowledge you've accumulated, to counteract that you are physically at a disadvantage to most foes. You gain proficiency with tinker’s tools if you don't have it already. + + **Combat Tricks**. The conclave has entrusted you with three blueprints and designs for combat tricks; items meant to hinder your enemies. The combat tricks are detailed at the end of the archetype description. You learn the design of one additional combat trick at 7th and 15th level. + + **Trick Capacity**. Using your tinker tools, you can spend a short rest crafting or repairing a combat trick. You can only carry four of these combat tricks at any given time. Your trick capacity increases by one at 7th level and 15th level. + + **Saving Throws**. Your combat tricks require creatures that trigger them to make a saving throw to avoid its effects. The saving throw DC is calculated as follows: Combat Trick DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice) + +### Opportune Strike +You have leart how to exploit the openings your combat tricks create. When a creature fails a saving throw against one of your combat tricks, you can use a ***reaction*** to make one weapon attack against it. Additionally, you never trigger your own combat tricks unless you want to. + +### Rabbit From a Hat +Your familiarity with the combat tricks you employ improves your handling of them. You can choose to use combat tricks as a ***bonus action***. + +Additionally, when you craft or repair a combat trick, you can spend a spell slot to enchant it. An item enchanted in this way deals your choice of fire or poison damage when a creature fails its saving throw against it. The damage is 3d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st. If more than one combat trick is placed in the same area, a creature only takes damage from the most powerful of them. Regardless of whether the creature fails its saving throw or not, the magic imbued in the item is expended. + +### Out of Sight, Out of Reach +You always have a plan to get out of a sticky situation. You can use a ***bonus action*** to take the Disengage action. + +### Exploitative Nature +Your keen eye knows exactly which signs to look for, and how to exploit a show of weakness, no matter how slight it is. When you use a ***reaction*** to attack a creature because it failed a saving throw against one of your combat tricks, you can make two weapon attacks instead of one. + +### Elusive Foe +You can use every opportunity to get out of dodge. When a creature fails a saving throw against one of your combat tricks, you can use your ***reaction*** to move up to half your speed. + +### Combat tricks +Some of the items here are also in the Player's Handbook, but these versions are slightly improved, due to the time, effort, and talent poured into making them. + +In addition to hindering your enemies in some way, some are also designed to harm. When combat tricks deal damage, they refer to your trick die, which starts out as d6, and at 7th level it becomes d8. + +
+ +- **Ball bearings (bag of 1,000)**. As an ***action***, you can spill these tiny metal, glass, crystal, stone, or bone balls from their pouch to cover a level area 10 ft square. The first Large or smaller creature moving across the covered area must succeed on a Dexterity saving throw or fall prone, taking 1 trick die of bludgeoning damage. + +- **Caltrops (bag of 20)**. As an ***action***, you can spread a single bag of caltrops to cover a 5 ft square area. The first creature that enters the area must succeed on a Dexterity saving throw or stop moving and take 2 trick dice of piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 ft. A creature moving through the area at half speed makes the saving throw with advantage. + +- **Flash Rods (one pair)**. As an ***action***, you can place these two rods connected by a thin wire on a flat surface. The first creature that passes between the rods trips the wire, making the rods flare up in an intensely bright light. The creature must succeed on a Constitution saving throw or be blinded until the end of the turn. + +- **Oil Fountain**. As an ***action***, you can place this small metal cube attached to a pressure plate on the ground. The first creature that steps on the plate must succeed on a Dexterity saving throw or be sprayed with a highly volatile substance. If the creature takes fire or lightning damage before the substance evaporates at the start of its next turn, it takes 1 trick die fire damage and must succeed on a Wisdom saving throw to withstand the shock of being lit on fire. If it fails, it must use its reaction to move its movement speed in a random direction. + +     -- **Special**. An oil trap is harder to place efficiently, so it can only be placed as an action, even with the Rabbit from a hat feature. + +- **Portable Ice (bag of 50)**. As an ***action***, you can spread a single bag of these compressed ice pellets to cover a 5 ft square area. The first creature that enters the area triggers the pellets, making them expand rapidly, forming a 20 ft tall ice pillar that immediately shatters. Any Large or smaller creatures in the area must succeed on a Dexterity saving throw or be lifted by the pillar. Tiny creatures don't trigger the pellets. + +     -- **Special**. You need access to water to craft these pellets and they melt after 1 hour if in extreme heat. + +- **Screeching Sirens (soundproof container)**. As an ***action***, you can place the brittle container on the ground. The first Small or larger creature that enters its 5 ft area causes the container to break, releasing the short-lived bugs inside it. The bugs are drawn to the nearest source of body heat, while emitting a high-pitched sound. Until the start of its next turn, the creature must succeed on a Charisma saving throw in order to cast a spell with verbal components. + +     -- **Special**. You need access to bugs normally found in the wild to collect enough of them to be efficient, so the DM may rule that a city, dungeon or similar restricts how many, if any, you can craft. + +- **Snap trap**. When you use your ***action*** to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a Dexterity saving throw or take 1 trick die of piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 ft long). A creature can use its action to make a Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 trick die of piercing damage to the trapped creature. + +     -- **Special**. A snap trap is harder to place efficiently, so it can only be placed as an action, even with the Rabbit from a hat feature. + +- **Sonic Sphere**. As an ***action***, you can place a small metal sphere on the ground. Highly sensitive to vibrations in the ground, the sphere will activate when the first creature enters its 5 ft area, creating a burst of thunderous sound, which can be heard 100 feet away. The creature must make a Constitution saving throw or take 2 trick dice thunder damage and be deafened until the end of its next turn. + +- **Sneezing Powder Pellets (bag of 10)**. As an ***action***, you spread a single bag of these hollow, lightweight husks filled with ground seeds to cover a 5 ft square. The first creature that enters the area must succeed on a Constitution saving throw or take 1 trick die of poison damage and spend its action sneezing violently. + +- **Twitchers (bag of 40)**. As an ***action***, you use a single bag of these tiny metal rods holding trace amounts of lightning energy to cover two 5 ft square areas. The first creature that enters an area must succeed on a Constitution saving throw or take 1 trick die of lightning damage from the small current running through them. A creature that fails this saving throw has disadvantage on the next attack it makes before the end of its next turn. + +
+ + +
+

Restricted to Shifter characters

+

Moonstalker Conclave

+
+ +#### Conclave Features +| Ranger Level | Feature | +| :----------: | :------ | +| 3rd | Combat Savagery +| 5th | Extra Attack | +| 7th | Mystic Savagery, Unleash the Silent Predator +| 11th | Call to the Moon, Pack Leader +| 15th | Circle the Prey + +
+ +All weretouched—whether they are shifters or lycanthropes—harbor a bestial nature inside themselves. This innate fierceness in lycanthropic blood reveals itself most often in battle. Many weretouched call upon their legacy when needed, but at some point you learned that you were different, and that the power in your blood was greater than you believed. + +You take the name moonstalker for the strong tie to your lycanthropic nature you have nurtured in your spirit. You have always had an greater animalistic side, manifested in your physical features and sometimes through your behavior, and now you have awakened this heritage in yourself to become preternaturally formidable. Your tactics and behavior have left behind civilized methods for the savagery, speed, and frightening fury of an untamed predator. + +##### Restriction +The Moonstalker conclave can only be taken by a Shifter character. + +### Combat Savagery +You gain a number of savagery points equal to your proficiency bonus. When you finish a short rest, you lose unused savagery points, and gain a number of savagery points equal to your proficiency bonus. + +When you hit a creature with a natural weapon or light melee weapon, you can expend 1 savagery point to inflict extra damage equal to your Wisdom bonus on the creature and to create one of the following effects: + +* The creature must make a Wisdom saving throw against your ranger spell save DC or become frightened of you until your next turn. +* The creature must make a Strength saving throw against your ranger spell save DC or fall prone. +* The next attack roll made against that creature before the end of your next turn is made at advantage. + +You cannot spend more than 1 savagery point on the same attack. + +### Extra Attack +You can attack twice, instead of once, whenever you take the Attack action on your turn. + +### Mystic Savagery +As a ***bonus action***, you can spend one spell slot and gain a number of savagery points equal to the slot's level. + +### Unleash the Silent Predator +You can transform yourself into the powerful creature lurking inside you. Choose a beast whose challenge rating is 4 or lower. You can spend 3 savagery points to cast the *polymorph* spell without any components, targeting yourself and polymorphing into the chosen beast. The casting time is changed to 1 ***bonus action*** for this casting, but the duration is reduced to 1 minute. The spell is not a concentration spell when cast in this way. + +While in the form you assumed, you gain resistance to nonmagical bludgeoning, piercing, or slashing damage that is not silver. Otherwise it functions just like a normal *polymorph* spell. + +Once you use this feature, you cannot do so again until you finish a long rest. + +### Call to the Moon +You unleash a bloodcurdling howl or roar, announcing that the hunt has begun. As an ***action***, you can force each creature of your choice within 30 feet to make a Wisdom saving throw against your ranger spell save DC. Creatures that are prone or are your favored enemy have disadvantage on this saving throw. A target takes 3d8 psychic damage on a failed save or half as much damage on a successful one. In addition, creatures that fail the save are frightened by you until the end of your next turn. + +Once you use this feature, you cannot do so again until you finish a short rest. + +### Pack Leader +While adjacent to a prone creature, you and your allies add your Wisdom modifier to damage rolls against that creature. + +### Circle the Prey +You instinctively sense the perfect opening to stalk around your prey and inflict a finishing blow. As a ***bonus action***, choose one creature you can see within 30 ft. For 1 minute, you gain the following benefits when attacking that creature. + +* If the target dies, you regain hit points equal to your ranger level + your Wisdom modifier. + +* If you make an attack against the target on your turn, you can move up to 15 feet before making the attack. + +* You gain a bonus to damage rolls against the target. The bonus equals your proficiency bonus. + +* Whenever you hit the target with an attack roll, you gain advantage on your next attack roll against the creature before the end of your next turn. + +Once you use this feature, you cannot do so again until you finish a short rest. + +

Hunter's Edge

+ +If an Edge has prerequisites, you must meet them to learn it. You can learn the Edge at the same time you meet its prerequisites. The Edges are presented in alphabetical order. + +
+ +- ### Backup Ammunition + + *Prerequisite: Woodworking - Bowyer* + + A seasoned bowyer knows that running out of arrows is often deadlier than any beast. You maintain a reserve of finely crafted ammunition, prepared for the moment it is needed most. + + As an ***item action***, you can bring out this reserve. For the next 10 minutes, you don't need to track ammunition expended from attacks made with a bow. These arrows are hastily recovered materials, hidden caches, or pre-prepared shafts brought forth by your expertise, and they are destroyed after use and can't be recovered. + + Once you use this Edge, you can't do so again until you spend at least 1 hour replenishing your reserve of arrows. This replenishment can be done during a long rest. + + Beginning at ***5th level***, arrows supplied by this Edge count as magical. At ***9th level***, they gain a +1 bonus to attack and damage rolls. This bonus becomes +2 at ***13th level*** and +3 at ***17th level***. + +- ### Bear's Endurance + + *Prerequisite: Survival skill* + + The wild is unforgiving, and only those who learn to endure its hardships survive. By steadying your breath, hardening your resolve, and drawing upon techniques learned from nature's most resilient creatures, you can push your body beyond its normal limits. + + As an ***action***, you can bolster yourself with a surge of endurance. Choose one of the following benefits: + + - * Gain advantage on Constitution checks and Constitution saving throws for 1 hour. + - * Regain hit points equal to 2d8 + your Ranger level. + - * For 1 minute, you gain 1d4 temporary hit points at the start of each of your turns. + + You can use this Edge once, and regain its use when you complete a short or long rest. + + At ***5th level***, when you use this Edge, you may choose two of the available benefits instead of one. + + At ***9th level***, you gain all three benefits whenever you use this Edge. + + At ***13th level*** double the amount of hp healed and the temporary hit points received. + +- ### Circle of Privacy + + *Prerequisite: Nature - Primal Magic skill* + + The oldest rangers speak of quiet places in the wild where predators pass by without noticing, where campfires give off little scent, and where even loud voices seem swallowed by the night. By performing a simple rite using salt, herbs, and natural tokens, you can call upon this ancient blessing of concealment. + + By spending 10 minutes preparing a campsite, you may create a Circle of Privacy. The circle must be traced on the ground around a campsite or similar area using salt, ash, crushed herbs, or other natural materials. The circle can protect an area with a radius of up to 20 feet and remains for 8 hours. + + While within the circle, sounds are dampened, scents are dispersed, and light is subtly muted by primal magic. Wisdom (Perception) checks made to detect creatures, food, light sources, or activity within the circle are made with disadvantage. This effect applies only to creatures and observations originating outside the circle. + + The circle ends early if a creature deliberately breaks the boundary in a significant way, such as by digging through it, scattering it, or intentionally disrupting its markings. + + You may maintain only one Circle of Privacy at a time. + + At ***5th level***, creatures within the circle have advantage on Stealth checks and can't be tracked by nonmagical means. + + At ***9th level***, the circle conceals its occupants from magical observation. Creatures, objects, and activities within the circle can't be perceived through magical scrying sensors, and divination effects that would reveal their location automatically fail. + + At ***13th level***, long rests completed within the circle are exceptionally restorative. Creatures that finish a long rest within the circle gain temporary hit points equal to your Wisdom modifier + your proficiency bonus and have advantage on saving throws against fear until their next long rest. + + At ***17th level***, the circle becomes a true sanctuary of the wild. Hostile creatures must succeed on a Wisdom saving throw against save DC equal to 8 + your Wisdom modifier + your proficiency bonus to willingly enter the circle. On a failure, the creature feels an overwhelming sense that something is wrong and won't willingly cross the boundary for 1 hour. + +- ### Deepdelver + + *Prerequisite: Survival skill* + + The dark places of the world hold little fear for you. Through long journeys beneath mountains, within caverns, and among ancient tunnels, you have learned to navigate treacherous terrain where others would stumble blindly. + + As an ***action***, you adapt your senses and movements to underground surroundings for up to 1 hour, requiring concentration as though concentrating on a spell. + + While underground, you have advantage on checks made to climb, balance, squeeze through passages, or otherwise traverse natural, unworked stone. In addition, you have advantage on checks made to detect unstable surfaces, hidden fissures, cave-ins, and other natural subterranean hazards. + + Once you use this Edge, you can't use it again until you complete a long rest. + + At ***5th level***, you gain darkvision out to a range of 60 feet while this Edge is active. If you already possess darkvision, its range increases by 60 feet. + + At ***9th level***, you gain advantage on Survival checks made underground, and you can always determine the direction of the nearest surface and the depth below it, provided a path to the surface exists. + + At ***13th level***, difficult terrain created by natural stone, rubble, or uneven ground doesn't cost you extra movement, and you gain a climbing speed equal to your walking speed while underground. + + At ***17th level***, you gain blindsight to a range of 10 feet while underground. + +- ### Echoes of Death + + *Prerequisite: Nature skill* + + Death leaves marks upon both the body and the wild. Blood stains the earth, roots remember where they have fed, and the final moments of a creature's life linger like faint echoes for those who know how to listen. + + By spending 1 minute examining a corpse, you can learn the creature's apparent cause of death, the approximate time of death, and whether magic, poison, disease, or an unnatural creature contributed to its demise. + + At ***5th level***, you learn to commune with the lingering echoes of the dead. By touching a corpse that has been dead for no more than 24 hours and entering a trance, you relive up to the last 10 minutes of the creature's life from its own perspective. While experiencing these memories, you are incapacitated. The vision ends at the moment of the creature's death, at which point you awaken. Once this vision has been viewed, it can't be viewed again from the same corpse. + + At ***9th level***, you can determine the identities or descriptions of creatures that harmed the deceased, even if they weren't directly seen, by interpreting impressions left upon the body and surrounding area. + + At ***13th level***, you can use this Edge on a corpse that has been dead for up to 7 days. + +- ### Embershot + + *Prerequisite: Nature - Primal Magic skill* + + Some rangers forge pacts with the untamed powers of nature. By calling upon the spirit of elemental fire, they kindle an inner flame that races along their arrows, turning each shot into a burning brand of destruction. + + As a ***bonus action***, you invoke this Edge for up to 1 hour, requiring concentration as though concentrating on a spell. While this Edge is active, your ranged weapon attacks made with bows deal an additional 1d4 fire damage on a hit. + + Once you use this Edge, you can't use it again until you complete a long rest. + + As your bond with elemental fire deepens, its power surrounds and protects you. At ***5th level***, the additional fire damage increases to 1d6, and you can use this edge an additional time between each long rest. + + At ***9th level***, you gain resistance to fire damage while this Edge is active. In addition, any willing creature touching you gains the same resistance until the contact ends. + + At ***13th level***, the additional fire damage increases to 1d8, and creatures that take fire damage from your attacks can't benefit from being invisible until the start of your next turn. + + At ***17th level***, the additional fire damage increases to 1d10. Whenever you score a critical hit with a bow attack, flames erupt from the impact, dealing fire damage equal to your proficiency modifier to each creature of your choice within 10 feet of the target. + +- ### Field Remedy + + *Prerequisite: Herbalism skill* + + The wise hunters of old carried bundles of bitter roots and sharp-smelling herbs, knowing that a clear mind often meant the difference between life and death. With a pinch of these remedies and a few well-chosen words, you can drive away confusion, restore focus, and steel the body against further hardship. + + As an ***item action***, you can administer a restorative remedy to yourself or a creature within 5 feet. The target may immediately spend one of its Hit Dice and can end one of the following conditions affecting it: dazed, stunned, unconscious, or incapacitated due to alcohol or other nonmagical intoxicants. + + Once you use this Edge, you must complete a short or long rest before using it again. + + At ***5th level***, your remedies can cure deeper afflictions. When you use this Edge, you can also end one of the following conditions: blinded, deafened, paralyzed, or poisoned, or cure one disease affecting the target. + + At ***9th level***, your remedies bolster the body against toxins. In addition to its other effects, the target gains resistance to poison damage and advantage on saving throws against poison for 1 hour. + + At ***13th level***, your words and remedies can rally multiple allies. When you use this Edge, you may affect up to three creatures within 30 feet. + + At ***17th level***, a creature affected by this Edge can end one additional condition or effect of your choice from among those that this Edge can remove. + +- ### Flame Sense + + *Prerequisite: Survival skill* + + A seasoned ranger learns to read the signs of fire long before its light can be seen. The scent of smoke upon the wind, the subtle shift of air currents, and instinct honed by countless nights in the wilderness allow you to pinpoint distant flames with uncanny accuracy. + + By spending 1 minute focusing, you heighten your awareness of nearby fires for 1 hour. + + While this Edge is active, you know the direction and approximate distance of every fire within 1 mile of you. You can also discern the relative size and intensity of each fire, allowing you to distinguish between a small flame, a campfire, a bonfire, or a spreading wildfire. This Edge doesn't reveal the source of the fire or what it is consuming. + + Natural barriers do not impede this sense, though fires completely enclosed by stone, metal, or other substantial structures may be impossible to detect at the GM's discretion. + + At ***5th level***, when you perceive a fire, you can determine whether it is natural, accidental, deliberately created, or magical in origin. + + At ***9th level***, you instinctively know the direction of the nearest safe route away from a fire, lava flow or similar spreading hazard. + + At ***13th level***, the range of this Edge increases to 5 miles. You can also focus on a particular fire you have detected and gain a rough impression of how long it has been burning, as well as whether creatures are gathered around it. + + At ***17th level***, your bond with flame becomes profound. While this Edge is active, you are immune to the blinded condition caused by smoke, ash, glare, or firelight, and you gain blindsight out to 30 feet through smoke, fog, and other airborne obscurants created by fire. + +- ### Ghostwalker + + *Prerequisite: Stealth skill* + + The oldest hunters know how to pass through the wilderness without disturbing it. Their feet leave few tracks, their movements blend with the rhythm of the land, and even the birds seem reluctant to announce their passing. + + As an ***action***, you invoke this Edge for up to 1 hour, requiring concentration as though concentrating on a spell. + + While this Edge is active, you gain a +2 bonus to Stealth checks and checks made to avoid leaving tracks or signs of your passage. + + Once you use this Edge, you can't use it again until you complete a long rest. + + At ***5th level***, a veil of primal concealment surrounds you and your companions. Each creature of your choice within 30 feet of you gains a +10 bonus to Stealth checks, can't be tracked except by magical means, and leaves behind no tracks or other traces of its passage. + + At ***9th level***, the veil obscures those it protects from supernatural pursuit. Creatures affected by this Edge can't be targeted by divination magic or perceived through magical scrying sensors. + + At ***13th level***, creatures affected by this Edge also have advantage on Stealth checks. + + At ***17th level***, the duration increases to 8 hours and the Edge no longer requires concentration. + +- ### Hunter's Mark + + *Prerequisite: Survival - Tracking skill* + + Every hunter learns to pick a quarry from the herd, but master rangers can bind themselves to their prey through an ancient primal rite. Whether through instinct, determination, or the subtle guidance of nature's spirits, you become unerringly aware of your chosen quarry and strike it with deadly precision. + + As a ***bonus action***, you mark one creature you can see as your quarry for up to 1 hour, requiring concentration as though concentrating on a spell. Until the effect ends, your weapon attacks deal an additional 1d6 damage to the marked creature. In addition, you have advantage on checks made to locate, track or identify signs left by your quarry. + + If the marked creature drops to 0 hit points before the effect ends, you can use a ***bonus action*** on a later turn to transfer the mark to another creature you can see. + + Once you use this Edge, you can't use it again until you complete a long rest. + + Your bond with your quarry grows ever stronger. At ***5th level***, the duration increases to 8 hours. + + At ***9th level***, the extra damage increases to 1d8. + + At ***13th level***, the duration increases to 24 hours and you always know the direction of your marked quarry while it remains within 1 mile of you. + + At ***17th level***, the extra damage increases to 1d10. + +- ### Hunter's Pace + + *Prerequisite: Physique skill* + + A predator's greatest weapon is not its claws or fangs, but its endurance. Experienced rangers learn how to pace their breathing, conserve their strength, and move with relentless determination, pursuing their quarry across rivers, mountains, and untamed wilderness without tiring. Through primal focus and sheer perseverance, you can push your body beyond the limits of ordinary travelers. + + As a ***bonus action***, you let out a hunting cry and enter a heightened state of focus for up to 1 hour, requiring concentration as though concentrating on a spell. + + While this Edge is active, you have advantage on checks made to jump, climb, swim, or otherwise traverse difficult terrain. You also have advantage on saving throws against exhaustion and on ability checks made to resist or overcome the effects of difficult terrain. + + In addition, your travel pace is treated as one category higher when determining overland movement, and nonmagical difficult terrain doesn't cost you additional movement while traveling outside of combat. + + Once you use this Edge, you can't use it again until you complete a long rest. + + At ***5th level***, your walking speed increases by 10 feet while this Edge is active, and standing from prone costs only 5 feet of movement. + + At ***9th level***, you gain a climbing speed and swimming speed equal to your walking speed while this Edge is active, and you no longer have to concentrate. + + At ***13th level***, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. In addition, you can spend 5 feet of movement to automatically escape from nonmagical restraints, grapples or similar impediments. + +- ### Hunter's Vigil + + *Prerequisite: Survival skill* + + The wilderness offers little mercy to those who let their guard down. Through years of enduring lonely nights, listening to the language of rustling leaves and distant howls, you have learned to rest with one part of your mind always awake. Even in darkness, your senses remain keen, ever watchful for danger. + + When you begin a long rest, you can enter a watchful state that lasts for up to 6 hours. During this time, you remain fully aware of your surroundings and can stand watch without falling asleep. While in this state, you gain advantage on checks made to detect creatures, hazards or other disturbances. + + In addition, time spent maintaining this vigil counts as light activity for the purpose of a long rest and doesn't prevent you from gaining the benefits of that rest. + + Once you use this Edge, you can't do so again until you complete a long rest. + + At ***5th level***, you can't be surprised while maintaining a Hunter's Vigil, and you add your proficiency bonus to initiative rolls made while the vigil is active. + + At ***9th level***, your senses remain sharp even in darkness. While maintaining a Hunter's Vigil, you gain darkvision out to 60 feet. If you already possess darkvision, its range increases by 60 feet. + + At ***13th level***, creatures under your protection sleep more soundly. Allies who complete a long rest within 30 feet of you while you maintain a Hunter's Vigil recover one additional expended Hit Die. + + At ***17th level***, your awareness borders on the supernatural. While maintaining a Hunter's Vigil, invisible creatures gain no benefit from invisibility against your Perception checks, and you always know the direction of any hostile creature within 60 feet of you that isn't behind total cover. + +- ### Keeper of the Fallen + + *Prerequisite: Nature skill* + + The dead should rest, and the wise ranger knows that when they do not, something has gone terribly wrong. + + As an ***action***, you can perform a brief rite over a corpse or burial site. For the next 24 hours, you know if an undead creature comes within 30 feet of the warded remains. In addition, you have advantage on checks made to identify, track, or detect undead creatures and signs of their presence. + + Once you use this Edge, you can't use it again until you complete a long rest. + + At ***5th level***, you learn the Rite of Returning. You can instead touch a corpse and entrust it to the wild. Soft fungal growths spread across the body, roots emerge from the earth, and nature reclaims the remains in a matter of seconds. Once returned in this way, the corpse can no longer be animated or transformed into an undead creature by any means short of a wish spell or divine intervention. This rite has no effect on undead creatures or living creatures. + + At ***9th level***, you can determine whether a corpse was killed by undead, a curse, or another supernatural influence by examining it for 1 minute. You also learn how long ago the creature died and whether it rose as undead after death. + + At ***13th level***, undead have disadvantage on ability checks made to track you by scent, sound, or supernatural means. + + At ***17th level***, when you perform the Rite of Returning, all corpses of your choice within 30 feet are affected. In addition, undead must succeed on a Wisdom saving throw against save DC equal to 8 + your Wisdom modifier + your proficiency bonus to willingly approach within 10 feet of a corpse you have warded or returned. + +- ### Kindred Spirit + + *Prerequisite: Handle Animal skill* + + Your time in the wild has awakened an ancient kinship between you and the beasts of the land. Through instinct, emotion, and the primal essence that binds all living things, you can form a temporary bond with a trusted animal. + + As an ***action***, you can touch a Beast that is friendly toward you and forge a primal bond that lasts for up to 1 hour, requiring concentration. While the bond lasts, and the Beast remains within 1 mile of you, you and the Beast can exchange simple thoughts, intentions, and emotions. This communication isn't language and can't convey detailed information, but it is sufficient to coordinate actions and convey simple concepts. + + While the bond persists, the Beast gains advantage on attack rolls against creatures within 5 feet of you that you can see. + + Once you use this Edge, you can't use it again until you finish a long rest. + + As your bond with the Beast deepens, your senses begin to intertwine. At ***5th level***, while bonded, you can use your ***action*** to perceive through the Beast's senses. Until you use another action to end the effect, you see through the Beast's eyes and hear through its ears. While perceiving through the Beast's senses, you gain the benefits of any special senses possessed by the Beast, but you are blinded and deafened with regard to your own surroundings. + + At ***9th level***, the bond functions while the Beast remains within 5 miles of you. + + At ***13th level***, when you perceive through the Beast's senses, you remain aware of your own surroundings. You no longer become blinded or deafened while doing so. + + At ***17th level***, the bond remains active as long as the Beast remains on the same plane of existence. + +- ### Nature's Grasp + + *Prerequisite: Nature - Primal Magic skill* + + The wild remembers every seed, root, and thorn. By whispering an ancient invocation and scattering a handful of rose petals, you call upon primal forces to ensnare those who would escape your hunt. + + As a ***bonus action***, you invoke this Edge, which lasts for up to 1 minute and requires concentration as though concentrating on a spell. The next time before the effect ends that you fire an arrow from a bow, thorny vines erupt from the point where the arrow lands and lash out at the nearest creature within 5 feet of the point of impact. If there are multiple targets at equal distance, determine randomly. + + The target must succeed on a Strength saving throw or become restrained until the effect ends. A Large or larger creature has advantage on this saving throw. While restrained, the creature takes 1d6 piercing damage at the start of each of its turns. + + The vines instinctively seek living or undead creatures. A creature doesn't benefit from being invisible when making the initial saving throw against this Edge, nor does invisibility allow a creature restrained by the vines to escape their grasp. + + A restrained creature, or another creature within reach of it, can use an ***action*** to make a Strength check against save DC equal to 8 + your Wisdom modifier + your proficiency bonus. On a success, the vines are torn apart and the effect ends. + + Once you use this Edge, you can't use it again until you complete a short or long rest. + + As your bond with the wild deepens, the vines answer your call with greater vigor. At ***5th level***, the vines grow thicker and more vicious, increasing the piercing damage to 2d6. + + At ***9th level***, the vines spread farther from the point of impact, seeking up to two creatures within 10 feet of the point of impact. Each creature must make its own Strength saving throw or become restrained by the vines. The piercing damage increases to 3d6. + + At ***13th level***, the damage increases to 4d6 and the vines can spread to up to three creatures within 10 feet. + + At ***17th level***, the damage increases to 5d6 and the vines can spread to up to four creatures within 10 feet. + +- ### Nature's Remedy + + *Prerequisite: Herbalism skill* + + The wild is filled with hidden cures for those who know where to look. Rangers learn to recognize healing herbs beneath tangled roots, soothing moss upon ancient stones, and restorative plants overlooked by less experienced travelers. Through knowledge passed down by seasoned hunters and countless seasons spent among the untamed lands, you can craft remedies that ease pain, knit flesh, and restore vigor. + + As an ***action***, you can apply a remedy to yourself or a creature you can touch. The target regains hit points by rolling d8s equal to your proficiency bonus + + You can use this Edge a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. + +- ### Otter's Grace + + *Prerequisite: Swimming skill* + + Otters are among the most agile swimmers in the wild, gliding effortlessly through swift currents and icy waters alike. By invoking a simple primal rite, you call upon their fluid grace and tireless breath. + + As an ***action***, you invoke this Edge upon yourself for up to 1 hour, requiring concentration as though concentrating on a spell. + + While this Edge is active, you have advantage on checks made to swim, and the amount of time you can hold your breath is doubled. + + Once you use this Edge, you can't use it again until you complete a long rest. + + At ***5th level***, you gain a swimming speed equal to your walking speed while this Edge is active. + + At ***9th level***, you can breathe underwater for the duration. + + At ***13th level***, attacks made against you while you are underwater are made with disadvantage unless the attacker also has a swimming speed. + + At ***17th level***, your swimming speed increases by 10 feet, and you have resistance to cold damage while submerged in water. + +- ### Stonehide + + *Prerequisite: Physique - Tolerance* + + The mountains endure storms, the forest survives fire, and the oldest trees weather the passage of centuries. By drawing upon the patient strength of the earth, you can harden your body against harm. + + As a ***bonus action***, you invoke this Edge for up to 1 hour, requiring concentration as though concentrating on a spell. While this Edge is active, you gain temporary hit points equal to twice your ranger level and have advantage on saving throws against being moved against your will, knocked prone, or grappled. + + Once you use this Edge, you can't use it again until you complete a long rest. + + At ***5th level***, you gain a +1 bonus to AC while this Edge is active. + + At ***9th level***, your skin hardens like bark and stone. You gain resistance to damage from nonmagical difficult terrain, environmental hazards, and natural hazards determined by the GM. + + At ***13th level***, your flesh becomes as enduring as bedrock. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage while this Edge is active. + + At ***17th level***, when you are reduced to 0 hit points while this Edge is active, you can instead drop to 1 hit point. Once this effect occurs, the Edge immediately ends. + +- ### Storm Dancer + + *Prerequisite: Acrobatics skill* + + The storm never stands still. It circles, strikes, and fades before its prey can react. Rangers who master this Edge learn to move with the fury of the wind, turning speed and momentum into deadly force. + + As a ***bonus action***, you invoke this Edge for up to 1 minute, requiring concentration as though concentrating on a spell. While this Edge is active, your movement doesn't provoke opportunity attacks. In addition, once on each of your turns, when you move at least 10 feet before making a melee weapon attack, that attack deals an additional 1d6 damage. + + Once you use this Edge, you can't use it again until you complete a long rest. + + At ***5th level***, your speed increases by 10 feet while this Edge is active. Additionally you can use this edge twice between long rests. + + At ***9th level***, the additional damage increases to 2d6. In addition, whenever you hit a creature after moving at least 10 feet, you may push that creature up to 10 feet away from you. + + At ***13th level***, whenever you move at least 20 feet before hitting a creature with a melee weapon attack, the target must succeed on a Strength saving throw against a DC equal to 8 + your Wisdom modifier + your proficiency bonus or be knocked prone. Additionally you can use this edge three times between long rests. + + At ***17th level***, you can become the eye of the storm. As an ***action*** while this Edge is active, choose up to five creatures you can see within 30 feet. You move like a gust of wind between them, making one melee weapon attack against each target. On a hit, the attack deals an additional 4d8 thunder damage. After making the final attack, you may move to an unoccupied space within 5 feet of any target you attacked and the spell ends. + +- ### Sunwise Eyes + + *Prerequisite: Perception skill* + + Years spent hunting beneath glaring skies and tracking prey across shimmering wastes have taught you how to protect your sight, as well as to recognize the telltale signs of heat shimmer, false shadows, and visual trickery. + + During a short or long rest, you can prepare a shaded hood, soot markings, or similar visual aids. The preparation lasts until your next long rest. + + While benefiting from this Edge, you are immune to being blinded by bright sunlight and have advantage on saving throws against effects that would blind using light, flame or intense color. In addition, you gain advantage on saves and checks made to see through visual deceptions such as mirages and illusions. + + At ***5th level***, light obscurement caused by sunlight, smoke, haze, drifting ash, glare, or similar visual conditions doesn't impose disadvantage on your Perception checks. + + At ***9th level***, your instincts often detect deception before your mind understands it. When you first perceive an illusion, you may immediately make any saving throw associated with seeing through it, even if you have no reason to believe the illusion is not real. + + At ***13th level***, your eye for deception becomes nearly instinctive. Whenever you succeed to disbelieve an illusion, you can point out its flaws to your allies. Until the start of your next turn, allied creatures within 30 feet have advantage on checks and saving throws made to see through the same illusion. + + At ***17th level***, your sight pierces nearly all deception. Invisible creatures gain no benefit from invisibility against you. + +- ### Tempest Shot + + *Prerequisite: Nature - Primal Magic skill* + + The storm does not burn like fire nor linger like ice. It strikes in an instant, carrying the fury of thunderclouds and the brilliance of the summer sky. By calling upon primal storm spirits, you can turn your arrows into crackling lightning. + + As a ***bonus action***, you invoke this Edge for up to 1 hour, requiring concentration as though concentrating on a spell. + + While this Edge is active, arrows fired from your bow transform into bolts of lightning. These attacks deal lightning damage instead of their normal damage type. + + At any point while this Edge is active, you can choose to end it when you hit a creature with a bow attack. When you do so, the stored power of the storm is unleashed through the arrow. The attack deals an additional 2d6 lightning damage, and each creature within 5 feet of the target must succeed on a Dexterity saving throw against a DC equal to 8 + your Wisdom modifier + your proficiency bonus or take the same amount of lightning damage. + + Once you use this Edge, you can't use it again until you complete a long rest. + + At ***5th level***, the additional lightning damage increases to 3d6, and you can use this edge an additional time between each long rest. + + At ***9th level***, you gain resistance to lightning damage while this Edge is active. In addition, any willing creature touching you gains the same resistance until the contact ends. + + At ***13th level***, the additional lightning damage increases to 4d6, and creatures that fail the saving throw can't take reactions until the start of their next turn. + + At ***17th level***, the additional lightning damage increases to 5d6, and the lightning arcs to a second creature of your choice within 10 feet of the original target, dealing the same additional lightning damage. + +- ### Tracker's Instinct + + *Prerequisite: Survival - Tracking skill* + + The wild is filled with signs for those who know how to read them. Broken twigs, disturbed earth, scattered seeds, and distant calls reveal the presence of creatures and plants long before they are found. + + As an ***action***, you can focus on a specific type of Beast or plant that you have seen before. For the next hour, you have advantage on checks made to track, locate, or identify signs left by that creature or plant. + + Once you use this Edge, you can't use it again until you complete a long rest. + + At ***5th level***, you can listen to the voice of nature itself. As an ***action***, you may name or describe a specific kind of Beast or plant. You learn the direction and approximate distance to the nearest such creature or plant within 5 miles, if one exists within range. + + At ***9th level***, you also learn the number of such creatures or plants within 1 mile of the nearest one. + + At ***13th level***, you can focus on a specific creature familiar to you. For up to 1 hour, requiring concentration as though concentrating on a spell, you sense the direction of that creature while it remains within 1,000 feet of you. If the creature is moving, you also know the direction of its movement. + + At ***17th level***, your ***5th-level*** feature can locate all separate groups or specimens instead of only the nearest. + +- ### Twin Shot + + *Prerequisite: Dexterity 13+, proficiency with bows* + + Some hunters learn that a well-placed arrow is deadlier than a dozen wild swings. The greatest among them learn to loose multiple arrows in a single fluid motion, catching their prey off guard and striking before it can react. + + When you take the ***attack action*** and are wielding a bow, you can use this Edge to nock and loose two arrows simultaneously. Choose two creatures within your weapon's range that are no more than 10 feet apart. Make a separate attack roll against each target with advantage. + + If either attack misses, the other attack is unaffected. These attacks otherwise function as normal ranged weapon attacks. + + Once you use this Edge, you can't use it again until you complete a short or long rest. + + As your mastery of the bow grows, your arrows fly with astounding speed and precision. At ***5th level***, when you use this Edge, the attacks deal an additional 1d6 damage on a hit. + + At ***9th level***, your arrows can briefly carry the fury of the hunt itself. Instead of making the normal attacks granted by this Edge, you may fire a single arrow into the air. The arrow fractures into a storm of spectral missiles that rain down in a 30-foot-radius. 20-foot-high cylinder centered no further than half your weapon range. Each creature in the area must succeed on a Dexterity saving throw against a DC equal to 8 + your Wisdom modifier + your proficiency bonus or take 3d8 damage of the same type as your ammunition, or half as much damage on a successful save. + + At ***13th level***, when using the normal version of this Edge, you can loose three arrows instead of two. Choose up to three creatures within your weapon's range, each of which must be within 10 feet of at least one other chosen target. Make a separate attack roll with advantage against each target. + + At ***17th level***, your spectral barrage deals 5d8 damage instead of 3d8, and your normal Twin Shot attacks deal an additional 2d6 damage on a hit. + +- ### Unnatural Awareness + + *Prerequisite: Perception skill* + + Years spent wandering the wilds have sharpened your instincts beyond ordinary senses. You can feel disturbances in the natural order, whether caused by magic, curses, or other unnatural influences. Animals grow restless, the air feels wrong, and your instincts warn you that something does not belong. + + As an ***action***, you open your senses to the subtle signs of the unnatural for up to 10 minutes, requiring concentration as though concentrating on a spell. Until the effect ends, you can sense disturbances in the natural order within 30 feet of you. When you detect such a disturbance, you can use your ***action*** to focus on it. You learn whether any visible creature, object, or area within range bears the mark of magic, or another supernatural influence. This Edge reveals only the presence of the effect, not its nature or origin. + + Beginning at ***5th level***, when you focus on an unnatural influence, you can track its lingering traces. If the creature, object, or effect was present within the last hour, you perceive faint signs visible only to your heightened senses, allowing you to follow its trail at your normal travel speed. If you move at a faster pace, the trail is lost. Teleportation and similar effects leave no trail to follow. + + Beginning at ***9th level***, when you focus on an unnatural influence, you can determine whether a creature or object is affected by a curse. With a successful Intelligence (Arcana) check, you can discern the curse's nature and effects. This ability doesn't function on artifacts. + + At ***13th level***, your instincts grow sensitive enough to distinguish one disturbance from another. When you focus on a supernatural influence, you learn whether it is primarily magical, divine, fey, fiendish, undead, or cursed in nature. + + At ***17th level***, the world can no longer easily hide its secrets from you. While Unnatural Awareness is active, invisible creatures, magically disguised creatures, and creatures transformed by magic register as unnatural influences, even if their true nature remains concealed. + +- ### Veil of the Wild + + *Prerequisite: Handle Animal skill* + + Experienced rangers learn to move through the wilderness without disturbing its natural rhythms. By masking their scent, softening their presence, and invoking ancient rites known to hunters and wardens, they can pass unnoticed among even the keenest beasts. + + As an ***action***, you may touch up to five willing creatures and shroud them in a primal veil for up to 1 hour, requiring concentration as though concentrating on a spell. + + While under this veil, non-magical animals are unable to sense the warded creatures through sight, sound, scent, or other natural means. Such creatures behave as though the warded creatures are not present unless presented with obvious evidence of their existence. + + The effect ends immediately for all affected creatures if any warded creature attacks a creature, casts a spell, touches an animal, or otherwise takes a hostile action. + + + Once you use this Edge, you can't use it again until you complete a long rest. + + At ***5th level***, affected creatures leave no scent trail detectable by Beasts or Monstrosities with an Intelligence score of 3 or lower. + + At ***9th level***, the veil extends beyond the senses of ordinary animals. Beasts and Monstrosities with an Intelligence score of 3 or lower are affected by this Edge. + + At ***13th level***, affected creatures gain resistance to damage caused by natural hazards, including thorns, stinging insects, poisonous plants, and similar environmental dangers determined by the GM. The wilderness itself seems to ignore those hidden beneath the veil. + + At ***17th level***, affected creatures are regarded as part of the natural order itself. Beasts and Monstrosities with an Intelligence score of 3 or lower must succeed on a Wisdom saving throw against your Edge save DC to willingly attack an affected creature, unless that creature has harmed them or their allies. + +- ### Voice of the Wild + + *Prerequisite: Handle Animal skill* + + The creatures of the wilderness speak in chirps, growls, scents, postures, and instincts. Through ancient woodland rites and long familiarity with the ways of beasts, you can bridge the gap between their understanding and your own. + + As an ***action***, you invoke this Edge for 10 minutes. During that time, you can comprehend and verbally communicate with Beasts. + + A Beast's knowledge is limited by its intelligence and experiences, but it can provide information about nearby locations, creatures, weather, food sources, and other events it has perceived within the last day. Communication is shaped by the Beast's nature, and its answers may be simple, instinctive, or focused on matters important to it. + + You can attempt to persuade a Beast to perform a simple favor that doesn't place it in obvious danger. Whether the Beast agrees, and the extent of the favor it provides, is determined by the GM. + + Once you use this Edge, you can't use it again until you complete a long rest. + + As your connection to the natural world deepens, beasts grow ever more willing to trust you. At ***5th level***, the duration increases to 1 hour. + + At ***9th level***, you have advantage on Charisma checks made to influence Beasts while this Edge is active. + + At ***13th level***, you can communicate simple concepts with Monstrosities that have an Intelligence score of 3 or lower. + + At ***17th level***, Beasts begin interactions with you as though their attitude were one step friendlier than normal. + +- ### Wild Empathy + + *Prerequisite: Handle Animal skill* + + You have learned to read the moods, postures, and instincts of wild animals, allowing you to calm them with food, patience, and practiced movements. + + As an ***action***, you can attempt to befriend a Beast that can see and hear you within 30 feet. You must offer food or otherwise demonstrate peaceful intent. The Beast must have an Intelligence of 3 or lower and must not be actively fighting you or your companions. + + The Beast must succeed on a Wisdom saving throw against your Handle Animal (CHA) check or become friendly toward you for 24 hours. While friendly, the Beast won't attack you or your companions unless provoked, and it will tolerate your presence. The Beast isn't under your control, and it won't knowingly place itself in danger. + + The effect ends early if you or one of your companions harm the Beast. Once a Beast succeeds on its saving throw against this Edge, it is immune to its effects for 24 hours. + + In addition, you can entrust a friendly Beast with a simple message of up to twenty-five words. The Beast will attempt to deliver the message to a creature, location, or landmark familiar to it. The Beast won't willingly enter obvious danger and abandons the task if unable to locate its destination within 24 hours. + + At ***5th level***, you can target two Beasts when you use this Edge. + + At ***9th level***, your understanding of beasts deepens. While a Beast is friendly toward you through this Edge, you can accurately interpret its recent experiences and observations. By spending 1 minute observing the Beast, you may learn information about locations, creatures, or events it has witnessed within the last 24 hours, as determined by the GM. + + At ***11th level***, you can target three Beasts. + + At ***17th level***, you can target four Beasts. Each Beast must be within 30 feet of you and able to see and hear you. + +- ### Wildsight + + *Prerequisite: Perception skill* + + The wilderness speaks through subtle movements: a bent blade of grass, a shifting branch, a ripple of moisture in the air. By opening your senses to the rhythms of nature, you can perceive what others overlook. + + As an ***action***, you invoke this Edge for up to 1 hour, requiring concentration as though concentrating on a spell. + + While this Edge is active, nonmagical foliage doesn't obscure your vision. You can see through undergrowth, dense vegetation, and similar natural plant life as though it weren't there. + + In addition, mist, fog, rain, snow, and other water-based forms of concealment don't obscure your vision. Effects that rely on such concealment don't grant benefits against your attacks or Perception checks, though any non-visual effects still apply. For example, a fog might still dampen sound, and a storm might still create difficult terrain. + + Once you use this Edge, you can't use it again until you complete a long rest. + + At ***5th level***, half cover granted solely by foliage, mist, rain, snow, or similar natural concealment doesn't apply against your ranged weapon attacks. + + At ***9th level***, you can see through magical fog, mist, and plant growth created by spells of a level no higher than half your ranger level (rounded down). + + At ***13th level***, difficult visibility caused by rain, snow, fog, vegetation, or natural darkness no longer imposes disadvantage on your Perception checks. + + At ***17th level***, you gain advantage on attack rolls against creatures that rely on foliage, mist, or similar concealment to hide from you. + +- ### Windrunner + + *Prerequisite: Physique skill* + + The wind carries no burden, ignores all obstacles, and strikes without warning. By calling upon primal forces and matching your movements to the rhythm of the wild, you can move with unnatural swiftness for a brief time. + + As a ***bonus action***, you enter a heightened state of speed for up to 1 minute, requiring concentration as though concentrating on a spell. + + While this Edge is active, your movement doesn't provoke opportunity attacks. In addition, you can take the Dash action as a ***bonus action*** on each of your turns. + + Once before the effect ends, you can unleash all of this gathered speed in a single burst. When you do so, until the end of your turn, your speed doubles, your jump distance doubles, and your AC increases by 2. You also gain advantage on one melee weapon attack roll made during this turn. If the attack hits, it deals an extra 1d8 damage. + + At the end of the turn in which you unleash this burst, the Edge ends and the strain catches up to you. Until the end of your next turn, your speed is halved. + + Once you use this Edge, you can't use it again until you complete a long rest. + + As your mastery of the wind grows, your bursts become ever more powerful. At ***5th level***, the bonus damage increases to 2d8. + + At ***9th level***, the burst grants one additional weapon attack as part of the same Attack ***action***. + + At ***13th level***, the bonus damage increases to 3d8 and your speed isn't halved after the effect ends. + + At ***17th level***, the bonus damage increases to 4d8 and activating the burst no longer ends this Edge. + +- ### Winter's Bite + + *Prerequisite: Wisdom 13+* + + Some rangers walk beneath winter skies and emerge forever changed. By calling upon the silent power of frost, you can shroud yourself in the chill of the frozen wilds, causing your arrows to strike with biting cold. + + As a ***bonus action***, you invoke this Edge for up to 1 hour, requiring concentration as though concentrating on a spell. While this Edge is active, your ranged weapon attacks made with bows deal an additional 1d4 cold damage on a hit. + + Once you use this Edge, you can't use it again until you complete a long rest. + + As your bond with the spirits of winter deepens, their power strengthens your attacks and hardens your body against the cold. At ***5th level***, the additional cold damage increases to 1d6, and you can use this edge an additional time between each long rest. + + At ***9th level***, you gain resistance to cold damage while this Edge is active. In addition, any willing creature touching you gains the same resistance until the contact ends. + + At ***13th level***, the additional cold damage increases to 1d8. In addition, a creature hit by one of your arrows must succeed on a Constitution saving throw against your Edge save DC or be unable to take reactions until the start of its next turn + + At ***17th level***, the additional cold damage increases to 1d10, and creatures that fail their saving throw against Winter's Bite have their speed reduced to 0 until the start of their next turn. +
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